Terran Strategy

This is a Strategy Section about the Terrans

Back to my Main Page

Back to Terran

To Terran Units


 

Table of Contents

Normal Buildup

Terrans Defense

Terran Offense

Normal Buildup:

The basic build up for Terrans is like so: Supply Depot, Barracks, Supply Depot, Barracks, Supply Depots as needed, Gas Refinery, Depots as needed, Factory, Depots as needed, Factory. After the 1st or 2nd Barracks make bunkers as needed. You can continue to pump out marines the entire time, or slow them down a little and go for more tanks or whatever you need.
Another good build up for bigger maps is to skip the second Barracks and go for the Refinery early and then Factories. Later you can build another Barracks. This is great for getting superior ground units. Be careful if they go for air though, you'll likely need to get Goliaths (requiring an Armory) or build another Barracks.

Don't forget that you can fly buildings over to new islands or plateaus to start a new base quickly.

If you are expecting to be rushed, you should probably begin building bunkers after the first Barracks and have them loaded with Marines. Zealot rushes and Zergling rushes typically get wiped by Marine-filled bunkers. Place them strategically so they cover most of your base (including your crystals area).

Some of the offensive and defensive strategies break the normal rules of building up. Follow the build up rules when applicable though.

Terrans Defense:

* Early on get two bunkers at your choke point and fill it with marines. If you put Spider Mines in front and Siege Tanks behind, nobody is coming in for a while.

* If you are on an open map like The Hidden Shrine, you will be forced to put bunkers amongst your buildings, mainly near your peons. Try to have everything protected by the bunkers until you can get Tanks and Spider Mines. If you can block off much of your bunker's sides with depots and barracks, it will be more protected from melee attacks.

* Walling off: Terrans can wall off better than anybody. If you have a choke point, make two bunkers like usual, but then put a barracks so that it blocks the space between the bunkers. Put extra marines behind the bunkers. If you get attacked repair the buildings. Later you can raise the barracks to put siege tanks inside, or move guys out. The barracks is like a big door. When it's all walled off, only really small guys like Zerglings and marines can fit through, but they will die. If there is a large opening, you can also use depots to fill in the holes.

* Your best defense against large groups of ground units early on is mining with Spider Mines. Beware of Overlords spotting them, mostly if they have the speed upgrade. This will break up Zealot rushes and Hydralist rushes. Place mines a nice distance from your men and structures so you can't be hurt by their splash damage. Remember that your first and primary defense is bunkered marines.

* Raise or fly buildings away from danger very useful against a pack of Zerglings or a force of Zealots.

* Terrans versus Mutalisk rush on island map: Mutalisks can fly around hunting for expansion bases, destroying them before they get started. A nice Terran defensive strategy was developed by EnoYls. For this one, fly your first barracks over to a good expansion island. Make marines like crazy there and at home. Build bunkers at home. Quickly get two dropships and move some SCVs to the expansion island. Beware of Scourge! Then go for Battle Cruisers and a couple of Science Vessels. By that time you should be doing fine. Another way to get your command center started would be to make it at home, then fly it over.

* Terrans versus Hydralisk drop on island map: Never forget to have a defense early on an island map. Build your usual units and bunkers. The trick is that there is no choke point. You probably are safest by going hard marines, but Spider Mines are nice too.

* Use Spider Mines and Siege Tanks (splash damage) to hit through dark swarm. Irradiate defilers and such through the swarm also.

* Use Irradiate to kill Guardians. Try to have tons of Science Vessesls, and support them with bunkers and towers so scourge can't get through. They are costly on gas, so you must protect them.

* Take the plateaus whenever possible! Bunkers and Siege Tanks are great up there. Turrets also do great for slowing down airborne offensive guys.

* Always get lockdown in a long game against Protoss. They will try to Reaver or Carrier attack you. Lock them down! Be sure to have Golaiths, Wraiths, or Battle Cruisers to finish off the locked air units. Don't forget you can Lockdown Reavers. Take them out with Siege Tanks when they are disabled.

* Once you get rich, build missle turrets all over the place. Your bases should be turreted up well to keep out transport drops in the late game.

