Raynor and Leadership Cards

By Stefan, in StarCraft

Raynor is opposed tot the brutal strengh of Mengsk's. He's a deal more cunning and can compete with the Queen of Blades on that field. Small wonder, if you know the video game.

In stage I, you may choose a fairly easy special victory, always enough ressources by taking the totally useful ressource tokens (and only you'll have access to them on a regular basis) or you go on the covert operations. While the first two options don't determine much of your strategy and are fairly conservative, the covert ops require some skills. You need the Ghost techs asap, but then you can do some nasty stunts, including taking away attack capabilities and landing in protected bases or nuking them clean. This is very, very, difficult, though.

In stage II, you may press your economical advantage by fast getting the 15 workers and all the transports to your disposal and guaranteeing a very efficient use of the modules. To many players, it seems the obvious choice, since the other, Jim Raynor, "is only a vulture". Yes, only a vulture. But Jimmy's not exactly the type to be a front-line unit. Look up what he's doing: +1 attack in every skrimish just when he's there. Hell, that's a golden attack order everytime you attack, and if you actually attack golden it's like using a flawless attack plan which can't hurt additonally, of course. Marines will be the dread for all those strong, expensive crap the other guys are building when Jimmy's around. Don't mess with him.

In stage III, you simply piss the others. Either you take 2CP from any of them, which makes sense when they get ready to win, or you force anyone to withdraw a special planet, preferrably one where most of the retreating stuff is killed. It is impossible to say when you should take what how, that's highly situationable.