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Hit Points: 300
Plasma Shields: 150
Size: Large
Supply: 8
Cost: 350
250
Build Time: 140
Produced at: Stargate
Requires: Fleet Beacon
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Base Ground Attack:
6
Base Air Attack: 6
Base Armor: 4
Range: 8
Sight: 11
Cooldown: N/A
Production Hot Key: C
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The massive Carriers serve as both command centers and devastating
weapons of war. Heavily armored and shielded, the Carrier mounts
no weaponry but instead manufactures and launches flights of robotic
Interceptors at vital enemy targets. The computer-controlled Interceptors
are capable of quickly tearing apart even the largest of vessels
with their relentless strafing runs.
The Carrier is a powerful and terrifying unit when seen in numbers.
While the Carrier itself has no attack ability, the Interceptors
it deploys can be anything from annoying to downright deadly. A
group of Carriers are the ultimate Siege Weapon, utilizing Interceptors
to lay waste to anything in the air or ground. Interceptors fly
out and attack on their own, but you can give them targets to destroy
by commanding the Carrier to attack (right clicking or using the
hot key A on the target) or
by issuing an Attack-Move (using the hot key A
and selecting an area rather than a target to move to). Most of
the time, you will want to use the Attack-Move command when using
Carriers and saving the right click (direct unit targeting) command
for the most dangerous or threatening units. While the direct unit
targeting will kill the selected target much more quickly, there
is a certain amount of delay when the Interceptors leave and enter
the Carrier and that slight pause in between attacks leaves the
Carrier vulnerable. If Carriers are group selected and given that
kind of command, the pause can come at the same time for all the
Carriers leaving a much larger window for your opponent to use against
you. The Attack-Move will generally leave the Interceptor attack
patterns randomized with virtually no delay in attacks.
The Carrier can carry up to 4 Interceptors to begin with, and
when given the Capacity upgrade, they can carry up to a maximum
of 8 Interceptors. Interceptors are not built with the Carrier and
must be produced by the Carrier (use the hot key I
for Interceptor production) and can be queued up for 5 Interceptors
at a time. Each Interceptor requires 25 Minerals for production
and if one happens to be destroyed in battle, the Carrier can produce
more (up to the limit of 8) as long as there are enough resources.
Other than production, Interceptors do not require any maintenance
on your part. Every time they return to the Carrier after an attack
sortie, they are automatically repaired and their shields are recharged.
If you do happen to notice that your Interceptors are damaged, the
only way to force the Interceptors back into the Carrier is to have
the Carrier retreat (which forces ALL of its Interceptors to return).
However, be wary of retreating if the majority of your Interceptors
are healthy or if a strategic target is nearly dead, since the window
of vulnerability swings wide open when the Interceptors begin returning
to the Carrier bays.
For the best effectiveness, the Carriers should always be at their
Interceptor limit. As mentioned before, Interceptors can be destroyed
in the heat of the battle, and if they aren't replaced the Carrier
becomes that much less useful. A Carrier with no Interceptors is
a complete waste of resources and supply units and can easily be
destroyed by enemy air-to-air/anti-air units.
When using Carriers to attack, try and keep them above high ground,
water, space, ice, etc. where the Carriers are out of ground unit
attack ranges. The Carrier attack range (the maximum distance the
Interceptors can fly from the Carrier) of 8 is better than most
units and as long as the Interceptors can reach a given target/enemy
presence, there's no need to put the Carrier in any jeopardy. If
your opponent has and uses air units to attack/defend be sure to
target them first to give your Carriers the best possibility of
retreating from a bad situation. The downside, however, is that
if an enemy comes into your Carrier's attack range, your Carrier
will automatically acquire the target and begin moving towards it.
If you become careless with your Carrier control, you enemy can
easily lure idle Carriers into traps and ambushes without any damage
or loss while you lose a potentially powerful weapon. If you do
have to leave your Carriers at a certain location (perhaps to intercept
enemy expansion attempts or sneak attacks), be sure to use the Hold
Position command (hot key H
with Carriers selected) to prevent your Carriers from wandering.
In addition to their great attack range, Carriers also have a
long sight range (11 units). This can be both helpful and problematic
depending on the situation. Obviously for attacks, the long sight
range will allow you to attack the enemy before they can see you
and overall will help you destroy your enemy at best and cause confusion
at least.
The Carrier also has the ability to "stack" when in groups. This
can also be an advantage or a disadvantage depending on the situation.
Stacked Carriers in large groups have a concentrated field of attacking
Interceptors and can make it near impossible for your enemy to select
any units caught beneath them or even select the Carriers themselves.
