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Terran Tactical Guide(Beta edition version 1!)

Omega US

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Jun 29th 2009, 06:18pm


Protoss Tactical Guide By Knee of justice

Zerg Tactical Guide By MEDAVAS

NOTICE: This is a GUIDE and is expected to be used as such. It is meant to be a helpful tool when looking up strategies associated with certain units, NOT to give a detailed description of each unit's stats. Like an Encyclopedia, dont bother trying to read the entire thing, but instead, use it to investigate certain units individually.

With Beta around the corner, we thought it would be interesting to have a Strategy guide for the different races in SC2. This guide is not meant to replace the official Starcraft 2 Armory Guide, but rather, augment it by providing unit strategies, combos and roles down in one central location. This will help organize discussions when beta comes out as any new strategies and so forth can be posted to this guide so that all may have access to the new ideas and unit combinations being developed in SC2. Perhaps when Beta actually comes out, this may become a sort of Beginners guide to the units, strategies and micro/macro tactics being adopted in SC2.




Mechanics


[size=18]Add-ons:
Terrans have changed the add-on feature since SC1. In SC1 every building Add-on was different. In SC2 the Barracks, Factory, and Starport all have the same two add-ons which are the Reactor and Tech-labs. The Reactor give your building a second build queue, allowing you to train/build two units at once. The second add-on, the Tech-labs, contains upgrades for your units as well as Tech requirements for certain units.



Units that require a tech lab:
  • Marauder
  • Reaper
  • Siege Tank
  • Ghost
  • Thor
  • Banshee
  • Raven
  • Battlecruiser



  • Lift-off:Like in SC1 some Terran building can lift-off. When a Terran structure lifts-off that structure becomes a flying unit. This Mechanic allows the Terrans to move important building like the the factory or Command Center to a new location.



    [8:16-8:35] http://www.youtube.com/watch?v=BsIySPO-mGY#t=08m16s

    Terran building that can lift-off:
  • Command center
  • Orbital Command
  • Barracks
  • Factory
  • Starport

  • Command center upgrades:There are two Command center upgrades: Planetary Fortress(PF), and Orbital Command(OC). Each of the upgrades has there own advantages and disadvantages.

    Planetary Fortress:A defensive building that is made out of your Command Center. Planetary Fortress can be used to defend supply lines in expansions. Can also allow 5 SCVs to hind inside


    Advantages:
  • Splash damage(no friendly fire)
  • High life(1500)
  • High damage(40)
  • High armor(3)


  • Disadvantages:
  • Can't change back
  • Can't lift-off


  • Orbital Command: An upgrade of the Command Center that give the building three abilities: Calldown Mule , Calldown Extra Supplies, Scanner Sweep.

    Calldown Mules summons a group of resource gathering robots(Mules) that can be dropped into any visible location. Calldown Mules costs 50 energy, and take 6 seconds to cast. Mules can also be used to repair damaged units and structures

    Mule:


    [8:23-8:35] http://www.youtube.com/watch?v=BsIySPO-mGY#t=08m22s

    Calldown Extra supplies is an ability that is used on any supply depot augmenting it with 8 more supplies. Calldown Supplies costs 50 energy. Supply increase is permanent.

    Scanner Sweep revels a selected area of the map and can detect any stealth units in that area. Scanner Sweep costs 25 energy.

    Units


    NOTE: Detailed Unit Statistics may be found here:

    http://www.sc2armory.com/game/terran


    SCV:Worker


    Changes from SC1:Auto repair

    Advantages:The SCV has the highest Hp(60) for a worker of the three races. The SCV can build anywhere and repair any building or mechanical unit like itself. Can bunker into the CC, PF, or OC for protection in an attack and can even be moved with a CC to get early transport to hard to reach(islands or high ground closed off behind destructible rocks) Expansions.

    suggested counters:N/A

    Disadvantages:Has no regeneration ability of its own. Can be attack while building stopping construction.

    suggested countered by:raiding units i.e. reaper

    The SCV is the worker unit of the Terran forces. The unit can build anywhere, and repair any building or mechanical unit giving it the roles of builder, resources gather, scout, and mech unit medic. During BR#1 we got to see how one way of how the ability to load a Command center with them can give you an economical advantage over your opponent by allowing them to mine in places that the Protoss and Zerg would have to Wait for transport units units to get to.

