[Update] Starcraft 2 Terran Units Strategy Guide | terran unit – Vietnamnhanvan

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PC – Starcraft 2

Starcraft 2 Terran Units Strategy Guide

General
Terran Tips:
You should always build your first supply depot and
barracks at your chokepoint, and your second supply depot at your choke point to
totally block it off.  You can raise and lower supply depots so your units can
move past them.  You will need to do this to stop any kind of rush,
especially zealot or zergling rushes.  So totally blocking your choke point
as Terran is an important thing to do.

PLEASE NOTE:  For all SC2: Heart
of the Swarm

specific strategy,
Shockz has you covered.

Sometimes if the opposing protoss player is building gateways just right outside
of your base, you will be flooded with zealots quick.  In order to stop that, you
will NEED to build bunkers and quick.  If the protoss player has his
gateways inside your base, then build a bunker right next to your command
center.  If it’s right outside of your base, then build a bunker right
behind your chokepoint.  Remember, you can have your rally point for your
barracks go right into your bunker.

Remember if your choke point buildings are being attacked, quickly send an SCV
(or two) to go repair it.

You should generally always upgrade your first command center into an orbital
command.  And I recommend doing that when you have about 15-20 SCVs out. 
You will want to start getting energy built up on your orbital command so you
can crank out MULEs.  MULEs bring in 30 minerals each time they mine, so
you can gather resources very quick with them.  I would only use the Extra
Supplies on your orbital command if you are running out of resources to mine, or
if you need farm space really QUICK, such as you are about to be under attack
soon and need the ability to be able to build more units like right there at
that instant.  And of course the scanner sweeper comes in handy a lot,
especially if you need to use it to reveal cloaked or burrowed units. 
Using the scanner sweeper on your opponents base to see what they are building
occasionally is a wise thing to do as well.  I would focus more on MULEs
early on, then once the game gets going more switch to use the scanner sweeper
more often to spy and see what units they are building.

TIP: When getting MULEs out working quicker:
After clicking on your command center, press “E”, then simply click on a mineral
patch, the MULE will start mining immediately.  A MULE and an SCV can both
be mining the same mineral patch at the same time, this makes MULEs really
efficient at mining minerals.

The command center can be upgraded to a Planetary Fortress rather than an
Orbital Command. A Planetary Fortress turns it into a big defensive tower. 
I would only upgrade to a Planetary Fortress for your expansion bases, only if
you know it might get attacked.

Remember every unit producing building the terrans have can all lift up and fly,
and then land somewhere else.  Here are a list of reasons why you would
want to fly your buildings:

1. When expanding, you can build your command center behind your choke
point inside your base, and then once it’s built, just fly it to the expansion
site and land there.

2. If your buildings are being attacked by units that can only attack
ground, you can raise your buildings up so they cant get hit.  Remember
though to keep your barracks at your choke point still so the enemy can’t get
inside your base.

3. You can transport your buildings to an area where you have built
better defenses to protect them better.

4. You can fly your buildings close to your enemy to get units out faster
to attack them.

5. You can load units into your command center and then fly it to an
island to create an expansion base.

6. You can fly your buildings to different “attachment buildings”. For
example, if you have a Starport and have created a Tech Lab, and now you want a
Reactor instead but don’t want to build another starport, you can simply lift up
your Starport, land someplace else and then build a Reactor.  You can then
always fly back to your tech lab if you need that.

Keep in mind any reactor can be used on any barracks, factory, or starport. 
So if you built a reactor for your barracks early on, and then later want your
factory to have a reactor, you can simply lift your barracks up, and then fly
your factory down on that reactor.

Remember that Terran buildings will keep burning if they are in the “red” zone
and then explode if you do not repair it in time.

All mechanical units can be repaired by SCVs, so any unit produced by the
factory or starport can be repaired by SCVs.  Sometimes it’s a good tactic
to bring a few SCVs with you in your army to repair units when they get damaged
during battle.  Just right-click on the repair button to put it on
autocast, and they will automatically repair units when they get damaged.

TIP: 
Remember MULEs can also repair mechanical units too.  During a battle,
simply call down a bunch of MULE’s and set repair on autocast, and let them
repair any mechanical units that are damaged or getting damaged.

Reaper Rush

Reapers are great harassing units in the early game. 
They have the ability to walk up and down cliffs, and do bonus damage to light
armored units.  They are relatively quick, and can be even quicker with the
Nitro Pack upgrade from the Tech Lab.  They are great at
hitting-and-running vs melee units such as zealots, but not so much of zerglings
due to the fact that zerglings can be faster then reapers.  They have a
secondary attack that is very strong against buildings, which makes them even
better at harassing in the early game.

When harassing early on, your prime targets should be first their worker units,
then I would go after weak buildings such as farms, or you can even try to take
out their “town hall” building (nexus, or hatchery, but no so much the command
center, I explain why below), if you can manage to do that then it’s GG for
you.

Although reapers are great early on, they are generally not a great unit to mass
out, or even build at all in the mid-to-late game.  They are generally only
used to harass early on, the Marauder is much more cost effective and a better
all around unit to have in the mid-to-late game.

I generally start all my terran builds with a few reapers, send them right over
to your opponents base and keep harassing.  I generally do not mass reapers
out, I only recommend getting a few at the very start of the game to harass. 
If the harassing is working for you, then keep sending more reapers.  All
through out the game, you can have a couple reapers for scouting purposes and to
harass even more to throw your opponent off track, but I would not build reapers
to include them in your ultimate army.

I have won a few terran games with reaper rushing.  But it can be easily
countered.  Here is a rundown of reapers vs different races:

Vs Protoss:  Reapers are great against protoss if they are building zealots in
the early game, because the stalker is the best counter to the reaper early on. 
If you see they have a stalker, then you need to stop harassing with reapers and
move on to something else.  But if they have zealots your in luck. 
With some skill you can harass with reapers against zealots all day without
getting hit from the zealots (as long as they do not have the charge ability),
just keep hitting and running from them.  Keep trying to take worker units
out, or even their zealots out.  You can even try to take some pylons out
as well.

Vs Terran:  Reapers are okay against harassing another terran early on.  Try
to take out as many worker units as you can, or even supply depots.  I
would not bother to try and take out a command center or barracks, simply
because the terran player can lift them up and then reaper wont be able to hit
them then.  So focus on worker units and supply depots the most. 
Watch out for marauders, or a pack of marines.  They can easily take the
reapers down.  Just keep hitting and running, attacking anything they got
to throw them off track.

The best way for a terran player to counter the reaper early on is to have
fighting units guarding the worker units, marauders work best since they do not
take extra damage from the reaper.  Marines in numbers also work okay
against reapers. I would also consider building a bunker at your choke point to
protect that as well.

Vs Zerg:  I generally never send reapers over to a zerg base.  Zerglings can
easily catch up to reapers and take them down, especially when they have the
movement speed upgrade.  Roaches will also take down reapers quickly as
well.  Reapers cannot kill their overlords either since they are air units. 
Queens pose a big threat to reapers as well.  Plus the zerg can get spine
crawlers quickly which will pose another threat to them.  If you see you
are playing a zerg player I would not even bother with reapers.

Super Reaper Rush Build Order

If you want to get a reaper out ASAP, here is the best way to do it:
7 – SCV
8 – SCV
9 – SCV
10 – SCV – Barracks – Refinery
11 – SCV – Depot
As soon as the refinery is done make sure 3 SCVs are mining it.
As soon as the Barracks is done build a Tech Lab.
As soon as the Tech Lab is done build a Reaper.

Hellion Rush

The Hellion is a new unit in starcraft 2 which is designed to function
similar to the firebat in starcraft 1 (even though it does look a lot like the
vulture from starcraft 1).  It is a fast moving unit that can be produced
from the Factory without any other requirements, and can be built 2 at a time
with an optional attached reactor.  It does bonus damage to light armored
units.  The Hellion is a great harassing hit-and-run unit early on and is
great for killing worker units, even better than reapers in that case. 
They do not cost any gas, so if you have a lot of minerals but low gas, then
consider building a lot of hellions.

IMPORTANT: I would not just start a game with the plan on rushing with Hellions. 
The best way to stop a hellion rush is a blocked off choke point.  So as
you scout out early on and see that your opponent is not smart enough to block
off their choke point, then hellions could be a wise choice to get. 
However if the choke point is blocked, then don’t bother rushing with hellions. 
There are other factors involved too, with specific races, in which case
hellions are worth getting or not.  Here is a rundown of why you would want
to build hellions vs specific races:

Vs Protoss: Most protoss will go with stalkers right from the start vs
terran, and stalkers are a huge threat to the hellion.  And most decent
protoss players will have their choke point heavily guarded. So hellions are not
a wise choice against them.  If you see they are building zealots without a
blocked choke point, I would definitely go for hellions.  Remember the
worker units should be your number one goal when attacking, if the zealots come,
just keep hitting-and-running from them.  If they start getting stalkers,
use marauders to take them out.