This can be a great advantage during a siege and should be used
in most cases. However, if you opponent has units with special abilities
or area-effect attacks, stacked Carriers can be heavily damaged
in a very short amount of time. Examples include High Templar casting
Psionic Storm, Defilers casting Plague, Queens casting Ensnare,
Science Vessels casting EMP Shockwave, etc. Large groups of Corsairs,
Archons, Mutalisks, Devourers, etc. with their area-effect damage
attacks are also deadly. If your opponent shows any signs of utilizing
those counters, be very cautious with your Carrier attacks, and
let them spread out if possible.
As recommended with the Scouts, you will always want to keep at
least one Observer with your Carriers (although the more the merrier)
since they have no detection abilities of their own. This will prevent
Cloaked Wraiths or Arbiter cloaked Protoss units from making easy
targets out of your Carriers. Again, you should use the Observer
"link" tactic (select an Observer and right-click on one of the
Carriers) to have an Observer follow your Carriers wherever they
go without further management (unless you issue another command
to the Observer).
Like any other unit in Starcraft, Carriers function best when
supported by other units (for a more balanced force). Dragoons and
Scouts always make excellent support units, but if you're lacking
in resources, you may wish to resort to Zealots and Corsairs to
defend against both air and ground targets.
One thing to remember when using Carriers is that when they are
destroyed, all of the Interceptors associated with that Carrier
self destruct along with it. Once those Interceptors are destroyed,
depending on the Carrier fleet size, you can lose a significant
advantage in battle. Therefore, be sure to keep your Carriers' shields
full with Shield Batteries and never hesitate to retreat if the
Carrier begins taking heavy damage. If the damage is severe, the
best method of retreat is to use the Arbiter Recall ability on your
Carrier fleet. This will instantly teleport your fleet to the Arbiter's
position and hopefully out of harm's way.
Finally, with Brood War, the balance between the aerial units
can best be defined by the .
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[ Click to Enlarge - 79 KB
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Scouts and Corsairs support Carriers with an attack on a Terran
base...
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[ Click to Enlarge - 98 KB
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...Carriers can always use added support in fighting both
land and air targets.
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[ Click to Enlarge - 106 KB
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While Carriers are great on their own in large numbers, Psionic
Storm can be used to help them out.
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[ Click to Enlarge - 98 KB
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Carriers can use high ground to their advantage, staying both
out of sight and range from any ground attack units.
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For any race, if you can force enemy Carrier(s) to move from a
standstill position, it will cause any Interceptors the Carrier(s)
may have to return to the Carrier which leaves it vulnerable to
attack. At that point you can attack them with any air-to-air/anti-air
units you may have without worry of counterattack, at least until
the Carrier(s) come to a stop to redeploy their Interceptors.
Terrans
- Use EMP Shockwave with Science Vessels to completely deplete
Carrier Shields.
- Cloaked Wraiths can dispatch Carriers that don't have detection
nearby.
- Use Yamato Guns with Battlecruisers to quickly even the odds.
- Valkyries can counter Carriers if they have an advantage in
numbers.
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[ Click to Enlarge - 75
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Cloaked Wraiths attack a group of Carriers.
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Protoss
- Use Psionic Storm with High Templar to heavily damage stacked
Carriers.
- Use Mind Control with Dark Archons to make your opponent's advantage
yours.
- Scouts escorted and cloaked by an Arbiter can quickly destroy
Carriers.
- Large groups of Corsairs using Hit and Run tactics can kill
Carriers.
Zerg
- Hydralisks covered by Dark Swarm can quickly destroy Carriers
(be sure to target the actual Carrier immediately).
- Devourers in large groups can withstand the punishment from
Interceptors with their heavy armor as well as deal significant
damage to the actual Carriers; best used if supported with Mutalisks.
- Use Plague with Defilers to reduce the Carrier HP.
- Use Ensnare with Queens to slow Carrier movement.
- Use Parasite with Queens to keep track of Carrier movement.
- Use groups of Scourge to destroy the Carrier.
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Air
Weapons
Level
1 - 100
100
Level 2 - 175
175
Level 3 - 250
250
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Air
Armor
Level
1 - 150
150
Level 2 - 225
225
Level 3 - 300
300
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Plasma
Shields
Level
1 - 200
200
Level 2 - 300
300
Level 3 - 400
400
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Carrier
Capacity
100
100
+4 Max Interceptors |
Air Weapons - Each upgrade
adds +1 per upgrade for a total of +3 with all three upgrades.
Air Armor - Each upgrade adds
+1 to Armor for a total of +3 with all three upgrades.
Plasma Shields - Each upgrade
adds +1 to Shields for a total of +3 with all three upgrades.
Increase Carrier Capacity -
A must have upgrade. As soon as the Fleet Beacon is completely warped
in, (if the plan is to make Carriers) research this upgrade, even
before you have any Carriers. The difference between having 4 or
8 Interceptors is significant.
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