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Starcraft 2 – General basics, Terran.

Forum Index > StarCraft 2 Strategy
Post a Reply
Robbz
Profile Joined January 2011
Sweden10 Posts
Last Edited: 2011-04-12 09:57:50
April 04 2011 15:12 GMT
#1
Starcraft 2 – Basics Guide, Terran

In this guide I will be covering the basics of Terran that could be useful for your gameplay.
By now I hope you read the first part of the guide series which covers the general basics of Starcraft 2 overall.
In this guide I will be mainly cover Terran basics and how you can improve yourself as a Terran player, it will almost be like the first guide but we will get more into the Terran race. I’m not going to cover every single unit and strategy what counters what and so on, because it’s very broad.
Anyhow, let's get started.

Build order

The most standard buildorder is the 10/11 supply followed by a 12/19 barrack followed by a 13/19 gas with constant producing scvs and then another supply shortly after if necessary if you’re playing against a zerg or if you’re playing against a proxy protoss you need to block the ramp off ( You will have to scout in order to find this out ).

[image loading]

As a terran player you used to have various of different ways to open up against any opponent, but after nerf where you have to build a supply depot before barrack which left you with barely any choice but the one and only.
Scouting
Now, when you scout it’s important that you look what kind of buildings your opponents is building to determine what strategy he might use and what army he is going for, also if your opponent decide to proxy you can quickly counter It by blocking your ramp fast and making 1 marine will simply counter the proxy/rush, you might have to bring an scv or two to repair your damaged buildings. As terran you will scout by using a scv at the beginning and scan later on, or you can even use air units to scout, but keep in mind that 1 scan = roughly 300 minerals cause of the usage of energy of which could be spent on a mule instead, so you would want to use your scan wisely for example after 5 minutes a zerg has been able to decide what tech he might be going for if you scan then you will get more information than if you scan at 4:45 (This i not a real example, but I hope you understand the principle of using scans effecient).

[image loading]

Where to build?

The idea when you build is to try and block of the ramp so that could you easily gain a defensive position against a protoss or zerg, it's not suggestive to do it against a terran or protoss sometimes because he could easily abuse you by forcing u to stay at your base when you want to expand and/or snipe your buildings if they're close to the ramp. In case you want to hide your buildings you can build around your base, but which will render that building open for air attacks, but harder to scout also it’s important that you have full vision around your base incase your opponent decide to drop you or nydus you. You can proxy buildings anywhere you’d like since you can simple lift and move them, where you want to build is simply your choice.

[image loading]

Upgrades

Alright let’s talk about upgrades and that is weapon and armor upgrades. So, when should you upgrade?
+1 Weapon Upgrade in the engineering bay will increase the damage of all the bio-ground units by a certain amount, different with every unit.
+1 in armor upgrade reduce damage taken by 1 damage.
Now let’s say you play against a zerg, this zerg is doing nothing but mass zerglings, zerglings has low damage but hits real fast.
Now imagine you have +3 armor upgrade and the zergling does 5 damage every 0,6 second. Now armor will reduce the damage by 3 every time the zergling attack.

[image loading]

Some units have more than one attack, let’s take zealot for example, it does 8 damage every attack and it hits 2 times. 1 armor will reduce every attack by 1 damage, so the zealot will make 14 damage instead of 16.

Counters

There are three types of counters and that is Light-units, Armored-units and psionic. usually armored-units does +damage vs armored and light does +damage vs light.
The easiest way to learn counters is to play the challenges in single-player mode, it will cover Protoss counters, Terran counters and Zerg counters and I think that playing all of them will give you a rather good idea of what units are good vs what. It might be difficult for you but I still think you should do them until they're complete, remember that terrans biological units and hellions are very mobile which are good at kiting.
Tip: ( If you are planning on kiting an idea is to press H which will make your units hold to stop and shoot the enemy, but it will only shoot the closest one and it has to be in range. What I do when kiting is that I press Attack(A) to the enemy location and move them instead of pressing H)

[image loading]

