**** Original Starcraft 2 Thread ****

How to play well as Terran (against any race) (from a bitter Zergs perspective)

Mandatory Steps
1) Build Marauders
2) Build More Marauders
3) Keep building Marauders
Optional steps
4) Build Medivacs
4) Build Tanks
4) Build Vikings

against pure marauders just surround with lings :)

but i get where your coming from, their pretty damn tough!

what amuses me a lot is the protoss have the best colossus counter! the immortal, those are mean things. though what exactly does that hardened shield of theirs do? they seem to survive tons of hits from siege tanks that just annihilate everything else! :confused:

Immortals are the counter to tanks, they get bonus damage vs armour, and with their hardened shield, any damage over X number is reduced, Makes them very weak against Zerglings Marines, Zealots etc, basic T1 units really.

thats why i tend to pair up immortals with sentries and zealots/dark templar. dark templar absolutely chew up marines, even with medivacs! though i never knew you could put marauders in bunkers, im shocked by this! can't get the firebat to fit in bunker mind (custom map), anyone know what attribute it is that prevents this? also fancy trying to re-make shield battery for protoss as well if i get bored..! funniest thing i have done in the editor so far is make a super-yamato cannon with a nuclear explosion effect! gave void rays interceptors, etc. loads of mad stuff you can do :D

AFAIK you could put Firebats in bunkers, i did it in campaign, but then maybe custom maps restrict this?

might have to check out the custom maps, sounds fun ^^
 
against pure marauders just surround with lings :)


Thats where the optional units come in Medivacs to keep the marauders alive, and tanks to kill the lings before they get to the marauders ;)

So next you'll say "Ahh Manlove you make a good point. However none of those units can shoot air. So Mutas/VR/Phoenix = Marauder pwnage. "
"Thats fine" I say, "look to my third optional unit. ;) Vikings rule the skies."
 
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Thats where the optional units come in Medivacs to keep the marauders alive, and tanks to kill the lings before they get to the marauders ;)

So next you'll say "Ahh Manlove you make a good point. However none of those units can shoot air. So Mutas/VR/Phoenix = Marauder pwnage. "
"Thats fine" I say, "look to my third optional unit. ;) Vikings rule the skies."

/reroll Terran... ? :p

really struggling to find a weakness in Terran at the moment, especialy mech, i just don't know what to do against it.
 
Hey chaps, anyone got a spare guest pass code that they are willing to let go for free? I want to try it before I stump up the cash.
cheers
 
tried nydus etc just can't seem to hack it!

will check out the guide, cheers for that Kar!

we need to have some more games soon, preferabyl when my hands arent cut to shreds! ;p

Ahh sorry I should have made my sarcasm more obvious. Basically a lot of Terran players 'advise' Zerg players to 'adapt', or 'make drops', 'abuse nydus', not realising that this is hopeless when 5 reapers can end a Zerg's game without any hope of winning.

Dimaga's 'strategy', is basically to now switch to Terran.
 
Ahh sorry I should have made my sarcasm more obvious. Basically a lot of Terran players 'advise' Zerg players to 'adapt', or 'make drops', 'abuse nydus', not realising that this is hopeless when 5 reapers can end a Zerg's game without any hope of winning.

Dimaga's 'strategy', is basically to now switch to Terran.

ahhh hahah ^^ i couldnt check it at work! it wasnt wasted, you still got some lols out of me ! :D

I have started playing as Terran every now n then, but my macro is so terrible, its actually funny that ive got 1k minerals on 1 base ^^
 
Does anyone else use a Protoss 4 Gate strategy? I use it sometimes but I tend to struggle to tech up while attacking etc. I want to adapt my play so I can win in Platinum. Someone told me there are even more lame rushes the higher you get :(

4 gate is quite viable but quite risky to fast tech builds from terran etc, as they can hold fort with very limited forces. Not so bad with Zerg because it puts a lot of presure on them making T1 units instead of drones etc.

Higher you get the less "rushes" you'll encounter. thats from my experience at least. I've been rushed once in diamond league in about 40-50 games.. defended it fine and won.

Kinda prefer it when people rush, just like giving me a free advantage.
 
4 gate v terran going 3 rax rauder wont work. Fast colossi v 3 rax rine/rauder is too slow and gives them too much time to transition to mech even if you somehow hold their push.