    Marine:Basic and flexible combat unit


    Changes from SC1:Starts with 5 range,has new upgrade "shield" which adds 15 HP.

    Advantages:The marine is the only Basic unit that can hit both air and ground. Cheap and mass-able(50 minerals only). Fast attack speed. Midrange Unit( range 5). Can be produced from Barracks with reactor add-on.

    Strong against:Marauder, Immortal, Hydralisk

    Disadvantages:the Marine has low HP(45), and does low damage.

    Weak against: Siege Tank, and Colossus

    The Marine is the basic Terran fighting unit. Cheap and quick to make the Marine even double pump from a barracks with the reactor add-on. Alone the Marine is perhaps the weakest fighting units in a straight fight due to low stats which belie its true strength. With Micro, Terrain, and good numbers the Marine can be a real power on the filed, only enhanced by the later upgrades of shields and Stim-packs as well as the appearance of the medivac drop-ships. The Marine can be part of any ground push due to its price and versatility, offering both ground and air damage. The main threats to the Marine come from long range, high damage units( Siege Tanks, and Colossus)or high Armor units(Ultralisk,Battlecruiser).


    Reaper:Light base raider


    Advantages: Fast, Jump jets allows for cliff jumping, High Damage vs light(18), Fast attack, ranged

    Strong against:Workers, Hellion, Zealot, Zergling

    Disadvantages:Low HP(50), weak vs. armor due to multiple attacks each with low damage(4 damage 2 attacks), GtG only

    Weak against: Air units, Siege Tank, stalker, Roach

    The Reaper is a new unit to the Terran forces. Fast, and strong against light units (like workers), as well as being able to jump up cliffs makes the Reaper an excellent base raider and scout unit. Combine now the Reapers D-8 charges and you have a fearsome unit that can take out any unwanted enemy buildings(5 Range 30 damage). Also due to its speed it can kite most light unit just like the Hellion. The Reapers Also has a movement speed upgrade called nitro pack.

    Ghost: Terran elite/Psionic commando


    Changes for SC1: Cost increase(25 to 100 Minerals, 75 to 200 gas, supply 1 to 2), HP increase( 45 to 100) Abilities(Snipe, EMP)

    Advantages: GtA and GTG, Good vs.light(10 base 10 bonus vs light), can cloak

    Strong against: Mutalisks, High Templar

    Disadvantages: High costs, can be overwhelmed, detection

    Weak against: Detecters, Banshee, Zealot, Zergling

    The only thing that the Ghost in SC2 has that is unchanged from SC1 is its cloak. The Ghost HP, cost attack, abilities, and even nuke has changed. Now even with these changes it would seem the core of the what the Ghost is, a cloaked casting unit, has not changed. The Ghosts new abilities EMP, and Snipe both have there uses. The Ghost also does to have to research most of its abilities(only cloak).

    EMP is an anti-catser, anti-Protoss, AoE ability it can be used to remove all energy from an enemy caster. EMP Removes 100 shields from any Protoss unit. Now EMP can still wipe out all shields of most Protoss units including the Immortal, but falls short on units like the Archon or Colossus. A Ghost or group of Ghosts using EMP can change the outcome of a battle, normally 2 siege Tanks would not stand a chance against 2 Immortals and one High Templar but, with the Ghost removing the shields and enrgy from the Protoss forces the Terran can make it out with out any loses. EMP also removes passive cloak for 5 seconds. Energy cost 75.

    Snipe is an anti-biological unit ability that does 45 damage and passes through the armor of the unit it hit. Snipe can only be used on Biological units but can be use on air and ground units. Snipe disregards the units armor for a constant 45 damage each use making it good for high armor bio units. Snipe costs 25 energy, and no cooldown.

    Nuke has also seen some changes:lower costs, lower damage, no supply need, shorter cast, new build location. Blizzard has been working hard to make nukes useable more easily to encourage their use in higher leavers of play. The nukes damage has changed to doing 300 base with +200 vs buildings and a cast time of 20 seconds.

