As at this time of writing, the Terrans are a pretty diverse group.
They have good options for either a quick low-tech rush, a great
mid-game air assault, as well as substantial firepower late in the game.
Though the majority of my online matches are more towards the former
(usually with the opposing Terran player rushing me to death in 1v1
matches), we’re confident that with a cool head, a Terran user can
switch from a rush tactic into something akin to air superiority, using
said “rush” units as a distraction of sorts to the opposition.
The Terrans’ schtick is the ability to make their buildings lift-off
and fly to other parts of the map. If you’re confident of the map
layout, one can quickly move their Command Centre into a nearby spot
with gold resources. Unfortunately, only one SCV can construct a
building; there’s no such thing as having multiple SCVs quickly
constructing something now. However, multiple SCVs can repair a unit or
fix a structure. Plus, the repairs are auto-cast.
New Tricks Worth Noting
Marauders: Marauders are meant to take down early
rush armored units and vehicles like Hellions and Stalkers, while also
being useful in taking down buildings for a low-tech rush game. They’re
pretty affordable, costing only 100 minerals and 25 gas. However, they
cost two units and take up two slots when in a Bunker. By themselves,
they can be slaughtered by a quick-attacking group of enemies like
Zerglings, so make sure to back them up with a few Marines so that you
don’t waste resources.
Reapers: My personal favorite new units, especially
since a typical 1v1 game will consist of people using low tech means to
rush the opposition. Reapers can leap up from cliffs and high ground,
deal big damage to buildings and have rapid fire for their guns. Their
downside? They’re sitting ducks against airborne units and anything
armored. Reapers can only be used as distractions mid or late in the
game, but they’re powerful rush attack tools.
Thanks to the recent Battle.net update, the Reapers now take slightly
longer to build. Still, don’t count them out, as they take only a
single unit count and is imperative for a good rush game.
Hellions: Only use them defensively and as support.
Their flamethrowers are meant to pick off wandering Marines, Zealots and
Zerglings. Perfect to use against players using low-tech rush, which is
basically everyone you face in the beta right now.
Supply Depot’s Lower/Raise: Terran players are used
to building Supply Depots as choking points/barrier (along with a
Barracks nearby), so the ability to Lower and Raise them at will is a
boon.
Engineering Bay Upgrades to get Missile Towers: This
one’s pretty important early in the game, since it gives you access to
Missile Towers which are now detectors. You’d be surprised at how fast
your opponent can bring in cloaked units to spy/hurt you. Plus, it
wouldn’t hurt to give the Towers the Hi-Sec Auto Tracking upgrade (from
the Engineering Bay) to take care of pesky wandering
Overlords/Overseers. You should also remember that Missile Towers can
hit Protoss Colossi.
Viking: The Viking can switch between an
air-targeting unit or a ground-targeting unit. It has a short cooldown
when transforming from air to ground (and vice versa). Personally,
they’re better off in the air since you more or less will have an
adequate number of ground units. Besides, they don’t stand a chance
against Marauders and other anti-armor units.
Banshees: These spaceships only target ground units,
but they’re fast and can cloak. Use them to launch a mid-game harass,
making sure to take down any turret and structures. One tactic that
surprisingly worked was sending down a few Banshees to harass and take
down structures, then lure an opponent’s air force to where my Vikings
and Marines were waiting. My opponent’s air forces were gone, leaving me
the chance for a kill while he’s recuperating.
Ravens: The “support magician” of any small group,
Ravens are not only detectors, but can deploy auto-turrets that serve as
additional harassers (dump a few of them onto an enemy base, then send
your main forces for the kill). The Point Defense Drone and Hunter
Seeker missiles should be used defensively. The former can intercept
shots like ground-to-air missiles (perfect for supporting an all-out air
assault), while the Hunter-Seeker has good splash damage if you see a
group of roaches and zealots coming a mile away.
Ghosts: Before you churn out these guys, make sure
to research their cloaking ability and nuclear strike. Their cloaking
make them easy to move around without retaliation, while their nukes
this time come out pretty fast. I’m not sure how to apply Snipe during
my games, but it could be useful for picking off an enemy in a large mob
while you’re fleeing. They take up two unit slots in a bunker and
capacity though, meaning that advanced planning for extra supply depots
(and sending out an SCV to expand) are necessary (in addition to the
army complementing Ghosts).
Trust me when I say that a few Ghost units cloaked and successfully
calling multiple nukes is an effective strategy; it’s just a matter of
getting them out fast and getting their respective upgrades completed.
By the way, the voice for the Ghosts are done by Liam O’ Brien, whose
voice-over work is pretty badass. After all, he voiced War in
Darksiders.
Not a likely scenario in a pro-level Starcraft 2
beta match
Thor Mech: A late-game powerhouse, not much save
for godlike APM with a few rapid-attacking units can tackle this beast.
The thor can attack both air and ground units, as well as use the 250mm
Cannons ability that can continuously attack and stun the target. It
can only target either a single ground unit or a structure, so make sure
it’s aimed at a potentially high HP threat. Still, its normal attacks
are more than enough for late-game situations.
You might want to bring air backup or two just before you send this
bad boy to play, because it doesn’t deal enough splash damage to fend
off a swarm of Marines or Zerglings, both of which have rapid attacks
that can quickly overwhelm it if not used properly. Just a few Siege
Tanks and Valkyries protecting two of your Thors can win the game for
you. If you’re planning to use these guys, prepare to have a defensive
stance in a match (i.e: defend from rushes a lot and recuperating from
them) and start expanding on other resource points nearby, since it’ll
take a while until you reach that tech-tree.
Oh, and they can be carried by Medivac Dropships, though one Thor can
only be carried per Dropship. In the hands of more risk-taking players,
one can sneakily drop a Thor nearby an enemy base and unleash early
hell.
Medivac Dropship: It heals and carry ground units.
There is a delay when the dropship drops one unit at a time. When
picking up units, it’s pretty quick, so it makes for a good getaway
vehicle. Just remember that their healing beam only works on one unit at
a time; you can’t combine multiple heal beams on one target unit. It
may not beat the Roaches in terms of regenerative powers, but it’s
better than nothing.
MULE Calldown: The MULE automatically harvest
mineral patches when summoned. They can gather 30 minerals per trip, so
use them when you’re planning to expand on other resource spots on the
map.
Pew, pew...
Planetary Fortress Upgrade: A “better safe than
sorry” upgrade; if you’re not too busy churning out units and upgrades,
and somehow seem to amass enough resources, go for it. Getting a really
powerful gun on your base of operations is better than no defense. Plus,
the splash damage it shoots out doesn’t affect friendly units. Just
remember that you neither can change it into an Orbital Command nor can
you lift-off after the upgrade.
The only feasible way to do a “Planetary Fortress” rush is to use
Marines (pumped out via a Reactor-powered Barracks) to distract the
offensive while you park your base onto the enemy’s spot. An unlikely
scenario, but the look on an opponent’s face when successfully pulled
off is a Kodak moment worth taking.
That’s all for the Terrans. If there’s any extra tidbits, I’ll be
sure to add them in. Protoss and Zergs overviews will be coming next
week, so stick around for more multi-player madness.