Supply is a terran gameplay counter limiting the size of a terran force. Every constructed unit takes up supply, and more supply can be generated by constructing supply depots, up to a maximum value of 200. New units can be produced so long as the cumulative supply of all active units does not exceed the number of available supply.
In strategy discussions, supply levels may be denoted as x/y, where x is the supply used, and y is the total available supply. Unit costs may be denoted as x/y/z, where x is the cost in minerals, y is the cost in gas, and z is how much supply is used.
Protoss psi and zerg control serve the same purpose.
StarCraft[]
| Building/Unit | |
|---|---|
| 10 | Command center |
| 8 | Supply depot |
| Building/Unit | |
|---|---|
| 1 | |
| 2 | |
| 3 | Valkyrie |
| 6 | Battlecruiser |
| 8 | Armed Nuclear Silo |
StarCraft II[]
| Building/Unit | |
|---|---|
| 16 | Supply depot with Calldown: Supplies |
| 15 |
|
| 11 |
|
| 8 | Supply depot |
| Building/Unit | |
|---|---|
| 0 | MULE |
| 1 | |
| 2 | |
| 3 | |
| 4 | Diamondback |
| 6 |
StarCraft Tabletop Miniatures Game[]
Supply appears in the StarCraft Tabletop Miniatures Game, where it is used by the zerg and protoss in the same way as terrans. Like in the RTS games, each unit has a correspondent supply value, but the means of increasing supply differs. At the start of a match, players are able to deploy up 60% of their army, while the remaining 40% is kept in reserve. The supply cap steadily increases with each turn, which allows more units to be brought in over time, provided the supply cap is not exceeded. Additionally, as a player loses units, their supply number goes down, so new units can be brought in to replace them, provided the cap is not breached.[1]
References[]
- ↑ 2025-10-16, The Starcraft Miniatures Game ports the best bits of the RTS games into tabletop wargaming, Archon Studio CEO tells us. Wargamer, accessed on 2025-10-17