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Animefanatic101
Captain

PostPosted: Sun May 15, 2005 3:17 pm


[Comeing Soon]
PostPosted: Fri May 27, 2005 9:00 pm


I have a strategy for the Terrans that I like to call "The Killing Fields". You make a line of Marines, Firebats, and Medics. Behind that you have a line of Seige Tanks in seige mode. And behind that you have a line of Goliaths, with a few SCVs on standby. About a full screen in front of the first line, the one full of infantry units, set up a minefield of Vulture Spidermines.

Then you send out a single squad of Marines, perhaps with a couple of Medics accompanying them, and they go out and find the enemy forces. When they find the enemy, engage them, allow yourself to take a couple of casualties, then RUN! Don't afraid to use Stim Packs to increase your units speed. Occasionally stop to fire a few rounds, then turn right around and keep running. Repeat this process until you finally lead the enemy forces to your defensive line, get the beleagured squad of Marines behind your lines, and watch the carnage unfold!

As the enemy ground units suddenly find themselves in the middle of a minefield, they'll start being bombarded by powerful, long-range artillery from your Siege Tanks, and their only option is to either run away in terror or come straight for your forces as fast as they can. If they run, pursue with the Infantry, and if they attack then defend the Tanks with the infantry line standing in front of them. The Goliaths are there in case your opponent sends air power after you. Be sure to also have a Science Vessel in the area, especially if you're playing against Protoss; they can reveal cloaked units and their EMP missle will rob Protoss units of their much valued shields.

Zin Okami


The Man From Aiur

PostPosted: Sat May 28, 2005 9:51 am


With the Terran, you can never underestimate the handy unit known as the science vessel.
I'm sure that anyone who's ever played as Terran knows of it's capabilities.
It can kill off clusters of units with irradiate, severly weaken protoss units with emp, or disable units that require energy to attack. ( Queens, other Science vessels, Arbiters, Defilers, High Templar and Dark Archons. And some units with energy that have really annoying moves, like Ghosts, Battlecruisers, Wraiths, Corsairs, Medics, every Protoss unit, especially the normal Archons, which, are mostly shielded. )
Also, you know how helpful DefMatrix can be.
If you don't know how to use the Explorer Science vessel effectively, or you're looking for some strategies you might not have thought of, or you just need a refresher, this is the post for you.

Irradiate :
This is a very useful move, this can kill of organic units with ease.
As you can imagine, this would make the vessel feared by every Zerg player. You can quickly kill off a cluttered group of zerglings by hitting them with it in the middle. Not to mention kill off drone workers or SCVs.
A good tactic that I've seen used and used many times, is to have two or more science vessels, defmatrix one, and irradiate it as well. This way, you can send in the vessel with the shield to endure any damage it might take from anti air, and hover it over the minerals of your opponent. If the vessel is irradiated, it will deal damage to all organic units around it, even if it's in the air and the other units are on the ground. ( This works well in Fastest maps because the drones are so close to the minerals. )
Of course, you can just send in the vessel and irradiate drone/scvs or overlords if you want, but I find this works much better when you irradiate the vessel, it lasts longer if you can keep the vessel alive.
Vessels aren't all that great for irradiating a nuking ghost, usually, by the time you find a ghost, the nuke is about to drop, so it might be a good idea to bring a wraith with the vessel as an escourt.
It's a good idea to irradiate medics, because they can blind your vessels, and they heal other units. They have to get kinda close to heal, though, so while they're healing, the radiation is undoing the healing.
EMP:
Emp isn't a move that can kill other units, but it does weaken them greatly, or render them useless.
I listed most of the units that you can use EMP on, but here's some tips on using it more effectively.
I'm sure you know to hit a group of units in the middle to get the most out of an EMP, but you have to compensate for the unit's movement patterns. This can be hard if you're trying to hit a bunch of quick units.
Try to fire the EMP a fair ditance ahead of the group's path, they should walk right into it unless you're playing someone with really fast reflexes. ( In which case, you're probably gonna bite the dust anyway. )
I'm sure you all know that an EMP and nuke will slice right through protoss buildings. But the vessel can give away the ghost's location, and if you fire the EMP before you drop the nuke, you might let the building recharge just enough to let it live. To most effectively EMP and nuke, try to drop the nuke first, wait a few seconds, then EMP about 2 seconds before you think the nuke will drop. This will give you the best result without getting into insane amounts of calculation. If you're really going to work it out mathamaticlly..
Seek help, you've got more problems than an invading army of pixels.