    Marauder: Heavy-Assault unit


    Advantages:good HP(125), good damage vs armored(10 damage bonus), has slowing effect with attack(%50 effect), can stim.

    Strong against: Thors, Stalkers, Roaches

    Disadvantages: GtG only, not good against large numbers of small units

    Weak against:Light units(Marines, Zealots , Zerglings), air units

    The Marauder is a much loved addition to the Terran army. With the Marauder the Terrans get a powerful infantry "tank" unit. The Marauder's anti-armor makes it a feared unit against Stalkers or Roaches who stand little chance in a stand up fight against them. Combined with the Marauders attacks is a passive slowing effect on any unit hit.

    When combined with Marines the marauder gets a much need AA and a means to keep cheaper units like the Zergling from overwhelming the Marauder. The Marauder can also be combined with the Hellion(BR#1) to also help keep mass unit from overwhelming the marauder. The Marauder can also be healed by the Medivac Drop-ship making the Marauder even harder to kill. The Marauder can also use the Bunker give Terran defenses an anti-armor unit and better range, but the Marauder takes up two spaces compared to the one that the Marine takes up one.

    The maruder can also use Stim-paks for an added speed boost making the even more of a treat. The high HP of the Marauder also comes into play when using stims since the have considerable more HP than any other unit using them. Stims take -20 hp when used on Marauders due to this high HP advantage. The stimed Marauder can be a true nightmare to any armored unit.

    Hellion:Fast scout/anit-light unit


    Advantages: Cheap(100 minerals), Fast, good vs light(14, and upgraded to 24), AoE, can be built with the reactor add-on.

    Strong against: Zealots, Disruptor, Zerglings

    Disadvantages: Easily killed(90HP no base Armor), GtG only

    Weak against: Air units, Thors, Stalkers, Roaches

    The Hellion is a, fast anti-light, anti-mass. The Hellion's costs and speed are like the vulture while its attack is that more of the Firebat. Since it can produced for a factory with a Reactor add-on you can produce two at once. Now when the Reactor is combined with the Hellion's low cost make it a perfect massed mechanical unit.

    The hellion is also another fine example of Terran AoE at work, only unlike the Siege Tank you do not have to worry about friendly fire. Due to the Hellion's speed it can rush into bases just like the vulture before it and mess with you opponent's lines. The Hellion can also do hit and run moves to slower unit as well as kite melee units that can't keep up. With the Infernal Pre-Igniter upgrade the Hellion gets an added 10 bonus vs. light units placing its damage at 25 vs. light units with this upgrade.

    [5:30-5:59] http://www.youtube.com/watch?v=YT_0IRNbN14

    Siege Tank: Long range artillery


    Changes from SC1:Cost(100 to 125 gas, 2 to 3 supply), Damage( SC2 60)

    Advantages:High damage in siege mode, high range(7 normal/ 13 siege)

    Strong against: Marines, Hydralisk

    Disadvantages: GtG only, Needs to research siege mode, in siege mode has minimal range, Siege mode does friendly fire damage, when in siege mode can't move

    Weak against: Air units, Immortals, Thors, Zerlings

    The siege tank has not changed much since its role in SC1. The Siege Tank is still a long range power house that embodies the Terrans so called "Glass Cannon" tactics. the Tank can still be the hart of any Terran force, but with the added costs of production combined with the new Terran units the tank is no longer a must have in the Terran army. The Tank can be combined to most units to improve the overall ability an of the force this make the Tank an useful and powerful unit on the field.

    Thor: heavy Assault unit


    Advantages:High ground damage(45x2), high HP(400), good GtA range(10), high GtA damage (10 damage by 4 attacks with bonus 6 per attack to light)

    Strong against: Banshee, stalker Roach

    Disadvantages: multiple attacks means less damage against armor, high cost(300 minerals,200 gas, 6 supply)

    Weak Against: Marine, Zealot, Zergling

    The Thor is a high tier attacking unit that can help hold off both Ground. The Thor's long GtA range helps to keep most air unit from wanting to get closes to this unit and can help guard against air ambushes. The high GtG Attack of the Thor gives it a good power against any ground units and building. The Thor also has a unique transport method were it becomes cube like and is carried underneath the Medivac taking up only one space but also allowing just on Thor per medivac. This means you can only transport as many Thors as you have Medivac(how many do you need?) but you can drop them with full support.

