I went back and read the comments and the old post. Wow. That's a pretty terrible post. So I decided to re-do it. There are a few things to keep in mind. First, I don't spend day and night playing Starcraft. That means I DON'T know all the special tricks and such while playing. Second, I am not counting any shuttling units, detectors, or the basic gathering/building units. I know they have little differences, but I just don't want to count them. Third, you will more than likely not agree. Starcraft is a great game; most of it's units are balanced. Naturally, every one of them has a different role and people will use them differently. It's extremely hard to smash down all the different units to just 10. I tried, and I'll probably look at this months later and disagree, but oh well.
Number 10
The Zerg's Scourge
The Scourge are tiny flying creatures. They are cheap, and spawn two of them from one egg. They produce fast, and are perfect for an emergency air attack. Say a pair of Valkyries are harassing your Overlords, just quickly create these guys, and make quick work of the Valkyrie. The Scourge fly into the enemy, exploding on impact, ending the life of itself and hopefully the opponent. They can also be used as an annoyance themselves. Send an army of them over an enemy Zerg based and wipe out their Overlords. Being fast and agile, they can be used for scouting purposes as well. Their main drawback is the fact they die when they attack, and have a small amount of health. It's really not suggested to take them along on an Ultralisk assault, once they're dead, they're gone. Ground units can also peck them apart, along with any Terran turrets or the other equivalents.
Number 9
The Protoss' Reaver
It's the Protoss equal of a Seige Tank, and rightfully slow. They're extremely slow moving and require the player to actively build ammo for them. But when they fire, everything dies. Their ball of energy they send out does an enormous amount of damage along with the splash damage everywhere. Shuttles are normally paired with them, to move them along faster. But then that leads to the Shuttles dropping them in the enemy base, commonly in the field of workers gathering resources. Even one Reaver has enough power to just kill half of them there with one shot. Sadly, they are an extremely slow unit, and can't attack air units. It's best to use them with Dragoons or other units to counter.
Number 8
The Protoss' Carrier.
Carriers are the super unit of the Protoss (while the Zerg have Ultralisks and the Terran have Battlecruisers). Unlike the other two, the Carrier sits, and sends out little flying ships to attack. Like the Reaver, the player has to actively build it's ammo. The units in Starcraft are programmed to attack whatever is attacking it first. So if left alone, the army will be spinning around, trying to shoot down the little ships while being pecked to pieces. The player has to go in, select the army, then tell them to directly attack each Carrier directly. The Carrier can protect itself by being cloaked by an Arbitor, or hiding over terrain like water. They can also be used to pester the enemy, by attacking the workers in the small side-bases. However, they are easily taken out by Valkyries or other air units. They work better in large groups.
Number 7
The Zerg's Hydralisk/Lurker.
The Hydralisks are a flexible unit. They're useful at any time in the game, easy to make, and normally fight well with other units. They can also mutate and transform into Lurkers. Lurkers hide underground, spiking anything that gets in range. Lurkers are good for defense as well as spying or just being an asshole. Putting them around mineral deposits can destroy a careless play who sends a worker off to start a new base, or to kill a weaker scout like a Zergling. Like Reavers, they can be dropped in an enemy base and cause havoc if the enemy lacks any detectors. The Hydralisks are easily one of the best units to have, but are quickly slaughter by splash damage or certain castings.
Number 6
The Terran's Siege Tank.
The Siege Tank is alright on it's own, but it's best feature to go into Siege Mode. The Tank plants itself on the ground, and becomes a cannon. It can't move or fire at air units (still) but causes major damage, and the splash can hurt your own units. The Tanks are normally boxed in by bunkers, supply depots, and turrets to ensure it's safety. They can also be placed on small mountains and high areas across the map, shooting anything that crosses their path. Like Reavers, they can also be dropped in enemy bases for massive damage. They might be paired with other units or normal Siege Tanks to make sure they're safe. They are massively devastating and have a very long range. The Siege Tanks are not to be messed around with, and can craftily be used for offense and defense.
There's part 1. I did consider just putting both parts together, but I have things to do today. Come back Thursday for the next part.