Defmatrix:
This works best on units like Battlecruisers, or partner's carriers, Archons, Ultralisks.. any unit that packs a punch and has lots of HP, or transport units ( Yes, I consider an arbiter a transport unit. ).
It's not a great idea to use it on smaller units like marines, they'll die much easier, and it will be a waste of energy.
But, you can use it very well in conjunction with irradiate ( as mentioned earlier. )
If you want to make sure your infantry attack succedes, you could try placing the defmatrix on the firebats, because they need to get in close to work thier magic, plus, they score alotta enemy heat. It'd be a good idea to have a few vessels and send in shielded medics with shielded bats. If there's splash damage, that should help to keep your infantry attack going strong.
Defmatrix on a dropship can also be useful, especially when you're dropping a ghost or two for a nuclear barrage. Also, if your ghost is discovered and the science vessel is close enough, put a defmatrix on the ghost to keep it alive.
" Why not just put it on the ghost in the first place? " You ask? Well, when you put a defmatrix on a cloaked unit, it makes it visible. Blows, doesn't it? Well, it would make nuking far too easy if they didn't make it like that. =p
Defmatrix is probably best used on air units. They are expensive, and a major heat score for enemy fire. I don't know about this one tactic.. but..
My brother claims that you can layer defmatrix to let the unit take even more damage, if this is true, do it by all means. Just know that I can't make any assurances. But, if you're not willing to give that a try, or it doesn't work, try to keep the vessels handy to defmatrix the lead air unit in an attack when it looksl like the shield is about to collapse.

You need to be wary of the follow whenever you're using science vessels.

-Your Gas supply.
Vessels take alot of gas, so, they can really eat up your resources on regular maps.
-Scourge
These little bastards will easily kill the vessel, about the only thing that isn't afraid of scourge is a carrier, but that's taken care of with manual targetting.
-Queens (parasite)
Remember, when a unit is parasited, the enemy zerg can see everything it can, this means that they can see any cloaked units you might be using.
-Quick air units.
They will mess you up badly, the vessel is quick, but air to air attacks are often strong enough to mess you up before you know what's going on.
( Wraiths, Mutalisks, Scouts. Don't worry so much about Valkyries, Corsairs or Devourers.. they can ******** you up large, but the Valk doesn't fire missiles if the map is maxed, the corsair's attack is relativley weak when it's alone, and the devourer has a slow attack rate. )

-------------------------------------------------------------------------
Questions? Comments? Corrections? Additions? PM me, or tell me in here.
PostPosted: Sat May 28, 2005 2:48 pm


When up against Zerg, your most vital Terran unit on the battlefield is the Medic. Not only do they keep your troops alive aginst the tides of Zerglings and Hydralisks (and can even give Infantry out in the open a slim chance of surviving even an Ultralisk or Gurdian attack), but when a Queen is on the prowl, Restoration is vital to negate the effects of Parasite and Ensnare. An addittional use for the Medic when facing Zerg is using Optic Flare on Overlords, eliminating their ability to detect cloaked units and allowing a small fleet of cloaked Wraiths or a Ghost with a nuke sitting hot and ready in it's silo to slip in through the Zerg defenses and create havoc right in the middle of the Zerg base.

Zin Okami


The Man From Aiur

PostPosted: Sat May 28, 2005 5:12 pm


Goliaths are versitile, just like the ever-popular Hydralisk.
They can fire upon air units at a great distance when upgraded, and the attack is VERY strong..
They also work great against many ground units, and they're cheaper to make than Dragoons. Like Hyrdas, with the proper support units, you can win an entire match using mostly Goliaths.
Never forget detectors, though.
You can quickly organize a mighty army with goliaths if you make enough Factories. They can be repaired, but it's tough to fix them while in the middle of battle, you'll end up losing quite a few of them no matter what.
It's a shame there isn't an auto-repair for SCVs, if there was, if there was, goliath armies would be the prime reason.
Having a problem with an enemy air force? Goliaths are great for that.
If you put a few goliaths infront of a row of siege tanks, you'll be even harder to kill. Anything the tanks don't catch at a distance, the goliaths will rip to shreds. It might be a good idea to bring a few goliaths with any attack you make on an enemy base, they're valuable in just about any scenario, just like hydras and goons.
Watch out for tanks and reavers, though. Anything that makes a big bang and creates splash damage can mess up your Goliath army easily.