    The Thor also has an ability called 250 mm Cannon. The 250 mm can hit a single unit for 500 damage and 1 second stun , but while performing the attack is open to attacks. While using the ability the Thor plants itself on the ground and starts the attack which does 500 damage over 6 seconds. The 250 mm is GtG only.

    Video:Thor loading onto Dropship

    Medivac: Transport and medic unit


    Advantages: healing, air

    suggested counters: N/A

    Disadvantages: Has no attack

    suggested countered by: Any AA unit

    The medivac Drop-ship is the Terrans new drop ship in SC2 as well as new Medic. The Medivac gives you the units of a Medic and a transport unit in one which allows you to so notable advantages over the separate units in brood war. Now when you are dropping you infantry off at a battle you can provide healing with out the need to pick-up of train an additional unit. The Medivac as a air unit is also better protected than the old medic, with more HP(150). The Medivac can also heal from a range of 5, further keeping it out of harms way. The heal ratio is 3 HP for 1 Energy.

    Raven:scout ship


    Advantages: Detection, caster unit, air unit

    suggested counters: stealth

    Disadvantages: No attack

    suggested countered by: AA

    The raven is the replacement of the Explorer Science Vessel as detector , and spell caster. The Raven has the abilities: Hunter seeker missile, Auto-Turret, and Point Defense Drone.

    Seeker Missile is and offensive ability that does 150 damage to the a target and then splash damage to nearby units. SM will follow a single target for 15 Seconds before harmlessly falling to the ground. When a unit is selected with SM that unit is visibly targeted to allow for the controller to micro it away to safety. Energy cost 100.

    [6:23-6:30] http://www.youtube.com/watch?v=BsIySPO-mGY#t=06m22s
    [7:13-7:31] http://www.youtube.com/watch?v=BsIySPO-mGY#t=07m12s

    Auto-turret is as the name suggests a summoned defense unit. Auto-turret does 8 damage at 7 range with fast attacl speed, now take into account its 150 Hp you would see that it is an able unit. the Auto-turret can be use any time you may need an extra attacker to help deal with an enemy force.

    [8:45-9:05] http://www.youtube.com/watch?v=BsIySPO-mGY#t=08m44s

    Point Defense Drones are a in addition to the Raven. This ability shots down projectiles(Stalkers shots but not Marines attack) within 7 range of the PDD. The unit last for 180 seconds or unit energy is depleted. Unit has 200 energy and uses 10 per missile. This ability can completely change the outcome of an engagement. Works against Marauders, Vikings, Banshees, Battlecruisers, Thors,Missile Turrets, Stalkers, Phoenix, Photon Cannons, Queens, Mutalisks, Corrupters, Hydralisk, Spore Crawlers. Energy cost is 100.

    Banshee:Stealth Gunship


    Advantages: Cloack, high damage(12x2), air unit, mid range HP(130)

    Strong against: any unit that can't hit air

    Disadvantages: Can not hit air

    Weak against:Any AtA units, Thors, Stalkers, Hydralisks

    The Banshee is the replacement of the Wraith in cloaked air to ground harassment. The Banshee can do hit and run into the enemies base just like the Wraith before it. The Banshee can be a threat to any ground unit that are without detection nearby. The Banshee also boost an attack three times the power of the Wraith giving it even better ground unit and economy harassment ability.


    Viking: Transformation fight/walker


    Advantages: Can transform from ground to air, has the ability to attack both air and ground, 4 bonus vs Armored, Long base range AtA(9).

    Strong against:Battlecruisers, Carriers

    Disadvantages: Can only hit air while in the air and ground while on the ground

    Weak against:

    The viking is the air to air replacement of the wraith, minus cloak. The Viking is a very useful unit for every thing from raids to to stand up fights with Battlecruisers and carriers. The main advantage of the Viking is its ability to changes from a air unit to a ground unit. This makes it so you can, to a degree, choose your fights. Vikings can also be produced with the reactor upgrade allow them to be produced two at the time. The vikings Air and ground mode also upgrade separately(air upgrades for air mode and ground for ground mode).