Most terran vs protoss battles in mid-to-late game will usually involve mass
zealots (with some back up units) vs marines/marauders/medivacs.  You can
trick your opponent by massing out a bunch of upgraded hellions with your army
to take out the zealots quickly, especially with the Infernal Pre-Igniter
upgrade from the tech lab.  Hellions are also very quick to dodge the PSI
storm from the high templar, which the protoss should have against the
Marine/Marauder/Medivac army.

Vs Terran: Hellions work great against marines, however getting through
the terran’s blocked off choke point makes rushing with hellions not worth it. 
However hellions are great to include in your army mid-to-late game for backing
up your other units, and dealing massive damage to light armored units. 
Watch out if the opposing terran is massing marauders or siege tanks, in that
case, don’t bother building hellions since those units are a big threat to them.

Vs Zerg: Hellions are okay against zerglings, but in larger numbers,
zerglings can out match hellions with little problem at all.  The biggest
threat early on for the hellion is the roach, or spine crawlers. Hellions are
about an even match against hydralisks.  If the zerg player tries a fast
expansion with massing zerglings early on, it will not hurt to try a hellion
rush against them.  In that case you will want to use a reactor and crank
them out in masses.  In mid-to-late game hellions are generally not worth
getting vs zerg.


How to effectively do a Fast Hellion Build Order:

The best way to get a lot hellions out quick, is to start off building a
barracks with an attached reactor, then once you get your factory up, swap your
barracks for your factory, so your factory has an instant reactor.  Then
you can immediately start cranking out hellions 2 at a time.


Hellion Drop (Very Effective Strategy.)

One of the best ways for terrans to quickly take out worker units, is to do a
hellion drop.  Hellions can take out worker units QUICKLY, so if you load
up a medivac with hellions, and then drop them off at your opponents workers,
you can easily take them all out fast.  This is a very effective strategy
and I have seen a lot of people do this in the beta and it’s hard to stop. 
I’ve had people do this on me, and in an instant I have no workers.  So I
started doing this myself, and yes it does work.  And yes the hellion is
definitely the ground unit of choice the terrans have to take out worker units
the quickest.

Hellion’s also make for decent scouts, since they are very fast, you can scout
around very quick with them.


Hellions VS Reapers

Both of these units are great hit-and-run units that serve similar purposes, but
which is better? In most cases reapers are actually more useful early on. 
They are better at harassing thanks to their ability to walk up and down cliffs,
and to take buildings out quicker.  Hellions are better in masses for
battles vs light armored units.  Hellions don’t cost any gas, so if you
have a lot of extra minerals to spare, consider building a a bunch of hellions.

Marine Rush

Marines are great units to have throughout the whole game.  They can
attack both ground and air units, and have several upgrades to make them even
more effective.  Marines by themselves are not that great but when combined
with marauders they work synergistically together to create a powerful army
(more on that later).  They can also be teamed up with medivacs for
constant healing.

Marines can be loaded into bunkers for protection and an additional +1 to attack
range.

Here is some notes on their various upgrades marines have:


Stimpack:
Researched from the Tech Lab.  This increases the movement
speed and firing rate for both the marine and marauder for the cost of 10 HP
for marines and 20 for marauders, and lasts 15 seconds.  When used right
the stimpack can be very deadly and worth the minus 10 hitpoints it does. 
It basically doubles the amount of damage and movement speed the marines and
marauders do for 15 seconds. Which could very well mean the tide of the battle
for you.

Here are some tips for using the stimpack:

  • The main purpose you would want to use
    stimpacks for is the start of a battle, you will get the most use out of
    stimpacks during battles.  Think of it this way, if you feel you can
    get use out of stimpacked marines for their full duration of 15 seconds,
    then it’s worth it.

  • Stimpack does not stack.  This means casting it twice in a row does
    not quadruple the firing rate or movement speed, the only result is losing
    twice the health.

  • Upgrading the Combat Shield ability at the tech lab adds an additional 10+
    hitpoints to all marines, which then pretty much puts the marines at their
    default hitpoints when using a stimpack.

  • When combined with medivacs, they can be
    constantly healed, thus countering the loss of hitpoints they take from the
    stimpacks.  Keep in mind you want to save most of your medivacs energy
    during main battles so they can be healed during battles, so use stimpacks
    wisely.

  • Remember, when you cast a stimpack, a green lightning bolt will flash on
    each unit, and when it runs out and red lightning bolt will flash on each
    unit to tell you it’s over.

  • In 2v2, 3v3, or 4v4 games, you can use stimpacked units to run where the
    battles are at quicker to help your allies out sooner.


Combat Shield: 
This is a great upgrade that gives an additional +10 hitpoints to all marines,
and it’s definitely worth getting if you have at least about 10-15 marines out.

General Weapon and Armor Upgrades:  Upgrades from the
Engineering Bay dramatically help marines out a lot, since they are only 1 farm
space unit, and have a good attack rate, weapon and armor upgrades are well
worth it.

Like I said just rushing with marines alone is a bad option, you are better off
getting a mix of marines, marauders, and eventually some medivacs in your army. 
Here is a rundown of their effectiveness vs different races:

Vs Protoss:  Marines are great support units to have against the protoss. 
However the protoss have many ways to counter the marine. You will have to watch
out for colossi, which can take down marines very quickly. You also have to
watch out for high templar using PSI storm, which is also very deadly against
them.  Zealots with the upgraded charge ability work great against them as well,
as long as it’s in the open and marines can’t hide behind something from the
zealots.  If you see the protoss is building colossi, high templar, and zealots,
then you will be better off switching to hellions and vikings. Marines work great against immortals and stalkers.

Vs Zerg:  Marines are a must vs zerg, and can work great against any zerg
unit.  When you combine marines with marauders, and even some medivacs, and you
will generally always have the upper hand against the zerg.  The zerg actually
have a very hard time stopping the marine/marauder/medivac army.  The best way
for the zerg to stop it would be for them to simply tech up quicker to units
like the ultralisk, or go a brood lord/hydra build.  The zerg may also try to
stop you with banelings (with upgraded movement speed), which can work as well.

Vs Terran:  This is probably the least case where you would want to build
a lot of marines against, simply because siege tanks can rip marines apart like
nothing.  Marauders can take them down as well.  Hellions can melt them away too.  Marines are effective against vikings though.  You generally only want to get
marines in your army as support units to back up your siege tanks and marauders.

Marauder

An armored ground unit that can attack only ground, can be built from the
barracks after a tech lab is built. Does good bonus damage to armored units.  They can take advantage of stimpacks and also have the Concussive Shells upgrade
which slows the movement speed of any unit (besides massive units) they hit by
50%.

The Marauder works very well in conjunction with marines and medivacs.  Marauders
have to watch out for light armored units early on such as zealots or zerglings.

Vs Protoss:  Marauders work great against stalkers,
immortals, and colossi.  They need backup against zealots and zerglings
though, usually from marines or hellions, and later medivacs.  The use of
the Concussive Shells upgrade works extremely well against the protoss,
especially when they try to retreat from a battle, they won’t get away.

Vs Terran:  Marauders are the least used against the terrans, they have no prime
targets worth getting for early on.  Plus siege tanks can take them out quickly.  Marauders work great against Thors later on though.

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Vs Zerg:  Marauders will be very important for your struggle to fend of roaches.  Marauders work great against roaches, but will fall short to zerglings.  It is
best to use the famous marine/marauder/medivac army to take out any combination
of zerg armies..

Marine/Marauder/Medivac (MMM army)

Sometimes people refer to this as MMM for short.  This is the basic army the
terrans usually build in most games.  It is a very powerful combination and is
hard to stop.  I recommend using this strategy a lot.  I have won a lot of games
thanks to these combination of units.  There are some decent counters out there
to stop it however.

Vs Terran:  This can be very deadly against another terran player, but in most
terran matchups you are better off getting more siege tanks in your army
relative to marauders and marines.  Siege tanks can stop this build, so you need
to be careful about that.

Vs Zerg: This is probably where this strategy is best against.  The zerg have the
hardest time stopping this build.  The zerg would have to get a lot of upgraded
zerglings, and try to get hydra out to kill the medivacs.  Roaches aren’t too
effective against this since the marauders will take them out like nothing.  The
best way for the zerg to stop this is a combination of hydra and brood lords,
but that is more costly and time consuming to get than the terran army can get
the MMM army early on.  You can try a muta/zergling build against this.  If the
zerg can manage to kill the terran’s worker units with the mutas, then it could
be GG for the zerg.  If you see the zerg getting a lot of zerglings, then get a
bunch of hellions in your army to burn them up.

