Direct Strike Standard Guide

“Direct Strike” in the arcade: not particularly complicated but there are a handful of things to learn. If you want to introduce someone to starcraft, direct strike standard mode is one of the best ways to learn units.
Since the mod is free and the basics are easy to understand, I’ll jump right into strategy.

Important General Rules

If you have a team that follows the general rules, you will win most 3v3 games: they are crucial.

  • DO NOT take an early refinery/extractor/assimilator income boost. By winning fights and taking control of the middle line, your team gets 2 gases worth of income each. If you take a gas, you have fewer units, so you will lose middle control and thus, income. Your partner(s) will have to fight the army you “leaked” so they have a lower chance of beating their waves.
  • If you are fighting zerg, rush to tier 2. Otherwise, spam tier 1 units. Zerglings and banelings are very cost efficient against tier 1 units, but very inefficient vs tier 2 units (lurkers, archons, hellbats/banshees). In all the other matchups, tier 2 units are not worth getting early: stalker/sentry and marine/reaper/marauder are strong enough to overwhelm a few high tech units. If your opponent is rushing for tech, be prepared to scan for detection, as cloaked units are the most common rush.
  • Counter your wave, even if your ally leaks. If you’re player 2 on your team, counter player 2 on enemy team. As tempting as it is to make units to mop up leaks, it is better to hard counter the guy you “should” be fighting. Otherwise, “you have half an army that can fight 1 guy, half an army that can fight another guy, and an entire army that can fight nobody” -Cain
When Do I Gas?

Generally, you want to take a refinery/extractor/assimilator when you are confidently ahead. Here are a few benchmarks when you are ahead:

  • Enemy bunker/cannon dies. The turret allows you to push back from early-game disadvantages/leaks. If the enemy turret dies, it is much harder for them to bounce back, so usually it’s safe to take a gas here.
  • 3-5 minutes of confidently controlling middle income. Experience with this comes with time. If your team has early control over middle income and retains it, it can pay for your first gases, even if you haven’t killed the enemy turret yet.
  • When enemy gases Pretty self explanatory. If the enemy is investing, you invest with them, except you have the middle income and are therefore safer.

If you lose middle control, you have to talk to your team and decide whether you want to A). Refrain from gassing, in an attempt to push back to the middle, or B). Gas hard up to 3-4 gases asap, in an attempt to push the game to 30-40 minutes and win late game.

Burst and Stack Units

Burst and stack units are “needy,” so to speak. They need regular units to support them, otherwise they’ll just die, and they need specific units to be countered.

  • Burst units can rapidly change fights. Almost all of these have AoE abilities that usually won’t recharge. (Ex. Storm, disruptors, banelings, widow mines).

You have to be weary of enemy burst options: you may think you’re in a good spot with your Terran bio until 2 disruptors show up out of no where and ruin your day. Most of these have specific counter play: enemy disruptors will seek out swarm hosts and widow mines, which you can use to your advantage by forcing them away from the bulk of your army.

  • Stack units have high survivability, whether it be from abilities or long range, and usually have low damage. (Ex. Blink stalkers, tempests, queens, lurkers, tanks, ranged liberators).

The point of stack units is to survive long enough for another wave of units to reinforce and protect them. Therefore they are more effective as the game goes on and battles last longer. Similar to burst units, stack units warrant specific counter play, such as archons vs lurkers or corruptors vs liberators. If your enemy makes stack units, aim to hard counter them asap in order to stop their stack.

Ability Control

You can hit f3, or click the purple icon above the map to open the ability control menu.

  • Don’t waste abilities on leaks. There is nothing more painful than 1 marauder causing your entire army to stim or causing your disruptors to waste their shots. Very micro intensive, but it will decide games. This is especially true for tanks and liberators. If all your tanks siege to kill 1 marauder, they will take 7 years to unsiege, so all your regular units will be seperate from your tanks. Obviously not great.
Positioning

Positioning is mostly min-maxing. You usually won’t need to bother with it, but here are a few instances where it really helps

  • Early game, place units far back. This is to minimize the chance of leaks dealing damage: they will ideally attack the cannon/bunker instead.
  • Against disruptors, place widow mines or swarm hosts to the side of your army. Disruptors are disgusting if they can get meaty shots. You want to avoid this at all costs by drawing their fire to the left and right of your main army.
  • Make multiple bursty waves. The obvious response to banelings is to have marauders or even thors up front to tank the hits. You can prevent this by having 3 lines within your wave: your main army up front and 2 waves of banelings far apart. Similar story with disruptors and widow mines.
Taboo Upgrades/Units

Some units and upgrades just aren’t worth it:

  • Phoenix range, even though it’s cheap. You want your Phoenixes in front of your void rays to tank.
  • Zergling speed. Weird one, but slow zerglings are the exact same speed as banelings with speed. Unless you’re spamming down lines upon lines of zerglings, your army will stick together better without metabolic boost.
  • Swarm hosts. Inefficient unit, even for stack unit standards. Use only against disruptors.
  • Cyclones. Inefficient unit. Too low sustain.
7 Likes

Great guide! I hope beginners read this and remember at least the first line - DO NOT take an early refinery/extractor/assimilator - as it is the most common mistake.

Does anyone have a suggestion when to take weapon/armour upgrades? I usually check the opponent’s units each wave and react to that. E.g. giving lings +1 carapace if enemy zealots have +1 weapons.

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General rule I’ve used is each upgrade increases effectiveness by 10%. So only buy a 100 mineral weapons upgrade if you have over 1000 minerals worth of units that would benefit from it.

Biggest exceptions being vs archons, queens, Phoenixes, mutalisks or reapers, where armor upgrades are more impactful.

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Seems like an awesome guide, didn’t know how much you got from the middle, thanks! (But doesn’t this go in the Map Showcase section?)

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You say swarmhosts are bad, but I’ve played games where I almost got to the opponent nexus, a wave of swarmhosts appeared, and they all just stacked until they reached my nexus. I don’t know how you kill them if they’re so very far back the zerg army, which I can’t kill fast enough to get to them before the reinforcement came.

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Against a lot of swarm host, air and high attack speed units tend to do well. As Terran, liberators (to counter-stack) or marines (to vaporize locusts before they get value). As Zerg, lurkers, possibly queens. As toss, disruptor (if they make a ton), tempest. I hear colossi work, though haven’t had too much experience with them against hosts.

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I must disagree with you about Cyclones. They shred tychus’ minions, they shred all air. Front line bats and tanks, next Cyclones and Sci Vessels then decide if you want to go t3 for Thor or Goliath with upgrades. After you get 6 cyclones with at least 4 bats up front you will feel the power.

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3 things

  • great necro
  • how does this have 13k views but only 6 replies.
  • direct strike sucks
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Great tips. I would only add these things:

Taboo units/army comps

  • banshees. Most useless unit in DS.
  • Mass raven, it works great vs people who dont know what they are doing. But if you do it to someone who actually knows how to counter its awful.
  • never rush to tier 3 there is nothing at t3 that you need that t1 and t2 units wont do for you.
  • In tvt just make marines and reapers. Im sick of seeing people either gassing or going to t2 and getting wreaked by someone who follows the terran build. TvT is the most scripted match up in DS.
2 Likes

This is referring to standard mode, not commanders mode. Unit balancing is very different between the 2.

  • Banshees are great in the early game. Particularly in TvT & TvP. Just not in mass. Two or three in addition to other units will give you an early stack (especially in TVT).
  • The most useless units in DS are medivacs and hellions.
  • Battlecruiser rush is actually pretty good if you know what you’re doing and/or play with a team. Ultralisk rush can also be very effective in ZvZ.