    The Viking also has the power to fight high tech air units such as the Battlecruiser. The vikings power in the air makes it a feared unit to anything it may face up there and has no true counter yet. The Viking start with a range of 9 against air units. On the ground the Viking is much more open to attack but still packs 14 damage at a fast speed, and range 6.

    The Viking is an excellent base raider due to being a air unit that can drop down into the base under AA. The Viking can also be aided in these raids by the Reaper or Banshee to increase the effect of the raid. Vikings also work well with Medivac drops, protecting the ships before the drop and then assisting in the drop.



    Battlecruiser:Capitol ship

    Changes from SC1: add 50 hp, new damage(10 damage by 8 attacks AtG, 6 damage by 8 attacks AtA)

    Advantages: High Damage(AtA 6 by 8, AtG 10 by 8), high armor(3), High HP(550), Air unit, AtG and AtA.

    Strong against: Any unit that can't hit air,Phoenixes, Mutalisks

    Disadvantages: high cost (400 minrals, 300 gas, 6 supply),long build time(110 seconds)

    suggested counted by: Vikings, Void Rays, Corruptors,

    The Terran battlecruiser, might of the Terran Armada. The Battlecruiser has gone through some big changes sine SC1, such as more HP, and Damage. The Battlecruiser still remains the main contented for most powerful single units, with the cost to match. Now for the main change from SC1

    Yamato works differently then it did in SC1. Yamato still does 300 damage but fires faster and at a shorter range(6). Yamato also gets a boost from smart-casting were you can now just keep hitting "Y" and your intend target to allow for mass killings. Yamato is for the when you want to take out powerful enemy units and now even groups of them if you have the Battlecruisers for it.

    Strategies and builds the paths to victory!

    In this section will be posted any tested builds, strategies, or general plans to win your games as Terran. This section would be divided by race matchup, and/or map played on(still refining the guide).
    Quote by R.J.Travis
    this is mu build order it vairys a bit on maps.

    9 depot

    10 scv

    11 depot

    12 scv

    13 barracks

    14 depot "now my front should be blocked always block the 2nd base not the first!"

    15 I build my com cast + 2 refinery and drop a mule

    16 marine

    17 marine 18 scv redrop mule

    reactor 2nd barracks + command center on my 2nd base.


    then I will go for tanks + air as now my gas is high I always mass marine + marauders by my depots and tanks.


    M&M&M marine marauders and medics

    and 4 tanks 8 marauders and 20 marines + 2 medics can hold your choke point start building a few banshees and vikings I don't target the economy line this is what they think your going to do I target there supply's & tech if you can kill a few depots and there tech you can really "F" them over to the point they cant build anything but T1 and they need more supply's then you can just heavily out tech and out number them before they can recover and they have to waste all there money rebuilding xD.
    I won 7 matches in a row doing this.


    Quote by vini
    A good build from teamliquid is this:

    * 9 Depot
    * 11 Rax
    * 13 Refinery
    * 15 Depot
    * Upgrade CC with Orbital Command
    * Cast MULE and at same time get 2nd Refinery

    You can make another rax or go factory, depending on build. Always ensure you're using MULE as soon as your CC gains 50 energy. Its usefulness far surpasses emergency supply drop. Scan should only be saved for when you expect DTs or roaches with burrow and subterranean movement upgrade.

    Versus Protoss
    Quote by GearvOsh

    - Do not build a bunker, just wall your ramp with supply depots. Lower/raise them to get through. You can shoot over the supply depots while the enemy cant get to you.
    - Get 2 barracks, one with reactor, the other with tech lab. Double pump marines with the reactor and get marauders with the other. Just mass infantry.
    - Tech up to Hellions (if he sticks with zealots or light units), else go for medivacs.

    Marauders should be able to take out all units from the Gateway easily. The marines should act as fodder and just add a ton of damage along side the marauders slow. Also upgrade the marines shields.



