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Turtling Is For Terrans In StarCraft II 6:00 AM | Cord Kruse | Comment on this story
In a recent post on the official StarCraft II forums, Blizzard's Karune discussed the effectiveness of the turtling strategy in the upcoming sci-fi rts sequel. Although none of the races will find it as easy to hide within a heavily fortified position in SC II as it was in the original game, the Terrans are better equipped for the attempt. Overall, 'turtling' is a bit harder in StarCraft II since every race has new ways to keep them mobile. Terrans will likely have more Dropships than before, since they double up as medics. Zerg has the Nydus Worm, allowing whole armies to be transported to a set location. Lastly, Protoss has 'Warp-In' along with the newest version of the Mothership, which is slower, more hardy (in terms of hit points), and allows for the player to teleport a whole army to its location. Nonetheless, looking at the three races, Terrans are still relatively the best for a 'turtling' strategy. In the current build, Terran Siege Tanks's AoE (Area of Effect) attack have 13 range (more than twice the range of a Marine) against ground units, and Thors' AoE attack have 10 range. Getting an army of both is quite expensive- though if you can build the momentum, it is quite difficult to stop this ranged combination. Click over to the Blizzplanet site below for more information.
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