Under Construction- Apologies on not updating this for the last few weeks guys- qutting my job and starting school next week so my time has been stretched. Within a few weeks this thread will get a full-on update- so keep your eyes peeled (8/23/2010)
This thread will be constantly changing due to patches
Community replay submissions: Need more post-release guys so feel free to PM me with submissions.
+ Show Spoiler [ community submitted TvX replays] +
TvP
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TvZ Reaper Maurader push into Thors and hellions. Diamond level as well.
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TvP 3 matchups. Defense builds.
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Thanks to vegasminion for these 5 replays
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This guide is the 2nd version I’m putting together- and I’m going to try to make this one a bit more comprehensive. Treat this as a supplement to the wiki guides for the units, and hopefully between this and wiki you will be able to fill all your terran needs right here. This version will have links to every liquidpedia entry (click on the unit / building names as they will be hyperlinked to the wiki pages), as well as links to both new and old threads regarding that unit/ topic. In addition, there will be replays for every strat posted (some of me, some from tournaments, and some from community submissions). All of my comments will be supplementary to the liquidpedia entries, and you will be able to find the entire original thread in the spoiler at the bottom of the page.
About me : + Show Spoiler +
Diamond level T player- had almost 1100 games in beta- Find me at Zoltan.472 on NA server
Definition of terms / acronyms (look if you see a word / acronym you don’t understand before posting please):
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Aggro- Aggressive action; generally involving applying pressure to an opponent.
Turtle- Defensive action; generally involving staying inside your base completely.
Cheese- Attack where if scouted highly reduces its effectiveness or nullifies it completely.
All-in- Attack where failure results in a loss
Macro- control of your base (used as overall control)
Micro- control of your army (used as control of individual units)
Proxy- A building placed outside your base (usually near your opponent’s base)
DPS- Damage Per Second
PDD- Point Defense Drone (From Raven)
HSM- Seeker missile (from raven)
MMM- Marine/Marauder/Medivac (army)
THMM- Thor Hellion Medivac Marine (army)
Starcraft 2 Mechanics crash course:
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So you can have the best build order in the world, and still lose because your mechanics are bad. This is a mini guide to good mechanics in sc2:
Step 1: Control group everything.
When you start the game, hotkey your command center, one scv to 1, one scv to 2, and all of your SCVs to 0 (this is just a precaution). As soon as your barracks is done set it to a control group as well. Later in the game, set all of your buildings to a control group, so you can TAB through them to build units while in combat.
Step 2: Cycle.
Once you have your control groups set, cycle (press 11, 22, 33, 44, etc) in order to look at everything at once. This will also allow you to follow your building progress perfectly, allowing for better timing.
Step 3: Practice.
After 700+ games of SC2 my mechanics still suck, even though I practice them every day. I still forget to hotkey my production buildings, my army, or my expansion etc and fail to macro or micro properly because of this. Practice makes perfect. Also- hotkeys! Know your keyboard shortcuts! (Marine is A, Marauder is D, etc)
Terran Units:
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[http://wiki.teamliquid.net/starcraft2/SCV]
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Now with 45 hp, the SCV is by far the weakest of the 3 races harvesters (even though it has the most HP). Being able to attack the SCV while its building makes it very susceptible to being destroyed by early harasses by your opponents scouts (usually other harvesters). To defend your builders (very early game) from harassment, pull an additional worker or 2 to chase the enemy harvester. If they get your builder too low on life, cancel him off the building (the new hotkey is T), and get a new builder on there immediately.
SCVs can be both repaired and healed by medivacs.
http://wiki.teamliquid.net/starcraft2/Mule
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- Always drop mules at the highest qty resource available- what I mean is don’t drop a mule on a mineral that has only 400 mineral points remaining if there is one available to you with 1000 mineral points remaining. This will keep your workers harvesting efficiently and not unnecessarily reduce the number of mineral patches available to harvest from.
- Some neat tricks with mule drops:
o If you see banelings coming to blow up a wall on your base (or going at a group of marines) drop a mule infront of them to soak up some of the damage. Technichally this is costly, (~250 minerals that would be mined by the mule), but often keeping your army (or your base) alive is more important than the minerals mined from the mule. This can be a game winning play if you drop it at just the right moment.
o The same trick can be used to take the opening shot of a siege tank so you can move your army in safely to kill it.
http://wiki.teamliquid.net/starcraft2/Marine
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The Terran’s lowest tech unit, the marine is a versatile unit that can and should be used all game, every game as one of your primary army units. The marine’s strength is in numbers, and cost to dps ratio is quite high. They are the only tier 1.0 unit that can attack air, and get awesome upgrades with combat shield, and stim pack. However, the marines are squishy, and fall quickly to any concentrated fire or fire from units with splash damage (hellions, siege tanks, banelings and colossi all ravage marines easily). The marine; while strong on its own, needs to be supporting / supported by your other army units. Points for marines:
- Don’t leave them in the front: Marines are best suited to be positioned behind your higher tech, more HP units (ESPECIALLY MARAUDERS!). Don’t put them in the front where they will die before they can do their damage.
- Getting combat shield is important- +10 hp is an additional 22% hp for your marines. Get this upgrade any game where you plan on building marines all game long.
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- Use stim pack sparingly- Try to use stim packs only when actively engaging your opponents- Marines low overall hp should force you to be stingy with your stimpacks until you have a few medivacs hovering overhead.
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- Mid game, or any time you are turtleing, spread your marines throughout your bases in order to make yourself difficut to harass. You would be surprised at how quickly a few marines kill a dropship, overlord, or mutalisk.
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- Marines make excellent backup for nearly every other terran unit, and they should be used nearly every game in quantity.
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- Due to their low damage, +atk upgrades are a must for later in the game, because high armor units will just ignore the marines otherwise (a fully upgraded ultralisk would take 1 damage a shot from an un-upgraded marine).
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- Banelings are really- really good at killing marines in groups. If you do not have stimpack, you cannot reliably run from them. Focus firing them does not work because they explode upon death. Key is to micro your marauders (or thors if its that late in the game) straight into the path of the banelings . It will cost the zerg player as much as 8 banelings depending on upgrades to get through a single marauder.
- Don’t leave them in the front: Marines are best suited to be positioned behind your higher tech, more HP units (ESPECIALLY MARAUDERS!). Don’t put them in the front where they will die before they can do their damage.
- Getting combat shield is important- +10 hp is an additional 22% hp for your marines. Get this upgrade any game where you plan on building marines all game long.
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- Use stim pack sparingly- Try to use stim packs only when actively engaging your opponents- Marines low overall hp should force you to be stingy with your stimpacks until you have a few medivacs hovering overhead.
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- Mid game, or any time you are turtleing, spread your marines throughout your bases in order to make yourself difficut to harass. You would be surprised at how quickly a few marines kill a dropship, overlord, or mutalisk.
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- Marines make excellent backup for nearly every other terran unit, and they should be used nearly every game in quantity.
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- Due to their low damage, +atk upgrades are a must for later in the game, because high armor units will just ignore the marines otherwise (a fully upgraded ultralisk would take 1 damage a shot from an un-upgraded marine).
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- Banelings are really- really good at killing marines in groups. If you do not have stimpack, you cannot reliably run from them. Focus firing them does not work because they explode upon death. Key is to micro your marauders (or thors if its that late in the game) straight into the path of the banelings . It will cost the zerg player as much as 8 banelings depending on upgrades to get through a single marauder.
http://wiki.teamliquid.net/starcraft2/Marauder
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The marauder is a member of the new unit class for SC2- the Tank. His job is to soak damage- and he does this very well. Marauders should always be the meatshield for your army (if you are bio based, that is). That isn’t to say that he doesn’t do damage, he does (exceptional damage to armored), but you still want him on the front lines to be soaking hits for your much higher DPS marines / siege tanks. With the concussive shells + stim pack, the marauder can kite units better than any other unit in the game, and any time you have a numerical advantage your opponent is in for heavy losses.
http://wiki.teamliquid.net/starcraft2/Reaper
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O how I love the reaper. Definitely my favorite unit from all 3 races to come out in SC2. Its fast, has paper thin armor, is super maneuverable, and does ridiculous damage to light units and buildings. I have won the game with a single reaper before, but have also lost games from overproducing them. Their absurdly high gas cost (50/50) prevents you from teching AT ALL if building this unit in any kind of numbers, but that shouldn’t deter you from using them. They make excellent scouts all game, and if micro’d properly are basically unkillable, save for running into a Stalker with blink. All that being said, however, they do not hold their own in a standup fight, and because of this are basically useless on certain maps (Steppes of War, and to a lesser degree, Scrap Station), where access to the back of your opponents base is limited, (even with cliff jumping). Here are a few ways to use the reaper properly (Please note that the following bullets apply only if you want to use reapers in that game… I know its obvious but some people are thick ):
- Set your build order so that you can get the reapers as soon as possible, as the earlier they get out the more effective they are. The most common (and efficient) build order for fast reapers is : 10 Rax 10 Gas 11 Supply 12 Tech Lab 12 Orbital Command. This build does not cut production by very much and allows reapers in your opponent’s base well before the 4 minute mark. The reapers getting to their base early will also alert you of any fast teching being done, and will give you time to prepare for any style of attack your opponent could mount.
- Try to micro each reaper independently. They are much more effective solo than in groups, especially until you get their speed upgrade. On Desert Oasis, you can be bouncing up and down the cliff behind their mineral line with impunity against zerg and protoss, as long as you have each reaper going up and down at different areas, forcing their units to chase you (probably with little success).
- Zerg’s who fast expo (15 hatch, or 14 pool 14 hatch) will lose every game to a 2 rax reaper build when micro’d properly. From all my experience, there only options for defending the FE from reapers early is to pull their queen from their main, and stop drone production in favor of zerglings. If you force this behavior, you are already at an economic advantage. In addition, they pull their defenses to their expo, you can easily begin running from expo to main and back to harass the harvester line, which will force them to make some static defenses, further damaging their economy. This seems to have become even better with reaper nitro packs being 50/50 upgrade. You can successfully mass reapers vs a FE zerg as long as you keep an eye on their tech buildings. If they get roaches you need to stop reaper production and switch to marauders. If they tech lair, get a factory and a engineering bay. Spire, get turrets and a thor, hydra den / infestors, get reactor'd hellions and marauders.
- The hardest part about using reapers is maintaining macro while microing the reapers. Make shore your barracks and at least 1 scv for building are hotkeyed, so you can maintain production while harassing your opponents. This is EXTREAMLY important, as failing to build while destroying your opponent’s harvesting nets you no advantage whatsoever.
- Players catch on quickly to reaper harasses and set up defenses accordingly, so as soon as you feel that your reapers aren’t going to be able to do cost effective damage, pull any living ones you have left to the xel’naga towers on the maps, and use them as scouts for the duration of their lives. If you have 3+ reapers still alive at that point, make sure to keep them busy scouting, and use them to back door your opponent and punish them if they attack you, or as either a diversionary attack at an expo when your main army wants to push on their main. They are extremely useful for this purpose alone, but probably not worth the investment if you weren’t harassing with them early.
9 Rax Proxy Reaper Breakdown:
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SCVS 1-5 Minerals
SCV 6 Scout -> Proxy
7 SCV
8 SCV
9 SCV
9 Rax
9 Gas
9 Orbital Command
9 Tech Lab
10 Reaper
11 Reaper
11 Supply
12 SCV
Pump SCVs + Reapers until you feel they have lost effectiveness, get 2nd gas around 17-18 supply count, and then:
move your rax back to home base.
VS ZERG: Put up 2-3 more raxes at your home base + pump MnMs
Vs Terran: Tech to banshees or tanks + vikings, depending on how badly you screwed them with the reapers. OR if you see them sticking with marines and teching, put up 2 more rax in your base and mass reapers and get nitro boost upgrade. Simply make sure to stay on top of them and the game is yours. [replay]
Vs Toss: Tech to banshees if you did significant econ damage- toss up some bunkers and 2nd rax before you tech if you didn’t get the job done.
You should proxy close to their base, and directly OFF the path to your own base from their base (to limit the chances of them spotting the proxy). Note that if they spot the proxy as terran or zerg there really is not much they can do to go kill it, so all it means is that you have to micro a bit better with your reapers because they will know they are coming. If you REALLY want to win off this rush, send the SCV that build the barracks into their base and start up a bunker as soon as the first reaper arrives. Follow up with "LOL" when they start cursing you out.
Sometimes people over-react to something like this and totally screw up their builds/ teching. For example (the replay is old and im not going to find it): + Show Spoiler +
It was TvP on Desert Oasis (my favorite proxy reaper map for obvious reasons). I spawned at 12 and he spawned at 6, and I built my 8rax by his natural 3rd expansion. He spots it with his early scout, and instead of building a gateway he builds a forge. He then proceeds to cannon rush my main, while letting me kill every single probe he had (except the one building cannons) and then his nexus with the 2 reapers I got out before he had me supply blocked. It was obvious to me that he had not planned on doing that strategy, he just had no idea what to do to stop me from killing all his probes because his build wasn’t prepared to stop the proxy reaper rush. His first pylon was by his choke, far from his mineral line, and he spotted the proxy after he started his forge, and was already on his way to my base. He then makes the wrong play; he goes offense instead of defense, when he should know that if we “trade” bases I will win, because my orbital command can fly, and his nexus cant. This is exactly what goes down, and I win easily.
Replays!:
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Links to other threads involving reapers:
[h] holding off super fast reaper
The new reaper terrans- how?
http://wiki.teamliquid.net/starcraft2/Ghost
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The ghost is a combat support caster with decent HP, good damage, and powerful abilities. Used properly, the ghost can be a powerful addition to any army composition against any race, or can be used as a solo harasser to attack mineral lines (with the powerful +10 damage to light), and calldown nuclear strikes where necessary. EMP is essential vs a protoss army with immortals, sentries, or high templar, and is seeing use against terran as a way to reveal cloaked banshees, nullify ravens, and stop medivacs from performing their duties. While you can EMP an infestor to stop its use as well, the ghost’s energy is better used to Snipe zerg units (like the infestor!). Snipe deals good damage at long range with no reduction from armor, so shift-queing sniping down priority targets is being used more and more often to punish the swarm.
Cloak can be used effectively if researched early to harass mineral lines, or just make the ghost harder for your opponents to spot in an important battle. This is extreamly important mid-lategame vs protoss who are using high templar against you. Getting an EMP off from a cloaked ghost on their high templar before the fight kicks into high gear will win many games.
http://wiki.teamliquid.net/starcraft2/Hellion
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The hellion is quickly becoming a new favorite of mine, even though it is tough to use properly. The hellion can be a vicious, harvester crushing machine if micro’d properly, and can even hold its own in standard combat vs light armored units. Fast hellion builds can be wickedly powerful, and hellion drop harass is becoming a common sight on the ladder. The hellion is extreamly fast, does damage in a line, so it can hit multiple targets at once, and gets a huge damage bonus to light. The damage to light can be further increased by researching infernal pre-igniters . Before the upgrade, it will take 3 shots to kill a drone/scv/probe (16x 3 = 48 damage would kill all 3, even if they had an armor upgrade), and after the upgrade it would take 2 shots to kill a drone / scv / probe ( 24 x 2 = 48). This means without the igniter upgrade, your harass should have a minimum of 3 hellions (so you can 1 shot probes), and with the igniter upgrade you should have at least 2 hellions for your harass. Since hellions cost no gas, they are a great unit to use in addition to a higher tech army. Because of their speed, they are invaluable as scouts as well. Additional hellion tactics:
Multi-base split-
When your opponent is on multiple (3+ bases), send a small # of hellions to each base, and send your main army at their main. If you can fight their main army to a stalemate (you both destroy most of eachother’s force), or even just hold them in their base for a short time, your hellions should be able to cause enough damage to their economy to allow you to pull ahead in the macro race.
Side /Flanking attacks:
Hellions in standard combat should always flank the enemy units, or come in at the sides. They deal damage in a line so putting them on the sides of your opponent’s army will increase their damage threefold. You should flank them instead if they have less army than you, and you want to trap their units and force them to fight.
http://wiki.teamliquid.net/starcraft2/Siege_Tank
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The siege tank is the iconic terran unit, and when used properly can devastate your opponents, both on offense and defense. In siege mode, the siege tank has the longest range of any unit in the game, and does a massive amount of damage with splash. This makes it ideal for defending your base, and also for assaulting (or even just harassing) your opponents. Siege tanks are, however, expensive. 150/125 and 3 supply is a hefty cost for a single unit. However, when you consider the damage potential and strategic advantage of the siege tank, the cost is justified. Siege tanks also do well when not in siege mode vs immortals, roaches, marauders, other siege tanks, and thors.
Strategic defensive placement:
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Placing your siege tanks perfectly for defense will defiantly take some practice, but mastering this technique will allow you to basically not worry about defense once set up. Siege tanks are best placed on ledges, a few spaces from the sides to allow them maximum coverage with minimum risk. You want them far enough in so they are out of range of the enemy when they are close to the cliff, and you should cover them with missile turrets (or Vikings / marines). There are many places where tanks can be placed to cover a large area. On Lost Temple the ridges by your expansions are excellent places to put siege tanks backed up by turrets. I have had siege tanks climb into triple digit kills from there vs zergs. On Blistering sands, there is a nook in your main inbetween your front door and your back door rocks, where a siege tank can hit the choke point coming into your expo. This placement is ideal, because it covers all entrances to your base, and your expansion, all at once. On Steppes of War, your placement is limited, but from your natural expansion placing tanks on the ridge overlooking the middle of the map is probably your best placement. On Kulas Ravine, the rocked in expansions’ corners are a perfect place for a siege tank, as that will overlook the choke into your main base as well. Additionaly on Kulas, if you take a gold expansion, you can put the siege tanks on the high ground right next to the expansions and cover a huge area from the high ground.
Always look for new places to put siege tanks to defend your bases, and don’t be afraid to try out new placements if they look good.
Strategic offensive placements:
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There are a few maps where siege tanks can be put into really dirty locations, out of reach of your opponents, but well within striking distance of their bases.
Hopefully there will be pictures of placements and replays of good useage of these points going up later this week.
Desert Oasis is the most glaring example of this. To the side of each main base (on the side where the geysers are, regardless of your spawn site), you can place your siege tanks (and missile turrets) on the ridge overlooking their base. You can use a Viking (preferred) or your barracks / factory / orbital command scans to spot for your tanks, and from there they can hit the harvester line and even their main base (cc/hatchery/nexus). I often will bring SCVs with me to throw down missile turrets and bunkers to defend the position, because if I can hold that little corner it will usually spell disaster for my opponent.
On Kulas Ravine, you can take the middle watchtower on your opponents side and place siege tanks and turrets there to contain your opponent. The same can be done with most watch towers on that map (there are many.)
On Lost Temple, the same ridge you can use defensively by your natural can be used offensively. You need a medivac to drop tanks (and hopefully some marines + Vikings to back them up) on the ridge. From that ridge you can easily ravage their natural expansion.
On Incineration Zone, if your opponent takes the gold, you can move your tanks behind your natural and they will be able to reach the gold minerals. Conversely, you can take the gold minerals, and place your siege tanks below their natural and hit their mineral line from there.
On Blistering Sands, you can place your tanks below their natural and hit their mineral line from there. This is one of the more dangerous offensive placements, and I would not place there until I had multiple tanks.
Always look for new places to put siege tanks to attack your opponent’s bases, and don’t be afraid to try out new placements if they look good.
Walking siege tanks: + Show Spoiler +
(This mini-guide will focus on an early game siege tank push, as it covers the basics of a siege tank attack. Later in the game you can do the same things, it will just involve more units, more micro, and will generally be more difficult.) To actually push on someone’s base with siege tanks, requires quite a bit of micro and a lot of attention. Siege tanks are surprisingly fragile, and because of this it takes some work getting used to this push. To begin, you need a siege tank, at least 1 flying unit, and a decent support group for your siege tank (usually a few marines and marauder will do nicely).
