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Starcraft 2 Reaper



Reaper a Terran unit

The Reaper is a new unit in Starcraft 2 that has many interesting abilities powerful in its own ways. Reaper is the third unit of the Barracks for the Terrans. The unit cost 50 minerals and 50 vespene gas. It also requires the tech lab add-on to build the reaper. Here are some terran advantages and disadvantages using the reaper. Then I will go into strategies for reapers in the strategy section.

[Advantages]

  1. Reapers really early can wreck havoc on enemy workers.
  2. Reapers are great units for scouting because they are fast especially with nitro pack and cliff jumping.
  3. Speed of the reaper makes reaper really effective at harassing the enemy base with its fast mobility.

[Disadvantage]

  1. Committing to reapers ( tech lab, nitro pack, and 50 vespene gas each ) will significantly slow down your tech speed for better units mid game.
  2. Transition out of reapers is predictable: marine and marauders build.

[Reaper Strategy]

Early Reaper Harassment Strategy:

With this reaper strategy, you can really do a lot of damage to any race. You start the strategy by building a barracks at 9 then a refinery immediately after that. This will allow you to get a reaper about 30 seconds before a protoss can get a stalker out! This is a huge time window to do seriously economic advantage. Keep getting reapers while harassing. Remember, this requires a lot of practice to micro your reapers, build scvs, and build more troops. Try a few games of this and you can pull this off. Although you will do a lot of damage, you did sacrifice building additional scvs to get that early barracks. This Strategy really depends on your micro to make it effective. Go practice!

Reaper Scouting:

The purpose of this strategy is to allow the Terran player to scout the enemy base without using a scanner sweep. A reaper can jump on and off cliffs, it is a great recon unit for a cheaper price. The cost of a reaper is 50minerals and 50 gas compared to the cost of a scanner sweep which is roughly 270minerals. Reaper is also a GREAT for each aggressive push. Against a protoss, reaper can allow you to have the site advantage for a marauder push. When your marauders get to the bottom of the ramp, run your reaper on the top of the cliff to slow and destroy sentries and stalkers.

Reapers and Bunkers, stop early zerg expansion:

A really effective strategy to stop an early zerg expansion is to get out an early reaper and build a bunker at the zerg expansion. Because the hatchery has a sight range of 1 while it is being morphed, the bunker can be constructed almost next to the hatchery without getting detected. With an early reaper in the bunker, the Zerg player will be forced to cancel the hatchery or lose it. Zerglings are not powerful to stop an early aggressive strategy like this. Keep in mind that a getting an early reaper out and a bunker at their base is not exactly cost effective, make sure you tech up and build units while this is happening.



Abilities


  • [repair]

    Hotkey: (R)
    repair is an ability of Repair can be used on Terran structures as well as all units produced from the Factory and the Starport.
    Type: Auto-Cast
    Range: 1
       
  • [Gather]

    Hotkey: (G)
    Gather is an ability of Gathers minerals and vespene.
    Type: Command
    Range: 1
       
  • [Build Structure]

    Hotkey: (B)
    Build Structure is an ability of Build Structure is used to construct basic Terran structures. Basic Structures are the pre-requisite for advanced structures as well as some other basic structures.
    Type: Command
       
  • [Build Advanced Structure]

    Hotkey: (V)
    Build Advanced Structure is an ability of Build Advanced Structure is used to construct advanced structures. These structures require certain basic structures to be built as well as potentially other advanced structures or upgrades.
    Type: Command
    Requires: Barrack
       
  • [Stimpack]

    Hotkey: (T)
    Stimpack is an ability of Marines and Marauders acquire stimpack ability. Stimpack increases attack and movement speed of the unit at the cost of life. -10 HP / - 20 HP to Marines and Marauders respectively.
    Type: Command
    Requires: Tech Lab
       
  • [Jet Pack]

    Jet Pack is an ability of Allows Reaper's to jump up and down cliffs.
    Type: Passive
       
  • [Sniper round]

    Hotkey: (R)
    Sniper round is an ability of A careful shot dealing 45 damage. Ignores armor.
    Type: Command
    Damage: 45
    Range: 20
       
  • [Cloak]

    Hotkey: (C)
    Cloak is an ability of Cloaks the Ghost, preventing enemy units from seeing or attack it. A cloaked unit will only be revealed by detector units or effects. Drains .9energy per second
    Type: Command
    Requires: Ghost Academy
       
  • [Tactical Nuke]

    Hotkey: (N)
    Tactical Nuke is an ability of Calls down a Nuclear Strike with a radius of 8 at a target location. Nukes take 20 seconds to land.
    Type: Channeled
    Requires: Ghost Academy
    Damage: 300 (+200 vs buildings)
    Range: 10
    Radius: 8
       
  • [EMP Round]

    Hotkey: (E)
    EMP Round is an ability of Creates an electromagnetic pulse that does 100 damage to shields and drains all energy from units in a targeted area. Cloaked units hit by EMP are revealed for a short time.
    Type: Command
    Requires: EMP Round
    Damage: Destroy 100 shields and all energy
    Range: 10
    Radius: 2
       
  • [Siege Mode]

    Hotkey: (E)
    Siege Mode is an ability of Deploys into Siege Mode. In this mode Siege Tanks have a very long range and inflict area damage. Siege Tanks in this mode cannot move or attack targets at close range.
    Type: Command
    Requires: Siege Tech
    Cast Time: 4
       
  • [Tank Mode]

    Hotkey: (D)
    Tank Mode is an ability of Reverts into Tank Mode. In this mode Siege Tanks can move, but they deal less damage.
    Type: Command
    Cast Time: 4
       
  • [250mm Strike Cannons]

    Hotkey: (C)
    250mm Strike Cannons is an ability of Fires at a single unit or structure, stunning the target and dealing 500 damage over 6 seconds.
    Type: Channeled
    Requires: 250mm Strike Cannons
    Cast Time: 6
    Damage: 500
    Range: 7
       
  • [Fighter Mode]

    Hotkey: (E)
    Fighter Mode is an ability of Transforms the Viking into Fighter Mode. In this mode Vikings fly, but they can only attack air targets.
    Type: Command
    Cast Time: 3
       
  • [Assault Mode]

    Hotkey: (D)
    Assault Mode is an ability of Transforms the Viking to Assault Mode. In this mode Vikings move on the ground and can only attack ground targets.
    Type: Command
    Cast Time: 3
       

Submitted by admin on Sat, 2010-09-25 10:15