Showing posts with label Terran. Show all posts
Showing posts with label Terran. Show all posts

Terran v Terran: One Barracks Fast Expand

This build utilizes a fast expansion to capitalize on an early economy to transition into mech or bio depending on your personal preference.

10 – Supply depot (at wall)
12 – Barracks (at wall)
13 - Send SCV scout
15 – Orbital command upgrade
15 – Marine
16 – Supply depot (at wall)
17 – Marine
18 – Command center

After the second Marine is finished, float your Barracks back into your main base and construct two additional Marines

19 - Refinery x2
21 - Bunker (at wall, where barracks was)
25 - Factory
27 - Orbital command upgrade
28 - Tech lab on barracks (for factory)
30 - Supply depot
31 - Starport
31 - Reactor on barracks (for starport)
6:20 - Scan opponent's main

From here you can  react to what your scans and scouts see at your opponent's base.

Fast Expand, No Gas: Banshees and Cloak

Gas First: Engineering Bay at 5:30, Turret in minerals and production area

Cloaked Banshee: Viking, save for scans

Marine / Tank timing attack: Tank / Viking

Terran v Terran: Marine Hellion Elevator

This aggressive one base build uses a medivac to forgo your opponent's forward bunkers and walled off ramp attacking with marines and hellions.

10 – Supply depot
12 – Barracks
13 – Refinery
17 – Orbital command upgrade
17 – Supply depot
18 – Factory
19 – Reactor on barracks

Constant Marine and Hellion production

21 – Starport
25 – Medivac

At this point you have about 3 hellions and 8 marines to attack with, the key is to use the medivac to lift your units up into your opponent's main base, you can continue pressure and continue rallying units and lifting them into your opponent's base. Hopefully your opponent sustains sufficient economic damage from the attack, after the attack is done you should expand and go for a marine, tank, medivac composition. It is also a possibility to add a tech lab to your starport and produce cloaked banshees to kill damaged SCVs in your opponent's mineral line. 

Terran v Protoss: 1/1/1 Sky Terran TvP

This is a fairly unusual build which is derived from the 1/1/1 (barracks/factory/starport) build which transitions into full 'sky terran' but also has the capacity to transition into a marine, marauder and medivac style build with supportive banshees.

10 – Supply depot
12 – Refinery
13 – Barracks
16 – Orbital command upgrade
16 – Factory
16 – Marine
17 – Supply depot (at ramp)
19 – Marine

Stop Marine production here

20 – Bunker
20 – Starport
20 – Hellion
22 – Refinery
24 – Tech lab on barracks, swap to starport
25 – Banshee
27 – Cloak research
27 – Supply depot

This is the typical 1/1/1 cloaked banshee build you can transition in two ways from here.

Sky Terran build

From here you want to poke into your opponent's base with the banshees you have to try to do some economic damage but it is key you keep as many banshees you can alive. From here you want to follow this general guideline while still continuing production of banshees.

– Starport
– Banshee
– Raven
– Viking
– Command center
– Engineering bay 

From here you want to float your command center to your natural and change in into a planetary fortress due to your lack of ground support, you also may want to build a bunker and fill it with whatever marines you have left over. Your unit compositions should consist of banshees, ravens and some vikings. The banshees are for the damage and the ravens provide support through auto-turrets and point defense drones against stalkers. Many protoss will not know how to defend agaisnt this style so continue harassing and defending using planetary fortresses for new expansions and about 2 starports per mining base as well as armories for upgrades.

Conventional 1/1/1 transition

 If you do not want to continue into the full sky terran build you should add bunkers and get stim and concussive shells as well as a reactor on your starport for medivacs as well as expanding to your natural. You should have the conventional MMM composition as well as some banshees/ravens for support or harassing. 

Terran v Protoss: Fast Expand Into MMM

This is a safe fast expand build which transitions into a marine, marauder, medivac style against protoss which deals good damage through drops and defensive capabilities as well as the ability to achieve a quick third.

10 – Supply depot
12 – Barracks
15 – Orbital command upgrade
15 – Marine
16 – Supply depot
17 – Command center
21 – Bunker

 From here you have a relatively safe fast expand up and some defensive capabilities with the bunker. If you scout aggression or forward pylons you may want to get 2 or more bunkers up to be able to defend as well as pulling SCVs to repair.

22 – Barracks x2
23 – Refinery x2
24 – Orbital command
28 – Tech Lab on barracks
34 – Stim Packs
45 – Factory
48 – Techlab and reactor on barracks
55 – Reactor on factory
64 – Switch starport with factory
64 – Concussive shells research
64 – Engineering bay
69 – +1 Infantry attack upgrade

You should start to be aggressive using your first two medivacs and push out with units. Your +1 attack should finish around the time when you arrive at the protoss' base. Follow up with a third base if you feel it is safe and continue to add more unit producing structures and dropping using your medivacs if possible as well as continuing upgrades.

Terran v Zerg: Marauder Hellion All-In

This is a very powerful all-in strategy which makes use of the high damage of marauders against buildings, queens and defensive roaches as well as the power of hellions against zerglings and drones. When orchestrated correctly this build produces a crippling attack which when unprepared for usually wins outright or does substantial damage.

0 – Supply Depot
12 – Barracks
13 – Refinery
16 – Marine
17 – Orbital command upgrade
17 – Barracks
17 – Supply depot
17 – SCV
18 – Marine
19 – SCV
20 – Factory
20 – Reactor on barracks

Pull one SCV from the refinery

20 – Tech lab on barracks
20 – SCV
21 – Supply depot
Swap Reactor from barracks to factory
23 – Marauder
25 – SCV x2
27 – Hellions x2
31 – Supply depot
31 – Tech lab on barracks
32 – SCV 33 – Hellions x2

Pull another SCV from the refinery

37 – Marauder
39 – Marauder
41 – Last SCV
42 – Hellions x2
46 – Supply Drop
46 – Marauders x2
50 – Supply Depot

From here you can constantly produce units rallying to the front line. If the attack fails you should have done enough damage to cripple your opponent. You should be wary of early mutalisks as well as baneling attacks following a failed attack. You can try to fortify a second command center at your natural, particularly if you have extra minerals during the assault for a backup plan. You can continue to make marauders and hellions for a second attack or switch to a more conventional unit composition.

Terran v Zerg: Hellion/Banshee

This build focuses on using low risk high reward economically damaging harassing techniques which include the hellion and banshee to gain an early edge against a zerg opponent.

10 – Supply depot
12 – Barracks
16 – Marine
17 – Orbital command upgrade
17 – Command center
17 – Refinery x2
18 – Supply depot
20 – Marine
21 – Bunker
22 – Factory
22 – Reactor on barracks
23 – Orbital command upgrade
25 – Starport
25 – Give reactor to factory
27 – Hellion x2
33 – Supply depot
33 – Tech lab on barracks

 From here you should have more than four hellions to control the map and deny creep spread and if possible get into the drone line to do some economic damage, but it is not necessary to sacrifice your hellions for drone kills. The starport should start researching cloak and producing banshees as soon as possible to harass and kill queens in tandem with the hellions. The game can progress in many ways, mech or marine, medivac and tank compositions are the natural progressions from this build.