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o Start by scouting your opponent’s choke point to see what your up against. If they have their own siege tank, you will need to drop yours into siege mode perfectly outside their sight range(or if they have a sensor tower, or vision, you will need to drop outside their range but still in range to shoot at.. well something). This will take some practice, but isn’t very difficult.
o Once you’ve scouted their choke, move your siege tank into a position where it can do some damage, drop it into siege mode, and start blasting away. Have your next siege tank that’s built move in closer than the first, and drop it into SM.
o Once there is nothing left to blow up in the range of the first siege tank, move it forward, but always leave at least 1 tank in siege mode to fend off any counter-pushes they may attempt.
o Leapfrog your way into their base, and to victory.
http://wiki.teamliquid.net/starcraft2/Thor
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Now with better pathing! The new Thor (post patch 11) is a much different beast that the one we were originally introduced to. Smaller, faster firing with less damage, and less effective vs heavy armor air, the Thor is still a force to be reckoned with. Their ability to attack both ground and air, their relatively high hitpoints, and their special attack ability make them a great all around unit, useful in almost any situation against any race. Always make sure to repair Thors if possible, as their greatest weakness is their vulnerability to focus fire. Thors should not be a stand alone unit (although the single thor drop is still devastating, and the early Thor push still can work...) and should be backed up by units that can deal with a number of small targets. The Thor makes short work of most ground units, and the 150mm cannons turns ultralisks, immortals, colossi, and opposing thors into expensive meatpiles. In addition, Thors can be used to defend expansions from flying harass. One Thor will deter a large # of mutalisks because of the splash damage, and can even fight off void rays if being repaired.
http://wiki.teamliquid.net/starcraft2/Viking
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The Viking is both an air superiority figher, and a mech capable of dealing solid damage on the ground. Cost for cost, the Viking has to be one of the best (most versatile) units in the game. Capable of harassing, scouting, spotting, and not outmatched in a stand up fight with anything at its cost (will 1v1 a hydralisk, won’t lose terribly to a stalker). The Vikings massive range with air makes it ideal for sniping out priority targets (colossi, ravens, broodlords, battlecruisers, carriers, and the mothership), as well as for sniping overlords. I often have been making Vikings as a primary unit, and being able to double build them with a reactor allows me to produce them in quantity relatively early in the game. Their high mobility also allows them to harass and be back on defense in a relatively short time. In combination with siege tanks, Vikings can allow for a really tight defense while still making attacking runs on your opponents.
http://wiki.teamliquid.net/starcraft2/Medivac
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Medivacs are a combination unit, both a healing caster and a shuttle in one. They are important for any bio-based army as support, and can allow a terran player the mobility he needs for harassing and generally moving about the map. Dropship tactics have been around since SC1, and haven’t changed much in sc2. You can use nearly every single terran unit in dropship harass, and harassing with marines /marauders has become extremely effective given that your dropship heals them.
under construction
http://wiki.teamliquid.net/starcraft2/Banshee
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Banshees are cloakable gunships that do impressive DPS to ground units, and have the body (hitpoints) of a siege tank. However, they are expensive, slow to build and slow to move. The fact that they can cloak makes them perfect for harass, however they fare equally well in standard combat. Mixed in with a regular army, they are a great addition, especially vs protoss and terran. It is important to note, that if harassing, it takes 2 shots to kill a probe / scv / drone (do not focus fire with 3 or more banshees on harvesters). Banshees can take down a stalker or hydralisk 1v1, but since they cannot attack air they should fear any air unit. Either escort them with Vikings, or expect to lose them if you are going to harass.
http://wiki.teamliquid.net/starcraft2/Raven_(Unit)
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Ravens are Terran’s new mobile detector unit, however this unit has much, much more utility than just being able to see invisible. Ravens have the potential to do whatever task you need them to do, from harassing opponent expos, to doing massive damage mid battle, and even protecting your army from death.
http://wiki.teamliquid.net/starcraft2/Point_Defense_Drone
Probably the most underused ability in sc2, the PDD can single handedly turn a battle in your favor. If your opponent has only projectile attacking units (Vikings, hydralisks, stalkers), this little robot will give your team a few seconds of uninterrupted killing, and that is usually all you need when you have a large group of marines / marauders. I highly recommend using this ability as often as you can.
http://wiki.teamliquid.net/starcraft2/Auto-Turret
Can be used both offensively and defensively, the auto turret is best used to harass expos and defend yourself from banelings and other melee range units. You can drop down a line of ATs infront of your army to soak damage from basically any attackers, while providing additional DPS on top of that!
Seeker Missile
While the energy requirement is outrageous, this ability can’t be counted out. 100 AoE damage is A LOT, and throwing 3 or 4 of these into your opponents army can be devastating, especially to low hp units like marines and hydralisks. Also, these can be used as a deterrent when thrown at fast units like mutalisks. Inevitably they will run away from the missiles, granting you the time you need to throw down a few turrets or have those Vikings finish building. Be careful, however, as the splash damage isn’t limited to your opponents forces.
http://wiki.teamliquid.net/starcraft2/Battlecruiser
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The BC is the biggest, most expensive unit in the terran arsenal, and it performs as such. It has a thick hide (3 armor and a ton of HP), does ridiculous damage, and has a long-range 300 damage snipe shot with yamato gun. It can be used effectively to defend a large area, and is no slouch on offense either. In a long, drawn out game, BCs are at their prime, but with their prohibitive costs, however, I would only opt for battlecruisers once I have secured a third base.
Yamato gun is an absurdly powerful ability and should always be researched if battlecruisers are going to be built. +Atk upgrades are also a must, and armor upgrades are always nice.
Battlecruisers should be supported by the entire terran arsenal, and are not a unit that should be massed. (in a 1v1).
Terran Buildings:
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http://wiki.teamliquid.net/starcraft2/Command_Center
http://wiki.teamliquid.net/starcraft2/Orbital_Command
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Starcraft 2 is all about macro- and Terran’s have there fair share of macro mechanics to be aware of. The Orbital Command (or OC), is the primary macro facility for Ts and, if used properly, is the most useful item in the terran arsenal. It allows them to mine faster, scout instantly, reveal cloaked units instantly, and get you out of a supply block at a key moment. Effective use of the OCs energy (and constant use of its energy) will correlate directly with your win/loss rate. Quick tips for your OCs are:
- First, and foremost, ALWAYS have it hot keyed (I use 3 in the early game and 4 or 5 mid-lategame depending on my army composition). Intermittently (when you have a free action), click your OCs hotkey and check for available energy often.
- Don’t let energy store up past 100 EVER, and only let it go past 50 if you think you may need a scan for tactical purposes (seeing up a cliff, or spotting Dark Templar, Banshees, Ghosts, or other cloaked/burrowed units).
- Always upgrade any expansion to an OC (if your not going to turn it into a planetary fortress) either before you send it over to the expansion, or if built at location before you start SCV production. The amount of income provided by mules (~250- 270 over the course of its life) and the amount of utility provided by another orbital command should not be underestimated.
- First, and foremost, ALWAYS have it hot keyed (I use 3 in the early game and 4 or 5 mid-lategame depending on my army composition). Intermittently (when you have a free action), click your OCs hotkey and check for available energy often.
- Don’t let energy store up past 100 EVER, and only let it go past 50 if you think you may need a scan for tactical purposes (seeing up a cliff, or spotting Dark Templar, Banshees, Ghosts, or other cloaked/burrowed units).
- Always upgrade any expansion to an OC (if your not going to turn it into a planetary fortress) either before you send it over to the expansion, or if built at location before you start SCV production. The amount of income provided by mules (~250- 270 over the course of its life) and the amount of utility provided by another orbital command should not be underestimated.
http://wiki.teamliquid.net/starcraft2/Planetary_Fortress
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The pfort is the biggest, baddest defensive gun in the game. It does 40 damage with a large splash, making it excellent against zerg until they have tier 3 units. Many players (including the notorious TLO) have started building pforts mid-lategame to help them defend their 3rd-4th bases without much army support. 550 minerals 150 gas isnt that much to pay for a 1500 hp 7 range siege tank.
http://wiki.teamliquid.net/starcraft2/Supply_Depot
http://wiki.teamliquid.net/starcraft2/Engineering_Bay
http://wiki.teamliquid.net/starcraft2/Refinery
http://wiki.teamliquid.net/starcraft2/Barracks
http://wiki.teamliquid.net/starcraft2/Bunker
http://wiki.teamliquid.net/starcraft2/Missile_Turret
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Your main static defense as a terran, hits air and colossi only. Mostly good for being a detector and as a deterrent to drops and harass.
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- Turrets are better in groups, but also they need to cover all of your harvesters (if you fear air harass).
- If you are building them as your primary form of detection, always make 2 instaed of 1. Dark templar kill them in just a few hits, so it dosen’t hurt to have extra. (plus, they are cheap!)
- Rarely, but it will happen, you will find yourself without a single unit that attacks air. Its never a bad idea to build a few turrets just incase your opponent hides his starport/stargate/spire. Don’t go overboard but don’t leave yourself undefended, either.
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- Turrets are better in groups, but also they need to cover all of your harvesters (if you fear air harass).
- If you are building them as your primary form of detection, always make 2 instaed of 1. Dark templar kill them in just a few hits, so it dosen’t hurt to have extra. (plus, they are cheap!)
- Rarely, but it will happen, you will find yourself without a single unit that attacks air. Its never a bad idea to build a few turrets just incase your opponent hides his starport/stargate/spire. Don’t go overboard but don’t leave yourself undefended, either.
http://wiki.teamliquid.net/starcraft2/Sensor_Tower
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Sensor towers hover under a lot of controversy- they are expensive (almost as much as a siege tank), and easy to locate and destroy. That being said, they can be invaluable if used to stop incoming drops, or spot enemy troop movement early to allow you to setup your defenses before being attacked. Here are my rules of thumb for sensor towers:
- Don’t build sensor towers if you are on the offense most of the game. Use your resources for combat units.
- Build sensor towers anytime you find yourself unsure of what your opponent is doing. It will provide a certain sense of security which will allow you to progress down the tech tree and expand without worrying about unseen attacks to the back of your base.
- Any time you can cover both your main and an expansion with a sensor tower, it is probably a good investment. The amount of time you get to move your army into position can be the difference between winning and losing a tight game.
LINKS:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=117929
http://www.teamliquid.net/forum/viewmessage.php?topic_id=115564
http://www.teamliquid.net/forum/viewmessage.php?topic_id=114767
http://wiki.teamliquid.net/starcraft2/Factory
http://wiki.teamliquid.net/starcraft2/Ghost_Academy
http://wiki.teamliquid.net/starcraft2/Starport
http://wiki.teamliquid.net/starcraft2/Armory
http://wiki.teamliquid.net/starcraft2/Fusion_Core
http://wiki.teamliquid.net/starcraft2/Tech_Lab
http://wiki.teamliquid.net/starcraft2/Reactor
Build orders / Matchup Breakdowns:
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A few quick notes on the matchup breakdowns and build orders therein: They are mostly focused on stopping “What can kill me now” cheeses and all ins. These guides will be as thorough as possible in this regard, and I will try to point out any and all possible cheeses and all ins that can come at specific timings. Also, note that the guides will be mostly for defensive play, however learning how to defend all possible attacks will eventually make you aware of when a specific timing window is open for you to push, not to mention when you successfully stuff someone’s attack they are often wide open for a beating in return.
TvT:
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The TvT mirror match is a fast paced, dynamic, and challenging matchup where skill is always the deciding factor, and thus, scouting is a huge part of this matchup. Depending on the map, there are a few viable openings in TvT. As far as I can tell however, it is NOT SAFE to go a no gas opening into a FE in the mirror, ever, on any map. A good T player that spots this will rip you to shreds with reapers early, as marines cant keep up with them or fight them 1v1. ***Note to Self, insert replay of reapers raping marines here***
9 Rax Proxy Reapers (see Reaper spoiler for build order) is actually a decent build. It’s strong against any marine openings, and if your opponent opens 10rax marauders you can simply stop building reapers after the first and go marauder. On the other side, if you are not doing the proxy-ing, you should be scouting around your 7th or 8th scv, and doing a 10 (or 11) rax opening. 10 supply 12 rax leaves you really open to the early reaper harass, which can cost you the game. If you scout them going proxy reapers, and you 10rax, your build order should begin:
TvT Anti-reaper (and generally safe) opening:
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10 rax (build near CC)
10 gas
11 scv
11 depot (build near mineral line)
11 Tech lab
11 Orbital Command
13 Marauder (rallied by workers)
13 Concussion Shells
From here, if your opponent makes more than 1 reaper, you have the game won simply by rallying in their base and keeping them stuck on 1 rax while you continue to tech and macro. -[url blocked] - replay of this.
Ok, so you’ve scouted and see a 10 supply build going into what you assume is a 12 rax. Next step; Build a factory and an engineering bay, while pumping marines / marauders from your 1 rax (I go for marines because of no gas cost). You won’t know their plan until they start their 2nd production building, if it’s a rax they will be going bio, if it’s a factory… well We’ll get there. Either way, you want a factory. When your engineering bay finishes, get a missile turret up at your entrance and at your mineral line, just incase. When your factory is done get a starport and a tech lab on your factory (you can use the tech lab from your first barracks if you built one). During this period scouting is usually impossible, so I will always use a scan instead of a mule drop when my starport is building or right before. Key is getting your scan off before your tech lab finishes on your Factory. Note: If you are swapping your barracks tech lab to your factory, you want to build another addon with your barracks (usually to put on your starport when it’s finished), based on what you scan:
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If you spot 3+ Barracks, you know they are going bio. Toss up a bunker or 2 and get siege tanks + siege mode starting immediately. One or 2 siege tanks in siege mode behind filled bunkers should stop the bio push no problem. At that stage you can expo easily, or attempt to walk your siege tanks into their base. If you feel you are against a better player, I recommend attacking over expanding. However, if you feel your macro is better, you should expand and fortify your defenses.
If you spot a factory and a starport building, get a reactor for your starport and start double building Vikings, while making siege tanks and get siege mode. You will need a 2nd factory soon for more siege tanks. Your opponent is most likely doing the same thing, however if he is teching to Banshees (you wont know unless you see a tech lab on his starport when you scan), you will have the advantage. Defiantly drop a few extra turrets by your mineral line if you spot a tech lab on a starport.
Vikings and Siege tanks seem to be the best combination for TvT for both offense and defense in the mid-lategame. Eventually you will want to add ravens into your mix, and you should also build marines because you will not have enough gas to spend all your minerals on Tanks and Vikings. Make sure to be throwing down turrets by any locations where you siege up your tanks. Your goal once you have started the siege tanks and Vikings should be, “get to 200 supply.” You will need a minimum of 2 bases, but should be attempting to push out and secure a third (and possibly a fourth depending on the map… kulas ravine and metalopolis I’m looking at you). [Note to self: insert Scrap Station and Steppes of War replays here]. Note that while my play isn’t amazing in these 2 games, they defiantly show how you want a TvT to play out over a long game.
TvT Timing windows at a glance: + Show Spoiler +
If your Opponent goes: Then you have a window to:
Reapers Marauder counter + push
Bio Ball: Siege tanks on D Fence with banshee counter push
Siege Tanks: Marauder counter push (if you didn’t tech)
Siege tank counter push with Vikings(if you did)
Medivac Drop Vikings to kill the dropship on the way in, OR
Marines at drop location.
Banshees: Siege tank push with Vikings/ Scan/ Ravens(later)
Scout well and this mini-guide will win you A LOT of TvT games.
Replays:
Zoltan Vs Swe [url blocked]
http://www.starcraft2strategymasters.com/terran-versus-terran-pro-sc2-video-painuser-vs-gretorp/ - pro tvt replay on desert oasis.
TvP:
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TvP is the most open of the 3 matchups for terran, with almost every unit being able to be used in some form. Terran is quite strong against protoss, however protoss can even the field with good micro and good timing. General strategy against protoss should be to always stay on the same number (or more) bases as them, and be constatnly therantening with either pushes or harassment. I'm going to go over some early game strategies vs toss:
Bio: Bio is great against protoss armies before they hit thier tier 3 units- Colossi and High Templar. For an early push, 3 or 4 rax are the standard builds- and you will need ghosts in your army. My personal use is 3 rax with tech labs, one with a reactor. Build orders vary, but I will go 2 rax and then ghost lab reaserch stim and shells and then 2 more rax. I will push once i have 2 ghosts with EMP energy, stimpack, and concussive. With good focus fire and emps, you should have no problem cutting most early toss armies into pieces. Make sure to have your ghosts in a seperate control group for eazier micro. They should be FFing the zelots while your marauders focus down stalkers and immortals. A variation on this build is a 2 rax 2 ghost lab harass, where you get cloak and nukes. Its a bit more fragile (vulnerable to early detectors,) but it can be absolutely devastating. You can use cloaked ghosts to attack harvesters (2 ghosts will 1shot a probe), and with good scans you can snipe out observers that the toss builds to spot you.
It's important to note that early air units from protoss can be problematic for bio based armies. Phoenixes are great at sniping down bio units with grav beam, and early void rays can win the game if your marine count is too low. Scoting is always a priorty in every matchup, and this is no exception.
Mech:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=123717
Check out this guide for an awesome ghostmech guide.
Mech is ok TvP- but the ideal army if you are going heavy factory units would be more of a "Ghost Mech". Ghosts are just too good in TvP not to use them. Im going to break this army down into 3 diff groups: Ghostmech vs templar tech tree, GhostAir vs Robo tech tree, and GhostAirMech Vs Starport Tech Tree. Know that in the lategame, protoss will often go down a 2nd, or possibly all 3 tech trees, in which case you would need some combination of these armies.
Vs Templar Tech
Templar tech is so good for toss v T because they get charge for their zelots, and feedback/storm from their templar. Feedback is the bane of the terran army, as it ruins ghosts, medivacs, thors, ravens, banshees... The solution to feedback, is one of the things it counters. Ghosts. Cloaking your ghosts and sniping down (or emping, but sniping works better) the templar before the first engagement starts. Your unit composition here can be extreamliy varied, the only constant should be a decent ghost count. Cloak is a must. Try to get a feel early in the game for their ratios. If they are go zelot / HT (an extreamly strong and efficent pairing, as Zelots cost no gas, and HTs are gas sinks), Hellion Ghost will rip them up. If there are alot of stalkers, Siege tanks / Thors are your best friends, and you can suppliment Marauders in wherever you feel it neccesary. Honestly its most likely going to be a good mix of zelot, stalker, and HT. This means your army should consist of Hellions, Ghosts, Siege Tanks, and a few Thors. Micro is super important in your battles against Templar tech toss, because dodging storms and good focus fire will win you this MU.
Vs Robo Tech (3gate robo, or 2 base 4 gate 2 robo)
Robo tech is powerful in timing attacks. Vs Robo you will need your ghosts earlier (for EMP energy). To go mech vs a robo - you will need good placed emps, and banshees. This is a rediculously gas heavy build, so you should dump your extra minerals into marines and hellions. If they stay heavy on stalkers, make sure to go light on the hellions and have more marine or marauder to help your banshees / ghosts. Key to winning fights vs immortals is well placed EMPs, and focus fire. To beat colossi, you need your tanks already sieged up. Focus fire is your friend against most protoss armies.
Vs Stargat tech (3 gate SG, or any 2 base starport play)
Mech is kindof awkward for playing against an air based toss army. Fortunatly, these are pretty rare. Thors don't do well vs protoss air. You will need a heavy marine suppliment early, and transition into a heavy viking army later. Ghosts are still amazing, as 100 AoE damage is still alot. Key to winning these battles will be micro of your vikings and ghosts. The will inevitably have extra minerals on an air build, so make hellions to clean up their zelots. MnM rushes do well vs a toss rushing air, as it should slow their gateway production.
Rax – Fac – Rax opening TvP
After seeing TLO use this in the Day[9] Razor’s King of the Beta tournament, I had to give it a look myself. I have to admit it’s a pretty funky strat, and it feels vulnerable, but probably only because I’m just not used to it. The basis for this opening is to use early hellions to harass the protoss economy and force them to stay in their base for fear of a runby. In the meantime you get a solid marine / marauder / (ghost) group together to hole up against their inevitable 4 warpgate push / void ray cheeze. Since you will be constantly knocking at their door with your hellions, you should be able to get some decent scouting off with them. If you can get into their base with a few hellions (3 is the magic #), you should be able to decimate their econ and pull far ahead. If you cant get in, you can park at a nearby Xel-Naga tower (or if its steppes of war right in the middle of the map), and dare them to move out on your main.
The BO:
10 Supply
12 Rax (will pump marines)
13 gas
15 OC
~17 Factory
~17 Supply depot
~19 2nd Rax
~22 Tech lab on rax
Insert bunkers as needed- and also if you want to be more aggressive- get a reactor on your first barracks after you start your factory, and swap it with your factory once it finishes. Then double hellion to your hearts content.
I have a (bad) replay of me doing this that im debating on putting up. For now check out TLOs games in the http://www.teamliquid.net/forum/viewmessage.php?topic_id=136294 thread.
TvZ:
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Replays:
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Check this out too guys! TvZ guide
TvZ is a great matchup. It generally comes down to map control + army positioning. If the terran can stay on the same # of bases (or more) than the zerg player, it should be a win. If the zerg player gets ahead on bases, they will become increasingly hard to contain, and you will be overrun. You have pretty much all options open for playing against a zerg player, but you have to be willing to adapt your strategies on the fly, as zerg can change army composition very, very quickly. Early hellion + marine pressure will really hurt a zerg who didnt open roaches, and marine marauder does the same to a roach opening. Vs baneling openings (baneling busts), a different approach is needed. A thick wall using barracks and factories is a good start, and from there (since a bling bust is 1 base 90+% of the time), you can start to muscle up a big mech army, which will melt virtually any compositon they can put together, short of mass roach. Because of this, there is an optimal army vs zerg. It will vary based on your style, but they almost all have Marauders, Hellions, Siege Tanks, Thors, and Ravens. You can add in some vikings if they have hive tech (broodlords), and make sure to get 250mm cannons for your thors. 1-shotting an ultralisk shouldnt be overlooked. On a different note MnMnM is VERY strong vs zerg, even through the midgame. If you opt for MnMnM, make sure to move your marauders and marines separatly, as you will need to get marauders inbetween banelings an the marines, or else you will be doomed.
Zergs tend to use flanking maeuvers often, so be prepared with some heavy units to soak damage in the back as well. Baneling bombs (dropped from overlords) are becoming increasingly popular as well, and these are quite hard to stop. If you see some OLs flying in, its probably worth FFing them down to save your army from the banelings.
Often TvZ will come down to positioning. If you can funnel the zerg army into a choke, you will probably crush them handily.
The 1-1-1 opening Vs Zerg: An overview:
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The 1-1-1 opening, as popularized by the great TLO, is a great and versatile style, and I wanted to go over some of the nuances I find with the build. First things first, lets go over the basics: The 1-1-1 build means 1 Barracks, 1 Factory, 1 Starport. I’ve seen it done with addons, without addons, with a million addon swaps, and you can really do whatever you need to do with it, that’s the beauty of it. I’m going to break down a few different possibilities for the 1-1-1, and situations where you would use what units / addons, and the situations where 1-1-1 is optimal. 1-1-1 is the best because it allows you to work on the fly, and do a lot of improvisation based on what you are scouting. That’s not to say you can do whatever you want and it will win, it actually means you need to play a much more reactive style, and because of this the 1-1-1 is defiantly the most advanced of the terran openings. Because of how versatile it is; I have had to come up with some notation for how to use this opening, because there won’t be nearly as specific of build orders for this build. I will be doing this like one of those old choose your story books, where you flip to page 43 if you want to go into the basement, or 44 if you stay on the first floor (hopefully you know wtf im talking about). Follow the capital letters to get to your build order .
General info for this and any vs zerg builds: Always try to have a thick wall vs zerg if you can, it will save you from the baneling busts which are oh so popular. NEVER STOP MAKING SCVS.
Vs 15 Hatch-
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So your scout sees a 15 hatch, this really opens the doors for the T to be aggressive early, and what units you will use generally depends on your own style + the map you are on. 1-1-1 is an OK opening vs 15 hatch, but you can also 3 rax all-in and hope for the best. A lot of zergs will throw down about a million spine crawlers if they see you push with a bio ball, which can put a big wrench in your plans.