Vs Protoss: This can be very deadly to the protoss if the protoss is going just
zealots and stalkers.  The protoss can easily counter this with halting the
stalker production and saving their gas for colossi and high templars, along
with a lot of upgraded zealots and maybe a few sentries for the Guardian
Shield.  The high templar can use the FeedBack ability on the medivacs to take
out their energy and PSI storm the marines and marauders, then the zealots can
eat up the rest.  If you see the protoss switching to colossi and high templars,
then get a lot of hellions in your army relative to marines and marauders, that
will work much better against the zealots.  If they are going with a lot of high
templar, then get some ghosts to join your MMM army (more on that below)..

Ghost and Nukes

The Ghost requires a Ghost Academy and an attached Tech Lab on a barracks.  The
ghost is not built for his regular attack, but for his special abilities.  So I
would not “mass” these units out. The Ghost has four special abilities, here is
some notes on them:


Snipe:
 The Ghost snipes a single target for 45 dmg (ignores all armor), and has
a long range of 10 . This ability can be queued for multiple instant snipes.  When microed right, you can do a lot of “sniping” damage thanks to the
queuing
up of multiple units to snipe.


Cloak:
  The unit becomes invisible until it runs out of energy or the player
cancels Cloak.  This works very well with the rest of his abilities,
especially
for launching a Nuke.



EMP Round:
 The Ghost fires an AoE EMP Round that removes 100 energy and shields
from any unit within the AoE. EMP Round also reveals cloaked units.  This is the
ghost’s most overall useful spell in my opinion, especially vs the protoss (more
on that below).


Tactical Nuke:
 The Ghost launches a nuclear missile at the targeted spot that
deals 300 dmg (+200 to buildings) in a 10 range radius.  It does more damage in
the center, and then less outwards from the center of the strike.  You need to
build a nuke first at the Ghost Academy before a ghost can launch a Nuke.  Nukes
can be very powerful, but can also be countered decently by good players.  You
should always get the cloak first before launching a nuke to reduce the chance
of it being countered.

Here is how ghosts work vs different races:

Vs Protoss:  This is where Ghosts shine the most.  Ghosts
supplement your MMM army
very well by pretty much making high templar useless.  Simply cast EMP on the
high templar, maybe twice, and the high templar will then have no energy to cast
feedbacks or PSI storms.  Get enough ghosts in your army to cast EMP on all of
the protoss’s units to get rid of all their shields, and to prevent the high
templar from doing anything.  Make sure you target any immortals as well to get
rid of their (hardened) shields.  Every time I start a terran game vs protoss,
ghosts are the first thing that pop in my head. Ghosts are almost a must against
them in most games.

Vs Terran:  Ghosts have little use here, I would only consider building ghosts vs
terran for nukes.

Vs Zerg:  Same thing as terran, I would usually only build ghosts for nukes. 
However, if the zerg is not going for roaches, I would consider building ghosts
for the Snipe ability, and snipe any hydralisks you see.  You will also take
advantage of the ghosts bonus damage to light armored units (like zerglings,
hydras, and mutas).  Snipe works well on mutas too.  And later on snipe works well
against units like brood lords or ultralisks.  Remember to get snipes out
quickly, just highlight all your ghosts and hold down the “shift key” and then
press “R” on a bunch of units, and your ghosts will snipe them all doing a bunch
of damage.

Viking Rush

The Viking is a great all around versatile fighting unit, and they are the best
anti-air units for the terrans.  They have two different modes of attack, fighter
mode, in which they become an air unit and can only attack other air units.  Or
Assault mode, in which they become a ground unit and can only attack ground
units.  They are more useful in the air to attack other air units, but still have
the option to go on the ground to attack only ground units.

While playing in the beta I have seen a lot of terran players rush with vikings,
and only vikings.  It is an effective strategy, but I can’t really say it’s a
really effective strategy.  If you rush with Vikings you will be well prepared
for any air units, but you would be in trouble if the enemy goes with a mix of
ground support units, such as an army of stalkers and zealots, or zerglings,
roaches and hydra, or marines and marauders.  Viking rushing comes in handy when
teamed up right in 2v2 games.

I suggest only build vikings to counter air units.  If you know the enemy is
building a lot of air units then it will not hurt at all to mass vikings out.
Even if they do get some ground units, it wont be enough to tackle an army of
grounded vikings in Assault Mode since they are spending a large portion on air
units.

TIP:  During a battle, simply call
down a bunch of MULE’s and set repair on autocast, and let them repair any
damaged vikings.

Vs Protoss:  Vikings can take out Colossi very well (since air units can hit
Colossi).  Vikings also come in handy to kill Phoenixes.  One strategy you can do
against the protoss is start off harassing with banshees and then the protoss
player may go with Phoenixes to stop the banshees, you can then counter that by
getting a mix of banshees and vikings to easily counter the Phoenixes, and you
can continue to harass with no problem.

Vs Terran: Vikings aren’t used a whole lot during a terran game, however they do
become useful later on when high tier units come into play. If the opposing
terran player decides to go mass thors and battlecruiser, then you can go mass
vikings to counter it.  If they have a lot of thors, then it wouldn’t hurt to get
some siege tanks in your army to help fend them off.

Vs Zerg: Vikings aren’t used a whole lot against the zerg, the zerg can easily
take them down with hydras. It wouldn’t hurt to get a few vikings out to fend
off zerg players harassing with mutas. Mutas are very fast, but vikings can
shoot a VERY long distance, they can act as moving air towers against mutas to
help protect your worker units. Vikings also make good scouts against the zerg,
just have a viking or two fly around the map and pick off overlords everywhere
to put the zerg’s farm count in a hole.  You can even fly around their
base and try to kill any overlords there, thanks to their long range you can
stay out of harms way, plus they even do bonus damage to overlords.

Banshee

The Banshee is a light armored air unit that can only attack ground units, it
has an optional upgrade for cloaking.  The Banshee is mostly used for harassing
purposes, for killing worker units or to catch your opponent by surprise when
they do not have detection to detect them when they are cloaked.

TIP:  You can hide your starports somewhere on the map where you think your
opponent would never look, build a small army of banshees with the cloak upgrade
you can even include a few vikings for backup support, then move over to your
opponents base and take them out.  I would first try to take out anything that
would create detection, such as a protoss’s Robotics Facility or photon cannon,
terran’s command center or starport, and zerg overseers or spore crawler.

Banshees work well when combined with vikings, you will have both ground and air
covered pretty well, they are especially great against the protoss.


Vs Protoss:
  An army of banshees backed up by vikings are very powerful against
the protoss. The only way for the protoss to stop that would be for them to go
mass stalkers.  Another way for them to stop it would be for them to go mass
carriers.


Vs Terran: 
Banshees are used less often vs another terran. 
They can be effective really only for harassing worker units.  The terran
can easily get missile turrets up to stop them, or even vikings can take them
out with no problem.

Vs Zerg:  Pretty much the same as terrans, the zerg can get hydras and spore
crawlers up quickly which can take the banshees down.  They can quickly get
overseers to get detection, and mutas can fend them off quickly as well.

Siege Tanks

Siege Tanks are built from the factory after a tech lab is built, and the siege
tech must first be researched in order to be in siege mode.  Siege mode, plants
the tank to the ground and becomes extremely deadly doing massive splash damage
at a long range, but it cannot shoot up close, so units that stand right next to
a siege tank will not get hit by it.  Siege tanks provide excellent support for
your bio army (MMM army).

Siege tanks can actually shoot a little further than their own vision, so having
support units in front of your tanks to reveal more of the map becomes useful,
or using a scanner sweeper helps too.  Tanks can also shoot up on cliffs
provided that they can see up there, so using an air unit or scanner sweeper to
reveal up cliffs so tanks can shoot is a smart idea.  If you are next to an Xel’Naga tower, you can use it to increase your tank’s field of vision to shoot
further as well.

Siege tanks are great for killing other ranged units, but fast melee units are
their greatest ground threat, and of course tanks cannot attack air, so any air
unit is a threat to them.

Vs Protoss:  Tanks are very powerful against stalkers, you just have to watch out
for stalkers blinking right up next to your siege tanks to hit them without
being hit.  Siege tanks are great for killing colossi, high templar, and sentries
too.  Siege Tanks are not that great against immortals, because immortals have
the hardened shields which prevent any damage over 10 to revert to 10. You can
counter that with ghosts to use EMP to take out their shields, then have your
tanks hit their “hitpoints”.  The main counter to siege tanks are zealots with
charge, immortals (if you can’t get EMP out to get rid of their shields), and
void rays of course.


