Three sides to the story

PC fans can't wait for Blizzard's StarCraft II, a real-time strategy game that's set for release in the first half of 2010 (for the time being, anyway). Instead of playing one game, however, you get three. That's because StarCraft II was split into three separate expansions, one for each faction. You've got the Terrans taking control of the action in Wings of Liberty, the Protoss leading the charge in Legacy of the Void and the Zerg unleashing havoc in Heart of the Swarm. So, with that, what can you expect from each faction as far as tactics and strategies go? Well, we're here to break it down for you.

Terrans

The history behind the Terrans is a bumpy one. Hundreds of years ago, their ancestors attempted to launch a colonization expedition from Earth into the Koprulu sector. However, its human cargo was deemed expendable by its government, making them easy prey for hostile aliens. Not all of the people perished, however. The surviving members of the assault were able to establish three colonies in occupied Terran space: the Confederacy, the Kel-Morian Combine and the Umojan Protectorate. Out of the three, the Confederacy was the most powerful, although many deemed it corrupt. Distracted by a pending Zerg invasion, it was soon overthrown by known terrorist and revolutionary Arcturus Mengsk.

Now the descendants are rising from the ashes of the Confederacy, slowly evolving into a dominant force in the Koprulu sector. Leading the charge is Arcturus, who now goes by the name Emperor Arcturus I. After betrayal by government and the bitter taste of corruption, the Terrans have become masters of raw survival. Even though they're not as high-tech or battle-prone as their rivals, they're just as efficient, thanks to a varied mix of strike units.

From ground units to more heavily armored battle vehicles, the Terrans have their territory covered. Marines serve as General Purpose Infantry. Their attacks with the 8mm C-14 Impaler Gauss Rifles are very effective. If you prefer something more heavily armored, you could go with the Reaper, a Hunter-class soldier armed with rocket boosters, a P-45 Scythe Gauss Pistol and explosive D-8 charges.

If you need something that's effective both on the ground and in the air, you can turn to the Viking. This transforming vehicle goes from walker form to space cruiser in a matter of seconds, effectively laying waste to both airborne and ground-based foes. If you prefer a more reinforced ground game, you can go with the heavily armored Thor, a large walker that utilizes "Thor's Hammer" particle accelerators and a 250 mm Bombardment Cannon; avoid direct fire or you'll be turned into Swiss cheese. The Crucio Siege Tank is also very effective in combat. What it lacks in walking abilities, it makes up for with advanced firepower, both in assault and siege modes.

There are other Terran battle tools to consider as well, including the AH/G-24 Banshee (which holds its own with a barrage of Backlash Cluster Rockets), the Ghost Stealth Sniper class (perfect for ambushes) and the construction-ready TF-620 Nomads. The Command Center also serves as a focal point for Terran outposts, and it can be moved from point to point, even though its immense size makes it slower than other vehicles.

Bottom line, the Terrans are ready to make a difference in the universe.

Zerg

From the very beginning, the Zerg was a dominant race. They're actually made up of numerous species that have since grown into the collective through Zerg infestation, adapting various skills.

Upon the Zerg's arrival in the Koprulu sector, they didn't have an organized government made up of different factions like the Terrans. Instead, they were directed by one concentrated force, known as the Overmind. This being kept full control over each member of the faction, using a number of cerebrates to help manage things into one collective, known as the Swarm. In the heat of battle, these cerebrates, working through the Overmind, issue commands to both active units in the battlefield and those nesting in safer areas.

However, the Overmind didn't keep control of the Swarm. While expecting to take control of the Protoss race, it tried something with a Terran psionic named Sarah Kerrigan, creating a powerful new ally known as the Queen of Blades. Following her creation, the Overmind collapsed in the Invasion of Alur, under the heavy pressure of Protoss reinforcements. The Queen stepped in, working alongside the dark templar to eliminate the surviving cerebrates and soon taking the control of the resurrected Swarm.

So far, only three battle units have been revealed for the Zerg. The first is the Hydralisk, formerly known as a species of caterpillar-like creatures. However, once in the control of the powerful Overmind, they evolved into powerful beings with huge pincers and a taste for blood. These snake-like creatures are heavily armored, thanks to protective carapace plates and spines that have grown in strength since their evolution. These spines can also be used as offensive weapons, as Hydralisks can launch them at enemies as projectiles.

The second unit is the Mutalisk, a winged creature that strikes fear into the hearts of enemies from above. Originally known as the mostly harmless roving mantis screamer from the Dinares sector, it has since become a vital part of the Zerg offensive. They strike from both the air and the ground, using glave wurms, deadly symbiotes that damage several opponents through explosive disintegration. The Mutalisk is also hard to hit, since it moves quickly and accurately.

Finally, there's the Sapper-class Baneling. These bloated creatures roam around with fluid-filled sacs. They're so heavily loaded that they don't even walk. Instead, they roll where they need to go. This makes them unpredictable, as you sometimes won't be able to tell which direction they'll go next. If they get close to you, you'll feel their lethal payload when they explode and splatter their well-stored acid. Think of them as a combination of a suicide bomber and a gooey grenade.

Protoss

The Protoss use advanced technology, while following philosophies that have defined their race for hundreds of years. Their ongoing war with the Zerg left them to question the effectiveness of not only their weapons, but also the philosophies they established. Should they stick with the tactics they've relied on for so long, or adapt to using new skill sets and ancient weapons they swore they would never need to lean on again? It's up to the player to decide, but sometimes change is for the better.

Along with technology, Protoss units also possess the power of psionic energy. This allows them to do unbelievable things on the battlefield.

Robot units, both large and small, are effective in the heat of combat. Even the least powerful of the units, the Zealot, can do a lot of damage, especially with its Twin Psionic Blades. Joining it on the battlefield are the Immortal, with its Twin Phase Disruptors, and the sneaky Stalkers, which strike back at opponents with Chronal Webs.

The Colossus provides the best support on the ground, with the ability to climb to higher ledges and strike with its hot-and-heavy Twin Thermal Lances. We also like the Twilight Archon, a glowing warrior with the power to take out surrounding rivals in seconds with its Psionic Shockwave. Last but definitely not least is the Dark Templar, a speedy character that can cut you down to size with its Modified Warp Blade.

Protoss forces are also very effective in the air. The Phoenix can strike swiftly with its Twin Ion Cannons. Once it spreads its wings, it's ready to fly and fry. The larger Motherships are much slower, but also much more powerful with their Disruptor Pulse. This streaming beam of light obliterates anything it touches.

There are also defensive aerial vehicles. The Phase Prism, for instance, provides tactical transport. The Observer works as a quick-moving scout, surveying areas to gather vital information. Then there's the Carrier, which can bust its way through enemy blockades using robotic interceptors. It comes in handy if Zerg soldiers block your way.

Finally, the Protoss manipulate time and space using their advanced technology. Utilizing both an original Gateway and surrounding Warp Gates, you can effectively move units across the battlefield. However, you can only do it in certain proximity points, so you don't gain too much of an advantage over the opposition. If the Gateway doesn't get the job done, the more powerful Stargate certainly will, enabling even better traveling capabilities. If you see a Protoss base with several Stargates surrounding it, you know they're well prepared.

No matter which faction you choose, you're in for a hell of a fight. Now all Blizzard has to do is release the game.