On kulas ravine and desert oasis:
I almost always will go tech lab on my rax, get a 2nd gas before my factory, and go reapers early. You can also go reactor hellions (see the section for the other maps) Their ability to abuse cliffs makes them absurd on those maps, as you can bounce back and forth between their nat and their main, and more than likely you will do significant damage with them. Make sure to get vision on as much of their base as possible. If you see a roach warren go down, try to take it down before it finishes. With 2-3 reapers this wont be too hard. I build my factory once my gas hits 100 again (which will take a bit if you are constantly producing reapers out of 1 barracks). If you didn’t do much damage with your reapers, see A. If you took down their expo, or just generally raped their econ, see C or D:
–A: keep the tech lab on your rax and start making marauders. You will need them in case of a roach push. If he teched to tier 2, then, see B; If they stayed tier 1, see C;
--B *Get an armory and a thor before starport if you scout a spire*. 1 will Thor will stop mutas cold. While the armory is building, swap techlab to the factory and make 2 hellions and 2 marines. Save up 200 gas for your thor. Make sure its pretty close to your SCV line, because 5 mutas shred them really fast and you will need the thor ASAP. Start your starport after your thor starts. You can do any number of things with your starport, and it should be reactionary to whatever the zerg is doing. Ravens w/ seeker missile are amazing vs hydra roach, for the record =D. Since you are playing defense and surviving, your off to the midgame!
--C Swap your Techlab to your factory, get siege tanks and siege mode. Build a reactor with your barracks and start your starport. Swap the reactor to the starport and get a medivac +a viking. Then pump Vikings, and marines from your rax to defend ur minerals. Use the medivac to ferry around your siege tanks, and use the Vikings as a spotter. On DO, harass their main from across the ledge w. your tanks, and on Kulas, you can either contain them in their main by planting on their highground expo (and siege their extractors,) or put them on the highground above their expo if you didn’t kill it the first-go around. If they manage to defend your harasses without dying- Off to the midgame!
--D Your first reapers just stomped out their expo, the zerg is then taken down to 3 good options: 1 base speedling/baneling, 1 base roach (see E) or tech tier 2 and work from their. If you don’t see a roach warren, keep making reapers out of your barracks, and start making hellions out of your factory. *If you see a spire go up see B immediately*
Get your 2nd gas at this point and get your starport. Use the reapers and hellions to roast their zerglings (which they do with ease), and inevitably they will build spine crawlers to defend themselves (or you just won). Build a techlab with your starport, keep making hellions to contain the zerg, but swap your starport’s techlab to the factory as soon as it’s done, and get siege tanks to finish them off. Build Vikings / medivacs with ur starport, depending on what you think you will need. Harass any buildings you can with your reapers, and start making marauders from your barracks. Because you should basically be in their base this whole time, you can expand whenever you have 400 minerals, and you should break off from this guide if they do anything unexpected. I will always go for gold minerals if they are contained well.
E- Don’t build your starport. Get 2 more barracks and mass marauder / siege tanks. Make sure to get stim pack and concussion shells. Your goal here will be to push into their base before their tier 2 tech can really come on-line. Otherwise- off to the midgame!
On the other maps:
I’ll pump 3-4 marines out of my barracks, and start my factory at 100 gas. After my fac starts ill get 2nd gas, and build a reactor on my barracks. Factory will finish, ill have enough time to build 1 hellion before the reactor finishes, addon swap, and ill make 2 more hellions and continue making marines. Ill start my starport, and then when my 2 more hellions finish (keep making them, though), ill send the first 3 out to harass, and ill move my marines halfway to their base. 3 hellions 1 shot drones, fyi, so if you just que them up your going to roast A LOT of them.. When your hellions get there, the zerg shouldn’t have much except a few lings. With some good micro you should roast them no problem, and then its on to the drones. You should really do some damage here, and all the while you will be getting a techlab on the starport you started when those hellions went out. Also your next pair of hellions should be sent directly to their mineral line as well. The better micro you have the more you can get out of these hellions. If you rock their harvesters with your hellions and prevent them from having a good econ, use the techlab on your starport to reaserch cloak, and get a banshee. Then harass with said banshee. This can either open the doors for a finishing push, or you can be on to the midgame! If you didn’t do well with your hellions, see A from the previous section.
Vs Baneling bust
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When you scout a baneling bust (early gas + bling nest), make sure to get your factory in your wall. Never leave a single supply depot as part of your wall, always reinforce it with a bunker or a tech building. The bling bust is a serious all in- and you can stop it with a good wall and good repairing. Since you went 1-1-1 you have basically every option for what you want to counter with, but once they roll into your wall and lose their whole army you should be good to go for the win. If they just contain you once they see how tight and awesome your wall is, I reccomend going a heavy viking composition to rape overlords and drop on their min lines from time to time.
Vs 1 base muta
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See B from the vs 15hatch section. To scout 1 base muta, they will be teching to lair early, and getting double gas. Once they are on lair their spire should go up almost immediatly. If you get a good scan in and see this, do B + get an engineering bay and throw up 2-3 turrets by your min line. That will give your slow thor time to waddle over there to finish off any mutas that straggle. You can push with marine hellion thor viking after the first wave of mutas dies over your SCV line. Pull a few scvs for repair and you should be able to finish them off no problem.
Vs Zerg Midgame play-
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The midgame is crunchtime vs zerg- as lategame zerg can gain a large advantage in macro. Heres my assumptions for getting to the midgame:
Your harasses have been largely thwarted, but you have kept the zerg mostly in their base. They poked out with some mutas or roaches/hydras- but realized that your defenses were tight and pulled back on defense. You are both have taken your nat.
What now? I'm going to split this up into 2 sections: Bio and Mech, and you should go whichever way feels natural based on your opening. If you open multiple barracks, stick with bio (and get medivacs). If you open 1-1-1, you can transition to mech pretty easily. In addition; the third (and largely less explored option); heavy starport play can be very effective, but is much harder to pull off. If you want to explore this option, get 2 starports for every base you have (one tech lab one reactor), and build banshees (get cloak) and vikings. Use the vikings to snipe off overseers, and then tear their base up with the banshees. Again much harder to pull off, and easier to counter (a few spore crawlers puts an end to your fun). Onto the meat and potatoes:
The Meat (Bio):
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Bio in the midgame is a risky endeavor. Large #s of banelings and infestors, with hydras and roaches, can present a very tough route for your army. You can, however, take advantage of the mobility of medivacs and whittle away the zergs defenses (and tech structures). Tactics like double and triple location drops, and bunker pushes (largely underused for the record), will be your friend.
The setup: You are going to want a large barracks count for a bio game. On 2 bases you should have minimum 7 barracks + 1 starport with reactor. Make sure you get upgrades. You should have 4+ bunkers up at your natural / ramp up to your main for when your army is at home. Dont be afraid to get a raven or 2 early to build up energy to support your bio army. Detection IS important vs good zerg players who will lay baneling mines (unburrow autocast!) or try to sneak you with burrowed roaches/infestors.
The Plan: Bio is much more mobile than mech- so your first goal should be to set up to take a 3rd base, and continually scout for signs of the zerg taking their third. When the zerg takes their third, you can swing into action. While this dosen't always work, It will, at the very least, keep the zerg off your base long enough for you to setup your 3rd, and have another army waiting for them when they arrive at your doorstep. Step 1: split your army into 2 groups, the main group, and 2 medivacs + 8 marauders. Step 2: Send the main group to his third base, send the 2nd group *loaded in the medivacs*) outside the zergs main. Now 1 of 2 things will happen. The zerg will either let his expo die(B), or he will go defend it(A). Step 3 A: He defends his 3rd. You drop on his base with those 2 medivacs loaded with marauders, and focus fire down his tech structures. These will go down fast, and are often clumped together for easier killing. A good zerg player will build a batch of lings to come meet your marauders, but with the medivacs there you should have no problem getting his hydra den/roach warren/bling nest- or spire depending on what unit mix he is going. From here, if you have been macroing well and are continuing to build army- it should be a quick win when he cant build his primary army units in time. Step 3 B: He lets it die. Secure your third base and get ahead on econ. Once you are ahead economically; build more barracks, and focus on trading armies with the zerg. You can keep going right up the middle at him, as long as you are staying even with them in the army battle you will eventually run him out of resources, and can win that way.
Of course- the zerg could be awesome and defend your drop on his main AND your attack on his nat, and you could both wind up on 3 bases and you have 7 barracks and 1 starport with a reactor... What now? (See Zerg Lategame Play)
The Potatoes (Mech):
+ Show Spoiler [Mech] +
The midgame mech push has been what zerg has been crying about since the start of the beta, and for a reason. It might be slow, but its methodical and oh so hard to break.
The setup: You are going to want to have 3 factories for every base you have, 1 with a reactor 2 with tech labs. Agaisnt 90% of zergs you play against, the right army ratio will be 2:1:1 (hellion:tank:thor), as it handles pretty much anything. Upgrades are super important here, both armory and techlab- Preignitor, 250mm cannons, and siege mode, are all neccesities for the mech build.
The Plan: Scout + harass expo attempts with your hellions, but with this strategy you will need to be cautious; if they push on your thors and siege tanks with lings / blings (or some kindof drop), you will need those hellions back at your army asap. Your goal should be to try to set up tanks outside their natural, and then slowly.. SLOWLY work your way in. For every 4 or so tanks you have, you should move 1 at a time up. (EG: You have 4 tanks, only ONE should ever be out of siege mode at any time). Make sure to bring a few SCVs with you to build turrets and repair. Turrets are SO important, as a good zerg player will get burrow move with his roaches and infestors. Nothing worse than losing because you forgot to get a detector. Ravens make great additions to mech armies as well, so dont be afraid to build 2-3 of those to add into your mix.
While this is pretty straightforward, you need to be very wary of drops and nydus canals, because they can put a stop to your plans very quickly. Once you get moving on their base, Attempt to secure a third AND a 4th quickly, because if they break your lines you will need to replenish troops quickly or be overrun.
Vs Zerg Lategame Play-
+ Show Spoiler +
coming soon
Links:
+ Show Spoiler +
http://darkrevival.com/gretorp/ - greetorp’s page. Check him out hes amazing T player.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=119740 – Warturtle’s Into to Terran
http://www.teamliquid.net/forum/viewmessage.php?topic_id=118214 – Holding off Super fast Reaper
http://www.teamliquid.net/forum/viewmessage.php?topic_id=104154- Day 9 TV
http://www.starcraft2strategymasters.com/sc2-video-terran-vs-protoss-tozar-vs-lzgamer/ - Replays + more! Sc2 strat.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=140827 - TvT and TvP 10rax marauder guide
Old Thread:
+ Show Spoiler +
Many of the topics in this thread can be found and discussed elsewhere- but hopefully this will become a single look thread for all things terran.
Most Recent Update: 5/7/2010
Another Friday us upon us and I would like to give a little back to the community and share my thoughts on SC2 Beta. I am loving the game and find that in a lot of ways it’s keeping up with my expectations. As a preface to this article; my credentials:+ Show Spoiler +
After playing it for a few weeks now- It’s the first of the RTS games where I picked a race. All the other games I played random, but in SC2 I decided I wanted to know one race so completely that I could really help other people understand how that particular race fits into the puzzle, and also so I could be awesome at that one race . While this is defiantly not the be-all end-all guide for terran play, it will breakdown the terran race, how I (and how I’ve seen others) use them to their highest levels of effectiveness, and how to approach the game as a terran player. Anyone who would like to add segments to this thread, PM me and I will add anything that’s good. Every Friday I will add a section to this post; regarding either a matchup- a particular unit- or who knows what . [b]Note that this thread is not complete- and evntually vods, replays, and links will be put here.
SC2 Macro Power, The Orbital Command:
[spoiler]Starcraft 2 is all about macro- and Terran’s have there fair share of macro mechanics to be aware of. The Orbital Command (or OC), is the primary macro facility for Ts and, if used properly, is the most useful item in the terran arsenal. It allows them to mine faster, scout instantly, reveal cloaked units instantly, and get you out of a supply block at a key moment. Effective use of the OCs energy (and constant use of its energy) will correlate directly with your win/loss rate. Quick tips for your OCs are:
- First, and foremost, ALWAYS have it hot keyed. Intermittently (when you have a free action), click your OCs hotkey and check for available energy often.
- Don’t let energy store up past 100 EVER, and only let it go past 50 if you think you may need a scan for tactical purposes (seeing up a cliff, or spotting Dark Templar, Banshees, Ghosts, or other cloaked/burrowed units).
- Always drop mules at the highest qty resource available- what I mean is don’t drop a mule on a mineral that has only 400 mineral points remaining if there is one available to you with 1000 mineral points remaining. This will keep your workers harvesting efficiently and not unnecessarily reduce the number of mineral patches available to harvest from.
- Always upgrade any expansion to an OC (if your not going to turn it into a planetary fortress) either before you send it over to the expansion, or if built at location before you start SCV production. The amount of income provided by mules (~250- 270 over the course of its life) and the amount of utility provided by another orbital command should not be underestimated.
- Some neat tricks with mule drops:
o If you see banelings coming to blow up a wall on your base (or going at a group of marines) drop a mule infront of them to soak up some of the damage. Technichally this is costly, (~250 minerals that would be mined by the mule), but often keeping your army (or your base) alive is more important than the minerals mined from the mule. This can be a game winning play if you drop it at just the right moment.
o The same trick can be used to take the opening shot of a siege tank so you can move your army in safely to kill it.
o[deleted]
Links:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=117479
[/spoiler]
The Planetary Fortress-
[spoiler]The Pfort is the biggest, baddest, defensive structure in the game, and only requires and engineering bay to build. With its SCVs repairing it, it can handle a small to medium sized ground force from any race with relative ease. You should always have a few missile turrets to back up a pfort investment. This would be built in the place of an orbital command, so it should only be used if absolutely necessary; as it effectively costs you all the extra minerals and scans you would get from an orbital command.
- This can be used as a way to early expand on maps with a natural expo ( steppes of war, lost temple, kulas revine etc) against protoss and zerg. Be careful when doing this strategy because it leaves you open for drops, but it is also a highly effective way to get an early resource advantage on your opponents. I recommend not getting pfort against terrans since siege tanks can out range the pfort.
- Always get the range upgrade for turrets if you build a planetary fortress. The same goes for the armor upgrade, but it isn’t a top priority.
- Amazing for island expansions. Flying a command center unupgraded to the island on Scrap Station and then turning it into a pfort allows it to nearly hit the whole island, making it nearly invincible to a drop harass, or an incoming nydus worm (especially with good turret placement)
- While I am not a big fan of this idea- you can attack protoss and terran bases with planetary fortresses, and use them to contain enemies in their bases. (I would highly recommend practicing this many times with friends before attempting it on the ladder). The method is simple, build a few command centers, fly them to a location, land them all, and upgrade them all into pforts. Meanwhile, send over SCVS (optimally in a medivac) to repair the buildings while they upgrade --- Thanks Krowser for:
[/spoiler].
Missile Turrets:
[spoiler]Your main static defense as a terran, hits air and colossi only. Mostly good for being a detector and protecting yourself from drops / harass
.
- Turrets are better in groups, but also they need to cover all of your harvesters (if you fear air harass).
- If you are building them as your primary form of detection, always make 2 instaed of 1. Dark templar kill them in just a few hits, so it dosen’t hurt to have extra. (plus, they are cheap!)
- Rarely, but it will happen, right after the early part of the game you will find yourself without a single unit that attacks air. Its never a bad idea to build a few turrets just incase your opponent hides his starport/stargate/spire. Don’t go overboard but don’t leave yourself undefended, either. [/spoiler]
Sensor Towers-
[spoiler]
Sensor towers hover under a lot of controversy- they are expensive (almost as much as a siege tank), and easy to locate and destroy. That being said, they can be invaluable if used to stop incoming drops, or spot enemy troop movement early to allow you to setup your defenses before being attacked. Here are my rules of thumb for sensor towers:
- Don’t build sensor towers if you are on the offense most of the game. Use your resources for combat units.
- Build sensor towers anytime you find yourself unsure of what your opponent is doing. It will provide a certain sense of security which will allow you to progress down the tech tree and expand without worrying about unseen attacks to the back of your base.
- Any time you can cover both your main and an expansion with a sensor tower, it is probably a good investment. The amount of time you get to move your army into position can be the difference between winning and losing a tight game.
LINKS:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=117929
http://www.teamliquid.net/forum/viewmessage.php?topic_id=115564
http://www.teamliquid.net/forum/viewmessage.php?topic_id=114767
[/spoiler]
Marine:
[spoiler]The Terran’s lowest tech unit, the marine is a versatile unit that can and should be used all game, every game as one of your primary army units. The marine’s strength is in numbers, and cost to dps ratio is quite high. They are the only tier 1.0 unit that can attack air, and get awesome upgrades with combat shield, and stim pack. However, the marines are squishy, and fall quickly to any concentrated fire or fire from units with splash damage (hellions, siege tanks, and colossi all ravage marines easily). The marine, while strong on its own, needs to be supporting your other army units in order to be the most effective it can be. Points for marines:
- Don’t leave them in the front: Marines are best suited to be positioned behind your higher tech, more HP units. Don’t put them in the front where they will die before they can do their damage.
- Getting combat shield is important- +10 hp is an additional 22% hp for your marines. However, it is important to ration your early game gas— See the section on “early game gas” for notes on how to spend your gas resources.
- Use stim pack sparingly- Try to use stim packs only when actively engaging your opponents- Marines low overall hp should force you to be stingy with your stimpacks until you have a few medivacs hovering overhead.
- Mid game, spread a few marines throughout your bases in order to have a “first response team” for incoming drops or air raids. You would be surprised at how quickly 3-4 marines kills a dropship or overlord.
- Marines make excellent backup for every other terran unit, and they should be used nearly every game in quantity.
- Due to their low damage, +atk upgrades are a must for later in the game, because high armor units will just ignore the marines otherwise (a fully upgraded ultralisk would take 1 damage a shot from an un-upgraded marine)
[/spoiler]
Marauder:
[spoiler]The primary terran 1.5 tier unit, this is your heavy shock troop. High HP, good damage with bonus damage to armored, and upgrades to increase their damage output, speed, and slow ability all make this a powerful unit that often will show up in your army compositions. This unit falls into the “tank” category of units, so often it makes sense to move these to the front lines of battle and let them soak up damage. Some pointers for marauders:
- Stim pack at will- the high hp of marauders makes them be able to perma-stim basically. Don’t be afraid to stim pack for every fight with marauders, as it improves their combat effectiveness by a great deal, and allows you to outmaneuver your opponents, even before you get the concussion missile upgrade.
- Concussion missile is a great upgrade if you are attempting to get map control, however if you are playing defensive it is less of a priority to upgrade. EDIT: since the patch lowering the cost and time to build, if u have 1 marauder this upgrade is worth getting.
- “stim kiting” involves using marines + marauders (with stimpack + concussion missle upgrades) to slow enemy units and continually move, then attack, then move, then attack (etc) to keep your units out of range of theirs while still killing all of their units. The term kiting comes from you moving so their units look like they are on a string following your units at a distance that is just outside their firing range (optimally). Zealots and roaches are primary kiting targets, as well as secondarily stalkers and sentries.
- Marauders do excellent damage to armored targets, always focus fire on armored targets first (immortals, siege tanks, stalkers, roaches, ultralisks, thors, etc
LINKS:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=118413[/spoiler]
The Reaper:
[spoiler]O how I love the reaper. Definitely my favorite unit from all 3 races to come out in SC2. Its fast, has paper thin armor, is super maneuverable, and does ridiculous damage to light units and buildings. I have won the game with a single reaper before, but have also lost games from overproducing them. Their absurdly high gas cost (50/50) prevents you from teching AT ALL if building this unit in any kind of numbers, but that shouldn’t deter you from using them. They make excellent scouts all game, and if micro’d properly are basically unkillable, save for running into a Stalker with blink. All that being said, however, they do not hold their own in a standup fight, and because of this are basically useless on certain maps (Steppes of War, and to a lesser degree, Scrap Station), where access to the back of your opponents base is limited, (even with cliff jumping). Here are a few ways to use the reaper properly (Please note that the following bullets apply only if you want to use reapers in that game… I know its obvious but some people are thick ):
- Set your build order so that you can get the reapers as soon as possible, as the earlier they get out the more effective they are. The most common (and efficient) build order for fast reapers is : 10 Rax 10 Gas 11 Supply 12 Tech Lab 12 Orbital Command. This build does not cut production by very much and allows reapers in your opponent’s base well before the 4 minute mark. The reapers getting to their base early will also alert you of any fast teching being done, and will give you time to prepare for any style of attack your opponent could mount.
- Try to micro each reaper independently. They are much more effective solo than in groups, especially until you get their speed upgrade. On Desert Oasis, you can be bouncing up and down the cliff behind their mineral line with impunity against zerg and protoss, as long as you have each reaper going up and down at different areas, forcing their units to chase you (probably with little success).
- Zerg’s who fast expo (15 hatch, or 14 pool 14 hatch) will lose every game to a fast reaper build when micro’d properly. From all my experience (even against higher platinum ranked players when I’m only a gold ranked player), there only options for defending the FE from reapers early is to pull their queen from their main, and stop drone production in favor of zerglings. If you force this behavior, you are already at an economic advantage. In addition, they pull their defenses to their expo, you can easily begin running from expo to main and back to harass the harvester line, which will force them to make some static defenses, further damaging their economy.
- The hardest part about using reapers is maintaining macro while microing the reapers. Make shore your barracks and at least 1 scv for building are hotkeyed, so you can maintain production while harassing your opponents. This is EXTREAMLY important, as failing to build while destroying your opponent’s harvesting nets you no advantage whatsoever.