* Use Science Vessels and Battle Cruisers with the rest of the usual defenders to make it especially hard to be penetrated. Yamato and irradiate the big threats.

Terran Offense

Terrans can advance and kill ground bases with bunkers, towers, and Siege Tanks (make sure you have enough).. keep making more bunkers further ahead and move up Siege Tanks. Beware of Reavers, Templars, and Queens.

* The Marine rush is best accomplished with three barracks early on. Don't forget the academy when you can afford it. And get Firebats to kill Zerglings and Zealots if it is convenient. Attack in packs of 12 or more. Keep the pressure on but still keep going up the tech tree.

* Repair all mechanical units when they are damaged, especially when they are expensive units like Cruisers, Science Vessels, Tanks and Goliaths. Don't waste too much time repairing in a tight battle; don't forget to hold the shift key and right click on several damaged units in sequence so your SCV will go repair them all. You can queue up to 12 commands with the shift key. Always bring a few SCV's with you in your attacks so they can repair and build turrets and bunkers.

* You can wall off your enemy with bunkers and barracks if they have a chokepoint. This is fairly risky if they scout early. Press the attack while you have the advantage though, or they'll get something to counter your trick.

* Going hard Marines is very powerful against Zerg if they try to climb the tech tree. Hydralisks only do half damage to marines, so if you upgrade your Marines a bit, they can really do well. If you bring a Tank or two, Queens won't be able to get near them to cast Broodling if you position yourself well. The only thing you need to fear is Plague, Ultralisks, or Guardians. And you should attack before they have any of that.

* Terran versus Terran can be a war of Siege Tanks. Break it up with Ghosts and Lockdown, and if you get rich with Battle Cruisers. Be sure to have turrets all over later on to protect from cloaked Wraiths.

* Against Protoss, try to get Spider Mines early. Mine the area in front of them and keep them boxed in. Try to siege them with Tanks and Marines before they get Shuttles. Expect Shuttle drops on your SCVs if they do. Expand while you have them at a disadvantage. Use Tanks in a spread out manner so that if they run at you with Zealots they will likely lose them all while you'll only lose a tank or two.

* Vulture rush versus Protoss: Build only one barracks. Quickly build two Factories, and don't add the machine shop. Pump out vultures like mad. When you get about 6 or 8, start attacking the Protoss. If you are lucky, they won't have Dragoons, and your Vultures can destroy their Zealots. Also try to hit the peons. Keep sending the Vultures if it is working, and you'll likely win.

* In late game, Battle Cruisers can be a powerful offensive weapon. Use their Yamatos and high hit points to wade through troops and towers. Back them up with Ghosts, Science Vessels (for matrix), and Tanks and you'll do great. Take out towers and Observers with the Yamato, then lock everything down with the Ghost. Or if he's Zerg, mine the place with Vultures and use Battle Cruisers to clean up the air. Irradiate the dangerous guys like Scourge and Defilers. You can use Yamato to kill off dangerous guys like Defilers, Ultralisks, and Arbiters. Use Defensive Matrix to extend the Battle Cruiser's life to incredible lengths. Don't forget: Repair your expensive units after battle.

* Use EMP Shockwave every time you attack the Protoss, especially if there are Archons around. Don't forget to use it on their Templars to waste their energy. Use EMP to spot hallucinations.

* Use Irradiate on Templars and Zealots and use irradiate on burrowed units to kill them sneakily.

* Get a group of 3 Science Vessels and go irradiate all of their SCVs or drones. Ouch!

* Spider mines are great for killing burrowed guys too. The mines seek them out if they are within range. Nothing satisfies me more than seeing the popping of burrowed Zerg units when my spider mines destroy them!

* When you can afford it, get a nuke and carefully sneak a couple of Ghosts near their town or near their grouped forces. Use Defensive Matrix if they spot your Ghost. Try to distract them with a fight somewhere else, then go for the nuke! Remember: nukes won't kill large buildings in one shot but will annihilated all units. Against the Protoss, EMP Shockwave first if at all possible; you'll do greater damage to the buildings.


Back to my Main Page

Back to Terran

To Terran Units