Starcraft Project Hydra Protoss Units Showcase – StarCraft eSports

Heroes – Daggoth

Daggoth, the Overmind’s right hand and one of its greatest cerebrates, was the master of the Tiamat Brood, the largest and most powerful brood within the Zerg Swarm. Daggoth served the Overmind with ferocity and valor.[1] In order to support his own operations, Daggoth had access to the Hunter Killer, a special and powerful type of hydralisk.

Planets Starcraft – Braxis

Despite these harsh conditions, Braxis has a long history of settlement that began during the golden age of Protoss expansion. When the Protoss reached the far reaches of the Koprulu Sector, they claimed this frigid planet and founded one of their first colonies, Khyrador.

Starcraft Units – Hellion

A fast expansion-raiding unit and anti-Melee unit when transformed into Hellbats. With a line of effect attack, the same range as a Marine’s attack, Hellions excel at fighting in Choke Points on maps. With a very slow cooldown on attack and fast movement speed, this unit requires a lot of attention and micro-management to be effective due to its nonexistent armor and low health.

Starcraft Missions – Harbinger of Death

As the overview already says, this scenario is all about your micromanagement skills. Tactical are not really helpful here. You just have to be quick. First of all, in this scenario, you cannot use abilities with the mouse. Only hotkeys work. With a lot of practice, however, this scenario should also be manageable.

Starcraft Buildings – Engineering Bay

The Engineering Bay (commonly abbreviated as E-Bay) is a building constructed by Terran for the purpose of improving infantry weapons and armor. It also allows the player to construct Missile Turrets, so building an Engineering Bay is common even if infantry upgrades are not researched.

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Starcraft


Starcraft is a turn-based game. The active player receives the obligatory first player token, so it should always be clear whose turn is being played, and especially interesting: StarCraft does not require any dice at all.
To get started, you first have to agree on your faction, then gather all the necessary figures, cards and tokens of your faction (woe betide the game master who only starts sorting now!) and leave the table in the middle free, as this is where the galaxy, i.e. the playing field, is built.

This proceeds similarly to Twilight Imperium.

Each player draws two planet tokens, which they can use to pick their planets from the planet stack. This step is necessary because the planet cards are shaped differently and the tokens are the only way to ensure that the drawing is random.
The starting player then places his first planet in the center of the table and can already build a base – but he doesn’t have to, then he has to do it on his second planet as soon as he lays it out.
Once the first planet is in place, it is the next player’s turn to lay out his first planet and connect it to the previous player’s planet with a navigation route cardboard piece. The last player may lay out both planets at the same time and then it goes in reverse order to the starting player. This way a more or less interconnected galaxy is created.
Finally, Z-axes are laid, which are navigation routes across loose ends, sort of a 3D conversion.
Each player receives the corresponding resource cards for his two planets and then only the cards are reduced according to the number of players, shuffled and placed on the board. There are three event card phases, which is symbolized by different card backs and should help the game to become faster and more powerful towards the end. Now the game can start.

Each round is divided into three phases.

Starcraft is a turn-based game. The active player gets the obligatory first player token, so it should always be clear whose turn is being played, and most interestingly, StarCraft doesn’t require any dice at all.
To get started, you first have to agree on your faction, then gather all the necessary figures, cards and tokens of your faction (woe betide the game master who only starts sorting now!) and leave the table in the middle free, as this is where the galaxy, i.e. the playing field, is built.
This proceeds similarly to Twilight Imperium.
Each player draws two planet tokens, which they can use to pick their planets from the planet stack. This step is necessary because the planet cards are shaped differently and the tokens are the only way to ensure that the drawing is random.
The starting player then places his first planet in the center of the table and can already build a base – but he doesn’t have to, then he has to do it on his second planet as soon as he lays it out.
Once the first planet is in place, it is the next player’s turn to lay out his first planet and connect it to the previous player’s planet with a navigation route cardboard piece. The last player may lay out both planets at the same time and then it goes in reverse order to the starting player. This way a more or less interconnected galaxy is created.
Finally, Z-axes are laid, which are navigation routes across loose ends, sort of a 3D conversion.





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