Terran tactic

There are several tactics out there and sometimes you might even think of an unique one yourself, but most ones has already been discovered, yet with new patches comes new possibilities.
Terran is a very strong race due to the fact that you could expand and throw down bunkers and make a very good defensive stance and quickly change to being very aggressive by destroying the bunkers and build stuff with the minerals you gained back.
Starcraft2 isn’t just about tactic, It’s all those details that you do that comes into play -How good your macro is, how good your micro-ing is compared to his, how well you multi-task, what environment do you pick your battles? Sometimes you might actually lose due to the map and your positioning.
Destroying the opponents economy is great strategic move which terran can easily do by banshees, reapers, dropping helions or by dropping a sweet bioball with stim, hell.. why not even use thors! take your pick.


Micro and Macro

If you did not read the general guide I will tell you again, that micro-ing is when you move your units away from focus fire so that those units can continue doing damage. It’s easier to micro units in smaller armies.
Micro-ing is very useful and it can be a dependant whether you win or lose your game.
Since Terran has a lot of units with energy it’s important that you bind those units to a specific key or if you’d like you could tab between units, that would work, but is considered harder.

[image loading]

As Terran you might have to bind a lot depending on what kind of units you are facing, and this could decrease the amount of that you can micro, because in a battle you would want to focus-fire the deadliest units first.
When you get to late game, micro-ing might not be as essential as you might think, because your units will die fairly fast and you would have to macro a lot as well.
So all i’m saying is that it might be too hard to micro certain units towards end-game, unless you’re great at multi-tasking.

The macro is the amount of money you produce and the amount of money you spend. The idea is to create an ideal macro where you spend as much as you earn, so that your money is always at 0, so you might have to reconsider when you build 3 starports with 1 base, because you wont be able to afford a constant production of Vikings and banshees and ground units.
See, you can’t win a match with just Vikings and banshees. Well… you can, but you most likely wont.
Now remember that Terran units and buildings are very mobile, so you can proxy a building anywhere you want, then just fly back to base with it, no harm done, unless your enemy sees it and destroys it, which will cost you another amount of money to rebuild it.
Simply put, any amount of money lost is one step closer to your loss. There are several ways to harass your opponent, you can drop units, you can use banshees or any air-type that can shoot ground or use reaper(s).
What you want to focus harassing is the economy of your opponent, to make your macro better than your opponent's, remember that in most cases you earn as much as your enemy, with one exception, Mule.
Mules will improve your mineral income greatly which will get you a bigger army than your opponent, unless playing against a terran ofcourse.
I hope that you learned something new about Terran.

I've got two tips for you to win.
Tip #1 You have to play to win, and you also have to win to play.
Tip#2 You have to adapt, react, re-adapt and act.

Feedback is appreciated! Thanks!
zuperketla
Profile Joined September 2010
Norway212 Posts
April 04 2011 15:16 GMT
#2
hmmm

User was warned for this post
heyho
Alkior
Profile Blog Joined January 2011
543 Posts
April 04 2011 15:31 GMT
#3
Nice post, keep them comming. Im thrilled if you made more for each race.
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
April 04 2011 15:35 GMT
#4
general basics hehe
this is cute! i'm sure miniwheat would be all over this.
also i liked "Basics Guide, Terran"
:D

get rich or die mining
TL+ Member
MrArarat
Profile Joined September 2010
Argentina132 Posts
April 04 2011 19:21 GMT
#5
Nice, but very basic.
Salutes!
Resting on the mountain side...
KingOctavious
Profile Blog Joined January 2011
United States324 Posts
April 04 2011 19:28 GMT
#6
I'd like to see a post about when to do various Terran builds (3 rax vs rax, fac, port -- and maybe even early expand). I'm only silver, and I have a horrible time pulling the second of these off for some reason, and I don't really know when it's best to use it.
Check out my book, The Year in StarCraft II: 2011, http://yearinsc2.com/ :D:D
underdawg
Profile Joined January 2011
United States399 Posts
Last Edited: 2011-04-04 20:16:48
April 04 2011 20:10 GMT
#7
i don't see the point of walling in to deny scouting. your second depot won't be down by the time the scout normally moseys on in. if it's a late scout, use your units to deny scouting. i think the point is to deny melee units, especially speedling runbys. and if walling or not walling's pros and cons balance each other out, not walling is slightly more economical...

