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Starcraft 2 Terran Strategy Guides
- Introduction
- Terran vs Protoss
- Bio - Metal
- Terran vs Terran
- Bio - Metal
- Terran vs Zerg
- Bio - Metal
1. Introduction
In my opinion we should start to gather and study / improve builds as fast as we can. There are already a few builds that are "known". One of them would be the Zatic-Build which is used a lot already. I'd like to start this strategy guide which doesn't mean that I'm the (only) one to fill it. All help is appriciated and if possible please post replays of the builds you want to explain.
There's no use to post builds without information and replays to back it up. Also please do not post a build that worked in one game, please try it out before. If you feel like you got a good build, but you are not good enough to pull it off, you obviously may post and let others try it out and receive feedback.
2. Terran vs Protoss
Bio
Terran vs Protoss in Starcraft 2 completely changed if you compare it to Starcraft: Broodwar. The new unit combinations and abilities make a lot of stuff viable which wasn't possible before. For example its now viable to open with Bio (Marine/Marauder) and in my opinion even more likely to open up with than with a metal build. (Hellion/Tank/Thor)
One of the already 'common' Bio builds/openings would be the Zatic-Build. As I don't want to steal the credit from Zatic, here's a link to his guide. Zatic-Build
Here is his explanation:
Basic BO
9 Supply at Choke 10/11 Raxx at Choke, place carefully (addon needs to fit) 11 Gas 1 Marine, kill Scout ~14 Raxx Supply either completing wall, or: @50 Gas, build tech lab addon completing Wall Take 1 SCV off gas Marauder Reactor addon as soon as 2nd raxx finishes Take 1 SCV off gas
This build is a really good build, since Protoss won't have dark templars by the time you first attack arrives. (see Zatic's Topic) He also won't really have the units to deal with you. I already crushed lots of Protoss with that build. The hard part is actually the transition into mid and lategame which wasn't necessary for me yet.
Obviously there are a lot of variations to that build. Since Marine/Marauders are so strong in early/midgame you can also rush for an orbital command to call down mules, before you add your second rax. Make sure you don't die to a two gate zealot push early and you should be fine.
3. Terran vs Terran
4. Terran vs Zerg
NOTE The Strategy Guide looks so empty right now, but thats just because the beta has just started and all people are trying out stuff. Also I'm at work and can't type too much right now, but I want to throw a few things into discussion before getting your replies so..
Terran vs Terran: 2 Port Viking/Banshee Terran vs Protoss: Orbital Command Rush with Marine/Marauder defence into metal/nukes Terran vs Zerg: 2 Rax fast expansion into 4 rax / 2 port medivac
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Nice starting guide!
For my TvP Metal build: I try to get the Thor as quickly as possible to counter any Zealot/Stalker harassment early game, or that combination in general. Personally, I don't have many problems with this build, except when Protoss gets Immortals/Carriers/Mothership.
BO-Thor ASAP. 9 Supply (Place near choke) 11 Barracks (Place near choke) 12 Refinery When Barracks finishes, build 1 Marine. 14 Supply (Finish Wall) 16 Refinery @100 gas, Build Factory Supply Depot When Factory finishes, build 1 Hellion and start Armory. After Hellion is built, start Tech Lab. When Armory Finishes, Build Thor. Upgrade Command Center into Orbital. Upgrade +1 or Hellion attack upgrade. (Don't know which is optimal yet.)
After this, I usually build a Command Center in my base, while keeping up production with the Thors. You can transition into a 2 factory play, with 1 reactor constantly building Hellions to complement the Thors and do a quick push.
I think I can push the Orbital Command earlier, instead of getting a supply depot after Factory. This build stockpiles a lot of minerals, so feel free to spam Hellions/Turrets to defend against anything.
If you have suggestions on optimizing this build, feel free to correct me.
Naruto, I hope you can find something to counter Protoss Air, since I have not found a good counter against them yet.
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Terran seems to lack any sort of decent anti-air, what do you guys think of BCs? I've only used them once in a TvT; however, there was nothing he could do to stop them. Thors are useless, they DESTROY anything on the ground.
Curious if you would need to use marines and ravens+defense drone or something....
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On February 20 2010 02:27 fnaticAugury wrote: Terran seems to lack any sort of decent anti-air, what do you guys think of BCs? I've only used them once in a TvT; however, there was nothing he could do to stop them. Thors are useless, they DESTROY anything on the ground.
Curious if you would need to use marines and ravens+defense drone or something....
