Star Craft:Another War

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Tsukasa

KWR
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    Everyone and everything was at peace in the entire galaxy,except for a handful of souls..a group of protoss were building new facilties for production in their growth.Inside the Xel'Naga temple,dark templars were gathered around having a interesting conversation about the Zerg and Terran.It seemed like they were still pissed that the Zerg and Terran existed in "Their perfect world",to the protoss every other living thing in the entire universe was inferior to them and the knowledge they possessed.The templars sent out false signals to the zerg and terran,stating their own kind needed help.Knowing how well they will gradually come to help their kind,the Protoss prepared to erase the entire galaxy of the zerg and terran.Meanwhile..the terran and zerg prepare to launch into outerspace towards the protoss's planet,armed with their most powerful units they all take flight..

    This right here is just a description of Terran,Protoss,and Zerg

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    THE TERRANS

    They're your average humans with the ability to go in space, they have some
    technology that ressemble to ours now, but much more advanced. They can put up
    big defense blockades very easily, these defenses can be quite hard to
    penetrate. They have the longest range unit in the game, It's the Siege Tank,
    when in Siege Mode. One of thier drawbacks is that they're somewhat slow near
    the start and thier first fighting unit (The Marine) is not very strong unless
    put into Bunkers. They also lack detection, thier first can be Missile Turrets,
    but usually comes after they have a good ground defense. The best bet is to put
    up an academy as fast as possible to build a ComSat Station. If they manage to
    survive the beginning and establish some outposts, they can be a big menace.
    They also have the ability to lift some of thier vital buildings, very useful
    in island maps. Except the BattleCruiser, thier units are pretty weak and
    cheap overall. You can easily build anywhere in the map with this species which
    is a very good point by me, no restriction in building. You can put up a
    defensive blockade right in front of the enemy base with just a few SCVs, but
    each one can only build 1 building at a time. Forgot the essential! The Terrans
    have the ability to launch Nukes using Ghosts, these Nukes are a real pain if
    you launch them where it will do the most damage without being detected.
    (Enemies can see the red dot!)

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    THE ZERG

    A specie created by the Xel'naga, every single Zerg is controlled by the
    Overmind (or Kerrigan in the story), next is the Cerebrate and last is the
    Overlord. They assimilate species from other worlds in thier collective "DNA
    bank" so they can morph larvaes into useful creatures for them. Thier strength
    rely more on numbers than power. If you want to beat an opponent using the
    Zerg, use thier heavy production methods by buildings multiples hatcheries and
    mass producing one or two kinds of units. Thier units are usually useless if
    alone or in small groups (with few exceptions), but in large (or enormous)
    groups, they can be devastating. They always start with an Overlord, which acts
    like a scouting/supply/transport/detector unit and is very cheap and doesn't
    take any "food". They will never lack of detection with proper Overlord
    coverage. They also have the fastest rush in the game, 6 Zerglings rush, which
    will result in an easy win against unsuspecting opponents. However, zerg are
    heavy "resources eaters" and you must establish many outposts to keep the cash
    flow running in at a quick pace. On maps without "infinite cash" they be dead
    if they hang off too much. Mastering them takes micromanagement in long and
    tedious games, if you do not want to hear the dreaded "Not enough minerals" in
    a critical situation. Every unit is morphed from larva produced by
    Hatchery/Lair/Hive which can be ankward if your enemy has a tendency to destroy
    these first by sending "Kamikaze troops". Making outpost is a pain for them,
    they must first make an hatchery before being able to put Sunken/Spore Clonies,
    because they can only build on "Creep" (Organic ground that comes from Colonies
    and Hatcheries). You can only morph one building with 1 Drone. You lose the
    Drone after the building is complete.

    ***********************************************************************
    THE PROTOSS

    An alien species created by the Xel'Naga before the Zerg were created. They are
    acting nearly like humans with religion, cults and laws. Governed by the
    Conclave, they put all virtue in thier strength and deny other species. They
    banished some of thier brethen long ago for denying the ways of the Conclave,
    those are called "The Dark Templars" and are considered like outcasts to the
    Protoss of Aiur. They also try to protect thier homeworld (Aiur) at nearly all
    costs. These species cost much for thier units, but thier units are stronger
    than the other species. The Zealot is the first available fighting unit for
    them and can easily overpower a Sunken Colony/Bunker/Photon Cannon in groups of
    3 or 4. If they build a Forge first (instead of a Gateway) and 2 Photon Cannons
    near thier Nexus quickly enough, they can withstand the Zergling rush easily.
    They have a very useful scout unit, the Observer, an always cloaked detector
    unit with fairly large sight range and fast speed with it's upgrades. You must
    be sure to accompany your attack groups by at least 2 or 3 observers. The
    Protoss also have a nice feature, with only 1 Probe, you can build many
    buildings at the same time. However, they can only build in the range of a
    Pylon (If you try to build a building, blue circles will appear around Pylons,
    you must build into these circles), which is somewhat impractical, but can be
    dealt with. All of thier units (exception, probes and observers) are pretty
    costy and should not be lost uselessly.


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