To command an army effectively, the best starter units are cheap, fast-to-produce infantry and light reconnaissance units, as they provide map control and scouting without draining your economy. You should begin with a mix of basic infantry and a few fast units to secure resources and reveal enemy movements before building toward your main force. This article explains why that is, how to choose the right opening units for your faction and playstyle, and common mistakes to avoid.
Why Starter Units Matter
In most real-time strategy (RTS) games, the first few minutes set the tone for the entire match. Starter units are the only forces you have during the opening phase, and they determine how quickly you can expand, harass, or defend. A good opening unit list balances three things: cost, build time, and versatility. Cheap units let you field a larger army sooner, which helps you control strategic points and respond to early attacks. Fast units let you scout the map, find your opponent’s base, and react to their build order. The best starter units are the ones that give you the most information and map presence for the smallest investment.
What Makes a Good Starter Unit
Not all units are created equal in the early game. A strong starter unit typically has:
- Low resource cost – so you can build several without stalling your economy.
- Short build time – so you can get them out quickly and start using them.
- Decent speed – for scouting and repositioning.
- Good vision range – to reveal the map and spot enemy movements.
- Reasonable combat capability – enough to fend off early harassment or take a small engagement.
In many games, the basic infantry unit (often called a “grunt,” “marine,” or “spearman”) fits this role perfectly. They are cheap, build quickly, and can be massed. Light vehicles or cavalry are also common starter units because they are fast and can scout, but they often cost more and are weaker in direct combat. The ideal opening mix is usually a few scouts and a larger group of basic combat units.
How to Choose Your Opening Units
Your choice of starter units depends on your faction, your opponent, and the map you are playing. Here is a simple process to follow:
- Identify your faction’s basic unit. Most factions have a standard, cheap unit that is the backbone of the early army. Read its stats: cost, build time, damage, and speed.
- Consider the map size. On large maps, you need faster units for scouting. On small maps, you can rely on slower, tougher units.
- Think about your opponent. If you know your opponent likes to rush, build more defensive units. If they like to expand, build a few fast harassers.
- Plan your first production cycle. Build 2-3 scouts first, then start producing your main combat unit. This gives you information while you build your army.
For example, in a game like StarCraft II, Terran players often start with a few Marines and a Reaper for scouting. The Reaper is fast and can jump cliffs, giving early map vision. Protoss players might use a Zealot and a Stalker, with the Stalker providing ranged support and mobility. Zerg players rely on Zerglings, which are cheap and fast, and often send one to scout early. In Age of Empires II, the Scout Cavalry is a common opening unit for its speed, while the Militia is used for an early rush. The key is to adapt your opening to the situation.
Common Mistakes with Starter Units
Many players make the same errors when starting out:
- Overproducing scouts – building too many fast units leaves you with a weak army that cannot fight.
- Ignoring scouting – staying in the dark about your opponent’s moves is a huge disadvantage.
- Rushing to advanced units – skipping basic units makes you vulnerable to early attacks and slows your economy.
- Not using your starting units – leaving them idle in your base wastes their potential.
- Forgetting to expand – if you only build units and don’t secure new resources, you will fall behind.
To avoid these, always send your initial scout out to explore, keep your combat units near a strategic point (like a resource patch or a choke point), and don’t build more than 2-3 scouts unless you have a specific plan.
Comparing Starter Unit Types
Here is a rough comparison of the three main starter unit archetypes you will find in most RTS games:
- Basic Infantry – Cheap, balanced, and good in groups. They are the safest choice and work in almost any situation. Examples: Marines (StarCraft II), Spearmen (Age of Empires II), Footmen (Warcraft III).
- Light Cavalry/Scouts – Fast, with high vision, but weaker in combat. They are great for map control and harassment. Examples: Reapers (StarCraft II), Scout Cavalry (Age of Empires II), Riders (Warcraft III).
- Ranged Units – Can attack from a distance, but are often fragile and slower. They are useful for defending chokepoints and dealing damage without taking hits. Examples: Archers (Age of Empires II), Stalkers (StarCraft II) are more of a hybrid.
In most cases, a mix of infantry and a few scouts is the best opening. Infantry gives you a solid core, while scouts provide information and can harass workers or pick off weak enemies.
Cost and Economy Considerations
Your starter units should not break your economy. A good rule of thumb is to spend no more than 20-30% of your early resources on your first wave of units, saving the rest for infrastructure and tech. For example, if you start with 100 minerals in StarCraft II, you might build a Supply Depot (100 minerals) and then a Barracks (150 minerals) before producing Marines (50 minerals each). This means your first Marine costs 300 minerals in total if you count the buildings. Always factor in the cost of the production building when calculating the true cost of a unit.
Frequently Asked Questions
Should I always build the cheapest unit first?
Not always. If your faction’s cheapest unit is extremely weak, it might be better to wait a little longer and build a slightly more expensive unit that can actually fight. However, in most games, the basic unit is efficient enough for the early game, and massing them can overwhelm an opponent who builds fewer, stronger units.
How many scouts should I build?
Usually one or two. A single scout is enough to find your opponent’s base and see their tech path. Two can help you cover more of the map or harass workers. More than two is often a waste of resources unless you are playing a very scout-heavy faction.
What if my opponent rushes early?
If you suspect a rush, build a few extra combat units before expanding. Use your scout to confirm the rush, then adjust your production. If you are caught off guard, your starter units can still defend if you micro them well, like kiting or using chokepoints.
Can I skip starter units and go straight to advanced tech?
It is risky. Skipping starter units leaves you with no army to defend early expansions or attacks. In most games, you need at least a few basic units to survive the early game. If you want to tech fast, build a minimal defense force and rely on walls or defensive structures.
Do starter units stay useful later in the game?
Often they do, but in a supporting role. Basic infantry can be upgraded and remain cost-effective, or they can be used to guard expansions and soak up damage. However, as the game progresses, you will need stronger units to deal with advanced threats. Keep your starter units around for defense and harassment, but transition to your main army as soon as possible.
What is the best first move in any RTS?
The best first move is always to scout. Send your starting worker or a fast unit to explore the map immediately. This gives you information about your opponent’s location and strategy, which is more valuable than any unit composition. After scouting, follow your faction’s standard opening build order.
In summary, the best starter units are the ones that give you information and map presence without crippling your economy. Build a mix of basic infantry and a few scouts, use them to control the map, and adapt to what you see. Avoid overproducing scouts, keep your units active, and always plan your next move. With practice, you will find the opening that works best for your playstyle.
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