
Ironically, it is the best example of a supply pit done right. The Tactical Nuke is worth particular note for being the first supply pit in StarCraft. Furthermore, its more outlandish abilities either require additional research or further investments to prepare.

It’s a unit that, on paper, sounds like it should be all kinds of busted, but isn’t. The fact that it’s on one of the furthest ends of the Terran tech tree has a lot to do with this. That’s pretty much the theme of the Ghost. It can stealth and has massive burst that can shred even the tankiest units if need be, it can call in a Nuclear strike, which, appropriately enough, is nowhere near as broken as it sounds. To start, it’s a spellcaster built to counter other spell casters.

Now if only it didn’t look like a concept reject for Genesect.Ĭonceptually, the Ghost seems like what you would get if you told a 10 year old boy to make a StarCraft unit. The idea of taking a mobile low damage unit and making it a race’s core is a tough sell but the Stalker carved its own niche with its distinct and satisfying play-style. Like most standard Gateway units, the Stalker functions as reinforcements in long engagements they will eventually fall-off without actual heavy firepower at the rear, so focus fire is imperative. The latter is usually achieved by using blink to hard engage a dangerous target before it can react, or up to higher ground to secure a tactical advantage. Instead, as its name implies, the Stalker functions as a sniper unit for both cutting off units attempting to retreat, and giving the Protoss the ability to dictate the terms of engagement.

Stalkers can’t survive prolonged engagements without the support of units higher up in the Protoss tech tree.