- Players catch on quickly to reaper harasses and set up defenses accordingly, so as soon as you feel that your reapers aren’t going to be able to do cost effective damage, pull any living ones you have left to the xel’naga towers on the maps, and use them as scouts for the duration of their lives. If you have 3+ reapers still alive at that point, make sure to keep them busy scouting, and use them to back door your opponent and punish them if they attack you, or as either a diversionary attack at an expo when your main army wants to push on their main. They are extremely useful for this purpose alone, but probably not worth the investment if you weren’t harassing with them early.
8 Rax Proxy Reaper Breakdown:
[spoiler]
SCVS 1-5 Minerals
SCV 6 Scout -> Proxy
7 SCV
8 SCV
8 Rax
8 Gas
9 SCV
9 Tech Lab
10 Reaper
10 Orbital Command
11 Reaper
11 Supply
12 SCV
Pump SCVs + Reapers until you feel they have lost effectiveness, get 2nd gas around 17-18 supply count.
move your rax back to home base.
VS ZERG: Put up 2-3 more raxes at your home base + pump MnMs
Vs Terran: Tech to banshees or tanks + vikings, depending on how badly you screwed them with the reapers.
Vs Toss: Tech to banshees.
You should proxy close to their base, and directly OFF the path to your own base from their base (to limit the chances of them spotting the proxy). Note that if they spot the proxy as terran or zerg there really is not much they can do to go kill it, so all it means is that you have to micro a bit better with your reapers because they will know they are coming. If you REALLY want to win off this rush, send the SCV that build the barracks into their base and start up a bunker as soon as the first reaper arrives. Follow up with "LOL" when they start cursing you out.
Sometimes people over-react to something like this and totally screw up their builds/ teching. For example (the replay is old and im not going to find it): [spoiler] It was TvP on Desert Oasis (my favorite proxy reaper map for obvious reasons). I spawned at 12 and he spawned at 6, and I built my 8rax by his natural 3rd expansion. He spots it with his early scout, and instead of building a gateway he builds a forge. He then proceeds to cannon rush my main, while letting me kill every single probe he had (except the one building cannons) and then his nexus with the 2 reapers I got out before he had me supply blocked. It was obvious to me that he had not planned on doing that strategy, he just had no idea what to do to stop me from killing all his probes because his build wasn’t prepared to stop the proxy reaper rush. His first pylon was by his choke, far from his mineral line, and he spotted the proxy after he started his forge, and was already on his way to my base. He then makes the wrong play; he goes offense instead of defense, when he should know that if we “trade” bases I will win, because my orbital command can fly, and his nexus cant. This is exactly what goes down, and I win easily.[/spoiler]
Replays!:
[url blocked]
[url blocked]
[/spoiler]
Links to other threads involving reapers:
[h] holding off super fast reaper
The new reaper terrans- how?
[/spoiler]
Ghosts:
[spoiler]Ghosts are meant to be support casters for your army. They do this job AMAZINGLY WELL. While they don’t fare too well in combat, EMP and Snipe are 2 of the best abilities in the whole game imo, and both do their jobs nicely. EMP does 100 shield damage to any unit/ building with shields, and drains all energy from the target. This works on buildings as well, so a cloaked ghost can EMP an Orbital Command to prevent it from scanning the ghost. This one ability makes the ghost worth building against protoss every game, and against any terrans that use Ravens (or their own ghosts), but is mostly useless against zerg (although it is funny to EMP queens). Quick notes for Ghosts:
- Emp everything that protoss has, if possible. Hit anything with energy first, and high templar should be your #1 priority for EMPs.
- Snipe is amazing at picking off an EMP’d high templar. Tough to micro but worth it if you can click fast enough.
- Snipe is the only reason to build Ghosts vs Zerg (unless your nuking). Snipe kills drones in a single shot (but regular attacks kill them in 2 or 3 depending on attack and armor upgrades), so its best used to kill hydralisks, roaches, and mutalisks. Spamming snipe with 3-4 ghosts will kill a zerg army ridiculously fast. Also can EMP infestors which can be situationally amazing.
- Snipe works good against terran armies as well, but probably not worth the cost of the ghost.
-
- If you can EMP a group of medivacs in a MnMnM mirror fight, you win, no questions asked.[/spoiler]
NUKES:
o [spoiler] Nukes-
Links: http://www.teamliquid.net/forum/viewmessage.php?topic_id=119698
http://www.teamliquid.net/forum/viewmessage.php?topic_id=120692
^^^^^^^THIS IS THE THREAD YOU WANT TO READ FOR GHOSTS NUKES ^^^^
Ahh nukes. Theres something about them that just makes you smile when you land one on someone. Quick note about nuke mechanics: (check this link! http://wiki.teamliquid.net/starcraft2/Tactical_Nuke
Nukes have a 20 second drop time- but because the game timer is FASTER than actual speed, 20 seconds turns into about 15 seconds (if anyone knows the exact gametime to actual time ratio, please please let me know).
Since you can click on the “Nuclear Launch Detected” popup to center on the nuke, it is much, much harder to nuke effectively in SC2- even though the overall power (and ease of getting) the nuke is increase. Still, nukes can be powerful both on offense and on defense:
Offensive Nuking: Nukes are going to be mainly used in the lategame, when you have a few extra resources to spend on extra ghost labs, and you will need cloak for your ghosts as well (while not a necessity, defiantly the way to go). Good targets for nukes are harvester lines, groups of supply depots / pylons, and retreat points for enemy units. To be the most effective, you should place multiple nukes at once (Personally, I find 3 is the magic #). Every time you launch an offensive nuke at your opponent, you should be simultaneously moving whatever army you have to an attack position. What’s the good of the confusion caused by nuking if your not going to take advantage of it? It is a TACTICAL nuke, after all.
Defensive Nukes: Nukes can be used at choke points to prevent pushes on your bases. A well placed nuke will either force a retreat, or, simply destroy your enemies ENTIRE ARMY!!! This has only occurred for me a few times, but when it does, oh it is glorious. The amount of time granted to you by a single nuke can be enough for those next 2 thors to pop out, or for that critical upgrade to be done (stimpack, +1, whatever it may be). In addition, it will force your opponent to really think about your ghosts when attacking the next time, and you can almost defiantly squeeze some kind of advantage out of that (the advantage will depend on the matchup, and the unit composition being used against you). 100 minerals / 100 gas is a pretty low cost if you are already going to get ghosts for the matchup, but the 150/150 for each ghost and the 200/200 for the upgrade AND the 150/50 for the ghost lab makes getting nukes just for defense too costly.
[/spoiler]
Hellions:
[spoiler]Hellions, are fast, slow attacking, units that do extreamly well vs. light armored units and workers and have a line damage splash. They are best used as flanking units against zerg armies, terran bio balls, and protoss armies with lots of high templar and zelots, or as harassing units to attack mineral lines. They blow up pretty easily, however, and are useless against static defenses, so only use them for harassing if you think you can get some free attacks against harvesters without running into any cannons or crawlers. They are excellent for fast drop strategies on mineral lines, and for keeping your opponent busy in their base while you macro. Quick notes for Hellions:
- Infernal pre-igniter is a must if you are going to use this unit. Nearly doubles the damage done to light units.
- Always try to line them up on the sides of enemy armies for maximum DPS.
- Don’t put them in the same control group as other army units, as they are much, much faster than all other terran ground units.[/spoiler]
Siege Tanks (non-siege mode)-
[spoiler]
In addition- Recently i have found that unsieged tanks do superbly against most protoss armies, as they have + damage to armored units and attack quickly. This makes them ideal for killing Immortals (I personally didnt see that one coming), and stalkers.
[/spoiler]
Siege Tanks (siege mode)-
[spoiler]
Extreamly Long range, has splash damage that can kill your own units if your not careful, and high damage. Amazing vs every ground unit in the game except Immortals- and good against those too if you hit one with an EMP first. Always support your siege tanks with marines and marauders, or thors and marauders (etc, basically just support them).
-Sensor towers can spot for your siege tanks, even without vision if you have a red blip on your map your siege tank can shoot.
-I find siege tanks are best used with support of Vikings, to give them vision of their maximum range, and support against opposing air units (this is especially important in TvT but, more on that later). Using Vikings in combination with siege tanks in TvT is almost standard play at this point, and is often the primary point of contention in those games.
- Siege tanks in groups melt hydralisks and roaches, and are amazing at defending zerg attacks at your main door.
- Walking siege tanks: (This mini-guide will focus on an early game siege tank push, as it covers the basics of a siege tank attack. Later in the game you can do the same things, it will just involve more units, more micro, and will generally be more difficult.) To actually push on someone’s base with siege tanks, requires quite a bit of micro and a lot of attention. Siege tanks are surprisingly fragile, and because of this it takes some work getting used to this push. To begin, you need a siege tank, at least 1 flying unit, and a decent support group for your siege tank (usually a few marines and marauder will do nicely).
-
o Start by scouting your opponent’s choke point to see what your up against. If they have their own siege tank, you will need to drop yours into siege mode perfectly outside their sight range(or if they have a sensor tower, or vision, you will need to drop outside their range but still in range to shoot at.. well something). This will take some practice, but isn’t very difficult.
o Once you’ve scouted their choke, move your siege tank into a position where it can do some damage, drop it into siege mode, and start blasting away. Have your next siege tank that’s built move in closer than the first, and drop it into SM.
o Once there is nothing left to blow up in the range of the first siege tank, move it forward, but always leave at least 1 tank in siege mode to fend off any counter-pushes they may attempt.
o Leapfrog your way into their base, and to victory.
[/spoiler]
Thors:
[spoiler]Thors, while they have their weaknesses, are an awesome option for terran players to chose in the lategame. While expensive and cumbersome, they do huge damage to both air and ground targets at long range, and can be repaired to maintain their longevity. A single thor being repaired by a few SCVs can take on surprisingly large numbers of units. Also, its ability, 250mm strike cannons, stuns units, making it highly effective against low numbers of high priority targets, such as colossi, siege tanks, and even their hard counter, immortals.
- Thors have splash damage vs air, making them a great unit to use vs mutalisks. Their slow speed is compensated for by their long range, and even in small numbers can do great damage vs mutas.
- [They single-shot hydralisks – which is awesome. Patch 11 said "no" to this.
- While slow, they can be picked up by medivacs and dropped quickly, making them significantly more mobile.
- Don’t send out thors without SCV backup, they become significantly more effective with some SCVs to repair them.
- Thors are vulnerable to immortals, so always use your strike cannon ability on them first, to prevent them from destroying you.
- Thors are also weak to zerglings, another reason to have scvs with them is they will block the attacks of te zerglings on the thors.
LINKS:
-http://www.teamliquid.net/forum/viewmessage.php?topic_id=119163.[/spoiler]
Vikings-
[spoiler]Vikings are a multi-role unit, and are good in many situations. They are very powerful against heavy air units (carriers, warp rays, battlecruisers) in air mode, and strong against light armor units while on the ground. They make excellent spotters, and have ridiculously long air range(9). This is balanced, however, by their slow speed and general frailty.
- Vikings are generally a support unit, used to compliment a complete army. They make good escorts for medivacs as well.
- Vikings make decent scouts / harassers in small groups- 3-5 vikings can scout and expo, harass it, and be gone before the enemy army shows up.
- Vikings are not strong vs mutalisks, but can support other ground units in fighting and sniping mutalisks.
- Vikings make excellent snipers for colossi, and this requires virtually no micro at all. Add them to a MnMnM army against protoss and have them handle the colossi before they get in range of your marines.[/spoiler]
Banshees:
[spoiler]Banshees are an air to ground gunship that has a decent range, powerful attack, and a reasonable amount of hit points. In addition, it can gain the cloak ability, making it difficult to peruse and great for harassing harvesters and the outskirts of bases. In addition, there are many ways to abuse the fear many players have of this powerful harassing unit:
-Cloak is very gas expensive, however, if you are going to use banshees for harassing, cloak is a must for getting them out alive.
- Banshees are a common go to rush unit in TvT matchups
- A common strategy for terran to use is fast banshees for harass. Recently, I have been using this strategy, but only with a single banshee. Many players will overreact to the sight of the banshee, and make a total anti-air composition with detection. To take advantage of this- my build order goes rax (no add on) factory (tech lab) starport (takes factory tech lab, fac builds a reactor) and then 2 more factories with tech labs and an armory. I build my first one or 2 banshees, then switch to the reactor on the starport to make a few Vikings / medivacs depending on the rest of my army composition. Then I send the banshees to harass while building thors and siege tanks from my factories. Since they over-committed to defending air, their ground defenses will be weak, and the mech strategy will be able to push through.
- Banshees are good as support for any army fighting ground units, and do excellent damage to armored targets.
- Banshees also make excellent back door units, and can be used like reapers to attack harvesters during other engagements.
- Banshees match up superbly against protoss, and can fight their armies head to head, as well as harassing them with cloak.[/spoiler]
Ravens:
[spoiler]Wow, this unit is awesome. I thought it would be hard to replace a science vessel (especially without EMP) and make the unit work, but I have to admit I love this unit and its mechanics. All three of its abilities have widespread uses, and it can be used to fill a variety of holes in your army.
- Auto-Turret- Attacks both ground and air and does extra damage to light units.
o Low energy cost so can be used as utility defense and for offense against certain armies.
o Also, can be used to harass mineral lines with no chance for losses.
- Point defense drone- The most underused ability in the game imo- can act like a “defensive matrix” for your whole army. Highly effective and needs to get more use.
o If placed at the beginning of a fight, you will get a few seconds of fire on your opponent before they get to retaliate (for the most part). This is often enough to turn an even battle into a lopsided destructionfest.
- Hunter seeker missile- o Huge AOE damage, but can hurt your own units as well.
o SLOW movement- do not fire it at mutalisks unless they have nowhere to run.
o HUGE energy cost- firing one of these basically will empty out your raven for awhile, so make sure its going to hit.
o Can annihilate multiple workers at once, but may not be too energy efficient at this.
o Massacres zerg armies- especially large #s of hydralisks[/spoiler].
Battlecruisers:
[spoiler] The most expensive and highest tier unit in the terran arsenal, the battlecruiser is a small army on its own. It is more mobile than the next biggest terran unit, the thor, and is effective at lategame defense and offense over large areas of the map. Battlecruisers should be used as support for a larger army, and its Yamato Gun upgrade is extremely effective at both sniping enemy expansions and taking out medium to large enemy targets before they can do much damage to your army. Because of high tech level and cost, it isn’t practical to rush battlecruisers, however a lategame switch to bcs is a reasonable progression from midgame starport play.
- Due to the fact that they take 6 shots when they fire, +attack upgrades are a high priority if you are going to build bcs in any numbers.
- Battlecruisers are unbelievealby good against big units like thors, carriers, warp rays, motherships, ultralisks and broodlords. Using yamato gun on any of those targets is recommended.
- Because they have high hp / armor, it isn’t hard to run them from battle and get them to safety. Always repair damaged battlecruisers, they build too slowly and are to expensive to allow them to needlessly die.
- Always bring a few scvs for repairs when using battlecruisers in combat. Increasing their longevity IN BATTLE should not be undervalued.
[/spoiler]
Army Compositions: (this section will be added onto weekly)
Note: No army is ever complete if it dosen’t have a raven with it, these units can and should be used alongside anything else u can build.
The Bio Army: (good vs toss/ terran/ zerg) (early game-midgame)
[spoiler]Also known as MnMnMs, or The Ball, this is one of the primary (and early) strategies available to a terran player. For those of you that do not know already, the Ball consists of Marines and Marauders, and later, Medivacs. Good ratios for this army vary, but a good starting point is 2/1/.25 (in other words for every 8 marines you would have 4 marauders and 1 medivac). It will combat most combinations of units well, especially in the early game. Later in the game, it will need to be supported by Vikings and ghosts against protoss, and probably should not be used for direct assault against terran (no reason to walk a bunch of relatively low HP units into a wall of siege tank fire). The ball is powerful against zerg for the entire game usually, and hellions are excellent as a supporting unit for fighting most zerg armies. Once the 3rd M (medivacs) is added, this army gains surprising survivability. Important things to note for the ball:
- Upgrades are essential. + attack and armor, shields for marines, concussion missles for marauders, and most importantly, stimpack for increasing attack and movement speed at critical moments.
- These units are vulnerable to AoE attacks, such as those from colossi, siege tanks, fungal growth from infestors, and psy storm from high templar. Always focus fire the most dangerous threats first, (and emp high templar / infestors first).
- Make sure you have the ability to get either the marines or the marauders from a single hotkey, and be able to move them accordingly. A lot of battles come down to having the marauders in front to take the hits, while the marines, behind them, do the serious DPS.
- Dropping this army from medivacs in the back of an opponents base can work great, but often, against good players, they can catch you coming in and cause significant losses before you get your units on the ground.
- This army is most effective for timing pushes. Right when you get +1 and stimpack is often a good time to push on most protoss and zerg bases with this army.[/spoiler]
THMM- Thors/Hellions/Marauders/Marines (midgame-lategame) (good vs zerg)
[spoiler]This army is the bane of the zerg existence. This is more of a mid-lategame army than the MnMnM ball, but is hugely effective against the zerg. Remember to bring SCVs with this army to repair. A good ratio for this army is 1/4/2/2 (for every 1 thor have 4 hellions and 2 marines and marauders), however this will vary WIDELY based on your enemy’s army composition. Any unit composition zerg can throw at you can be shredded by this composition, just make sure to have some base defenses incase of speedlings and or mutalisks. The only thing they can do against this, really, is mass hydralisks, and if they do that a few hunter seeker missiles will take care of them nicely. Some notes on this army-
- Hellions, again, are faster than the rest of your army, so make sure they don’t run ahead.
- Marauders should be in front.
- Thors should use strike cannons only on ultralisks.
- This army is mainly an anti-zerg force, and the composition should vary based on what units your opponent is making:
o Hydra heavy = more marines + hellions
o Roach heavy = more thors + marauders
o Zergling heavy= more hellions
o Muta heavy = more thors and marines
REPLAY: [url blocked]
courtesy of panzerbat
[/spoiler]
Important things to know about SC2 in general:
[spoiler]
In large fights- the player with the most units firing first will win an even battle (given similar quantity of units and reasonable compositions of units). To achive this, get a wide arc on your opponent. To do this, when your moving a large army they will work themselves out into a straight line, take the units in front, give them a move command to the left (arbitrarily picking a direction works too), move the ones in the middle to the right, and let the ones in the back flood to the middle. This will give your units a large area to shoot at your enemies, and will make them more effective in combat.
Scouting wins games. Never be afraid to send out an scv with rally points on all the possible expansions your opponent could be taking. I personally do this every 2-3 minutes during the game to make sure I’m not getting screwed by a hidden expansion. Hellions (and reapers that survived early harass attempts) are excellent for this purpose also.
While it’s possible to use the same strategies every game with success, I suggest varying your strategies regularly and trying new things to keep your opponents guessing. While it’s unlikely you will do something they have never seen before, you may even catch experienced players off guard with an unconventional strategy. (Good examples of this would be the 2 thor push, hellion drops, PF fast expands, midgame reaper harasses, etc). However, always test any wild ideas you have with friends before putting them on the ladder.
[/spoiler]
Early Game Gas:
[spoiler]
Just a section I thought would be important for some newer players, managing your vespene gas early game really defines how your game will play out. If you spend a lot of gas early on reapers or upgrades for your barracks units, your tech will be lacking, and if you spend all of your gas early on tech (factory, starport etc), you wont have any upgrades for your early units.. Here are some guidelines i use to decide what to get in my games:
- Any game where I use reapers early I am more likely to get barracks units than tech. Therefore I am going to spend my early game gas on stimpack, combat shield, concussion missiles, and +1 upgrades for my marines and marauders. These are the games where im going to go for the kill early, and I usually wont get a factory in these games until after my first aggressive push with my bio army. This often results in an all-in style push, so be wary of this strategy against a heavily defended opponent.
- Scouting will tell you when to do what. If they: Mass units = you upgrade and build units. Mass defense = you tech and expand. Expand =you build units and upgrades and push.
- Any game where I am going to be playing defense, I will often spend my gas early on getting tech structures. Against zerg I will ration 100 gas for factory tech early so I can get some hellions to help with any zergling/speedling aggression and harass their harvester lines.
- Against protoss I spend my early gas getting ghosts (often I will build 2 rax and 2 tech labs and 2-3 reapers before I get my ghost lab). EMP is too powerful to ignore and will be useful any game you play against a protoss.
Don’t get stuck in a situation where you have overcommitted to your bio units and can’t transition into factory / starport units. In other words, upgrade as you need to, but don’t forego tech for upgrades if it looks like the game is going to progress into a longer, more macro oriented game.
[/spoiler]
Terran Openings:
[spoiler]
Will start out with the most aggressive builds and drop to the heaviest econ builds:
Note these should only take you (at most) the first 5 minutes of the game, after that build based on what you scout.
Agro:
6 rax proxy reapers:
6 Barracks
6 Gas
7 Scv
8 Scv
8 Tech Lab
9 Reaper
10 Reaper
> build varies past this point-
This build is fairly all in(no econ) + cheese(if they scout you it becomes much harder to pull off) so if you fail to do significant econ damage to your opponent you will probably lose.
Agro:
9 Rax (in base or proxy) reapers
7 Scv
8 Scv
9 Scv
9 Rax
9 Gas
9 Orbital Command
9 Techlab
10 Reaper
11 Reaper
11 Supply
> build varies past this point
This build is cheese, however, it is not an all in by any means. You can still generate a heavy economy past this point if your reaper rush fails- however you will be behind in econ if you do little or no damage to your opponents mineral line:
50/50
10 Rax:
7-10 SCV
10 Rax
10 Gas
11 SCV
11 Supply
11 Tech Lab / marine
11 Orbital Command
> build varies beyond this point
This is defiantly the most midrange of all the terran openings- you have a lot of options from here. I think this build is best suited for Vs Zerg- If they opt for 14 hatch you can win with a bunker push because you still got an early rax- but if they 6pool you will also have a marine for D by the time they get to you- This build is very versatile and you can (nearly) constantly pump scvs during the opening for strong econ. It is also good Vs Terran because you can have a marauder early to stop reaper harass.
