Terran Strategy
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[edit] General Concepts
There are some general aspects of Terran which play a large role in most Terran strategies and builds:
- Unit composition - There are many tech trees to experiment with Terran, but each one has units that use income a slightly different way; each composition has different goals on the map and ways to control the enemy's composition. But, because of the extremes of strengths and vulnerabilities of all Terran units, understanding of units' difference is important.
- Defense - Because of the stopping power of Siege Tanks, Missile Turrets, Bunkers and the Planetary Fortress, Terran players tend to keep their units together, preferring to be attacked, rather than, into attack into enemy troops. Because of these strengths the Terran race is also the best at turtling. Because of these characteristics, using high ground for the immobile part of the Terran army and moving with Marines and Hellions to gain ground is important.
- Harass - High mobility harass units, such as Hellions and Banshees, or Medivac-based drops; make harassment the most important tool for buying time. It is a common tactic to trade mineral-only units, namely Marines and Hellions to deal damage to worker lines; and may be a building or two.
- Occupying Key Positions - Because of the Siege Tanks, provided with anti-air and a damage buffer support, Terran's tend to hold strong positions on the map to starve the enemy of extra mining bases.
[edit] Styles
[edit] Bionic
A Bio, or Bio-Centric, style is one that focuses on Barracks production of Marines and Marauders for the early and mid-game (while unit compositions are simple), which are cheap and quick to replace, especially with Medivacs to drop army and attack wherever the enemy army is not; and attack another enemy position while they are distracted.
Bio builds are often characterized by periods of extreme aggression and army trading, combined with multi-pronged attacks and highly mobile harass. Pure-Bionic units are most effective in small groups; here-by referred to as 'squads'.
The effectiveness of Barracks units is purely based on the mineral income of Terran, gas is spent on Starport units and upgrades. Often, because of the relatively low number of Medivacs required, these compositions result in plenty of free gas.
Marines, Marauders, and Medivacs or MMM, is the TvP standard for drop and map control until Colossus and High Templar tech are complete, then either Vikings (for Colossus) and Ghosts (for High Templar) need to be added to counter; called MMM+G or MMM+V.
Bionic-Tank is the standard for TvT and TvZ, unlike MMM, is positionally stronger and can attack from strong positions after starving the opponent's economy for a while; this can be strengthen by anti-air and buildings to get in the way of melee troops and bum-rushing.
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[edit] Mechanical
A mech, or mechanical, style is one that focuses on the stopping power of Siege Tanks and high health of Hellions and Thors to defend the early game; and wait for a larger army and upgrade advantage. Terran Mech users utilize a "Doom Push" with a huge army (usually 160-200 food) with fast Armory Attack-upgrades at least (for Tank and Thor damage); known for its amazing strength against strategies that rely heavily on tier 1 based armies; like Marine/Marauder or Zergling/Baneling/Mutalisk armies.
Important to note that none of this is true for Protoss; pure-Mech is proved to be in-effectively against basic-Gateway armies and pure-Mech is strongly not-recommended; without harassment openings to buy time for the Doom Push.
Mech is mainly known for its amazing strength defensively but weak early offensive strength until a high Siege Tank count is reached. Once the "Doom Push" starts, it must be well thought out and executed slowly and methodically. A Mech army is vulnerable to attack when the Tanks are unsieged and/or separated from the rest of the army.
Once the Mech army reaches a strong position on the map, Terran can focus on a starvation game and destroy the outlying expansions that the enemy will have taken with small groups of Tanks and Hellions; methodically strangling the opponent's economy while getting a head and waiting for a desperate counter from the opponent into the heavily defended central position of the Mech army.
Pure-Mech is almost never used against Protoss due to the popularity of Robotics Facility builds. Immortals are extremely effective against both Siege Tanks and Thors, and Stalkers ability to Blink in, snipe Tanks, and out with minimal damage.
Common options for early pressure are Banshee/Hellion harassment that doubles as scouting the enemy; or an early Marine and Siege Tank push to kill greedy tech-builds.