Vs Terran:
 I usually always get tanks vs another terran player, they become very
useful for killing MMM armies.  They support any combination of terran units. 
Tanks can kill Thors very easily, and they also support your own thors very well
too.

Vs Zerg:  Siege Tanks work very well against the zerg, especially if they are
building a lot of hydra, or even roaches. You have to watch out for speedlings
though.  One combination I like to use against the zerg who is going for a
zergling/muta build is vikings and siege tanks, this way you are covered if they
go mutas and you can land your vikings on the ground to stop the zerglings from
getting to your siege tanks, and you will be well prepared for any roaches or
hydra they build.  Plus you will not get hurt too much if they get a lot of
banelings to try to blow you up.

Raven

The raven is the unit that replaced the Science Vessel from starcraft1, it has a
ray of abilities that can be very helpful for many situations.

The Raven has 4 special abilities:


1)  Detector:
  The Raven comes with detection to see any burrowed, invisible or
hallucinated units.



2)  Build Auto Turret:
Drops an Auto-Turret at the target location, last 180 seconds
(can last longer with an optional upgrade from the Tech Lab, and another one
that increases it’s range from the Engineering Bay).  Auto turrets can also act
as walls to block your enemies temporary.

Vs Protoss:  Great against zealots, but will get killed quickly to immortals and
colossus.  I generally don’t use auto turrets against the protoss.

Vs Terran:
  Not used a whole lot here.  They can be used to drop on siege tanks so
other siege tank’s splash damage will hit it and kill it.
Vs Zerg:  You are better off using Seeker Missiles against zerg, but you can use a
few auto turrets to provide extra damage against them and to draw fire from
units such as banelings.


3)  Build Point Defense Drone:
 Drops a Point Defense Drone at the target location
that lasts 180 seconds and starts with full 200 energy.  The drone cannot move or
be controlled by the player, it simply sits there and will stop most ranged
attacks at the cost of 10 energy each, which will stop 20 ranged attacks before
losing all it’s energy.  This drone is especially useful against units that do a
high range attack damage like battlecruiser, but not very good against a
carriers interceptors.  The drone does regenerate energy about twice as fast as
any other energy containing unit in the game.  This drone has several upgrades:

  • Hi-Sec Auto Tracking (at the Engineering Bay), to increase it’s attack range by
    +1.
  • Building Armor (at the Engineering Bay), to increase it’s armor.
  • Durable Materials (at the Tech Lab), to increase it’s duration to 240
    seconds (from 180)

Here are the units these are best against:

Protoss:
  Photon Cannon, stalker, Phoenix
Terran:  Battlecruiser, Thor, Missile Turret, Marauder

Zerg:
  Corruptor, Queen, Spore Crawler, Hydralisk


4)  Seeker Missile:
  This is a very powerful projectile that flies towards a target
and explodes dealing splash damage.  Very useful against:

Protoss:  High Templar, Observer, Carriers, Mothership

Terran: 
Thor, Battlecruiser, MMM packs.

Zerg:
  Queen, Broodlord, Overlord, Roaches, and Hydralisks

Battlecruiser

A Battlecruiser is the highest tier unit a terran can produce, it is a slow
moving air unit that does a lot of damage to both ground and air.  It has a lot
of hitpoints and armor, so it takes a lot to take one down. It can use the
Yamato Cannon (after you research Weapon Refit from the Fusion Core), which
fires an intense blast of concentrated energy at the target, dealing 300 points
of damage.  The Yamato Cannon has a range of 10, so it can be used to break
through defensive structures, and is very powerful for units that have a lot of
hit points like carriers, thors, or other battlecruisers.

The Battlecruiser is rarely used is SC2 since it is a very slow moving unit and
is very costly to get out.  I think it has better usage in FFA games, where you
can secure enough expansions to mass these out.

TIP:  During a battle, simply call
down a bunch of MULE’s and set repair on autocast, and let them repair any
damaged battlecruisers.


Vs Protoss:
  Battlecruisers are very effective against the protoss.  The protoss
does not have many choices to counter it, they would have to get stalkers and voidrays to counter them.  If they see they are going mass stalkers, then get
some marauders to help counter the stalkers.  If you see they are going mass void
rays, switch to vikings to counter the void rays.  The protoss can also attempt
to vortex your battlecruisers with their mothership.  If you see they use a
vortex on you, simply fly the rest of your battlecruisers into the vortex where
they will be safe until it wears off.

Mass Battlecruisers with the Yamato Cannon will beat mass carriers as long as
they get enough Yamato Cannon shots out.  Yamato Cannon also works well against
colossi.

Vs Terran:  Battlecruisers are not seen a whole lot vs another terran, because
vikings can take them out quick.  Sometimes in FFA games, a mass Battlecruiser vs
mass Battlecruiser battle may arise, in this situation, whoever gets the most
out of the Yamato Cannon will come out victorious.

Vs Zerg:  Battlecruisers are not that effective against the zerg.  The zerg can
get hydras, which is a good counter to them.  Or worse the zerg can go
corruptors, which does bonus damage to massive units like Battlecruisers.  Battlecruisers work well to fight off mass brood lords and ultralisks though.

Thor

The Thor is a high tier unit that can attack both air and ground, has high hit
points, and is the single most powerful unit in the game.  It is very strong
against other single strong units (except the Immortal), but is very weak vs a
lot of weaker units. It has a special ability called “250mm Strike Cannons” that
does 500 damage to a single target over 6 seconds, and stuns them for 1 second.  This is of course is especially used for units that have a lot of hitpoints,
such as other high tier units.  It can also be used on buildings.

TIP:  During a battle, simply call
down a bunch of MULE’s and set repair on autocast, and let them repair any
damaged Thors.


Vs Protoss:
  I would never recommend building thors vs a protoss player. The
protoss player can use immortals to take them out quick. A bunch of zealots are
a big threat to them, and thors have problems getting to colossi thanks to the
colossi’s long range. However thors “250mm Strike Cannons” can be
useful for
killing the following protoss units or buildings in just 1 hit of the cannon:
pylon, photon cannon, colossus, immortal, archon.

Vs Terran:  Thors can work well in a Terran match up, they can be used to kill
siege tanks, since they are so large the splash damage will not effect a group
of thors.  Thors combined with siege tanks works well too, you will be well
prepared for air attacks from banshees, and can fight off an MMM army okay.  One
shot of the “250mm Strike Cannons” is useful for taking out the following units
or buildings: supply depot, missile turret, bunker, or thor.

Vs Zerg:  The Thor isn’t used a whole lot against the zerg due to the fact that
they can get a lot of small units out like zerglings and hydras to quickly take
them down.  However the thor can be used to support your MMM army against the
zerg to act as cannon fodder or to take out spore crawlers quickly with the
“250mm Strike Cannons”.  Thors do work well against mutas, however so do vikings.

TIP:  4 Thors can be loaded into medivacs and then taken over to your opponents
mineral mining bases to quickly kill their town hall buildings.

 

Disclaimer:  The following sections will
describe the Terrans in typical matchups vs different races and type of games.  Please keep
in mind that this information may change over time as new strategies will
develop and new strategies will come into play.  This section will be expanded more over time with
replay commentaries etc.  Also please keep in mind most of the information
below is already covered in the information above, but I have it organized if
you need to quickly learn what it takes to do the various matchups without
reading ALL the info above.  PLEASE NOTE: 
For all SC2: Heart of the Swarm
specific strategy,
Shockz has you covered.

See also  Vì Sao APPLE Không Dùng GPU NVIDIA? | ThinkView wiki | nvidia wiki

Terran vs Protoss

Opening Strategy:

The Terrans have several opening options to chose
from.  They could go into a super
reaper rush, and get a reaper out ASAP to
go harass the protoss workers.  They could also try a proxy rush against
the protoss, which involves building a barracks at the protoss base and send a
flow of
marines in to attempt a quick win.  If the proxy rush fails, you
can always try to fly the barracks back to your base.  But first, here are
some things to watch out for that the protoss may do to you:

You have to watch out for the
protoss proxy rushing
you, which means the protoss will build 2 gateways next to your base and send a
flow of
zealots in, this is very deadly and sometimes hard to counter.  You
need to scout extra early to make sure the protoss does not build inside your
base, if so kill the probe immediately before it builds a gateway.  If the
protoss builds the gateways inside your base, then quickly get a bunker up next
to your worker units with
marines in it ASAP and keep repairing it as the
zealots are hitting it.  Keep sending wounded SCVs back to the minerals or
even inside your command center for safety, and fresh ones to the bunker to
repair it.  I would highlight all your SCVs and turn repair on autocast so
even your SCVs will get repaired as they are getting attacked.  If the
zealots attack your barracks or command center, simply lift them up before they
hit into the red “zone” so they cannot be hit by the zealots.

