ZvZ 1v1 Ladder Matches – Roach Ravager – StarCraft II – StarCraft eSports

Starcraft Heroes – Graven Hill

Graven Hill’s battle scars and long list of black market contacts belied a little of his good upbringing on Umoja. As a youth he was supposed to be a politician, like his father and mother, but Graven always found politics unfulfilling and useless.

Planets Starcraft – XT39323

The that identify with the Umoja Protectorate have long felt their independence to be a defining characteristic. The Protectorate does not recognize Emperor Arcturus Mengsk’s right to rule all Terrans, and goes to great lengths to ensure that the way of life there is unaffected by the League.

Starcraft Units – Marodeur

Produced from a Barracks with a Tech Lab, most of this unit’s attention will be against other armored units such as the Roach or the Stalker. Being almost the opposite of a Marine this unit is meaty and slow firing, and will take some attention during battles to make this unit target Armored units to do full damage.

Starcraft Missions – Back In The Saddle

This mission is self-sufficient in itself, since you can find HP in all important and you can use Kerrigan’s abilities whenever they are available. Once you can hit 3 or more enemies with Crushing Grip, you should do so. If you have medics against you, then you should kill them .

Starcraft Buildings – Auto Turret

Once deployed, the Raven can leave the area, and the Turret will remain until it is killed or its duration expires (10 seconds). At expiration, the Auto-Turret would have dealt a maximum of 315 damage before armor.

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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 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 event 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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