Viking
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Zerg seems really easy to beat.. scout them and if no roach warden -> reapers and win, if roach warden, then pump pure marines and defend until you have your fast starport with rector from fact up, then win.
If they try to trick you by building a warden then canceling, it's easy to switch when you don't see the Roach pressure; however, I don't see any Zergs doing that yet. I think the biggest jump in game came from no longer thinking I need M+M every game.
My biggest issue at the moment is just really good protoss players, I think I've just been too aggressive though. Probably going to do a Zatic opening to fast Thors or Tanks -> Thors. Not sure.
Anyone know what the typical timing on a toss going zealot, stalkers, immo -> colossus is?
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I'm currently a 32-15 Terran in Platinum Division 2, rank 5 and climbing. My Terran mechanics are pretty weak (was only a C- Zerg, never really played T before) but I feel like my current build is very strong so I figured I'd share it.
The build consists of rushing dual medivacs + stimmed infantry while transitioning into Thors mid to late game.
TvP Dual Medivac Rush
10 Supply Depot @ choke 12 Barracks @ choke (finish wall with tech upgrade if possible) 13 Geyser 16 Geyser 17 (16 SCV + 1 Marine) Orbital Command 17 Supply Depot (finish wall if needed) 18 Tech Upgrade at Barracks after first Marine is built
Start pumping Marauders, keep pumping SCVs and dropping MULEs whenever you can. Also, keep making Supply Depots
~23 make second Barracks and get Tech upgrade 28 Factory ~34 Research Stim after about 4 Marauders are out ~35 Starport + Factory Reactor Upgrade
As soon as Starport finishes lift Factory and Starport off, land Factory with tech upgrade, land Starport on the Factory's Reactor upgrade.
~44 Build 2 Medivacs
After this point throw down an Armory, and transition into Thors/Marauders/Medivacs.You should have extra minerals at this point. Take your natural and stop deploying MULEs to save for scans/supply upgrades.
Discussion Against push/harass: Sometimes Toss will try an early harass with Stalker+Blink/Observers or a timing push with Stalkers/Zealots. Even though your economy is thin due to early Medivacs you should have no problem defending this type of push with a wall at your choke. When you push the Toss out load up your Medivacs and rush over to the enemy base before he can reinforce. Many games end at this point.
Against a turtle: Most Toss will not try to turtle unless they FE'd. If they did then their army will still be relatively weak by the time your 2 medivacs + 8 marauders are ready. Drop your Marauders behind their main mineral line, stim, and start the harass. Your Medivac drop/load micro is important here, keep a close eye on your Marauder health.
Replays (Platinum League) 1 2 3
Note This build is specifically for TvP but the dual medivac rush can be altered quite easily for the other matchups. Marine&Medivac is strong against both Terran and Zerg. I'll post some more replays later.
edit: I've adjusted my build a bit so that I can pump Marauders harder before going Fact/Stargate. I found that a quick robo push from Toss was killing my small army. Move Factory to something like 32 or 34 supply and never stop pumping Marauders to stop any sort of timing push.
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TvZ -> Marines -> Medivac(use fact trick) I've been going two rax, one with tech, one with reactor. I then go to the fact medivac using the factory trick and have stim ready when my medivac pop out. It's usually GG at that point, because you can get four medivacs full of upgraded marines pretty easily.
The only thing that causes problems are banelings; however, if they're going down a zergling/baneling path then you'll see that when scouting and just rape them with reavers early, and if they end up getting roaches early, then they won't have enough lings+bane.
TvT -> Fast Speed Reapers -> Marines and Marauders to defend Harass -> 3 fac Helions + Thors This is pretty basic, you need the speed or speed reapers will destroy you. The marauder + marines can defend against any reapers they try to bring at you, and from there it's very straight forward. Make sure you repair the Thors though, they repair really quickly.
TvP -> Zatic -> Thor + Helion Probably my toughest match-up by far; however, I think you can hold off pretty well with a wall off and then once you can manage to pump enough Thor+Helion and regain map control you can win.
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Here's my TvZ/TvT BO, very similar to my TvP:
TvZ/TvT Dual Medivac Rush
10 Supply Depot @ choke 12 Barracks @ choke 13 Geyser 16 Geyser 17 (16 SCV + 1 Marine) Orbital Command 17 Supply Depot (finish wall if needed) 18 Tech Upgrade at Barracks after first Marine is built 18 Second Barracks + Tech Upgrade
Start pumping Marines, keep pumping SCVs and dropping MULEs whenver you can. Also, keep making supply Depots
At roughly 28 supply save up for Terran Combat Shield (Marine HP) and Stim. After these have started researching resume unit production.