Vs.
Terran :
Goliaths will kill infantry pretty quickly, and rip up air units something bad. Massing any one unit can be dangerous, so try to throw in tanks, maybe some wraiths for air support. Never forget science vessels. Any Terran player will know the importance of a science vessel.
Avoid : Siege tanks.
Zerg:
Goliaths work well against most zerg units, but melee assaults on them will rip them up something awful if there are enough of them.
Avoid : Zerglings, Lurkers, Ultralisks.
Protoss:
These are the most dangerous units to Goliaths, with so many strong units like the Zealot and Dark Templar, not to mention the dreaded High Templar's Psistorm. Carriers can prove a bother if you don't like to monitor your attacks, you need to manually target them to prevent accidents. Archons can also be a problem, but, as usual, if you have a vessel, you can weaken most of these units so they're not a big deal.
Avoid : Forgetting to A) Bring a science vessel. B) Monitor your attack progress.
PostPosted: Mon May 30, 2005 12:18 pm


The Protoss Carrier is a potent engine of destruction, with tough shields and launching up to 8 fast and deadly robotic fighters. A single one can cause chaos, a group of them is a nearly certain sign of your doom, but there is hope for the Terran player. I call this strategy "Pants", as in "catching them with their pants down". You need a Science Vessel and a squadron of Wraiths with cloaking ability. Go out and find the Carriers, and hit them with an EMP missle from your Science Vessel, sending their shields crashing down. Then send in your group of cloaked Wraiths. Without their sheilds, the Carriers will be ripped to shreds by the Wraiths powerful air-to-air missles, and since the Wraiths are cloaked then the Carriers have no chance to retaliate or defend themselves, forced to flee for their lives from the much faster Wraith fighters.

Zin Okami


Firecrag

PostPosted: Tue Jun 14, 2005 4:43 pm


To add to Zin Okami's stragety. Those carriers are traditionaly escortedby at least one to two observers. Any veteran player worth his/her salt will never leave them without a detecter so they'll tear apart your wraiths like nobody's business. What you want to add to that mix is either a medic to blind the observer(s) or at least two or three ghosts with lockdown capeabilities. This way they can lockdown a few of the carriers to make the wraiths jobs all that much easier.

All in all this is a very practical stragety...it requires a bit of scouting to pull off but thats all part of the game!
PostPosted: Tue Jun 14, 2005 6:19 pm


Gundam Rush:

Named after the Korean progamer V-Gundam (Now retired) The Gundam rush is an extremley effective Terran rush tactic, sometimes refered to as the Bamboo rush. This tactic is employed by Terran players against Protoss opponents.


The rush:

With your 9th SCV construct a supply, followed quickly by a rax with your 10th SCV. Grab your gas with the 11th, and a fact with your 12th, a second fact before your 15th. While all this is happining make sure to train 3 rines, and add a machine shop to your first factory so you can resarch spider mines. Now create a tank from your first fact (with the machine shop) and three vults from the other. Attack! Send your force of Marines, Vults and tank to enemy base, along with a couple of scv's. You should be able to break any blocking Goons with tank and vutls and or mines. Now place mines around where his units exit the gateways they are built from and bunker his mineral line. Remember to keep your macro up with the production of more tanks and vults and rally them to your cause. Setting up an ebay and expansion would go along way to, as turrets are a Terrans best friend. By now you should have won, if not, keep up the battle and don't forget to micro and macro... At the very least, you should have gained a good edge in combat, especially against an unprepared opponent.

Good luck, fellow Magistrates.

NeRfLiNg


Babbalui
Crew

PostPosted: Mon Jun 27, 2005 6:51 pm


ya... that was really confusing... sweatdrop
my favorite strategy is (make shure this is an NR 20 game though) to make atleast 20-25 bc's and 2 science vessels and raid their base from both sides and they will not know what to do! 3nodding
although if they are a seasoned fighter, they will expect it and be ready for you... sweatdrop
its a very basic one really, although im not very skilled with terren... 3nodding sweatdrop
PostPosted: Sun Jul 03, 2005 9:39 am


AHHHhhhh... *sighs* terrans. So fun... so fun... Unfourtunatly, all of my tactics have been said. Basically:

Sci Vessels(and all their uses)
Vultures (Spider mine/speed to rivle lings)
Goliaths (Anti-Air/tank backup)
Tanks (Anti Ground)

That being said, Time to go into my 2nd stage of strategys. Practicle Stupid strats.

Now, any player wortht their money will hotkey their buildings. I do. However, here's a good way to tell if their not. It's risky, dangerous, and even if you pull it off you're still probably gonna lose. However... If you win with it... You are a madman. Now, the moment you've all been waiting for.

PRACTICAL ENGENEERING BAY RUSH (most effectvie vs. toss, not effective vs. zerg)

Alrighty folks. Here's whatcha do. Build a barracks. Pump out marines. Build a 2nd barracks. Pump out more marines. Don't go for gas, or medics. Then... while marines are being made (you should be getting so much mins by now you don't know what to do) You make even more SCV's (i'm assumeing you've been building SD's, been making lots of SCV's for minerals (cause you'll need them) and all those other basic terran skills) Use every SCV you can get your hands on to start building Engen bays... that is, of course, without disrupting marine production. IF you finish 1, lift it off and build another in it's place. Send all of these massed engen bays into your enemies base. just fly them over there. Why would they attack engen bays? What harm do they posses? *evil grin* when you attempt to click on a unit, the enemy unit is ALWAYS selected prior to the friendly unit. 3 Engen bays floating over any unit production facility renders that facility useless. It's impossible to select it and get more units. Attack with marines. The engen bays will make it next to impossible to micro/macro. MAke sure to hotkey your marines, otherwise you'll be in the same gig as he is. TAke out his standing forces (you need to macro as well, and at this point move up the tech tree with whatever strategy you wish) and you've won. Destroy any troop produciton or defensive structures you can't cover. And there you have it. a semi-effective engeneering bay rush strategy.

