If you are not too free with micro and macro then impediment me explain. Micro refers to controlling your contest units on the map whether it is using abilities, kiting, or getting in formation. Macro refers to the mechanics of the plan like building structures, producing units, and expanding.
Macro is greater amount of important since you need to remain up with production in order to acquire a large army to take at a loss your opponent. But micro is extremely important as well because if you change the direction of your back on your army your foe can take them out with quietude.
Every unit is unique so each unit should be controlled differently. Each one attacks differently, has different abilities, and does well in equalization of certain units as I will explain.
1) Formation - Not a lot of players arrive this but formation is a big factor in every single battle you sport. You want to have the better position before a battle starts in anticipation of your opponent. You want your units smart. Know where your opponents army is going to rush upon and spread your units out. Make a hollow shape so that your units last ~ and testament be kind of surrounding them.
Do not leave your units in a ball on this account that this will make it easier conducive to them to surround you. You need have it so all of them be possible to attack right away rather than some being stuck behind others having to wait in the presence of attacking.
It is more specific with each type of unit. Like granting that you are Protoss and you gain Zealots, Stalkers, and Colossi then you have need of your Zealots out in front inasmuch as they are melee. Then your Stalkers in the rear them because they are ranged. Then consider the Colossi in the back because they have long range and you penury to keep them from dying because of how valuable they are.
2) Ranged Units - These are the in the greatest degree common. These include Hydralisks, Roaches, Marines, Marauders, Stalkers, and Colossi. Usually you can make them most effective not solely by getting them in formation preceding a battle but by kiting them.
Kiting appliance to fire and pull back repetitively. This especially goes in the place of Terran with Marines and Marauders once they have Stim Pack and verily Concussive Shells for the Marauders. When you are facing each army of Roaches and Zerglings or Zealots and Stalkers in consequence you want to fire and pluck back to make it difficult because the melee units to reach them.
3) Melee Units - Zerg has the greatest in quantity melee units which include Zerglings, Banelings, and Ultralisks. Then in that place is Protoss Zealots. Zerglings and Zealots are the huge units in this category since they are used in pleasing much every game. Ideally you necessity to surround your opponents army. Do this ~ means of getting their speed upgrades which toward Zerglings it is Metabolic Boost, and with respect to Zealots it is Charge.
Zerglings are self-same fast so you can make a great swarm of them and control them thus they get a surround on your opponents force to trap them and then attack rather than trying to chase them into disgrace. So be sure to right catch behind their army and then assault.
For Zealots you should just arrive them in formation in a large open area. Then just attack unless they start kiting their units. As during Banelings you want to have it in this way they are in the middle of your opponents military force. They are very good to have with the speed upgrade when facing a broad army of Marines, Zealots, or Zerglings. They are also great for attacking an open inorganic body line.
4) Air Units - Obviously these set of units are very mobile and are persons of rank for harassment. Air units that be possible to attack ground like Mutalisks, Void Rays, and Banshees are countless for harassing buildings and workers in which case away from the ground where anti current of ~ can attack them.
In some cases you force of ~ need to micro them well to take abroad long ranged ground units like Colossi and Siege Tanks. Your enemy will try to run them at the back of their army of anti air units mete you should try to harass them because much as you can by flying round them. It can be difficult at the time facing Marines with Siege Tanks or Stalkers with Colossi. Again you should get in production and have it so your melody units are circling around their force before they attack.
5) Special Units - Units like Ghosts, Ravens, Infestors, High Templars, Sentries, and Motherships are explanation units in an army. They are the units you have need of to protect so you can save from decay their energy so they can practice their abilities to turn the battles in their facilitate.
If you are Terran facing Protoss and you hold Ghosts then you want to any one protect them and then use their EMP Round perpendicular before a battle to do for example much damage to the Protoss one shields as you can. Or admitting that they have High Templars then you positively should get Cloak and then employment it on their High Templars under the jurisdiction they get close your army to occasion them useless.
If you are Zerg through Infestors then you will want to conversion to an act Fungal Growth on a large military force of light armored units like Marines, Zerglings, or Zealots to figure them most effective. Fungal Growth is self-same effective because it deals damage in the presence of a battle or it can moreover be used to freeze the units in stead like Siege Tanks or Colossi space of time you use your units to enclose them until you can attack.
Sentries are hard in early battles mainly because of their Force Fields. We were talking near to how important formation is. Force Fields fashion it very difficult for your opponents troops to be in formation. That is the purpose of it. You scantiness to face your opponents army in a closed interstice to easily trap some units in to easily take them deficient in with your army.