Econ:
12-13 Rax (w/ gas):
10 Supply
12 (or 13) Rax
12 (or 13) Gas
15 (or 16) Orbital Command
The “standard” econ build. Can be played against all 3 races ONLY if you don’t scout any cheese (I will often scout on 8 supply if planning an econ build to give me time to modify in case of cheese).
Econ:
12 Rax FE:
10 Supply
12 Rax
15 marine
15 OC
16 Rax
16 Supply
17 Marine
18 Marine
20-22 Command Center
Double Gas afterwards
This is a really, really greedy build that demands early scouting to check for aggressive builds by your opponent. Not recommended for anyone who isn’t used to keeping a constant eye on your opponents choke. On smaller maps, this is simply not viable. If you get it off, however, the rewards are great. Huge econ boost from 2 orbital commands early.
While these are defiantly not all the possible openings- these are all tried and will allow you to build a longer gameplan if you already have an opening in mind. Always scout early!
[/spoiler]
MATCHUP BREAKDOWNS:
As a quick preface: all these strategies assume you are going to do a supply / rax wall in.
The available strategies to you are slightly different if you do not wall in. Also, all build orders listed are approximate, if you lose a scv here or there these will change accordingly.
TvT:
[spoiler]
Ahh, the mirror match. Terran on terran is such a dynamic, mix it up matchup, and because of that it’s totally based on scouting. ALSO, TvT for the most part is ONE BASE PLAY, at least until both players have teched up to siege tanks + air- I know in this thread I must mention scouting 10000000x, but that is because it IS the most important thing you can be doing to win games. I am going to break down the possible offensive strategies your opponent could be using by when they happen in the game, so the next few bullets will be in chronological game order. If your opponent is playing defensively, you should pick and choose your own offensive strategy to use based on his defense. Here are the things you should be looking for when scouting:
First Scout- your first SCV should scout around the 9-10 supply mark- and he should be looking for signs of fast reaper. If your opponent goes fast reaper (and you are not going fast reaper) a pair of marauders is what you are going to need to effectively defend your mineral line. Marines can do the job, but they get rocked by reapers (one reaper can kill 2 marines, especially with good micro).
Build order would be:
10 supply 12 rax 12 gas (14-15) orbital command (14-15) techlab 2x marauder.
If your first SCV doesn’t see the signs of fast reaper (early gas early tech lab late supply), it is likely that your opponent will have made a wall off. IF that is the case, you are no longer going to be able to send in SCVs as your scouts, you will then have to rely on command center scanning, or using reapers as scouts. (I recommend only using reapers that you built early game for harass for this purpose, and not building them solely for this, because of how much their gas cost will affect your build order.) The next possible attack would come from an early marauder (or marine/marauder) push. This strategy has fallen out of fashion in favor of higher tech builds, but that doesn’t mean it doesn’t work. To scout this, you would see multiple barracks with tech labs. To counter this push, quickly tech to factory + put a tech lab on it. Make sure you are building marines out of your first barracks constantly. Make a siege tank and get siege mode, and the upgrade should finish before they push with the marauders. If you are too slow, you will probably lose, but the marauder push is a semi-all in, and a successful defense will set you up for a siege tank push.
Build order would be:
10 supply 12 rax 12 gas (14-15) orbital command+ 2nd gas (16-18) factory, siege tank + siege mode.
The next possible threat would be a siege tank push. This is countered by siege tanks of your own, and banshees. Use the build order above, and once you get your first siege tank + siege mode get a starport. I will always build 1 Viking before slapping a tech lab on there to help spot for your siege tank, and scout their incoming push. You then are going to get a 2nd starport, again with tech lab, upgrade cloak after you get one banshee started, and start producing banshees. Typically you will be building your 2nd and 3rd banshees as their push comes in, and cloak should finish (if your gas timings are on) about the same time as the 2nd and 3rd banshee. Snipe out their tanks with your banshees, and if they have good AA, cloak and run when they scan, then come back after 10 or so seconds. A good opponent will have their own Vikings at this point, so cloak is super-important for sniping out their siege tanks. At this point, the game should be slightly in your favor, and you might be able to get a decent harass on with your banshees. This is the point in the game where you would look to expand and get an economic advantage, while holding a decent contain on your opponent. You will need Vikings and Banshees (and maybe a raven) to keep your opponent stuck on one base while you take the map.
At the same timing window as the siege tank push would be a hellion or infantry drop on your mineral line. This type of attack is beaten simply by spotting it and moving whatever units you have to defend accordingly.
The last section of this is going to be about defending early banshee harassing / pushes. When you scan to check for a factory push (for the record: I always go mule, mule, scan, mule, scan, mule scan etc with my first OC to keep a nice balance between scouting and resources if I’m not able to scout by other means), you will see one of two things. You will either see a factory with a tech lab building siege tanks, or you will see a factory with a starport building next to it. It’s very important to check asap wether that starport is getting an add on or not. If it’s getting a tech lab, almost without a doubt there will be banshees coming your way soon. If you scanned at the perfect time, AND you see a starport with a tech lab building, AND you are teching normally, you will be set up for a siege tank + Viking push as explained in both the siege tank siege mode section and in the defending marauder pushes section of the TvT match up. This is slightly different in that you will need to save your orbital command energy for scans and you will need to build turrets on your push as well. This can be very difficult to pull off, but when you get it right it is a true thing of beauty. It’s great when their first banshee pops out and you have 2 vikings there to blow it up before it can get at your tanks.
Of course, if you make it to the top of the tech tree without an engagement, its up to you to macro well and scout appropriately to stay ahead of your opponent. This matchup can be unbelievable frustrating to learn, and is defiantly the most skill based of all three matchups because you are both on exactly even grounds. As a final note on the matchup, in the late game, thors, siege tanks, and Vikings, should make up your primary units for your army, backed up by smaller #s of infantry, medivacs, and ravens. This will take out a heavy air composition without a problem, and is just as effective against a ground army. Battlecruisers don’t fare very well against this mix, and if you have SCVs to repair your mech units, you should be able to maintain a push for a long period of time (often a requirement against a dug in terran), and slow push your way into their base for the win.
Good luck! – any high level plat players with good replays are encouraged to message me and I will post their replays in this thread – also I will be scouring the internets for pro quality TvT replays and posting them as I find them.
TvT Timing windows at a glance: [spoiler]
If your Opponent goes: Then you have a window to:
Reapers Marauder counter + push
Bio Ball: Siege tanks on D Fence with banshee counter push
Siege Tanks: Marauder counter push (if you didn’t tech)
Siege tank counter push with Vikings(if you did)
Medivac Drop Vikings to kill the dropship on the way in, OR
Marines at drop location.
Banshees: Siege tank push with Vikings/ Scan/ Ravens(later)
Scout well and this mini-guide will win you A LOT of TvT games.
[/spoiler]
ZOMG REPLAYS:
ME vs Swe (rank 2 plat div 19 ~ 1600 rating)- [url blocked]http://www.megaupload.com/?d=9RYA0MRR
Panzerbat playing a TvT with banshee push - [url blocked]
[/spoiler]
TvP:
[spoiler]
TvP
Preface: TvP has been my favorite matchup for a long time, but with the most recent patches I’m having trouble finding strategies that will work consistently against them. Everything I do against protoss these days seems to result in even exchanges, making whoever controls the map / has the best macro win the game. Realize that while there is nothing wrong with that, it has been making writing a TvP guide, for me, difficult, as I really cannot just say, “Well its gonna be pretty even so just macro good, scout well, and you’ll win.” But that seems to be the case. Still; I’m going to break down the matchup and go through all the possible timing pushes available for both players, and the right unit compositions to fight with.
Protoss units and their potential counters:
Zelots: Countered By- Reapers, Marauders, Hellions
Stalkers: Siege tanks, Marauders, Thors
Sentries: Ghosts
High Templar: Ghosts
Dark Templar: Any Detector
Immortals: Marines, Banshees, Ghosts
Colossi: Vikings, Banshees, Siege Tanks, Thors, Ghosts
Phoenix: Battlecruisers, Marines, Thors,
Warp Rays: Vikings, Marines, Battlecruisers w/ yamato gun.
Carriers: Battlecruisers, Vikings
Mothership: Ghost, Battlecruisers, Vikings
Early Game breakdown:
Offensive: The first possible attack on a protoss base happens EARLY. Its good for a few probe kills every time, and a lot more if you catch your opponent off guard (aka he didn’t scout). The build is 8 rax 8 gas 9SCV 10 Reaper 10 Orbital Command 11 reaper + 11 supply. You can get another rax up at 12 or 13 as well. You send the first reaper to their mineral line. If they countered perfect, their first stalker will come off the line (if chronoboosted) no earlier than 10 seconds AFTER you started attacking probes. This is assuming you did not proxy and did your build perfect as well. Doing this build with a proxy rax (building your barracks outside their base) is risky, and will often only net you 10-15 more seconds of killing without them having a unit that can really fend you off. This rush has become pretty standard, and as such, many protoss players are building their gateway earlier and rushing a stalker to fend off the reapers. I don’t recommend ever sending more than one reaper for this reason. Recently (As of 4/19/2010), when I 10rax reaper, I usually only have time for 1-2 probe kills before there is a stalker chasing me away. There is a strategy involving abuse of bunkers in the reaper harass, which works nicely, but is nearly an all-in strat and I tend to shy away from those. There are at least 2 threads on TL about this, so please check those threads out (there are links on this page to them) if you want to really pressure a toss early. This is no longer true. The reaper harass with bunkers is so unbelievable broken as of this re-write (4/27/2010) that I personally am 13-1 with it in my last 14 games vs Terran OR Toss.
Defensive: The protoss player usually will have 2 options for an early push. One with immortals and one without immortals. Either way, the units you want to have to defend this push are the same. Marines, Marauders, and Ghosts will be your primary tools against their ground armies. EMP is your friend, and is necessary for evening the playing field against sentries and immortals. Immortals should always be you first emp targets, and sentries your second. (note: this is only talking about early game, later in the game high templar need to be your first priority). A-moving is not acceptable micro vs. protoss armies. You must focus fire!
Summary of earlygame and my personal conclusuions: Because of the lack of early game options for pushing on protoss (2 rax marauders / ghosts isn’t cutting it anymore it seems), I like to 1 rax FE against them with a planetary fortress. (replay will go up under TvP later tonight / tomorrow 4.19.2010). This build seems fairly safe on Lost temple, Metalopolis, and Steppes of War, is sketchy on Kulas Ravine, Scrap Station and Blistering sands, and is impossible on Desert Oasis. The build is 10 supply 11 rax (pump marines) 14ish OC, 17ish CC, then 2x gas and engineering bay, build 2x bunkers by ur ramp and fill them with marines, right next to your shiny new Pfort FE! With decent repairs, it will take more than they can muster early to break that defense, so I find it to be a pretty safe build. If you try it on Blistering Sands, your going to get back door’d (however this dosen’t necessarily force a loss… replay inc), and you wont have enough army to fight off immortals + gateway units without the help of your Pfort.
Midgame: Get Banshees. Harass and contain. If you try this off of one base, it can be pretty effective, but I find it’s actually more risky to do than with a 2 base pfort expansion (as xplained above). To do this on one base; make sure you get 2-3 starports, and have ground defense in the form of marauders, marines, ghosts for EMP, and siege tanks. On 2 bases; get 5 starports. Make sure you have cloak, and start to harass as soon as you get one banshee, and then keep adding them on as you build them. Banshees tear through pretty much everything on the ground that protoss can build (and, depending on upgrades, can nearly take a stalker 1v1). My standard army composition for the midgame is Banshees, and I add in vikings if the toss gets a starport for phoenixes (Note: Most protoss players simply will not do this. Why, idk, but it is so rare for them to techswitch to air. Personally, I think this will change soon, when toss players realize how many losses it’s causing them). In addition, I often have a lot of extra minerals when only making banshees from 5 starports, so ill have 2 raxes pumping marines to spend my extra minerals. If the protoss counters your banshees with ground, its going to be mass stalkers. Without blink, you are still safe from the stalkers and can fight them on your terms, but once they have blink you will need your marines to back up the banshees. If they have high templar, you will need to EMP them with your ghosts otherwise your marine army is just an expensive meatpile, and your banshees are vulnerable(read: get one shott’d) to feedback. During your harassment, you should have map control, and can take multiple bases at this point.
On the defense: Make sure to have detection, getting rushed by Dt’s and losing is embarrassing. Also, keep an eye out for warp prisims, as immortal harass is pretty good, and high templar drops can kill SO many scvs. (Sensor towers take care of this nicely). I always set up a few siege tanks at key locations to allow my banshees enough time to get back to base if they manage to sneak an army out while you are harassing them. If you manage to contain them with your banshees, winning will come naturally as you take more bases than they do.
The Lategame:
So you’ve been battling out with this protoss for 20 minutes now, your both out of minerals at your main, and both have taken your 3rd and 4th bases. Your efforts to contain have been met with well placed static defenses, and extremely mobile stalker army with blink, and backed up by phoenixes and high templar. What do you do now?? The answer isn’t crystal clear. I personally begin by adding a battlecruiser contingent to my army( I already have air upgrade from banshees/Vikings), and will start building more infantry. Marauders Marines and Ghosts do quite well against protoss lategame when backed up by a good number of Medivacs, Battlecruisers, and Banshees. Micro is key here; if you fail to EMP their high templar your bio army is going to get stormed to death before they can do enough damage. To assure this, you need cloak on your ghosts. Cloaking the ghosts and sending them in to EMP before your pushes is what protoss players have nightmares about, because with no storm they know they can’t beat the bio ball under all of those capital ships. Yamato gun should be used on big toss targets (colossi especially).
A final note on this guide: This breakdown is doing something very, very stupid; assuming the protoss player went for a gateway / robotics based army. If they went air, you can basically throw this guide out the window, and go with a Mech / Air mix with Thors, Vikings, and Battlecruisers. You will probably still need ghosts, and luckily for you Battlecruisers > Carriers thanks to yamato gun.
This matchup can be frustrating, but most of my losses come from an early-ish immortal push on maps where I can’t PF FE because of the location of the expo / or the rocks allowing a backdoor on my main. I find it’s very tough to combat this push, and it requires good use of ghost’s EMP and Marauders stimpack / concussive missle, and good use of the high ground.
Other notes on playing against protoss:
Always get a few missile turrets to spot and destroy observers. A blind protoss is a scared protoss.
Always wall in- any early zealot/stalker aggression will be punished by a wall with a few SCVs to repair.
Stalkers blink ability allows them to circumvent your main defenses on many maps, so when scouting, if you see a twilight council when they have many stalkers, be prepared for them to come in the sides of your base. NOTE: ON SCRAP STATION: STALKERS CAN BLINK TO THE ISLAND AND THEN TO THE BACK OF YOUR BASE- BE AWARE OF THIS!
[/spoiler]
TvZ:
[spoiler] http://www.teamliquid.net/forum/viewmessage.php?topic_id=122561 <---- Check this out for another TvZ guide (more in depth than this one) This is my favorite (Read: easiest) matchup. Beating zerg comes down to good timing and good defense. If you don’t just outright lose in the first 10 minutes of the game, thors + siege tanks + hellions + mnms can handle pretty much any # of zerg ground forces + mutalisks. If I think im going to run into some broodlords- I just get a few Vikings to back that up. With this matchup- I often fast expo (with an orbital command and bunkers, backed up by siege tanks and turrets near key structures and mineral liens to prevent muta harass. Then I just mass up 5-6 siege tanks and 5-6 thors, have them escorted by the marines you built early and hellions you build when you don’t have enough gas, and push. It’s sad that this, right now, seems fairly unbeatable with just a little bit of micro. For the record, my push goes out usually when I see the zerg throwing up their 3rd base, because it’s when I’m at the least economic disadvantage, and instead of chasing their expos I just go crush their main base and their natural. KEY to this is getting your siege tanks down in an arc and have your thors stand infront and the rest of your units right behind. I’m not saying this strategy is unbeatable- because none are, but it defiantly VERY strong right now.
The biggest threat zergs have atm is the “baneling bust.” To beat this, I often get a thick wall (rax and factory making up my walls), and then when I expo, I build my expo in my base, and wont move it to my nat until I have a few siege tanks and bunkers ready to defend it. It is REALLY hard for a zerg to attack 2 bunkers filld with marines and siege tanks infront of them. I mean REALLY hard. Most zerg players, when confronted by this, get a large force consisting of roaches and hydras to make a push. By the time they have a force that size ready, your siege tank count should be up to 6 or so, and you will already be making thors. Being able to repair everything they attack makes this even easier to defend. Make sure you have detectors incase of burrowed moving roaches too.
The only other credible zerg threat through the midgame is a nydus canal in the back of your base. A prudent terran should spread his/her supply depots out across the span of his base (ESPECIALLY BEHIND SMOKEY VENTS / GRASS) to prevent this.
Midgame-lategame the zerg can get ultralisks and broodlords- and honestly neither should be terribly frightening. Thor;s 250mm cannons handle ultras, and they have decent range to attack the broodlords with. If you rmember to repair your thors and have marines supporting them, AND you micro to attack the BLs instead of the broodlings, you shouldn’t have a problem with this.
Lastly- if you still have trouble with zerg, get ravens with HSM. HSM absoulutely ruins hydralisks, and they are the only true problem unit from zerg (and not even a huge problem at that). A stupid trick to note is you can HSM your own thor (that’s about to be surrounded by mass zerglings, and wind up killing all the zerglings while keeping your thor alive. Its pretty silly, but hey, it works.
This guide is defiantly not definitive, and should be used to give you a good idea on how to take on the zerg in a longer game. There is plenty of cheeze available to use versus zerg, too, so I’ll get some threads linked here (eventually) that show some sweet cheeze against zerg.
The Swarm Cometh- TvZ a supplementary guide for advanced players:
[spoiler]
A quick note about this guide- everything that was written in the above TvZ write-up is still true and does work- however, here are the problems I have been running into using that basic strategy; and I’ll offer up a few possible solutions. (Note: this section is still HEAVILY under construction, and will be added onto over the next week or two as I find definite answers to my basic problems). In addition, this supplement will eventually include any and all viable(that I can find) openings against zerg players on each individual map.
Problem 1: Speedlings + Banelings are FAST!
Now while we have solved the baneling bust *thick wall* for our main base, I often have problems with my early expos because of how much damage banelings do to my bio ball. This is only a problem against higher level players, whose timing is very, very good. By this I mean they come in with their slings / blings BEFORE my bunkers (at my expo) are done building, target the SCVs building them, and then proceed to surround and kill my bio army before I have a chance to run back up my ramp. They never win right there; but it always sets me up for my 2nd problem:
Problem 2: Map Control
Because my primary anti-zerg strat involves a heavy turtle early- I allow better zerg players to really take advantage of my lack of mobility and just take the map at will. I have been trying to use my hellions better for contain and harass, but it just doesn’t seem to be cutting it. With 2 bases running full bore, it simply takes me too long to get to critical mass where I can push out on the zerg, before they have gotten enough bases to where they can suicide their army at my army, lose all of it but kill 80% of mine, and then rebuild fast enough to just “zerg” me to death.
Problem 3: Backdooring
The destructible rocks on the new 1v1 map (Inferno maybe? I can never remember map names), and on blistering sands, have been more and more problematic for me against the swarm. The problem doesn’t come from them just getting in my back door without me noticing, it stems from them being able to either attack both sides at once, or feign an attack to the rocks to get me to unsiege my tanks, and then running right in the front door. Recently I have been handling this by simply building more tanks and parking them at both entrances, but that just inflames problem #2(lack of mobility and loss of any semblance of map control).
Possible Solutions
10 rax reaper opening:
[spoiler]
While still in the testing phases; this opening started as cheeze that I would pull against zergs back when many zerg players went 15hatch 14pool. It involves my favorite unit, the Reaper. I would open 10rax 11 gas 11 supply against their Fe, and have reapers out before their pool was even finished. The reapers would then bounce back and forth between their main and their expo, picking off zerglings along the way and hitting the expo whenever possible. This generally resulted in a dead expo and me having a sizeable econ advantage, so a simple transition into a MnM push would generally win me the game. I digress, the point is that those early reapers (if they do not FE) grant me a lot of map control until they start to make roaches. Even then, roaches have a REAL tough time getting through a thick wall, even if they outnumber the marauders behind it 2:1.
Let’s go through some pros and cons of getting a handful of reapers for early harass and earlgame map control:
Pros:
[spoiler]
You get early map control, can harass their base until they have roaches (and even then if you get the nitro boost upgrade).
You put pressure on the zerg early, possibly forcing bad decisions (like mutas )
You will have constant vision of the zerg due to the harassment, so there will be no
surprises as to which tech tree they are going, as well as info on when they are expanding and where.
You will have a backdoor option if they try for a early game push.
[/spoiler]
Cons:
[spoiler]
Econ- you are going to waste harvesting time early on gas, so you will be short on both gas and minerals between the 4 and 10 minute mark to be teching and building units with.
Econ- you are going to have to wait longer to expand (generally- unless your reaper harass turns into a lolurdronesaredeadhahahiwin) because you will have fewer minerals total, and a smaller army to defend yourself with.