    ***Special thanks to Knee of Justice for helping with this and doing the Protoss guide***
    ***Also thanks to MEDAVAS for doing the Zerg guide***

    ***Credit for the title Image goes to Dark Lord***

    Knee of Justice US

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    Jun 29th 2009, 06:26pm
    Looking Good!

    Add-ons =/= Add-Ones ;)

    Omega US

    Raven
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    Jun 29th 2009, 06:29pm
    Yeah I must have put that in in there with out thinking. Not used to typing so much in one sitting.

    Knee of Justice US

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    Jun 29th 2009, 06:30pm
    But it feels so good when its done!

    Omega US

    Raven
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    Jun 29th 2009, 06:36pm
    Yeah it does feel so good. I am just glad I also caught a little mistake in that I forgot to put down any counter for the Marauder. It is a good unit but not that good of a unit.

    Circus of Values

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    Jun 29th 2009, 06:44pm
    Or... IS IT??

    *insert dramatic chipmunk here*
    Seen my map?


    Note: No longer adheres to the petty rules laid down by mankind. By god, if I feel like devouring babies, then babies shall be devoured.

    Nil US

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    Jun 29th 2009, 06:45pm
    Looking good so far. If you don't mind may I make a few suggestions to add to the guide.

    -a list of the units that can be used with the reactor (Marine, Helion, Medivac, and Viking).

    - Mule mechanic

    -20 second cooldown on reaper mines and bonus damage to building.

    -SCVs have a Auto Repair toggle (I think it is a big dea for terran at least).

    edit: This type of guide kind takes a while so it's fine. I'll edit this post or PM you if I find anything new rather than take up another posting space. A building list may be less important compared to possible strategies you could add to the existing unit list. Though, from what I can tell the economy boosts (Mule) seem to be a must-have in a match.

    Omega US

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    Jun 29th 2009, 06:48pm
    Quote by Nil
    Looking good so far. If you don't mind may I make a few suggestions to add to the guide.

    -a list of the units that can be used with the reactor ( don't require a tech lab).

    - Mule mechanic

    -20 second cooldown on reaper mines


    Yeah I was planing to add those later since I may add a building list that will accommodate those pieces of information better but am still deciding. It is still a work in progress and will be even into SC2.

    BigFatButtFaceBaby US

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    Jun 29th 2009, 08:01pm
    I have a very, very dire question. In SC2, how will the damage system for multi hitting units work? Example: The Battle Cruiser vs. Ultralisk. The BC does 8x8. The Ultralisk has 3 armor. Will it be (8x8)-3
    or (8-3)x8???
    Ya might wanna wear a helmet so it don't get messy when I BLOW YA MIND!

    Omega US

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    Jun 29th 2009, 08:04pm
    (8-3)x8 so 40 damage to an Ultralisk. You could always use Yamato if you have it.

    louvies1130

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    Jun 29th 2009, 08:06pm
    thanks for this guide, really appreciate this cos i'm a terran player :)
    glad to know terran now has so many badass abilities!!!
    and thanks for pointing out the units type like whether or not it is an anti-light unit...!!!

    BigFatButtFaceBaby US

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    Jun 29th 2009, 08:08pm
    Dang man, that sucks so bad. Doesn't that totally reduce the fearsomeness of the BC? What a bummer. Well, at least I get my 250mm back. *sigh*
    Ya might wanna wear a helmet so it don't get messy when I BLOW YA MIND!

    Omega US

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    Jun 29th 2009, 08:24pm
    Yeah, but 40 damage is still a lot of damage. Remember SC1 it would be 22. Also new additions to the guide:Damage calculation formula, and link to the Armory guide were I got my stats. Will update from time to time.

    chickenm4n US

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    Jun 29th 2009, 08:43pm
    hehe. i don't think count is the correct term for what a unit is good at. :P good guide btw.

    edit: nevermind it was just a typo

    Knee of Justice US

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    Jun 29th 2009, 08:53pm
    If you want to counter ultralisks, use tanks: ultras die in 6 shots, and with a supporting army, you shouldnt have that much trouble.