If the protoss builds 2 gateways just right outside of your base, then you
need to make sure your choke point is blocked completely and you build a bunker
behind it with marines, and keep repairing all your buildings with SCVs. 
With little skill you can easily stop a protoss proxy rush, it might take a
little practice however.

If the protoss builds 2 gateways in their base and
attempts to
zealot rush you, you should be okay as long as your choke point is
blocked and protected by marines/marauders.

Here is what you can do against the protoss early
on:


Reaper Rush:
  You can try a super quick
reaper rush, which can be very effective agasint the protoss as long as they are
not teching quick to
stalkers.  Just one stalker is enough to stop reapers. 
One photon cannon is also enough to stop a reaper rush as well.  But you
can hit-and-run from
zealots without getting hit, so if they are building only
zealots you will be fine with a reaper rush.  I would build no more than 4
reapers, after that you need to change strategies depending on what the protoss
is doing.  With little luck you may beat them with just a reaper rush. 
Remember to try and kill any worker units with the reapers as you can.


Hellion rush:
  If you scout out their
base early on and see the protoss does not have his choke point blocked good and
you see they are massing out
zealots, it is to the best of your abilities to
mass out hellions to counter the zealots.  Remember Hellions are the best
ground units the terrans have to quickly kill worker units as well.  If
they get
stalkers then cut off your hellion production as stalkers can take them
out easily.

Proxy rush using a barracks:  This
strategy is not as effective as the
protoss proxy rush, but it can be effective,
especially if the protoss is teching to stalkers.  Simply send an SCV over
to the protoss base right at the start of the game and build a barracks with an
attached reactor and crank out marines and send them in to kill them.  If
it doesn’t work simply fly the barracks back to your base to save it.

Mid Game Strategy

In the mid game, you can rush them with an
MMM army,
you should beat them with that as long as they are building a lot of
stalkers.
In order for the protoss to counter an MMM army, they will want to make sure
their army is comprised
of mostly
zealots (upgraded with the charge ability).  Instead of them spending
gas on
stalkers, they would have to switch over to getting
high templar
The protoss will use the High Templars to first use the Feed Back ability on the
Medivacs to drain their energy out, then followed up by PSI storm on your MMM army. 
They might also get some
Colossi in their army, as they work VERY well
against an MMM army.

In that case you will have to change strategies to
compensate for all the
zealots.  I recommend massing out
hellions to
counter the zealots.

If you see they are still just cranking out
stalkers, it is best to build a lot of
siege tanks to counter them. 
Although watch out, the protoss may get
Immortals to take out the siege tanks. 
The immortals will take a lot of reduced damage from the siege tanks with their
hardened shields.  The Terrans may counter that by going with a bunch of
ghosts to use EMP to take out the Immortals hardened shields.  The protoss
can recounter that by simply not producing immortals and instead just massing out
zealots with charge.  The protoss may also get a few
Phoenixes and beam up the siege tanks to disable them. 
Use a few
vikings
to take out the phoenixes.


Banshee Rush:
  You can attempt to rush
them with a pack of cloaked banshees.  Try to kill workers units first, if
the
stalkers or
void rays come turn on cloak field, if you get detected just run
away quick, then keep harassing with the banshees while focus on your main
strategy.  You can get a
raven in your army to kill any
observers, or even
try to quickly take out their Robotics Facility so they can’t build observers.


Viking Rush:
  I generally do not
recommend viking rushing a protoss player, they can get a mix of
stalkers and
immortals which will easily stop vikings.  Although it doesn’t hurt to mass
these out if they are going mass
void rays, vikings should be able to counter
the void rays.  If you do go mass vikings even though they are not going
void rays, then you could use a small pack of them to harass, simply fly them
into their base, land and kill anything you see, when they come lift up and fly
away.  You could also get a mix of vikings and
banshees to harass as well.

Vikings can take out
Colossi very well (since air
units can hit Colossi).  Vikings also come in handy to kill
Phoenixes.

Late Game Strategy


Thors:
  Read Vs Protoss above.


Battlecrusiers:
  Read Vs Protoss above.

Terran vs Zerg

Opening Strategy:

You can start off with a proxy rush vs the zerg, or
attempt to stop a zerg rush at your base.

Proxy rush using a barracks:  Simply
send an SCV over to the zerg base right at the start of the game and build a
barracks with an attached reactor and crank out marines and send them in to kill
them.  If it doesn’t work simply fly the barracks back to your base to save
it.  This strategy is not very effective against the zerg.  The zerg
can quickly get
zerglings out to kill the
marines, or even spine crawlers. 
So I actually never proxy rush a zerg player, but it can be attempted, you may
win if the zerg tries to fast expand and get his economy going hard core.

When the game starts make sure you quickly build a
supply depot, barracks and another supply depot to block off your choke point to
prevent zerglings from rushing you early on.


Reaper Rush:
  Please read Vs zerg above. Generally this is not recommend vs zerg.


Hellion Rush:
  Please read Vs zerg
above.
This generally works well vs mass zerglings.

Vs
Banelings:
  If you see the zerg
getting banelings, you should counter them with
marauders.  If you see them
burrowing banelings, you should quickly tech to
ravens
to detect them before they explode your army when you walk over them.

Mid Game Strategy

In the mid game going with an
MMM army is generally
very effective against the zerg.  The zerg have very little choices to
counter it.  Their best chance to counter it would be for the zerg to go
for a
muta/zergling build or tech up to
brood lords and
corruptors.  The
zerg may also try to stop you with
banelings (with upgraded movement speed),
which can work as well.  In that case, simply get more
marauders rather
than
marines to handle that.  You can read more about this in the
MMM
section Vs Zerg
.

Against
Roaches:
  If you see the zerg
player going mass roaches, then use
marauders to counter them, just watch out
for them to recounter you with
zerglings, in that case, use
hellions or upgraded
marines to help take out the zerglings.  You can also back up your
marauders with
siege tanks to help kill off the
roaches, or even
hydras as well.

Against
Hydra:
 
Siege tanks or
hellions can take them out quick.  But hydras will take down an
MMM army decently. 
Hydras will also take down
vikings,
marauders,
reapers,
marines, and
thors with
no real problem.

Against
mutas and zerglings:
  Mass
marines is a decent counter to this, but the terran player will have to try to
get a bunch of
hellions to support the marines to take out the
zerglings and to
protect the marines to take out the
mutas.  I would also consider getting
some
vikings to protect your base from muta attacks, along with a few missile
turrets to protect your workers.

TIP:  I
would consider flying a
viking or two around the map to kill off any overlords
that are hanging around.  Just hold down shift and press “a” at each
mineral site location and they will kill any overlords in their way.  This
could really hurt the zerg’s food supply.

Viking Rush the zerg?  I generally do
not recommend this, please read more about this at
Vikings Vs Zerg.

Ghosts and Nukes:  Please read
Ghosts Vs
Zerg above
.


Banshees against zerg:
  I generally do
not recommend this vs zerg.  The zerg can get
hydras and spore crawlers up
quickly which can take the
banshees down.  They can quickly get
overseers to get detection, and mutas can fend them off quickly as well.  You can
attempt to bring some
vikings along with you to kill any
overseers they have
then let your cloaked banshees lay waste to their worker units.

Late Game Strategy

Against
Ultralisks:
 
Ultralisks can chew up
marines and
hellions easily.  But they can be
taken down quickly with
marauders and
siege tanks.

Against
Corruptors:
  Corruptors cannot
attack ground, so if you have
marines you will be good against them, however if
they morph their corruptors into
brood lords, you will want to get
vikings to
counter that.  Vikings are also okay against corruptors, it’s about an even
match.  I would not want to use
battlecruisers against corruptors or brood
lords, since they can get corruptors to quickly take down the battlecruisers.

Should I build Thors against the zerg? 
Please read
Thor Vs Zerg above.

Against
Brood Lords/Hydra:
 
This is a tough one.
Hellions and
Siege Tanks on the ground, to
handle the
Hydras and Broodlings, with
Vikings in the air.  Just have your
Hellions guard your Siege Tanks from the broodlings while they lay into the
Hydras then have your Vikings deal with the
broodlords.  Mass
battlecruisers could also deal with this as well, but in most games it’s hard to get enough of
them out quick enough to be effective.

Hydras will be too worried about all the splash damage from the siege tanks to
hurt your Vikings while they have free reign of the air at the Brood Lords.