also for proof, recent cast where tasteless said, "I CANT BELIEVE terran isn't walling off (against P)" and artosis responded, "..."
NDsOdapOp
Profile Joined April 2011
United Kingdom60 Posts
Last Edited: 2011-04-04 21:59:14
April 04 2011 20:25 GMT
#8
Basics guide, Terran -----> smash your head off the keyboard

User was banned from the Strategy Forum for this post.
imba, imba world
underdawg
Profile Joined January 2011
United States399 Posts
Last Edited: 2011-04-04 21:59:28
April 04 2011 20:34 GMT
#9
calm down, bro, toss is OP/1A these days

User was banned from the Strategy Forum for this post.
Angelo Corsino
Profile Joined April 2011
Canada16 Posts
April 04 2011 20:36 GMT
#10
I dont bother walling vs toss to start, and may wall with a bunker if i scout a 4gate.
Robbz
Profile Joined January 2011
Sweden10 Posts
April 12 2011 10:00 GMT
#11
On April 05 2011 05:36 Angelo Corsino wrote:
I dont bother walling vs toss to start, and may wall with a bunker if i scout a 4gate.


That is true, but is safer in case they decide to proxy rush you with zealots, althought a tactic not often used and should be able to be scouted and stoppable but requires alot more multitasking and micro-ing than if you were blocking the ramp from start.
arb
Profile Blog Joined April 2008
Noobville17922 Posts
April 12 2011 10:16 GMT
#12
On April 05 2011 05:36 Angelo Corsino wrote:
I dont bother walling vs toss to start, and may wall with a bunker if i scout a 4gate.

I dont know if it still holds true for SC2, but i know in broodwar there was no reason not to wall..

though banelings might change that now.

I still wall vs every race but terran personally
Artillery spawned from the forges of Hell
gockel
Profile Joined April 2011
Germany15 Posts
April 12 2011 10:22 GMT
#13
since i tried to defend a proxygate without a wall yesterday (2 times) and realized that you stand no chance if your opponent protoss micros decently, i'm thinking about always walling vs P again.
scouting a proxy can be pretty hard if your opponent denies your inbase-scout.
"4Gate is the gayest thing in this game" -"Says the Terran."
Ren91
Profile Joined July 2010
United Kingdom190 Posts
April 12 2011 10:24 GMT
#14
This is a good thing to link to new people just starting, my monotone voice sucks when attempting to teach my mates this basic stuff . favouriting this, ty
Veni Vidi Vici
Spekulatius
Profile Joined January 2011
Germany2413 Posts
April 12 2011 11:02 GMT
#15
I won't personally need the tips in the OP. But seeing as posts like this might make obsolete a lot of new threads asking for basic Terran advice, this will improve the Strategy Forum even more. I salute you, OP!
Always smile~
Irrevocable_Cascade
Profile Joined April 2011
7 Posts
April 12 2011 11:25 GMT
#16
Nice read. Very helpful for the new guys (such as me). It's good to have basic guides like these!
gogogadgetflow
Profile Joined March 2010
United States2583 Posts
April 12 2011 11:34 GMT
#17
On April 12 2011 19:00 Robbz wrote:
Show nested quote +
On April 05 2011 05:36 Angelo Corsino wrote:
I dont bother walling vs toss to start, and may wall with a bunker if i scout a 4gate.


That is true, but is safer in case they decide to proxy rush you with zealots, althought a tactic not often used and should be able to be scouted and stoppable but requires alot more multitasking and micro-ing than if you were blocking the ramp from start.


You can sim-city around your minerals to make you pretty much impervious to 2gate proxy with minimal micro. I'll try to find the thread
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