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[edit] Sky Terran
The lesser-known and developed style, preferring to avoid unfavorable battles using the mobility, when possible, of Terran Air units to retreat and harass the opponent into a divided army and putting Terran firmly in the role of harasser, just like Medivac-drops would.
With a relatively smaller number of "traditional" army units like Marines and Siege Tanks to supplement Starport units' longer build time and high gas intake, mineral sinks like Hellions or Marines to act as a health or damage buffer for the air units; this also gives the air units more breathing room in battle.
Sky Terran does have high damage output but poor massing power, because long production times and high gas intake, and needs units specific to the match-up (Described in the Match-Specific Uses). As such Sky Terran needs to spend its minerals in Bionic or the costly Hellions units to stand as its own unit composition; but stands stronger as a transition from Mech or Bio.
Using the high damage output and Cloaking Field ability of Banshees and range of Vikings to surgically damage the opponent's production and economy. The constant Threat of an attack will put the enemy at risk whenever they leave their base.
The Sky Terran army has the same vulnerability as Mech, which is Terran Air takes a lot time to rebuild a large army and needs to stay together to keep the damage concentrated enough to engage against an opposing army that can probably be built a lot quicker.
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Each unit has very specific roles, but these roles can be put to a little extension, keep in mind though: these roles are EXTREMELY specific timings depending on the enemies tech; which will be described in each match-up. [edit] Terran vs. ZergIn early and mid-game, should the opponent choose Infestor-tech, instead of Mutalisk and pre-Hive Spire. There is the opportunity for Hellions and Banshees that cause the need for air-to-ground; and only a small amount is needed. But gives you the role of harasser that Hellions do instead of Zerglings and Banshees instead of Banshees.
[edit] Terran vs. Protoss
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[edit] Macro mechanics
The Orbital Command has three abilities: Calldown: MULE, Calldown: Extra Supplies, and Scanner Sweep. All three have a place in the game. It is important to know which to use at which time. Production buildings can also attach a Reactor or a Tech Lab as an add-on to enhance production, either to switch tech or to boost production by simply by rearranging their production structures.
[edit] Orbital Command Abilities
- Calldown: MULE significantly increases mineral income. The MULE synergizes well with Terran Bio units like the Marine and Marauder, which are mineral heavy.
- Calldown: Extra Supplies allows Terrans to overcome being supply blocked, instantly granting 8 more supply to a supply depot. Because this comes at the cost of a mule, which would yield 240-270 minerals on a normal mineral patch, this is essentially building a supply depot for over double the cost.
[edit] Add-ons
Reactors allow the production facility to produce its base units (Barracks: Marines, Factory: Hellions, Starport: Medivacs/Vikings) in pairs, while the Tech Lab unlocks higher tech units of that facility. Add-ons are interchangeable between different building types - a Reactor may be pre-built from a Factory and then switched onto a Starport, which lets a smart player tech faster with maximum efficiency. In the early game, you should almost never have a building idle; if it isn't producing units, it probably should be constructing an add-on for the next building that will need it.
[edit] General Builds
[edit] General
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[edit] Cheeses
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[edit] Match-ups
With each Terran match-up comes a different style of play, different units, different openings and build orders.
[edit] Vs.
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[edit] Stub Builds
In the early stages of this game we're going to be strict as to what build to be published in the section above. Articles must adhere to the Strategy Article Policy and be written using the StrategyTemplate. Especially note Section 4 of the Policy - Articles must be backed up by at least 2 replays from a relevant Tournament.
Below are the articles that do not yet conform to the above. You can help by expanding them.
[edit] General |
[edit] Openings |
[edit] Cheese |
[edit] Vs.
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[edit] Outdated Builds
Below are builds that are no longer valid due to significant changes in gameplay or the metagame through patches.
[edit] General |
[edit] Openings |
[edit] Cheese |
[edit] Vs.
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[edit] Vs.
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[edit] References
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