Mass
battlecruisers against zerg? 
Battlecruisers are not that effective against the zerg.  The zerg can
get
hydras, which is a good counter to them.  Or worse the zerg can go
corruptors, which does bonus damage to massive units like Battlecruisers.  Battlecruisers work well to fight off mass
brood lords and
ultralisks though.

Terran vs Terran

Opening Strategy:

I generally would not proxy rush another terran
player, they can get bunkers up quick to kill off the
marines, however a
reaper
rush
works good against them.  I generally start all my terran vs terran
match ups with sending a few reapers over to harass early on.

Reaper Rush:  Please
read Reaper Rush Vs
Terran above
for all the info you need.


Hellions vs terran?
  I generally do not
build hellions vs another terran, only unless they are massing out
marines, but
that usually never happens.  And even if they mass out marines,
siege tanks are a better alternative to take them out.

You could consider loading up a few
hellions into a
medivac and drop them on the enemies worker units to take them out quick, other
than that I would not build hellions vs another terran.

Mass
marauders vs terran? 
Marauders are
the least used against the terrans, they have no prime targets worth getting for
early on.  Plus
siege tanks can take them out quickly.  Marauders work
great against
Thors later on though.

As you can see most early terran matchups involve a
quick reaper rush, followed by fast expanding as soon as you can.

Mid Game Strategy

Terran vs terran in mid game can get confusing. 
An
MMM army is okay against another terran, however
siege tanks can rip them
apart.  And yes if you see another terran going with an MMM army against
you, then fight back with siege tanks.  I generally always focus on getting
siege tanks in a terran match-up, as they prove very useful for just about
everything.

Are
ghosts useful against another terran?
 
Ghosts have little use in a terran matchup, I would only consider building
ghosts vs terran for nukes.  However nukes can quickly be countered with
the scanner sweeper, so I personally never bother with ghosts in a terran match
up.


Viking Rush?
  Vikings can be useful during a terran game, however they do even more useful later on when high tier units come into play. If the opposing
terran player decides to go mass
thors and
battlecruiser, then you can go mass
vikings to counter it.  If they have a lot of thors, then it wouldn’t hurt to get
some
siege tanks in your army to help fend them off.

TIP: 
Vikings can also take out siege tanks okay by landing on them and attacking them
then.

Harass with
banshees?
  Banshees are used
less often vs another terran.  They can be effective really only for
harassing worker units.  The terran can easily get missile turrets up to
stop them, or even vikings can take them out with no problem.  You can try
a mix of banshees and
vikings to harass with, which could work very well.

Late Game Strategy


Battlecruisers?
  Battlecruisers are not
seen a whole lot vs another terran, because
vikings can take them out quick.


Thors?
  Thors can work well in a Terran match up, they can be used to kill
siege tanks, since they are so large the splash damage will not effect a group
of thors.  Thors combined with siege tanks works well too, you will be well
prepared for air attacks from
banshees, and can fight off an MMM army okay.  One
shot of the “250mm Strike Cannons” is useful for taking out the following units
or buildings: supply depot, missile turret, bunker, or thor.

Terran FFA Strategy

In FFA games, camping in your base while teching is
not a bad strategy at all.  Unlike Warcraft 3, where if you camped in a FFA
your heroes will be far behind in level and you would probably lose.  Well
in Starcraft 2 there are no heroes or upkeep, so camping is okay in starcraft 2. 
I know this I have played over a 100 FFA games in starcraft 2 beta and my record
is about 90 wins, 10 losses.

You should start off every FFA game with a fast
expansion.  build supply depots and bunkers at your natural choke point and
get your second base going pronto.

From there you will be safe from any rushes while
teching to higher tier units and upgrades while your economy is jump started. 
Then you can get a 3rd expansion later once you get your army going strong.

I recommend trying a
reaper rush in FFA games, just don’t go crazy and spend a
lot of money into this, just get a few reapers and harass early on to throw your
opponents off and to scout and see what they are doing.  While you are
harassing with a few reapers focus on expanding your base and teching to higher
tier units.

Here are the build order options you can do in FFA
with terran, starting with the least overall recommended strategy to the most
powerful overall strategy in my opinion:

4. 
MMM Rush:
  This is okay, and you might kill off a few
players with this, but you will probably lose to someone who is teching to even
higher tier units.

3.  Mass
Viking with some
Banshees:
  I think this is a better
overall FFA strategy the terrans can do, it can stop more higher tier units in
starcraft2 more effectively than an MMM army.  You can harass very well
with this and stop a lot of stuff in this game with this combination.

2.  Mass
Vikings with
Siege Tanks:
 This can be very deadly,
you have both ground and air covered nicely.  If the enemy has a lot of
ground units, just land your vikings in front of you siege tanks, and let your
siege tanks fire safely from a distance dealing a lot of damage to them. 
Just make sure you scout and see what the enemy has.  If they have 100% all
air units, then don’t bother with siege tanks, just go mass vikings instead.

1.  Mass
Battlecruisers with the Yamato Cannon:
  I think this
is overall the most powerful strategy the terrans can do.  This strategy is
only effective if you have the Yamato Cannon and your battlecruisers have their
armor and weapon upgrades going.  This can stop most things in this game
with very little problem.  The major drawback to this is that the
battlecruisers are VERY slow moving, so you will need to have scouts around the
map so you are aware of where your enemy is at all the time.  If come
across a zerg player going mass corruptors, then I would switch to mass vikings.

I would also throw in a couple of
ravens for detection and support.

TIP:  During a battle, simply call down
a bunch of MULE’s and set repair on autocast, and let them repair any damaged
battlecruisers.

NOTE:  Once you get your economy going
good, it will not hurt to build
ghosts for the purpose of nukes, you have the
potential to do a LOT of damage with nukes and when you have a lot of money to
spend it doesn’t hurt to keep trying to throw nukes out in FFA games.

Terran Team Games

(2v2, 3v3, 4v4)

In team games it is recommend that you focus on
rushing as much as possible and keep your enemies from reaching your base. 
You ultimately want to try to kill off worker units to put their economy in a
hole.

In team games I recommend getting a plan going right
from the start, communicate with your allies and ask them what they are
building.  Focus on massing out only like 1-2 units only, have your ally do
the same, get a good mixture and you will be good.  For example, you can
have your allied zerg player go mass zerglings with some mutas later, while you
go with an
MMM army.  You got both ground and air covered nicely.

You can take a risk and tech up in 4v4 games as long as your allies are not
teching too.  By teching I mean fast expanding while having the focus on
skipping zealots/stalkers and go into something else such as mass void rays,
which can be a very powerful strategy, but you will be weak early on, so you
will have to rely on your allies to protect you for awhile.

 

PLEASE NOTE:  For all SC2: Heart
of the Swarm

specific strategy,
Shockz has you covered.

 

 

 

[NEW] StarCraft/Terran units | terran unit – Vietnamnhanvan

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  • Cost will be referred to as X/Y. X is the amount of minerals needed, while Y is the amount of gas.
  • There are 3 damage types other than normal: explosive, concussive, and splash.
  • Explosive does 100% to large units, 75% to medium, and 50% to small.
  • Concussive does 100% to small units, 50% to medium, and 25% to large.
  • Splash deals damage to all units in a certain radius (1/2 damage to units 1/4 pix away, 1/4 to those 1/2 away). Linear splash means that the attack travels in a line.
  • Some unit’s attacks will be referred to as X/Y, in which case it means the unit uses different weapons against air and ground. X will be the damage done to ground, and Y is the damage done to air.
  • Some units’ attacks are separated into two parts. That means that each hit from an attack gets some reduction from armor. They are as follows:
  • Terran
    • Firebat (3 parts)
    • Goliath air
    • VALKYRIE (8 parts)

Terran units are special in that all of them except the Goliath and the Valkyrie have a second or special ability besides attacking. Every combat unit has a ranged attack, and every unit can be healed, either by a medic or SCV. However, there is no way they regenerate by themselves.

SCV

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The “Space Construction Vehicle” is the Terran’s basic gatherer/builder unit. They cost 50 minerals. Typically, when mining minerals, you’ll want two of these per mineral cluster, so that during the time when one SCV is returning its load, another SCV is working the patch. Often, you may need between twelve and twenty per ‘average’ resource node (Around eight mineral patches). When collecting Vespene gas, you’ll want to assign SCVs until you see one waiting outside at all times. The SCV is arguably the only melee unit in the Terran arsenal.

Note
Floats, doesn’t trigger Spider Mines.
  • Built at Command Center
  • Cost: 50/0
  • Damage: 5
  • HP: 60
  • Supply: 1
  • Range: 1
  • Build time: 20

Marine

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Marines are the basic attack units for the Terrans, and have the distinction of being the only initial unit with a ranged attack against both aerial and ground targets. While weak individually, you can put them in bunkers for protection – Marine-filled bunkers being repaired by SCVs make a very good defense if properly supported.