Slower Tech- Not having siege tanks w/ siege mode if a hydra push comes can spell disaster. Balance will be key using this strat, and will vary with each individual game for when its time to totally cut reaper production and start moving up your tech tree. Use the knowledge you get from your reaper harass (I mean the scouting) to determine when its time for tanks. Good indicators are them teching to a lair. (NOTE: PLEASE DON’T FORGET TO BUILD MISSILE TURRETS TO COVER UR MINERALS AND TANKS FROM MUTAS IF DOING THIS STRAT… OR ANY STRAT VS ZERG)
[/spoiler][/spoiler]
Tech opening into Vikings:
[spoiler]
This is one of my more untested strategies(maybe only 3 games where I’ve used it, and only 2x successfully), and I’m only putting it up here now because I want people to see that there are options outside the box and that you can come up with creative solutions to problems you are having in SC2 with a variety of styles. With that, take the following advice with a grain of salt, and only use it when you feel like you need a new way to give zerg players headaches. (This opens as a 1 base strategy) While for this strategy you can open with whatever build you desire (10 rax reapers, 11 supply 12 rax, whatever you are comfortable with), you should forego a 2nd barracks with this strat and go straight to factory for a single siege tank with siege mode. You should be pumping marines at this point, and should cut marine production once you start building your Vikings. Park it behind your (thick) wall, with a space or 2 between it and the buildings, you don’t want a hydralisk to be able to hit it AT ALL without destroying your wall first. After you get your tank and siege mode going, get a pair of starports and toss reactors on them. Quad build Vikings. With your first 4, get into the overlord hunting business. Note: business should be good. With the Vikings absurd range, 4 vikings can snipe an ovie while staying safe from hydralisks, queens, and spore colonies. If you are successful with your harassing, you should be able to scout their expos, and keep them supply blocked while you build a few more siege tanks, while still pumping Vikings (and marines / marauders / medivacs once you take an expo), so you can push out and take your expos. Vikings don’t do terribly against zerg units on the ground, either, and you can really punish any attempted pushes by landing at their expos and killing drones / hatcheries, while letting your siege tanks ‘eh-hrm’ deter the attack. While this is surely not foolproof- its not theorycrafting either, it has worked in practice for me (although digging up replays will be a b14ch- ill see what I can do about getting some).
Let’s do some pros and cons:
Pros:
[spoiler]
Midgame map control will almost always result in victory- but that requires successful overlord harassing and making sure they don’t leave their bases.
Forces hydras- What I mean by this is if they don’t get hydras, they will undoubtedly lose. If they go mutas- it’s a fairly fair fight (peter piker picked a peck of pickled peppers) between Vikings and mutas, but mutas fare significantly worse in army on army combat. Therefore, if they go mutas, you can just push out with a mixed army and win. Because you are forcing him to build a unit- your hard counter for them (siege tanks) garuntees base safety until you are ready to move out. Now- they do have another option, but again if you are playing correctly it results in an auto-loss. Corruptors. If they get corruptors to counter your Vikings, just land them, and run in with your ground army (When this happens you should be BM and :lol: at them while your blow up their base. (It’s especially gratifying now that the zerg buildings bleed).
It allows you to “virtually” contain the zerg. If s/he leaves his overlords alone for a second they are going to die, so s/he has to hug them with a decent portion of his army. If they ever move out, you have 2 options to attack his econ and infrastructure, with the ability to kill both their supply depots and their harvesters with the same unit.
[/spoiler]
Cons:
[spoiler]
Early vulnerability window- Because of the tech involved in this strat- you can get screwed if you fail to wall correctly; or if the zerg attempts an early all in (before you get your tank). In addition, you will be vulnerable at back door entrances, to nydus attacks (although good supply depot placement should stop that), and to overlord drops (although good use of your Vikings will stop that, as well). In other words, your base will be open in various ways, but the better you organize this strategy the smaller those openings will be.
Good overlord protection and 2(or3) base broodlords- A REALLY good zerg player can probably beat this strategy simply by out-microing you to defend against the harass, teching to broodlords and keeping them hovering above a swarm of hydralisks. Even with the long range of the Vikings, you will be hard pressed to kill the broodlords and your tanks will be blowing up anything the broodlords shoot at. (While I have refrained from calling anything OP or broken in this thread so far, I’m having a tough time now not calling broodlords broken, but hey, I’m only terran :winky face: )
Upgrade tension- This is a big one, for me personally. If you are using this strat you are going to need upgrades for infantry, mech, and air. This is impossible to pull off effectively, so you need to pick and choose which ones you are going to need more, and that’s going to depend on what your opponent is doing. I highly recommend going with infantry attack upgradeas a defiante upgrade route, with either mech upgrade OR air upgrade as your backup (but not both). Pick whichever you feel like you will be using more of the in the lategame. If you wind up doing well with your Viking harass (this is where this strat gets tricky imo) you will need mech upgrades to push with thors and siege tanks. If you only semi-contain the zerg, you will need Air upgrades and probably a transition to battlecruisers to deal with the broodlords easily. (yamato cannon is the answer to broodlords, and ive talked a lot already about the effectiveness of hunter seeker missiles against hydras, which is fusion core tech anyway (currently- the rumor mill is saying they are gonna nerf it and take away the fusion core requirement).
[/spoiler][/spoiler][/spoiler]
[/spoiler]
Links
http://www.teamliquid.net/forum/viewmessage.php?topic_id=122708 - [b]bunch of good replays of TvP whre T goes into ravens early... REALLY worth a look guys
http://www.teamliquid.net/forum/viewmessage.php?topic_id=119133
Terran Timing Attacks-
Warturtle's Introduction to Terran:http://www.teamliquid.net/forum/viewmessage.php?topic_id=119740
How to wallin: http://www.teamliquid.net/forum/viewmessage.php?topic_id=113627
!Expanding Cost Analysis
]Economy breakdown- 9 rax vs 12 rax
By popular demand:
[url blocked] Reaper bunker proxy rush
Gl all and I hope you find this thread useful for all your terran needs... END WALL O TEXT~[b][/b
Most Recent Update: 5/7/2010
Another Friday us upon us and I would like to give a little back to the community and share my thoughts on SC2 Beta. I am loving the game and find that in a lot of ways it’s keeping up with my expectations. As a preface to this article; my credentials:+ Show Spoiler +
I have been playing blizzard games since Rock ‘N Roll Racing came out for the SNES in 1993, followed that with Warcraft 2, Diablo, Starcraft, Diablo 2, and Warcraft 3. So I’ve been waiting for SC2 for a LONG time (10 years!). I am currently ranked ~3 Platinum *since reset* and have over 500 games of SC2 played, with about a 65% win rate. I might not be the best executor or have the highest APM, but my strategies are always solid and I think I have a firm grasp on both the mechanics and the proper style of play for SC2.
After playing it for a few weeks now- It’s the first of the RTS games where I picked a race. All the other games I played random, but in SC2 I decided I wanted to know one race so completely that I could really help other people understand how that particular race fits into the puzzle, and also so I could be awesome at that one race . While this is defiantly not the be-all end-all guide for terran play, it will breakdown the terran race, how I (and how I’ve seen others) use them to their highest levels of effectiveness, and how to approach the game as a terran player. Anyone who would like to add segments to this thread, PM me and I will add anything that’s good. Every Friday I will add a section to this post; regarding either a matchup- a particular unit- or who knows what . [b]Note that this thread is not complete- and evntually vods, replays, and links will be put here.
SC2 Macro Power, The Orbital Command:
[spoiler]Starcraft 2 is all about macro- and Terran’s have there fair share of macro mechanics to be aware of. The Orbital Command (or OC), is the primary macro facility for Ts and, if used properly, is the most useful item in the terran arsenal. It allows them to mine faster, scout instantly, reveal cloaked units instantly, and get you out of a supply block at a key moment. Effective use of the OCs energy (and constant use of its energy) will correlate directly with your win/loss rate. Quick tips for your OCs are:
- First, and foremost, ALWAYS have it hot keyed. Intermittently (when you have a free action), click your OCs hotkey and check for available energy often.
- Don’t let energy store up past 100 EVER, and only let it go past 50 if you think you may need a scan for tactical purposes (seeing up a cliff, or spotting Dark Templar, Banshees, Ghosts, or other cloaked/burrowed units).
- Always drop mules at the highest qty resource available- what I mean is don’t drop a mule on a mineral that has only 400 mineral points remaining if there is one available to you with 1000 mineral points remaining. This will keep your workers harvesting efficiently and not unnecessarily reduce the number of mineral patches available to harvest from.
- Always upgrade any expansion to an OC (if your not going to turn it into a planetary fortress) either before you send it over to the expansion, or if built at location before you start SCV production. The amount of income provided by mules (~250- 270 over the course of its life) and the amount of utility provided by another orbital command should not be underestimated.
- Some neat tricks with mule drops:
o If you see banelings coming to blow up a wall on your base (or going at a group of marines) drop a mule infront of them to soak up some of the damage. Technichally this is costly, (~250 minerals that would be mined by the mule), but often keeping your army (or your base) alive is more important than the minerals mined from the mule. This can be a game winning play if you drop it at just the right moment.
o The same trick can be used to take the opening shot of a siege tank so you can move your army in safely to kill it.
o[deleted]
Links:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=117479
[/spoiler]
The Planetary Fortress-
[spoiler]The Pfort is the biggest, baddest, defensive structure in the game, and only requires and engineering bay to build. With its SCVs repairing it, it can handle a small to medium sized ground force from any race with relative ease. You should always have a few missile turrets to back up a pfort investment. This would be built in the place of an orbital command, so it should only be used if absolutely necessary; as it effectively costs you all the extra minerals and scans you would get from an orbital command.
- This can be used as a way to early expand on maps with a natural expo ( steppes of war, lost temple, kulas revine etc) against protoss and zerg. Be careful when doing this strategy because it leaves you open for drops, but it is also a highly effective way to get an early resource advantage on your opponents. I recommend not getting pfort against terrans since siege tanks can out range the pfort.
- Always get the range upgrade for turrets if you build a planetary fortress. The same goes for the armor upgrade, but it isn’t a top priority.
- Amazing for island expansions. Flying a command center unupgraded to the island on Scrap Station and then turning it into a pfort allows it to nearly hit the whole island, making it nearly invincible to a drop harass, or an incoming nydus worm (especially with good turret placement)
- While I am not a big fan of this idea- you can attack protoss and terran bases with planetary fortresses, and use them to contain enemies in their bases. (I would highly recommend practicing this many times with friends before attempting it on the ladder). The method is simple, build a few command centers, fly them to a location, land them all, and upgrade them all into pforts. Meanwhile, send over SCVS (optimally in a medivac) to repair the buildings while they upgrade --- Thanks Krowser for:
A small pointer for flying over a CC and attacking someone with a PF. You can load up to 5 SCVs in a CC. So you wont actualy need a medivac to carry them.
[/spoiler].
Missile Turrets:
[spoiler]Your main static defense as a terran, hits air and colossi only. Mostly good for being a detector and protecting yourself from drops / harass
.
- Turrets are better in groups, but also they need to cover all of your harvesters (if you fear air harass).
- If you are building them as your primary form of detection, always make 2 instaed of 1. Dark templar kill them in just a few hits, so it dosen’t hurt to have extra. (plus, they are cheap!)
- Rarely, but it will happen, right after the early part of the game you will find yourself without a single unit that attacks air. Its never a bad idea to build a few turrets just incase your opponent hides his starport/stargate/spire. Don’t go overboard but don’t leave yourself undefended, either. [/spoiler]
Sensor Towers-
[spoiler]
Sensor towers hover under a lot of controversy- they are expensive (almost as much as a siege tank), and easy to locate and destroy. That being said, they can be invaluable if used to stop incoming drops, or spot enemy troop movement early to allow you to setup your defenses before being attacked. Here are my rules of thumb for sensor towers:
- Don’t build sensor towers if you are on the offense most of the game. Use your resources for combat units.
- Build sensor towers anytime you find yourself unsure of what your opponent is doing. It will provide a certain sense of security which will allow you to progress down the tech tree and expand without worrying about unseen attacks to the back of your base.
- Any time you can cover both your main and an expansion with a sensor tower, it is probably a good investment. The amount of time you get to move your army into position can be the difference between winning and losing a tight game.
LINKS:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=117929
http://www.teamliquid.net/forum/viewmessage.php?topic_id=115564
http://www.teamliquid.net/forum/viewmessage.php?topic_id=114767
[/spoiler]
Marine:
[spoiler]The Terran’s lowest tech unit, the marine is a versatile unit that can and should be used all game, every game as one of your primary army units. The marine’s strength is in numbers, and cost to dps ratio is quite high. They are the only tier 1.0 unit that can attack air, and get awesome upgrades with combat shield, and stim pack. However, the marines are squishy, and fall quickly to any concentrated fire or fire from units with splash damage (hellions, siege tanks, and colossi all ravage marines easily). The marine, while strong on its own, needs to be supporting your other army units in order to be the most effective it can be. Points for marines:
- Don’t leave them in the front: Marines are best suited to be positioned behind your higher tech, more HP units. Don’t put them in the front where they will die before they can do their damage.
- Getting combat shield is important- +10 hp is an additional 22% hp for your marines. However, it is important to ration your early game gas— See the section on “early game gas” for notes on how to spend your gas resources.
- Use stim pack sparingly- Try to use stim packs only when actively engaging your opponents- Marines low overall hp should force you to be stingy with your stimpacks until you have a few medivacs hovering overhead.
- Mid game, spread a few marines throughout your bases in order to have a “first response team” for incoming drops or air raids. You would be surprised at how quickly 3-4 marines kills a dropship or overlord.
- Marines make excellent backup for every other terran unit, and they should be used nearly every game in quantity.
- Due to their low damage, +atk upgrades are a must for later in the game, because high armor units will just ignore the marines otherwise (a fully upgraded ultralisk would take 1 damage a shot from an un-upgraded marine)
[/spoiler]
Marauder:
[spoiler]The primary terran 1.5 tier unit, this is your heavy shock troop. High HP, good damage with bonus damage to armored, and upgrades to increase their damage output, speed, and slow ability all make this a powerful unit that often will show up in your army compositions. This unit falls into the “tank” category of units, so often it makes sense to move these to the front lines of battle and let them soak up damage. Some pointers for marauders:
- Stim pack at will- the high hp of marauders makes them be able to perma-stim basically. Don’t be afraid to stim pack for every fight with marauders, as it improves their combat effectiveness by a great deal, and allows you to outmaneuver your opponents, even before you get the concussion missile upgrade.
- Concussion missile is a great upgrade if you are attempting to get map control, however if you are playing defensive it is less of a priority to upgrade. EDIT: since the patch lowering the cost and time to build, if u have 1 marauder this upgrade is worth getting.
- “stim kiting” involves using marines + marauders (with stimpack + concussion missle upgrades) to slow enemy units and continually move, then attack, then move, then attack (etc) to keep your units out of range of theirs while still killing all of their units. The term kiting comes from you moving so their units look like they are on a string following your units at a distance that is just outside their firing range (optimally). Zealots and roaches are primary kiting targets, as well as secondarily stalkers and sentries.
- Marauders do excellent damage to armored targets, always focus fire on armored targets first (immortals, siege tanks, stalkers, roaches, ultralisks, thors, etc
LINKS:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=118413[/spoiler]
The Reaper:
[spoiler]O how I love the reaper. Definitely my favorite unit from all 3 races to come out in SC2. Its fast, has paper thin armor, is super maneuverable, and does ridiculous damage to light units and buildings. I have won the game with a single reaper before, but have also lost games from overproducing them. Their absurdly high gas cost (50/50) prevents you from teching AT ALL if building this unit in any kind of numbers, but that shouldn’t deter you from using them. They make excellent scouts all game, and if micro’d properly are basically unkillable, save for running into a Stalker with blink. All that being said, however, they do not hold their own in a standup fight, and because of this are basically useless on certain maps (Steppes of War, and to a lesser degree, Scrap Station), where access to the back of your opponents base is limited, (even with cliff jumping). Here are a few ways to use the reaper properly (Please note that the following bullets apply only if you want to use reapers in that game… I know its obvious but some people are thick ):
- Set your build order so that you can get the reapers as soon as possible, as the earlier they get out the more effective they are. The most common (and efficient) build order for fast reapers is : 10 Rax 10 Gas 11 Supply 12 Tech Lab 12 Orbital Command. This build does not cut production by very much and allows reapers in your opponent’s base well before the 4 minute mark. The reapers getting to their base early will also alert you of any fast teching being done, and will give you time to prepare for any style of attack your opponent could mount.
- Try to micro each reaper independently. They are much more effective solo than in groups, especially until you get their speed upgrade. On Desert Oasis, you can be bouncing up and down the cliff behind their mineral line with impunity against zerg and protoss, as long as you have each reaper going up and down at different areas, forcing their units to chase you (probably with little success).
- Zerg’s who fast expo (15 hatch, or 14 pool 14 hatch) will lose every game to a fast reaper build when micro’d properly. From all my experience (even against higher platinum ranked players when I’m only a gold ranked player), there only options for defending the FE from reapers early is to pull their queen from their main, and stop drone production in favor of zerglings. If you force this behavior, you are already at an economic advantage. In addition, they pull their defenses to their expo, you can easily begin running from expo to main and back to harass the harvester line, which will force them to make some static defenses, further damaging their economy.
- The hardest part about using reapers is maintaining macro while microing the reapers. Make shore your barracks and at least 1 scv for building are hotkeyed, so you can maintain production while harassing your opponents. This is EXTREAMLY important, as failing to build while destroying your opponent’s harvesting nets you no advantage whatsoever.
- Players catch on quickly to reaper harasses and set up defenses accordingly, so as soon as you feel that your reapers aren’t going to be able to do cost effective damage, pull any living ones you have left to the xel’naga towers on the maps, and use them as scouts for the duration of their lives. If you have 3+ reapers still alive at that point, make sure to keep them busy scouting, and use them to back door your opponent and punish them if they attack you, or as either a diversionary attack at an expo when your main army wants to push on their main. They are extremely useful for this purpose alone, but probably not worth the investment if you weren’t harassing with them early.
8 Rax Proxy Reaper Breakdown:
[spoiler]
SCVS 1-5 Minerals
SCV 6 Scout -> Proxy
7 SCV
8 SCV
8 Rax
8 Gas
9 SCV
9 Tech Lab
10 Reaper
10 Orbital Command
11 Reaper
11 Supply
12 SCV
Pump SCVs + Reapers until you feel they have lost effectiveness, get 2nd gas around 17-18 supply count.
move your rax back to home base.
VS ZERG: Put up 2-3 more raxes at your home base + pump MnMs
Vs Terran: Tech to banshees or tanks + vikings, depending on how badly you screwed them with the reapers.
Vs Toss: Tech to banshees.
You should proxy close to their base, and directly OFF the path to your own base from their base (to limit the chances of them spotting the proxy). Note that if they spot the proxy as terran or zerg there really is not much they can do to go kill it, so all it means is that you have to micro a bit better with your reapers because they will know they are coming. If you REALLY want to win off this rush, send the SCV that build the barracks into their base and start up a bunker as soon as the first reaper arrives. Follow up with "LOL" when they start cursing you out.
Sometimes people over-react to something like this and totally screw up their builds/ teching. For example (the replay is old and im not going to find it): [spoiler] It was TvP on Desert Oasis (my favorite proxy reaper map for obvious reasons). I spawned at 12 and he spawned at 6, and I built my 8rax by his natural 3rd expansion. He spots it with his early scout, and instead of building a gateway he builds a forge. He then proceeds to cannon rush my main, while letting me kill every single probe he had (except the one building cannons) and then his nexus with the 2 reapers I got out before he had me supply blocked. It was obvious to me that he had not planned on doing that strategy, he just had no idea what to do to stop me from killing all his probes because his build wasn’t prepared to stop the proxy reaper rush. His first pylon was by his choke, far from his mineral line, and he spotted the proxy after he started his forge, and was already on his way to my base. He then makes the wrong play; he goes offense instead of defense, when he should know that if we “trade” bases I will win, because my orbital command can fly, and his nexus cant. This is exactly what goes down, and I win easily.[/spoiler]
Replays!:
[url blocked]
[url blocked]
[/spoiler]
Links to other threads involving reapers:
[h] holding off super fast reaper
The new reaper terrans- how?
[/spoiler]
Ghosts:
[spoiler]Ghosts are meant to be support casters for your army. They do this job AMAZINGLY WELL. While they don’t fare too well in combat, EMP and Snipe are 2 of the best abilities in the whole game imo, and both do their jobs nicely. EMP does 100 shield damage to any unit/ building with shields, and drains all energy from the target. This works on buildings as well, so a cloaked ghost can EMP an Orbital Command to prevent it from scanning the ghost. This one ability makes the ghost worth building against protoss every game, and against any terrans that use Ravens (or their own ghosts), but is mostly useless against zerg (although it is funny to EMP queens). Quick notes for Ghosts:
- Emp everything that protoss has, if possible. Hit anything with energy first, and high templar should be your #1 priority for EMPs.
- Snipe is amazing at picking off an EMP’d high templar. Tough to micro but worth it if you can click fast enough.
- Snipe is the only reason to build Ghosts vs Zerg (unless your nuking). Snipe kills drones in a single shot (but regular attacks kill them in 2 or 3 depending on attack and armor upgrades), so its best used to kill hydralisks, roaches, and mutalisks. Spamming snipe with 3-4 ghosts will kill a zerg army ridiculously fast. Also can EMP infestors which can be situationally amazing.
- Snipe works good against terran armies as well, but probably not worth the cost of the ghost.
-
- If you can EMP a group of medivacs in a MnMnM mirror fight, you win, no questions asked.[/spoiler]
NUKES:
o [spoiler] Nukes-
Links: http://www.teamliquid.net/forum/viewmessage.php?topic_id=119698
http://www.teamliquid.net/forum/viewmessage.php?topic_id=120692
^^^^^^^THIS IS THE THREAD YOU WANT TO READ FOR GHOSTS NUKES ^^^^
Ahh nukes. Theres something about them that just makes you smile when you land one on someone. Quick note about nuke mechanics: (check this link! http://wiki.teamliquid.net/starcraft2/Tactical_Nuke
Nukes have a 20 second drop time- but because the game timer is FASTER than actual speed, 20 seconds turns into about 15 seconds (if anyone knows the exact gametime to actual time ratio, please please let me know).
Since you can click on the “Nuclear Launch Detected” popup to center on the nuke, it is much, much harder to nuke effectively in SC2- even though the overall power (and ease of getting) the nuke is increase. Still, nukes can be powerful both on offense and on defense:
Offensive Nuking: Nukes are going to be mainly used in the lategame, when you have a few extra resources to spend on extra ghost labs, and you will need cloak for your ghosts as well (while not a necessity, defiantly the way to go). Good targets for nukes are harvester lines, groups of supply depots / pylons, and retreat points for enemy units. To be the most effective, you should place multiple nukes at once (Personally, I find 3 is the magic #). Every time you launch an offensive nuke at your opponent, you should be simultaneously moving whatever army you have to an attack position. What’s the good of the confusion caused by nuking if your not going to take advantage of it? It is a TACTICAL nuke, after all.