kurikun


Greamlin

PostPosted: Mon Jul 04, 2005 8:19 pm


urrg..its been WAY to long since I played BW, but my fun strat is to creat a CRAP LOAD of goliaths and add a few Science vessles(for dectec perposes) and reek havok everywhere...oh yeah and if the freaking archons are in the way emp em then laugh b/c they only have 10 hp biggrin
PostPosted: Tue Jul 05, 2005 3:45 pm


terrain kick! biggrin

Nerv001


Guts

PostPosted: Thu Jul 14, 2005 10:07 am


Lol that is a very intresting strategy you got there kurikum 3nodding

I have one, it may not be a real strategy though.
I believe everyone thinks the supply depot to be the most annoying and cluttering supply unit ever. It appears to have no uses when compared to the Overlord or Pylon.

So basicly I see alot of people build it in the back where it doesnt get in the way, thats fine, but it's clutter can be useful if built right.

If you build your depots near bunkers or in front of your barracks, they can create a wall to keep out close ranged units like zealots or zerglings from hitting your important structures. But this only works well as a defense early in the game, which is enough to give you time to build up anything else that you need. I like to put tanks behind them too, it gives them a good defense to pulvierize incoming units.

Use the depots to your advantage, and don't worry about losing them either most early units can't destoy them... that is if you have the proper forces to back them up.
PostPosted: Sun Jul 24, 2005 5:29 pm


TvZ in LT (or any map with one choke point)

I don't watch pro replays. I construct my own strats from trial and error. I noticed alot of people go supply before rax nowadays. Personally, I don't think power eco is too important for Terrans in start-game. My build is: 8rax, 9supply, 10refinery/scout, 11rine/bunk, 12ebay/acad. That's my standard start, since I usually play Terran if I go up against Zerg. Although most players who are planing on staying with infantry tech would go dual rax, this allows you to quickly switch to factory as your gas consumption rate would be much lower.

Around this point, you should be safe as long as you continuously pump something from your rax and keep your bunk up while your factory is being completed. Going against Zerg, you typically have no need to rush to tanks yet unless they have an all-out d. Even if they do that, that gives you the signal to quick tech to air and go ovie hunting. But just to be safe, siege him at his choke point. This would include infantry, spider mines, and a bunker set-up. If you were smart, you would've gotten a comsat for lurker purposes. The reason the ebay was included was for you to ward off mutas by scattering some turrets on your tech and eco points. With this set-up, you should be able to hold off most attacks on your base until the enemy develops enough for a ling drop or hive tech.

During all this time, you should've done your job and continue on to an armory, starport, second factory, continue pumping rines (standard), medics (sparingly), vultures (occasionally), tanks (sparingly), and Goliaths (standard). With your comsat, you should be able to check on the player's pump status. If the enemy is staying with a ling mass, switch the standard rax pump to firebats instead of rines. now, you should have started on your first expo. This expo would preferably be located on some other start location instead of your natural. This would give you an advantage if the enemy dropped a drone onto an expo location.

I'm getting kind of tired of typing this out. I might finish this sometime later. This should be enough info for now anyways. R&R if you want.

DoomGaze


Rokur

PostPosted: Fri Jul 29, 2005 5:59 pm


I like to call this little strategy the Three Stage Sweep. It takes time, so you need to be patient.

First create a squad of twelve Goliaths. This takes time because of all the minerals and vespene it takes. This is labeled the 'Initial Assault Squad'.

Then, create a couple of defensive clusters of Marines to protect your encampment. Just for Defensive purposes.

Then, when you have enough minerals, make a squad of twelve marines. This is labeled as the "Secondary Assault Team'.

After that, make some more defensive units and have them patrol the outskirts. Also make some bunkers to help the defense marines.

When you have enough minerals and vespene, make a squad of twelve ghosts. This is labeled the 'Clean Up Crew'.

This is what you do after you created all three squads. Send the goliaths in to cause mass panic and chaos in the enemy encampment. Once you think they have cause enough destruction or they are dead,(Which should happen, since they are going alone into an enemy base)send in your Marines. They will cause even more damage, and use stim packs when necessary. After that, send in your Ghosts to "Clean Up" the remaining survivors on the enemy. This strategy best works with NR20(No Rush for 20 minutes) on multiplayer online.
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