In Brood War…

Training up squads of Marines and mixing in some Medics (the famous M&M combination) works particularly well against Zerg. The StimPack upgrade is a must have, as with the advent of Medics the increased fire rate (and hence attack damage) and speed is no longer offset by the loss of 10 HP.

Training up squads of Marines and mixing in some Medics (the famous M&M combination) works particularly well against Zerg. The StimPack upgrade is a must have, as with the advent of Medics the increased fire rate (and hence attack damage) and speed is no longer offset by the loss of 10 HP.

Marines never go out of style: they can do damage to anything, have a ranged attack (so they get ‘free hits’ against melee units) and can be Stimmed and mixed with Medics. They do a base 6 damage against all armour types (upgradeable to 6+3 = 9), and have zero base armor which is upgradeable to 3.

  • Ability: Stimpack – unit shoots and runs approximately 1.67 times faster for about 12 seconds.
    • Cost: 10 health
    • Developed at: Academy
  • Built at Barracks
  • Cost: 50/0
  • Damage: 6 +1+1+1 upgrades
  • Range: 4 +1 upgrade
  • HP: 40
  • Armor: 0 +1+1+1 upgrades
  • Supply: 1
  • Build time: 24

Firebat

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The Terran Firebat is the closest thing to a melee unit in the Terran arsenal. Like a Marine, a Firebat has to walk to get around, but in lieu of the (relatively) long ranged and minor damage rifle of a Marine, they carry short ranged flamethrowers that can fry anything they can get close to. They do splash damage in a line, which means that not only the individual unit the Firebat is attacking, but any of its buddies nearby take full damage from the Firebat’s attack. The label says ’16 damage’, but if you take splash damage into account, when attacking multiple Zealots, Zerglings, or multiple anything else the Firebat can survive to get to, it’s much more.

The catch is that the Firebat deals Concussion damage – so it only deals full damage to Small units (i.e. Zealots, Zerglings, Marines…). It does half damage (8) to medium units like Hydralisks, and a quarter (4) to large units (Siege Tanks, Ultralisks) and buildings.

  • Ability: Stimpack – unit shoots and runs approximately 1.67 times faster for about 12 seconds.
    • Cost: 10 health
    • Developed at: Academy
  • Built at Barracks
  • Prerequisite: Academy
  • Cost: 50/25
  • Damage: 16C/S(linear) +2+2+2 upgrades
  • Armor: 1 +1+1+1 upgrades
  • HP: 50
  • Supply: 1
  • Range: 2
  • Build: 24

Ghost

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The Ghost is an infantry unit that is unlike the Marine and Firebat. Ghosts are useful against small units, as they do ten (base) damage, however, as their attack is concussive, they do pathetic damage to Medium and Large units. Instead, you should think of the Ghost more like a support unit or a spellcaster (If you’re familiar with WarCraft). Against Protoss and Terran, Lockdown is an indispensable ability: it renders a target mechanical unit totally motionless until Restored by a Medic or until the effect wears off. This works very well at stopping drops (Lockdown the Dropship and halt the invasion while scrambling for defense) or neutralizing heavy units for easy care or later disposal; think Siege Tanks, Battlecruisers or Carriers. Ghosts can also cloak for limited periods to get around unseen or attack with impunity (unless detected, at which point it’s a good idea to run away real fast).

The most beloved ability of the Ghost, however, is the ability to guide a Nuke down to ground zero. Provided you have a Nuke Silo and a prepped Nuke, you can cloak your Ghost and tell it to launch the Nuke at a target for the greater of 500 or two-thirds damage to everything in the area. Seeing as even an Ultralisk only has 400HP and a Battlecruiser has 500, a Nuke can take out nearly anything (in fact, the Battlecruiser is the only unit that will survive a full blast, as they start out with base armor which will save them with about 3 HP left over), and are particularly useful for taking out groups of Supply units (Pylons, Overlords, and Supply Depots) that are clumped together, severely limiting your opponent’s production potential. The downside is that it takes about 8 seconds to actually get there, during which the opponent will usually scramble to move detectors into place to spot the Cloaked Ghost (using Nukes without Cloaking is definitely not recommended) and kill it before the Nuke lands. Note that once a nuclear launch has been initiated, it will be announced to every player in the game, including the opponent you’re using it against – so don’t think that your opponent will be oblivious to your “surprise” Nuke. Normally the ghost has to be within the damage radius and so dies after the Nuke lands, unless the few second window between the end of targeting and detonation is used to tell them to run for it. However, the upgrade of Ocular Implants will provide enough range for the Ghost to survive. Note: a nuclear missile takes up 8 supply, the biggest in the game, but the fact that there is a Command Center (provides 10 supply) for each one cancels the supply cost. Also note that once the Ghost begins targeting, the Nuke is immediately launched and is gone regardless of whether it makes it or not; even ordering the Ghost to abort the launch and do something else will consume the nuke, so be extremely careful when ordering the strike. Many people use the Ghost as a covert ops unit, and use a dropship to move it behind enemy lines. This can sometimes be a smarter move than using a Nuke on the front of an enemies base, where they most likely have detectors.

  • Built at: Barracks
  • Prerequisite: Academy, Science Facility with attached Covert Ops
  • Cost: 25/75
  • Damage: 10C
  • HP: 45
  • Armor: 0 +1+1+1 upgrades
  • Supply: 1
  • Range: 7
  • Build time: 50

Vulture

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The Vulture is the base Factory unit, and like Marines costs only Minerals, which is good for soaking up excess minerals that tend to build up in late game. It has a Fragmentation Grenade launcher, making it effective against small units like Marines and certain medium units like Hydralisks, but if you see any heavy units it’s probably best to run. It also has no air attacks. Vultures also have the ability to lay Spider Mines if the technology is researched (each Vulture can lay a maximum of 3 mines). These mines are laid and pop up from the ground to target nearby enemies if in range, even cloaked units, and can cause splash damage to nearby units. These mines are invisible when in the ground (unless spotted by a detector) but are visible when they pop up from the ground to target a ground unit.

  • Built at: Factory

Stats

  • Cost: 75/0
  • Damage: 20C +2+2+2 upgrades
  • HP: 75
  • Armor: 0 +1+1+1 upgrades
  • Supply: 2
  • Range: 5
  • Build: 30
  • Upgrade: Ion thrusters – makes Vulture super-fast
    • Developed at: Machine shop for 100/100
  • Ability: Spider mines – gives each Vulture 3 mines that can be set anywhere and do 125 splash damage.
    • Developed at: Machine shop for 100/100

Siege Tank

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Once you research Siege Tech, the Siege Tank has two roles: as some seriously heavy support (but slow firing) in its mobile form, and as a serious artillery piece in Siege Mode. In Tank mode, they do a base 30 Explosive damage (upgrade to 30+9 =39): in Siege mode, they do a base 70 (upgradeable to 70+15= 85). In Siege mode, they gain not only this more than double damage, but a colossal range boost, making them a good static defense as well as support artillery for a mobile army. However, they cannot attack air units, and deal Explosive damage – which means that Small units only take 50% and Medium units only take 75%. Despite this, however, they are effective “mob killers”, and in groups can slaughter whole armies of lesser ground units, particularly Zerglings, Hydralisks, and Terran infantry.

However, while Siege tanks do very good damage, three points should be noted: there are many strategies for neutralizing them – Dark Swarm, Disruption Web and Lockdown for starters; they fire slowly; do splash damage to even friendly units; and they cannot attack air targets. If you rely on large numbers of tanks for defense only, you can easily blow up more of your own tanks than the enemy, and even a small amount of air units can take down the defenseless tanks.

  • Built at: Factory
  • Prerequisite: Attached Machine Shop
  • Cost: 150/100
  • Damage: 30E +3+3+3 upgrades
  • HP: 150
  • Armor: 1 +1+1+1 upgrades
  • Supply: 2
  • Range: 7
  • Build: 50
  • Upgrade: Siege Tech
    • Developed at: Machine shop for 150/150

Siege Mode

  • Cost: 150/100
  • Damage: 70ES +5+5+5 upgrades
  • HP: 150
  • Supply: 2
  • Range: 12 MINIMUM OF 2

Goliath

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The Goliath is your friend. It has not only a respectable 12 base damage against all ground units, but more importantly, a powerful air attack. A fully upgraded Goliath will do 20 + 12 explosive damage to anything in the air – and unlike the faster firing Missile Turrets, Goliaths are mobile. Mix in some Goliaths with your attack forces so you have some anti air support superior to what Marines alone can provide, and watch the air units crash and burn. This unit is bulky, though, and can be very stupid when pathfinding.