Defensive Nukes: Nukes can be used at choke points to prevent pushes on your bases. A well placed nuke will either force a retreat, or, simply destroy your enemies ENTIRE ARMY!!! This has only occurred for me a few times, but when it does, oh it is glorious. The amount of time granted to you by a single nuke can be enough for those next 2 thors to pop out, or for that critical upgrade to be done (stimpack, +1, whatever it may be). In addition, it will force your opponent to really think about your ghosts when attacking the next time, and you can almost defiantly squeeze some kind of advantage out of that (the advantage will depend on the matchup, and the unit composition being used against you). 100 minerals / 100 gas is a pretty low cost if you are already going to get ghosts for the matchup, but the 150/150 for each ghost and the 200/200 for the upgrade AND the 150/50 for the ghost lab makes getting nukes just for defense too costly.
[/spoiler]
Hellions:
[spoiler]Hellions, are fast, slow attacking, units that do extreamly well vs. light armored units and workers and have a line damage splash. They are best used as flanking units against zerg armies, terran bio balls, and protoss armies with lots of high templar and zelots, or as harassing units to attack mineral lines. They blow up pretty easily, however, and are useless against static defenses, so only use them for harassing if you think you can get some free attacks against harvesters without running into any cannons or crawlers. They are excellent for fast drop strategies on mineral lines, and for keeping your opponent busy in their base while you macro. Quick notes for Hellions:
- Infernal pre-igniter is a must if you are going to use this unit. Nearly doubles the damage done to light units.
- Always try to line them up on the sides of enemy armies for maximum DPS.
- Don’t put them in the same control group as other army units, as they are much, much faster than all other terran ground units.[/spoiler]
Siege Tanks (non-siege mode)-
[spoiler]
Un-sieged siege tanks fire faster than their counterparts did in SC1, so even though the damage output seems low (15+2 per attack upgrade), the DPS is higher than it seems. Unsieged tanks could be used in somewhat of a SCBW FD push, since they outrange most early-game units and can kite pretty easily.
Courtesy of flamewheel91
Courtesy of flamewheel91
In addition- Recently i have found that unsieged tanks do superbly against most protoss armies, as they have + damage to armored units and attack quickly. This makes them ideal for killing Immortals (I personally didnt see that one coming), and stalkers.
[/spoiler]
Siege Tanks (siege mode)-
[spoiler]
Extreamly Long range, has splash damage that can kill your own units if your not careful, and high damage. Amazing vs every ground unit in the game except Immortals- and good against those too if you hit one with an EMP first. Always support your siege tanks with marines and marauders, or thors and marauders (etc, basically just support them).
-Sensor towers can spot for your siege tanks, even without vision if you have a red blip on your map your siege tank can shoot.
-I find siege tanks are best used with support of Vikings, to give them vision of their maximum range, and support against opposing air units (this is especially important in TvT but, more on that later). Using Vikings in combination with siege tanks in TvT is almost standard play at this point, and is often the primary point of contention in those games.
- Siege tanks in groups melt hydralisks and roaches, and are amazing at defending zerg attacks at your main door.
- Walking siege tanks: (This mini-guide will focus on an early game siege tank push, as it covers the basics of a siege tank attack. Later in the game you can do the same things, it will just involve more units, more micro, and will generally be more difficult.) To actually push on someone’s base with siege tanks, requires quite a bit of micro and a lot of attention. Siege tanks are surprisingly fragile, and because of this it takes some work getting used to this push. To begin, you need a siege tank, at least 1 flying unit, and a decent support group for your siege tank (usually a few marines and marauder will do nicely).
-
o Start by scouting your opponent’s choke point to see what your up against. If they have their own siege tank, you will need to drop yours into siege mode perfectly outside their sight range(or if they have a sensor tower, or vision, you will need to drop outside their range but still in range to shoot at.. well something). This will take some practice, but isn’t very difficult.
o Once you’ve scouted their choke, move your siege tank into a position where it can do some damage, drop it into siege mode, and start blasting away. Have your next siege tank that’s built move in closer than the first, and drop it into SM.
o Once there is nothing left to blow up in the range of the first siege tank, move it forward, but always leave at least 1 tank in siege mode to fend off any counter-pushes they may attempt.
o Leapfrog your way into their base, and to victory.
[/spoiler]
Thors:
[spoiler]Thors, while they have their weaknesses, are an awesome option for terran players to chose in the lategame. While expensive and cumbersome, they do huge damage to both air and ground targets at long range, and can be repaired to maintain their longevity. A single thor being repaired by a few SCVs can take on surprisingly large numbers of units. Also, its ability, 250mm strike cannons, stuns units, making it highly effective against low numbers of high priority targets, such as colossi, siege tanks, and even their hard counter, immortals.
- Thors have splash damage vs air, making them a great unit to use vs mutalisks. Their slow speed is compensated for by their long range, and even in small numbers can do great damage vs mutas.
- [They single-shot hydralisks – which is awesome. Patch 11 said "no" to this.
- While slow, they can be picked up by medivacs and dropped quickly, making them significantly more mobile.
- Don’t send out thors without SCV backup, they become significantly more effective with some SCVs to repair them.
- Thors are vulnerable to immortals, so always use your strike cannon ability on them first, to prevent them from destroying you.
- Thors are also weak to zerglings, another reason to have scvs with them is they will block the attacks of te zerglings on the thors.
LINKS:
-http://www.teamliquid.net/forum/viewmessage.php?topic_id=119163.[/spoiler]
Vikings-
[spoiler]Vikings are a multi-role unit, and are good in many situations. They are very powerful against heavy air units (carriers, warp rays, battlecruisers) in air mode, and strong against light armor units while on the ground. They make excellent spotters, and have ridiculously long air range(9). This is balanced, however, by their slow speed and general frailty.
- Vikings are generally a support unit, used to compliment a complete army. They make good escorts for medivacs as well.
- Vikings make decent scouts / harassers in small groups- 3-5 vikings can scout and expo, harass it, and be gone before the enemy army shows up.
- Vikings are not strong vs mutalisks, but can support other ground units in fighting and sniping mutalisks.
- Vikings make excellent snipers for colossi, and this requires virtually no micro at all. Add them to a MnMnM army against protoss and have them handle the colossi before they get in range of your marines.[/spoiler]
Banshees:
[spoiler]Banshees are an air to ground gunship that has a decent range, powerful attack, and a reasonable amount of hit points. In addition, it can gain the cloak ability, making it difficult to peruse and great for harassing harvesters and the outskirts of bases. In addition, there are many ways to abuse the fear many players have of this powerful harassing unit:
-Cloak is very gas expensive, however, if you are going to use banshees for harassing, cloak is a must for getting them out alive.
- Banshees are a common go to rush unit in TvT matchups
- A common strategy for terran to use is fast banshees for harass. Recently, I have been using this strategy, but only with a single banshee. Many players will overreact to the sight of the banshee, and make a total anti-air composition with detection. To take advantage of this- my build order goes rax (no add on) factory (tech lab) starport (takes factory tech lab, fac builds a reactor) and then 2 more factories with tech labs and an armory. I build my first one or 2 banshees, then switch to the reactor on the starport to make a few Vikings / medivacs depending on the rest of my army composition. Then I send the banshees to harass while building thors and siege tanks from my factories. Since they over-committed to defending air, their ground defenses will be weak, and the mech strategy will be able to push through.
- Banshees are good as support for any army fighting ground units, and do excellent damage to armored targets.
- Banshees also make excellent back door units, and can be used like reapers to attack harvesters during other engagements.
- Banshees match up superbly against protoss, and can fight their armies head to head, as well as harassing them with cloak.[/spoiler]
Ravens:
[spoiler]Wow, this unit is awesome. I thought it would be hard to replace a science vessel (especially without EMP) and make the unit work, but I have to admit I love this unit and its mechanics. All three of its abilities have widespread uses, and it can be used to fill a variety of holes in your army.
- Auto-Turret- Attacks both ground and air and does extra damage to light units.
o Low energy cost so can be used as utility defense and for offense against certain armies.
o Also, can be used to harass mineral lines with no chance for losses.
- Point defense drone- The most underused ability in the game imo- can act like a “defensive matrix” for your whole army. Highly effective and needs to get more use.
o If placed at the beginning of a fight, you will get a few seconds of fire on your opponent before they get to retaliate (for the most part). This is often enough to turn an even battle into a lopsided destructionfest.
- Hunter seeker missile- o Huge AOE damage, but can hurt your own units as well.
o SLOW movement- do not fire it at mutalisks unless they have nowhere to run.
o HUGE energy cost- firing one of these basically will empty out your raven for awhile, so make sure its going to hit.
o Can annihilate multiple workers at once, but may not be too energy efficient at this.
o Massacres zerg armies- especially large #s of hydralisks[/spoiler].
Battlecruisers:
[spoiler] The most expensive and highest tier unit in the terran arsenal, the battlecruiser is a small army on its own. It is more mobile than the next biggest terran unit, the thor, and is effective at lategame defense and offense over large areas of the map. Battlecruisers should be used as support for a larger army, and its Yamato Gun upgrade is extremely effective at both sniping enemy expansions and taking out medium to large enemy targets before they can do much damage to your army. Because of high tech level and cost, it isn’t practical to rush battlecruisers, however a lategame switch to bcs is a reasonable progression from midgame starport play.
- Due to the fact that they take 6 shots when they fire, +attack upgrades are a high priority if you are going to build bcs in any numbers.
- Battlecruisers are unbelievealby good against big units like thors, carriers, warp rays, motherships, ultralisks and broodlords. Using yamato gun on any of those targets is recommended.
- Because they have high hp / armor, it isn’t hard to run them from battle and get them to safety. Always repair damaged battlecruisers, they build too slowly and are to expensive to allow them to needlessly die.
- Always bring a few scvs for repairs when using battlecruisers in combat. Increasing their longevity IN BATTLE should not be undervalued.
[/spoiler]
Army Compositions: (this section will be added onto weekly)
Note: No army is ever complete if it dosen’t have a raven with it, these units can and should be used alongside anything else u can build.
The Bio Army: (good vs toss/ terran/ zerg) (early game-midgame)
[spoiler]Also known as MnMnMs, or The Ball, this is one of the primary (and early) strategies available to a terran player. For those of you that do not know already, the Ball consists of Marines and Marauders, and later, Medivacs. Good ratios for this army vary, but a good starting point is 2/1/.25 (in other words for every 8 marines you would have 4 marauders and 1 medivac). It will combat most combinations of units well, especially in the early game. Later in the game, it will need to be supported by Vikings and ghosts against protoss, and probably should not be used for direct assault against terran (no reason to walk a bunch of relatively low HP units into a wall of siege tank fire). The ball is powerful against zerg for the entire game usually, and hellions are excellent as a supporting unit for fighting most zerg armies. Once the 3rd M (medivacs) is added, this army gains surprising survivability. Important things to note for the ball:
- Upgrades are essential. + attack and armor, shields for marines, concussion missles for marauders, and most importantly, stimpack for increasing attack and movement speed at critical moments.
- These units are vulnerable to AoE attacks, such as those from colossi, siege tanks, fungal growth from infestors, and psy storm from high templar. Always focus fire the most dangerous threats first, (and emp high templar / infestors first).
- Make sure you have the ability to get either the marines or the marauders from a single hotkey, and be able to move them accordingly. A lot of battles come down to having the marauders in front to take the hits, while the marines, behind them, do the serious DPS.
- Dropping this army from medivacs in the back of an opponents base can work great, but often, against good players, they can catch you coming in and cause significant losses before you get your units on the ground.
- This army is most effective for timing pushes. Right when you get +1 and stimpack is often a good time to push on most protoss and zerg bases with this army.[/spoiler]
THMM- Thors/Hellions/Marauders/Marines (midgame-lategame) (good vs zerg)
[spoiler]This army is the bane of the zerg existence. This is more of a mid-lategame army than the MnMnM ball, but is hugely effective against the zerg. Remember to bring SCVs with this army to repair. A good ratio for this army is 1/4/2/2 (for every 1 thor have 4 hellions and 2 marines and marauders), however this will vary WIDELY based on your enemy’s army composition. Any unit composition zerg can throw at you can be shredded by this composition, just make sure to have some base defenses incase of speedlings and or mutalisks. The only thing they can do against this, really, is mass hydralisks, and if they do that a few hunter seeker missiles will take care of them nicely. Some notes on this army-
- Hellions, again, are faster than the rest of your army, so make sure they don’t run ahead.
- Marauders should be in front.
- Thors should use strike cannons only on ultralisks.
- This army is mainly an anti-zerg force, and the composition should vary based on what units your opponent is making:
o Hydra heavy = more marines + hellions
o Roach heavy = more thors + marauders
o Zergling heavy= more hellions
o Muta heavy = more thors and marines
REPLAY: [url blocked]
courtesy of panzerbat
[/spoiler]
Important things to know about SC2 in general:
[spoiler]
In large fights- the player with the most units firing first will win an even battle (given similar quantity of units and reasonable compositions of units). To achive this, get a wide arc on your opponent. To do this, when your moving a large army they will work themselves out into a straight line, take the units in front, give them a move command to the left (arbitrarily picking a direction works too), move the ones in the middle to the right, and let the ones in the back flood to the middle. This will give your units a large area to shoot at your enemies, and will make them more effective in combat.
Scouting wins games. Never be afraid to send out an scv with rally points on all the possible expansions your opponent could be taking. I personally do this every 2-3 minutes during the game to make sure I’m not getting screwed by a hidden expansion. Hellions (and reapers that survived early harass attempts) are excellent for this purpose also.
While it’s possible to use the same strategies every game with success, I suggest varying your strategies regularly and trying new things to keep your opponents guessing. While it’s unlikely you will do something they have never seen before, you may even catch experienced players off guard with an unconventional strategy. (Good examples of this would be the 2 thor push, hellion drops, PF fast expands, midgame reaper harasses, etc). However, always test any wild ideas you have with friends before putting them on the ladder.
[/spoiler]
Early Game Gas:
[spoiler]
Just a section I thought would be important for some newer players, managing your vespene gas early game really defines how your game will play out. If you spend a lot of gas early on reapers or upgrades for your barracks units, your tech will be lacking, and if you spend all of your gas early on tech (factory, starport etc), you wont have any upgrades for your early units.. Here are some guidelines i use to decide what to get in my games:
- Any game where I use reapers early I am more likely to get barracks units than tech. Therefore I am going to spend my early game gas on stimpack, combat shield, concussion missiles, and +1 upgrades for my marines and marauders. These are the games where im going to go for the kill early, and I usually wont get a factory in these games until after my first aggressive push with my bio army. This often results in an all-in style push, so be wary of this strategy against a heavily defended opponent.
- Scouting will tell you when to do what. If they: Mass units = you upgrade and build units. Mass defense = you tech and expand. Expand =you build units and upgrades and push.
- Any game where I am going to be playing defense, I will often spend my gas early on getting tech structures. Against zerg I will ration 100 gas for factory tech early so I can get some hellions to help with any zergling/speedling aggression and harass their harvester lines.
- Against protoss I spend my early gas getting ghosts (often I will build 2 rax and 2 tech labs and 2-3 reapers before I get my ghost lab). EMP is too powerful to ignore and will be useful any game you play against a protoss.
Don’t get stuck in a situation where you have overcommitted to your bio units and can’t transition into factory / starport units. In other words, upgrade as you need to, but don’t forego tech for upgrades if it looks like the game is going to progress into a longer, more macro oriented game.
[/spoiler]
Terran Openings:
[spoiler]
Will start out with the most aggressive builds and drop to the heaviest econ builds:
Note these should only take you (at most) the first 5 minutes of the game, after that build based on what you scout.
Agro:
6 rax proxy reapers:
6 Barracks
6 Gas
7 Scv
8 Scv
8 Tech Lab
9 Reaper
10 Reaper
> build varies past this point-
This build is fairly all in(no econ) + cheese(if they scout you it becomes much harder to pull off) so if you fail to do significant econ damage to your opponent you will probably lose.
Agro:
9 Rax (in base or proxy) reapers
7 Scv
8 Scv
9 Scv
9 Rax
9 Gas
9 Orbital Command
9 Techlab
10 Reaper
11 Reaper
11 Supply
> build varies past this point
This build is cheese, however, it is not an all in by any means. You can still generate a heavy economy past this point if your reaper rush fails- however you will be behind in econ if you do little or no damage to your opponents mineral line:
50/50
10 Rax:
7-10 SCV
10 Rax
10 Gas
11 SCV
11 Supply
11 Tech Lab / marine
11 Orbital Command
> build varies beyond this point
This is defiantly the most midrange of all the terran openings- you have a lot of options from here. I think this build is best suited for Vs Zerg- If they opt for 14 hatch you can win with a bunker push because you still got an early rax- but if they 6pool you will also have a marine for D by the time they get to you- This build is very versatile and you can (nearly) constantly pump scvs during the opening for strong econ. It is also good Vs Terran because you can have a marauder early to stop reaper harass.
Econ:
12-13 Rax (w/ gas):
10 Supply
12 (or 13) Rax
12 (or 13) Gas
15 (or 16) Orbital Command
The “standard” econ build. Can be played against all 3 races ONLY if you don’t scout any cheese (I will often scout on 8 supply if planning an econ build to give me time to modify in case of cheese).
Econ:
12 Rax FE:
10 Supply
12 Rax
15 marine
15 OC
16 Rax
16 Supply
17 Marine
18 Marine
20-22 Command Center
Double Gas afterwards
This is a really, really greedy build that demands early scouting to check for aggressive builds by your opponent. Not recommended for anyone who isn’t used to keeping a constant eye on your opponents choke. On smaller maps, this is simply not viable. If you get it off, however, the rewards are great. Huge econ boost from 2 orbital commands early.
While these are defiantly not all the possible openings- these are all tried and will allow you to build a longer gameplan if you already have an opening in mind. Always scout early!
[/spoiler]
MATCHUP BREAKDOWNS:
As a quick preface: all these strategies assume you are going to do a supply / rax wall in.
The available strategies to you are slightly different if you do not wall in. Also, all build orders listed are approximate, if you lose a scv here or there these will change accordingly.
TvT:
[spoiler]
Ahh, the mirror match. Terran on terran is such a dynamic, mix it up matchup, and because of that it’s totally based on scouting. ALSO, TvT for the most part is ONE BASE PLAY, at least until both players have teched up to siege tanks + air- I know in this thread I must mention scouting 10000000x, but that is because it IS the most important thing you can be doing to win games. I am going to break down the possible offensive strategies your opponent could be using by when they happen in the game, so the next few bullets will be in chronological game order. If your opponent is playing defensively, you should pick and choose your own offensive strategy to use based on his defense. Here are the things you should be looking for when scouting:
First Scout- your first SCV should scout around the 9-10 supply mark- and he should be looking for signs of fast reaper. If your opponent goes fast reaper (and you are not going fast reaper) a pair of marauders is what you are going to need to effectively defend your mineral line. Marines can do the job, but they get rocked by reapers (one reaper can kill 2 marines, especially with good micro).
Build order would be:
10 supply 12 rax 12 gas (14-15) orbital command (14-15) techlab 2x marauder.
If your first SCV doesn’t see the signs of fast reaper (early gas early tech lab late supply), it is likely that your opponent will have made a wall off. IF that is the case, you are no longer going to be able to send in SCVs as your scouts, you will then have to rely on command center scanning, or using reapers as scouts. (I recommend only using reapers that you built early game for harass for this purpose, and not building them solely for this, because of how much their gas cost will affect your build order.) The next possible attack would come from an early marauder (or marine/marauder) push. This strategy has fallen out of fashion in favor of higher tech builds, but that doesn’t mean it doesn’t work. To scout this, you would see multiple barracks with tech labs. To counter this push, quickly tech to factory + put a tech lab on it. Make sure you are building marines out of your first barracks constantly. Make a siege tank and get siege mode, and the upgrade should finish before they push with the marauders. If you are too slow, you will probably lose, but the marauder push is a semi-all in, and a successful defense will set you up for a siege tank push.
Build order would be:
10 supply 12 rax 12 gas (14-15) orbital command+ 2nd gas (16-18) factory, siege tank + siege mode.
The next possible threat would be a siege tank push. This is countered by siege tanks of your own, and banshees. Use the build order above, and once you get your first siege tank + siege mode get a starport. I will always build 1 Viking before slapping a tech lab on there to help spot for your siege tank, and scout their incoming push. You then are going to get a 2nd starport, again with tech lab, upgrade cloak after you get one banshee started, and start producing banshees. Typically you will be building your 2nd and 3rd banshees as their push comes in, and cloak should finish (if your gas timings are on) about the same time as the 2nd and 3rd banshee. Snipe out their tanks with your banshees, and if they have good AA, cloak and run when they scan, then come back after 10 or so seconds. A good opponent will have their own Vikings at this point, so cloak is super-important for sniping out their siege tanks. At this point, the game should be slightly in your favor, and you might be able to get a decent harass on with your banshees. This is the point in the game where you would look to expand and get an economic advantage, while holding a decent contain on your opponent. You will need Vikings and Banshees (and maybe a raven) to keep your opponent stuck on one base while you take the map.
At the same timing window as the siege tank push would be a hellion or infantry drop on your mineral line. This type of attack is beaten simply by spotting it and moving whatever units you have to defend accordingly.
The last section of this is going to be about defending early banshee harassing / pushes. When you scan to check for a factory push (for the record: I always go mule, mule, scan, mule, scan, mule scan etc with my first OC to keep a nice balance between scouting and resources if I’m not able to scout by other means), you will see one of two things. You will either see a factory with a tech lab building siege tanks, or you will see a factory with a starport building next to it. It’s very important to check asap wether that starport is getting an add on or not. If it’s getting a tech lab, almost without a doubt there will be banshees coming your way soon. If you scanned at the perfect time, AND you see a starport with a tech lab building, AND you are teching normally, you will be set up for a siege tank + Viking push as explained in both the siege tank siege mode section and in the defending marauder pushes section of the TvT match up. This is slightly different in that you will need to save your orbital command energy for scans and you will need to build turrets on your push as well. This can be very difficult to pull off, but when you get it right it is a true thing of beauty. It’s great when their first banshee pops out and you have 2 vikings there to blow it up before it can get at your tanks.