28 Factory ~38 Starport as soon as Fact finishes
As soon as Starpot finishes lift Factory and Starpot off, land Factory (with tech upg if you are planning to go Thors), land Starport on Factory's Reactor
~42 Build 2 Medivacs as soon as Starport lands
At this point you can transition into Thors or put down 2x Engi Bay and go with upgraded infantry/medivac army. Expand, put down 2 more raxes, etc.
Discussion Against Zerg ground: Pretty easy. Hydras are T2 so you will outnumber the hydra count when your drop gets to their base. Roaches get eaten up by Marine/Medivac, I've yet to lose to a Roach build. Banelings can be dangerous but Stim usually takes care of them. I haven't fought anyone that just masses Banelings though... could be trouble. When you attack just make sure you unload your units safely, stim, then run in. Don't unload on top of a mineral line or drones will eat you alive.
Most Zerg I've fought don't go Mutalisks but muta/bane/ling is the only build I've had trouble against with Marine&Medivac. Muta bounce is devastating now and just a handful of mutas can clear your mineral line in seconds. If anyone has any suggestions for dealing with a muta build I've be interested in hearing it.
This is mostly a TvZ build but I've had quite a bit of luck doing this same build in TvT. Just be careful against Siege Tanks -- one shot will destroy a cluster of Marines. If you're fast enough you can get there when there's only 1 or 2 tanks then transition quickly into Thors/Marauders.
Replays (Platinum League) 1 (TvZ) 2 (TvZ) 3 (TvT)
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For TvP I've also been doing the Zatic build but I've altered it based off the news post by hot_bid to include an orbital command.
10 Supply 12 Barracks 13 Refinery 15 Supply Tech Lab when you get 50 gas(should be close to when first rax finishes) 16 Orbital Command 16 Barracks(get reactor)
Then just do it like normal. I think this is better because when building the orbital command you get a good opportunity to get your second rax, and you have access to the mule. Also if the toss gets DTs(alot of have been trying this on me) you will be ready.
My transition has been to medivac/marines/ghosts this has been pretty hit or miss.
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I've had great luck with a TvT build order I stole from a terran named Maniac. His BO was: 9 depot at choke 11 gas 11 rax at choke 14 gas 14 fact 17 depot at choke to complete wall 17 starport 19 tech lab on fact banshee as soon as port tech lab finishes
He skipped all units besides a tank before banshee b/c I FE'd
When I do this build I do (approx) 9 depot at choke 11 rax 13 gas 21 fact 23 gas 24 starport
as far as marines, I just matched my opponent (4 to hold off an initial push, 3 more and scvs to hold off reapers.
The fast banshees rape b/c most terrans (at least the ones I've played against) skip or gate a late ebay and banshees outrange marines.
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All of the good Terrans I've played lately tend to do a 3 rax build (2 tech upgrades, 1 reactor) and do a 8 min timing push with marauders, marines, and a couple reapers (for grenades). I get raped by this every time, any suggestions?
Marine&Medivac is pretty effective against this type of army but I can't get enough units out with an early Medivacs build to stop the push. Maybe a bunker at the choke would do the trick.
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10 depot 11 gas 12 rax 16 tech add on and orbital after 16th scv is done 16 rax/depot, add tech addon when rax is done 16 marauder 19 scv, cut scv use mule 21 marauder 23 build 2 reavers at same time 25 depot 25 build 2 more reavers 27 resume marauder and scv production and adapt. Expanding, getting fac, are all pretty good options.
it's pretty well timed imo. W/ terran, i tend to rush for medivacs and vikings to counter banshees and give me a lot of mobility
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I tried the rax before supply and loved it so I've been doing this:
rax + gas before supply, mule addon. 2 rax > 5 reaper pressure > CC into 4 rax maurader + medivac
I'll keep using it and flesh it out. gl terrans!
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On February 20 2010 16:15 Tomed wrote: All of the good Terrans I've played lately tend to do a 3 rax build (2 tech upgrades, 1 reactor) and do a 8 min timing push with marauders, marines, and a couple reapers (for grenades). I get raped by this every time, any suggestions?
Marine&Medivac is pretty effective against this type of army but I can't get enough units out with an early Medivacs build to stop the push. Maybe a bunker at the choke would do the trick.
Which mu?
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All this input is great. Let's get Liquipedia for SC2 up ASAP so it's not all lost later on.
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