In Brood War…

Goliaths can be further upgraded in the expansion. The Charon Boosters upgrade, available from the Machine Shop, transforms these walkers into mobile Missile Turrets by giving them a range boost equivalent to that of a Zerg Guardian (8). It also comes with a cool visual effect.

Goliaths can be further upgraded in the expansion. The Charon Boosters upgrade, available from the Machine Shop, transforms these walkers into mobile Missile Turrets by giving them a range boost equivalent to that of a Zerg Guardian (8). It also comes with a cool visual effect.

  • Built at: Factory
  • Prerequisite: Armory
  • Cost: 125/50
  • Damage: 12 +1+1+1 upgrades / 20E +4+4+4 upgrades
  • HP: 125
  • Armor: 1 +1+1+1 upgrades
  • Supply: 2
  • Range: 6 / 5 +3 upgrade
  • Build time: 30

Dropship

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The Dropship is what you use when your units need to take the high road over obstacles, blockades or water (island maps), or just when you want to strategically drop units in superior positions or vulnerabilities in enemy defenses. There’s nothing quite like the satisfaction of dropping a few Tanks and Goliaths onto a cliff and watching the tanks blast the living daylights of everything down below, while the Goliaths provide air cover. The ship itself has no weapons, and since it doesn’t have many hit points, it’s advisable to defend it with some air support or a Defensive Matrix.
A Dropship has 8 slots. Marines, Firebats, Medics, Ghosts, and SCVs take up one, Vultures and Goliaths take up two, and Tanks take up four.

  • Built at: Starport
  • Prerequisite: Attached Control Tower
  • Cost: 100/100
  • Damage: 0
  • HP: 150
  • Armor: 1 +1+1+1 upgrades
  • Supply: 2
  • Range: N/A
  • Build time: 60

Wraith

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The Wraith is a fast airborne combat vehicle. It is capable of attacking both air and ground units. It also has the ability to cloak. Typically they’re used to pester outlying enemy installations or fortifications, or sniping other aircraft (as they can turn invisible). However, if the enemy brings a “detector” the Wraiths will be revealed, which makes them vulnerable but no less effective at screwing with the enemy. Wraiths are arguably the worst aircraft, although cloaking will give them a great advantage. Wraiths are anti-air units, though they are terrible for killing ground units.

  • Built at: Starport
  • Cost: 125/100
  • Damage: 8/20E
  • HP: 120
  • Armor: 0 +1+1+1 upgrades
  • Energy: 200 +50 upgrade
  • Supply: 3
  • Range: 6
  • Build: 60
  • Ability: Cloaking field – makes the wraith invisible
    • Developed at: Control tower for 150/150
  • Upgrade: Apollo reactor – adds +50 to maximum energy, lets is stay invisible for 50 more seconds.
    • Developed at: Control tower for 200/200

Battlecruiser

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The Battlecruiser is the Terrans’ most powerful air unit. They are sometimes used to harass the enemy with their long range Yamato Cannon. They are excellent for killing Terran missile turrets and Protoss Photon Cannons to enable penetration by cloaked units, or simply to let any unit in, especially fully loaded dropships. The Yamato Gun has the second longest range in the game. However, a group of many Battlecruisers are generally not effective on their own because of their long cooldown rate. 12 battlecruisers focusing their battery power causes great damage, although the insane amount of resources needed for that number (4800 minerals and 3600 gas) could usually be better spent on larger amounts of other, more multi-purpose units. A big weakness of the Battlecruiser (as well as its Protoss cousin, the Carrier) is the vulnerability to the lockdown ability: once it’s locked down, it is unable to move or attack, so be careful when you see a Terran enemy force recruiting Ghosts.

  • Built at: Starport
  • Prerequisite: Attached Control Tower, Science Facility with attached Physics Lab
  • Cost: 400/300
  • Damage: 25
  • HP: 500
  • Armor: 3 +1+1+1 upgrades
  • Supply: 6
  • Range: 6
  • Build: 160
  • Ability: Yamato gun – shoot for 260 damage
    • Cost: 150
    • Range: 8?
    • Developed at: Physics lab for 100/100
  • Upgrade: Colossus reactor – increase energy
    • Cost: 150
    • Developed at: Physics lab for 150/150

Science Vessel

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The Science Vessel is the Terrans’ other spellcasting unit. It has a few “spells” that are useful. Defensive Matrix can be used to bolster a units hp up (it adds 250 temporary hp for which some small amounts of damage will “leak” through the shield – if your unit has only 1-3 hp, it’s not a good idea to cast Defensive Matrix on it). Irradiate damages living organisms, so it can be cast on Zerg swarms to weaken a cluster of them (try casting on a group of bunched up guardians, and watch them suffer, or cast it on your siege tank. The tank won’t take damage, but Zerglings that are attacking your tank will.) The other spell, EMP, takes away all the energy (spellcasting points) from units, and all the Protoss shields. A well cast EMP shockwave essentially halves the Protoss units hitpoints, it’ll also force Wraiths and Ghosts to decloak. SVs are also the prime killer of Archons, whose HP is almost entirely shields (they only have 10 regular health points), making EMPs extremely effective, so if your opponent is building a large amount of Archons, counter that with SVs and his army will be destroyed very quickly.

  • Built at: Starport
  • Prerequisite: Science Facility
  • Cost: 100/225
  • Damage: 0
  • Energy: 200 + 50 upgrade
  • HP: 200
  • Armor: 1 +1+1+1 upgrades
  • Supply: 4?
  • Range: N/A
  • Build: 80
  • Ability: Detector
  • Ability: Defensive matrix – comes out of box. Adds 250 hit points to target unit, but each hit takes 1 health point from defended unit anyway.
    • Cost: 100
  • Ability: Irradiate – Deals to target unit 25 damages a second for 10 seconds. Nearby units also take damage.
    • Cost: 75
    • Developed at: Science Facility for 200/200
    • Range: 8?
  • Ability: EMP Bomb – Completely drains the energy of enemy units in the target area. Drains shields of protoss units.
  • Upgrade: Titan reactor – energy +50
    • Developed at: Science Facility for 150/150


StarCraft All Terran Units #Shorts


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StarCraft All Terran Units #Shorts

StarCraft – Terran Theme 1


StarCraft Music Terran Theme 1 (Playing at 1080P is recommended due to file compression)

StarCraft - Terran Theme 1

StarCraft 2 – Adjutant (Terran Advisor) Quotes


All of the quotations from the Adjutant, also known as the Terran Advisor, in StarCraft 2.
Voice actress: Julianne Buescher
\”Addon complete.\”
\”Our ally’s base is under attack.\”
\”Our allies are being attacked.\”
\”Auxiliary mining units activated.\”
\”Base is under attack.\”
\”Unacceptable build location.\”
\”Nuclear launch detected.\”
\”Command Center upgrade complete.\”
\”Construction interrupted.\”
\”Our SCVs are under attack.\”
\”Your forces are under attack.\”
\”Game paused.\”
\”Game resumed.\”
\”Landing sequence interrupted.\”
\”Mineral field depleted.\”
\”Additional Supply Depots required.\”
\”Insufficient Vespene gas.\”
\”Not enough minerals.\”
\”Not enough energy.\”
\”Nuclear missile ready.\”
\”Vespene geyser required for placement.\”
\”Research complete.\”
\”Salvaging operation complete.\”
\”Thor repair sequence complete.\”
\”Unacceptable landing zone.\”
\”Upgrade complete.\”
\”Vespene geyser exhausted.\”

StarCraft 2 - Adjutant (Terran Advisor) Quotes

Giải SEAL ! Singapore VS Vietnam BO 7 | GRAND FINAL | Stacraft 2


Giải SEAL ! Singapore VS Vietnam BO 7 | GRAND FINAL | Stacraft 2
Hôm nay mình sẽ cast giải VietNam vs Singapore trên khuôn khổ giải đấu SEAL
Đây là một cơ hội tốt để player Starcraft 2 nước nhà có dịp bơi ra biển lớn để thi đấu
malaysia vietnam sc2

Giải SEAL ! Singapore VS Vietnam BO 7 | GRAND FINAL | Stacraft 2

StarCraft 2: TOP-LEVEL PROTOSS VS TERRAN! (Trap vs TY)


Bestof3 series of professional StarCraft 2 between Trap and TY. While TY is overall higher ranked than Trap, Trap’s Protoss versus Terran matchup is the best in the world. In this series of games we see both players open up similarly in all matches, but with a twist every time.
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StarCraft 2 is a military science fiction realtime strategy video game developed and released by Blizzard Entertainment.
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StarCraft 2: TOP-LEVEL PROTOSS VS TERRAN! (Trap vs TY)

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