Of course, if you make it to the top of the tech tree without an engagement, its up to you to macro well and scout appropriately to stay ahead of your opponent. This matchup can be unbelievable frustrating to learn, and is defiantly the most skill based of all three matchups because you are both on exactly even grounds. As a final note on the matchup, in the late game, thors, siege tanks, and Vikings, should make up your primary units for your army, backed up by smaller #s of infantry, medivacs, and ravens. This will take out a heavy air composition without a problem, and is just as effective against a ground army. Battlecruisers don’t fare very well against this mix, and if you have SCVs to repair your mech units, you should be able to maintain a push for a long period of time (often a requirement against a dug in terran), and slow push your way into their base for the win.
Good luck! – any high level plat players with good replays are encouraged to message me and I will post their replays in this thread – also I will be scouring the internets for pro quality TvT replays and posting them as I find them.
TvT Timing windows at a glance: [spoiler]
If your Opponent goes: Then you have a window to:
Reapers Marauder counter + push
Bio Ball: Siege tanks on D Fence with banshee counter push
Siege Tanks: Marauder counter push (if you didn’t tech)
Siege tank counter push with Vikings(if you did)
Medivac Drop Vikings to kill the dropship on the way in, OR
Marines at drop location.
Banshees: Siege tank push with Vikings/ Scan/ Ravens(later)
Scout well and this mini-guide will win you A LOT of TvT games.
[/spoiler]
ZOMG REPLAYS:
ME vs Swe (rank 2 plat div 19 ~ 1600 rating)- [url blocked]http://www.megaupload.com/?d=9RYA0MRR
Panzerbat playing a TvT with banshee push - [url blocked]
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TvP:
[spoiler]
TvP
Preface: TvP has been my favorite matchup for a long time, but with the most recent patches I’m having trouble finding strategies that will work consistently against them. Everything I do against protoss these days seems to result in even exchanges, making whoever controls the map / has the best macro win the game. Realize that while there is nothing wrong with that, it has been making writing a TvP guide, for me, difficult, as I really cannot just say, “Well its gonna be pretty even so just macro good, scout well, and you’ll win.” But that seems to be the case. Still; I’m going to break down the matchup and go through all the possible timing pushes available for both players, and the right unit compositions to fight with.
Protoss units and their potential counters:
Zelots: Countered By- Reapers, Marauders, Hellions
Stalkers: Siege tanks, Marauders, Thors
Sentries: Ghosts
High Templar: Ghosts
Dark Templar: Any Detector
Immortals: Marines, Banshees, Ghosts
Colossi: Vikings, Banshees, Siege Tanks, Thors, Ghosts
Phoenix: Battlecruisers, Marines, Thors,
Warp Rays: Vikings, Marines, Battlecruisers w/ yamato gun.
Carriers: Battlecruisers, Vikings
Mothership: Ghost, Battlecruisers, Vikings
Early Game breakdown:
Offensive: The first possible attack on a protoss base happens EARLY. Its good for a few probe kills every time, and a lot more if you catch your opponent off guard (aka he didn’t scout). The build is 8 rax 8 gas 9SCV 10 Reaper 10 Orbital Command 11 reaper + 11 supply. You can get another rax up at 12 or 13 as well. You send the first reaper to their mineral line. If they countered perfect, their first stalker will come off the line (if chronoboosted) no earlier than 10 seconds AFTER you started attacking probes. This is assuming you did not proxy and did your build perfect as well. Doing this build with a proxy rax (building your barracks outside their base) is risky, and will often only net you 10-15 more seconds of killing without them having a unit that can really fend you off. This rush has become pretty standard, and as such, many protoss players are building their gateway earlier and rushing a stalker to fend off the reapers. I don’t recommend ever sending more than one reaper for this reason. Recently (As of 4/19/2010), when I 10rax reaper, I usually only have time for 1-2 probe kills before there is a stalker chasing me away. There is a strategy involving abuse of bunkers in the reaper harass, which works nicely, but is nearly an all-in strat and I tend to shy away from those. There are at least 2 threads on TL about this, so please check those threads out (there are links on this page to them) if you want to really pressure a toss early. This is no longer true. The reaper harass with bunkers is so unbelievable broken as of this re-write (4/27/2010) that I personally am 13-1 with it in my last 14 games vs Terran OR Toss.
Defensive: The protoss player usually will have 2 options for an early push. One with immortals and one without immortals. Either way, the units you want to have to defend this push are the same. Marines, Marauders, and Ghosts will be your primary tools against their ground armies. EMP is your friend, and is necessary for evening the playing field against sentries and immortals. Immortals should always be you first emp targets, and sentries your second. (note: this is only talking about early game, later in the game high templar need to be your first priority). A-moving is not acceptable micro vs. protoss armies. You must focus fire!
Summary of earlygame and my personal conclusuions: Because of the lack of early game options for pushing on protoss (2 rax marauders / ghosts isn’t cutting it anymore it seems), I like to 1 rax FE against them with a planetary fortress. (replay will go up under TvP later tonight / tomorrow 4.19.2010). This build seems fairly safe on Lost temple, Metalopolis, and Steppes of War, is sketchy on Kulas Ravine, Scrap Station and Blistering sands, and is impossible on Desert Oasis. The build is 10 supply 11 rax (pump marines) 14ish OC, 17ish CC, then 2x gas and engineering bay, build 2x bunkers by ur ramp and fill them with marines, right next to your shiny new Pfort FE! With decent repairs, it will take more than they can muster early to break that defense, so I find it to be a pretty safe build. If you try it on Blistering Sands, your going to get back door’d (however this dosen’t necessarily force a loss… replay inc), and you wont have enough army to fight off immortals + gateway units without the help of your Pfort.
Midgame: Get Banshees. Harass and contain. If you try this off of one base, it can be pretty effective, but I find it’s actually more risky to do than with a 2 base pfort expansion (as xplained above). To do this on one base; make sure you get 2-3 starports, and have ground defense in the form of marauders, marines, ghosts for EMP, and siege tanks. On 2 bases; get 5 starports. Make sure you have cloak, and start to harass as soon as you get one banshee, and then keep adding them on as you build them. Banshees tear through pretty much everything on the ground that protoss can build (and, depending on upgrades, can nearly take a stalker 1v1). My standard army composition for the midgame is Banshees, and I add in vikings if the toss gets a starport for phoenixes (Note: Most protoss players simply will not do this. Why, idk, but it is so rare for them to techswitch to air. Personally, I think this will change soon, when toss players realize how many losses it’s causing them). In addition, I often have a lot of extra minerals when only making banshees from 5 starports, so ill have 2 raxes pumping marines to spend my extra minerals. If the protoss counters your banshees with ground, its going to be mass stalkers. Without blink, you are still safe from the stalkers and can fight them on your terms, but once they have blink you will need your marines to back up the banshees. If they have high templar, you will need to EMP them with your ghosts otherwise your marine army is just an expensive meatpile, and your banshees are vulnerable(read: get one shott’d) to feedback. During your harassment, you should have map control, and can take multiple bases at this point.
On the defense: Make sure to have detection, getting rushed by Dt’s and losing is embarrassing. Also, keep an eye out for warp prisims, as immortal harass is pretty good, and high templar drops can kill SO many scvs. (Sensor towers take care of this nicely). I always set up a few siege tanks at key locations to allow my banshees enough time to get back to base if they manage to sneak an army out while you are harassing them. If you manage to contain them with your banshees, winning will come naturally as you take more bases than they do.
The Lategame:
So you’ve been battling out with this protoss for 20 minutes now, your both out of minerals at your main, and both have taken your 3rd and 4th bases. Your efforts to contain have been met with well placed static defenses, and extremely mobile stalker army with blink, and backed up by phoenixes and high templar. What do you do now?? The answer isn’t crystal clear. I personally begin by adding a battlecruiser contingent to my army( I already have air upgrade from banshees/Vikings), and will start building more infantry. Marauders Marines and Ghosts do quite well against protoss lategame when backed up by a good number of Medivacs, Battlecruisers, and Banshees. Micro is key here; if you fail to EMP their high templar your bio army is going to get stormed to death before they can do enough damage. To assure this, you need cloak on your ghosts. Cloaking the ghosts and sending them in to EMP before your pushes is what protoss players have nightmares about, because with no storm they know they can’t beat the bio ball under all of those capital ships. Yamato gun should be used on big toss targets (colossi especially).
A final note on this guide: This breakdown is doing something very, very stupid; assuming the protoss player went for a gateway / robotics based army. If they went air, you can basically throw this guide out the window, and go with a Mech / Air mix with Thors, Vikings, and Battlecruisers. You will probably still need ghosts, and luckily for you Battlecruisers > Carriers thanks to yamato gun.
This matchup can be frustrating, but most of my losses come from an early-ish immortal push on maps where I can’t PF FE because of the location of the expo / or the rocks allowing a backdoor on my main. I find it’s very tough to combat this push, and it requires good use of ghost’s EMP and Marauders stimpack / concussive missle, and good use of the high ground.
Other notes on playing against protoss:
Always get a few missile turrets to spot and destroy observers. A blind protoss is a scared protoss.
Always wall in- any early zealot/stalker aggression will be punished by a wall with a few SCVs to repair.
Stalkers blink ability allows them to circumvent your main defenses on many maps, so when scouting, if you see a twilight council when they have many stalkers, be prepared for them to come in the sides of your base. NOTE: ON SCRAP STATION: STALKERS CAN BLINK TO THE ISLAND AND THEN TO THE BACK OF YOUR BASE- BE AWARE OF THIS!
[/spoiler]
TvZ:
[spoiler] http://www.teamliquid.net/forum/viewmessage.php?topic_id=122561 <---- Check this out for another TvZ guide (more in depth than this one) This is my favorite (Read: easiest) matchup. Beating zerg comes down to good timing and good defense. If you don’t just outright lose in the first 10 minutes of the game, thors + siege tanks + hellions + mnms can handle pretty much any # of zerg ground forces + mutalisks. If I think im going to run into some broodlords- I just get a few Vikings to back that up. With this matchup- I often fast expo (with an orbital command and bunkers, backed up by siege tanks and turrets near key structures and mineral liens to prevent muta harass. Then I just mass up 5-6 siege tanks and 5-6 thors, have them escorted by the marines you built early and hellions you build when you don’t have enough gas, and push. It’s sad that this, right now, seems fairly unbeatable with just a little bit of micro. For the record, my push goes out usually when I see the zerg throwing up their 3rd base, because it’s when I’m at the least economic disadvantage, and instead of chasing their expos I just go crush their main base and their natural. KEY to this is getting your siege tanks down in an arc and have your thors stand infront and the rest of your units right behind. I’m not saying this strategy is unbeatable- because none are, but it defiantly VERY strong right now.
The biggest threat zergs have atm is the “baneling bust.” To beat this, I often get a thick wall (rax and factory making up my walls), and then when I expo, I build my expo in my base, and wont move it to my nat until I have a few siege tanks and bunkers ready to defend it. It is REALLY hard for a zerg to attack 2 bunkers filld with marines and siege tanks infront of them. I mean REALLY hard. Most zerg players, when confronted by this, get a large force consisting of roaches and hydras to make a push. By the time they have a force that size ready, your siege tank count should be up to 6 or so, and you will already be making thors. Being able to repair everything they attack makes this even easier to defend. Make sure you have detectors incase of burrowed moving roaches too.
The only other credible zerg threat through the midgame is a nydus canal in the back of your base. A prudent terran should spread his/her supply depots out across the span of his base (ESPECIALLY BEHIND SMOKEY VENTS / GRASS) to prevent this.
Midgame-lategame the zerg can get ultralisks and broodlords- and honestly neither should be terribly frightening. Thor;s 250mm cannons handle ultras, and they have decent range to attack the broodlords with. If you rmember to repair your thors and have marines supporting them, AND you micro to attack the BLs instead of the broodlings, you shouldn’t have a problem with this.
Lastly- if you still have trouble with zerg, get ravens with HSM. HSM absoulutely ruins hydralisks, and they are the only true problem unit from zerg (and not even a huge problem at that). A stupid trick to note is you can HSM your own thor (that’s about to be surrounded by mass zerglings, and wind up killing all the zerglings while keeping your thor alive. Its pretty silly, but hey, it works.
This guide is defiantly not definitive, and should be used to give you a good idea on how to take on the zerg in a longer game. There is plenty of cheeze available to use versus zerg, too, so I’ll get some threads linked here (eventually) that show some sweet cheeze against zerg.
The Swarm Cometh- TvZ a supplementary guide for advanced players:
[spoiler]
A quick note about this guide- everything that was written in the above TvZ write-up is still true and does work- however, here are the problems I have been running into using that basic strategy; and I’ll offer up a few possible solutions. (Note: this section is still HEAVILY under construction, and will be added onto over the next week or two as I find definite answers to my basic problems). In addition, this supplement will eventually include any and all viable(that I can find) openings against zerg players on each individual map.
Problem 1: Speedlings + Banelings are FAST!
Now while we have solved the baneling bust *thick wall* for our main base, I often have problems with my early expos because of how much damage banelings do to my bio ball. This is only a problem against higher level players, whose timing is very, very good. By this I mean they come in with their slings / blings BEFORE my bunkers (at my expo) are done building, target the SCVs building them, and then proceed to surround and kill my bio army before I have a chance to run back up my ramp. They never win right there; but it always sets me up for my 2nd problem:
Problem 2: Map Control
Because my primary anti-zerg strat involves a heavy turtle early- I allow better zerg players to really take advantage of my lack of mobility and just take the map at will. I have been trying to use my hellions better for contain and harass, but it just doesn’t seem to be cutting it. With 2 bases running full bore, it simply takes me too long to get to critical mass where I can push out on the zerg, before they have gotten enough bases to where they can suicide their army at my army, lose all of it but kill 80% of mine, and then rebuild fast enough to just “zerg” me to death.
Problem 3: Backdooring
The destructible rocks on the new 1v1 map (Inferno maybe? I can never remember map names), and on blistering sands, have been more and more problematic for me against the swarm. The problem doesn’t come from them just getting in my back door without me noticing, it stems from them being able to either attack both sides at once, or feign an attack to the rocks to get me to unsiege my tanks, and then running right in the front door. Recently I have been handling this by simply building more tanks and parking them at both entrances, but that just inflames problem #2(lack of mobility and loss of any semblance of map control).
Possible Solutions
10 rax reaper opening:
[spoiler]
While still in the testing phases; this opening started as cheeze that I would pull against zergs back when many zerg players went 15hatch 14pool. It involves my favorite unit, the Reaper. I would open 10rax 11 gas 11 supply against their Fe, and have reapers out before their pool was even finished. The reapers would then bounce back and forth between their main and their expo, picking off zerglings along the way and hitting the expo whenever possible. This generally resulted in a dead expo and me having a sizeable econ advantage, so a simple transition into a MnM push would generally win me the game. I digress, the point is that those early reapers (if they do not FE) grant me a lot of map control until they start to make roaches. Even then, roaches have a REAL tough time getting through a thick wall, even if they outnumber the marauders behind it 2:1.
Let’s go through some pros and cons of getting a handful of reapers for early harass and earlgame map control:
Pros:
[spoiler]
You get early map control, can harass their base until they have roaches (and even then if you get the nitro boost upgrade).
You put pressure on the zerg early, possibly forcing bad decisions (like mutas )
You will have constant vision of the zerg due to the harassment, so there will be no
surprises as to which tech tree they are going, as well as info on when they are expanding and where.
You will have a backdoor option if they try for a early game push.
[/spoiler]
Cons:
[spoiler]
Econ- you are going to waste harvesting time early on gas, so you will be short on both gas and minerals between the 4 and 10 minute mark to be teching and building units with.
Econ- you are going to have to wait longer to expand (generally- unless your reaper harass turns into a lolurdronesaredeadhahahiwin) because you will have fewer minerals total, and a smaller army to defend yourself with.
Slower Tech- Not having siege tanks w/ siege mode if a hydra push comes can spell disaster. Balance will be key using this strat, and will vary with each individual game for when its time to totally cut reaper production and start moving up your tech tree. Use the knowledge you get from your reaper harass (I mean the scouting) to determine when its time for tanks. Good indicators are them teching to a lair. (NOTE: PLEASE DON’T FORGET TO BUILD MISSILE TURRETS TO COVER UR MINERALS AND TANKS FROM MUTAS IF DOING THIS STRAT… OR ANY STRAT VS ZERG)
[/spoiler][/spoiler]
Tech opening into Vikings:
[spoiler]
This is one of my more untested strategies(maybe only 3 games where I’ve used it, and only 2x successfully), and I’m only putting it up here now because I want people to see that there are options outside the box and that you can come up with creative solutions to problems you are having in SC2 with a variety of styles. With that, take the following advice with a grain of salt, and only use it when you feel like you need a new way to give zerg players headaches. (This opens as a 1 base strategy) While for this strategy you can open with whatever build you desire (10 rax reapers, 11 supply 12 rax, whatever you are comfortable with), you should forego a 2nd barracks with this strat and go straight to factory for a single siege tank with siege mode. You should be pumping marines at this point, and should cut marine production once you start building your Vikings. Park it behind your (thick) wall, with a space or 2 between it and the buildings, you don’t want a hydralisk to be able to hit it AT ALL without destroying your wall first. After you get your tank and siege mode going, get a pair of starports and toss reactors on them. Quad build Vikings. With your first 4, get into the overlord hunting business. Note: business should be good. With the Vikings absurd range, 4 vikings can snipe an ovie while staying safe from hydralisks, queens, and spore colonies. If you are successful with your harassing, you should be able to scout their expos, and keep them supply blocked while you build a few more siege tanks, while still pumping Vikings (and marines / marauders / medivacs once you take an expo), so you can push out and take your expos. Vikings don’t do terribly against zerg units on the ground, either, and you can really punish any attempted pushes by landing at their expos and killing drones / hatcheries, while letting your siege tanks ‘eh-hrm’ deter the attack. While this is surely not foolproof- its not theorycrafting either, it has worked in practice for me (although digging up replays will be a b14ch- ill see what I can do about getting some).
Let’s do some pros and cons:
Pros:
[spoiler]
Midgame map control will almost always result in victory- but that requires successful overlord harassing and making sure they don’t leave their bases.
Forces hydras- What I mean by this is if they don’t get hydras, they will undoubtedly lose. If they go mutas- it’s a fairly fair fight (peter piker picked a peck of pickled peppers) between Vikings and mutas, but mutas fare significantly worse in army on army combat. Therefore, if they go mutas, you can just push out with a mixed army and win. Because you are forcing him to build a unit- your hard counter for them (siege tanks) garuntees base safety until you are ready to move out. Now- they do have another option, but again if you are playing correctly it results in an auto-loss. Corruptors. If they get corruptors to counter your Vikings, just land them, and run in with your ground army (When this happens you should be BM and :lol: at them while your blow up their base. (It’s especially gratifying now that the zerg buildings bleed).
It allows you to “virtually” contain the zerg. If s/he leaves his overlords alone for a second they are going to die, so s/he has to hug them with a decent portion of his army. If they ever move out, you have 2 options to attack his econ and infrastructure, with the ability to kill both their supply depots and their harvesters with the same unit.
[/spoiler]
Cons:
[spoiler]
Early vulnerability window- Because of the tech involved in this strat- you can get screwed if you fail to wall correctly; or if the zerg attempts an early all in (before you get your tank). In addition, you will be vulnerable at back door entrances, to nydus attacks (although good supply depot placement should stop that), and to overlord drops (although good use of your Vikings will stop that, as well). In other words, your base will be open in various ways, but the better you organize this strategy the smaller those openings will be.
Good overlord protection and 2(or3) base broodlords- A REALLY good zerg player can probably beat this strategy simply by out-microing you to defend against the harass, teching to broodlords and keeping them hovering above a swarm of hydralisks. Even with the long range of the Vikings, you will be hard pressed to kill the broodlords and your tanks will be blowing up anything the broodlords shoot at. (While I have refrained from calling anything OP or broken in this thread so far, I’m having a tough time now not calling broodlords broken, but hey, I’m only terran :winky face: )
Upgrade tension- This is a big one, for me personally. If you are using this strat you are going to need upgrades for infantry, mech, and air. This is impossible to pull off effectively, so you need to pick and choose which ones you are going to need more, and that’s going to depend on what your opponent is doing. I highly recommend going with infantry attack upgradeas a defiante upgrade route, with either mech upgrade OR air upgrade as your backup (but not both). Pick whichever you feel like you will be using more of the in the lategame. If you wind up doing well with your Viking harass (this is where this strat gets tricky imo) you will need mech upgrades to push with thors and siege tanks. If you only semi-contain the zerg, you will need Air upgrades and probably a transition to battlecruisers to deal with the broodlords easily. (yamato cannon is the answer to broodlords, and ive talked a lot already about the effectiveness of hunter seeker missiles against hydras, which is fusion core tech anyway (currently- the rumor mill is saying they are gonna nerf it and take away the fusion core requirement).
[/spoiler][/spoiler][/spoiler]
[/spoiler]
Links
http://www.teamliquid.net/forum/viewmessage.php?topic_id=122708 - [b]bunch of good replays of TvP whre T goes into ravens early... REALLY worth a look guys
http://www.teamliquid.net/forum/viewmessage.php?topic_id=119133
Terran Timing Attacks-
Warturtle's Introduction to Terran:http://www.teamliquid.net/forum/viewmessage.php?topic_id=119740
How to wallin: http://www.teamliquid.net/forum/viewmessage.php?topic_id=113627
!Expanding Cost Analysis
]Economy breakdown- 9 rax vs 12 rax
By popular demand:
[url blocked] Reaper bunker proxy rush
Gl all and I hope you find this thread useful for all your terran needs... END WALL O TEXT~[b][/b