If you're struggling against the near ubiquitous 3 rax rauder/rine with/without ghost opening, you need 2 gateways AND either twilight council or robo bay. If you go robo, stick to two gate robo and pump out immortals and get 4 sentries and a mix of zeals and stalkers (favour stalkers if he's rine heavy, zealots if he's rauder heavy).

If you go for twilight, add an extra gateway (for 3).

No matter your strategy, get control of the zel'naga watch towers. If there aren't any, put a probe out in front of his base so you can see when the push comes.

If going robo, chrono immortals. Otherwise use your chrono on the twilight and build as many zeals as you can. You only need 3-4 stalkers, along with 2 sentries. When you get a spare 200 gas, get your templar archives (even without storm which you wont have when the push comes, feedback canes medivacs/ghosts and makes them easy to snipe denying much of the three rax potency).

When he arrives at your ramp (and you'll know he's coming from your probe out the front of his base), use a force field or two to delay him. If you have templars ready try and snipe ghosts/medivacs and bring them down with the stalkers. Warp in some last minute units. then let him in, trying to cut his force in two. Then cross your fingers :) If charge is still not finished, just retreat until it is. DO NOT engage without charge. Use your templars to feedback any medivacs/ghosts and focus fire them down with your stalkers.

Once the battle is over (you really _should_ win it fairly comfortably), if you have the Templar Archives up, research storm (chrono it), push out to the Terrans base, put a staging pylon down, warp in some units, get your expo up and with any spare cash put down more gateways (you want 6). You want to make your push when you have storm research and a templar with enough energy to put one down. Once they've feedbacked/stormed their energy convert to archons.

When making your counter-push DO NOT FORGET TO MACRO!! Get your natural expansion up, and keep building probes. When your expo is up, transfer 6-8 probes from your main. Do this immediately before commencing your attack. If your attack fails, or if you cripple but don't kill him, you'll be so far ahead you should have a game winning advantage.

Against most players low diamond and below you'll win outright :) I favour the twilight build myself, I find it allows me to mount a strong counter attack after holding their push.

Thanks mate will try it when i get the chance, is a second gateway or the cybernetics more important?
 
Thanks mate will try it when i get the chance, is a second gateway or the cybernetics more important?

My personal preference is to get a second gateway, i go 9 pylon, 12 gateway, 14 gas, 15 gateway, 16 core, 17 pylon, and chrono two stalkers as soon as the core is up, rallied to the terran's front door.

I then build a third stalker just incase of a delayed reaper.
 
nydus and MASSED zergling is a laugh against terran, especially right at the back of their base, get overlord in their and generate creep, deploy nydus and millions of zergling and laugh! :D
 
So basically you think I should switch strategy, or at least tweak it? I know what you mean, if it doesn't work right at the start it can be hard to recover.

I'm just not sure what sort of build I should use so I can pressure and tech quickly.

Well depends against what race.

vs Zerg, i always find a double gateway and some early agresion with some zealots the hardest thing to defend against. Prevents early expo, and you can still tech at the same time and or take your expo.

also.. +1 weapons is awesome vs Zerg. will mean your zealots can 2 shot zerglings instead of 3 shotting.

Im a bit clueless against Terran as ive never played the matchup to be honest. 1 gate into Cybercore though so yo ucan get a fast stalker out incase of reapers.
 
Ahh sorry I should have made my sarcasm more obvious. Basically a lot of Terran players 'advise' Zerg players to 'adapt', or 'make drops', 'abuse nydus', not realising that this is hopeless when 5 reapers can end a Zerg's game without any hope of winning.

Dimaga's 'strategy', is basically to now switch to Terran.

I find it quite humorous that Terran players who basically just need to macro and build an army and attack against Zerg are saying:

Well your just not playing well enough. In order to beat us you need to not only macro, build and army and push out. You also need to :
*build Creep,
*use nydus networks,
*drops,
*move your banelings out in advance and position them using your psychic powers, in places we intend to put our light units,
* use your incredible mobility to flank and backstab us. (see point 1 below)
*Failing that you have the fastest tech swaps in game... (see point 2 below)
*Be more adaptable with your unit composition... (see point 3 below)
*Use Ultras they pwn mech. (see point 4 below)
* You can rebuild your army almost instantly (see point 5)
---------------------------------------------------
Point 1) a wall + 1 tank stops zerglings a Thor stops Mutas and every other zerg unit is slow as sin off creep

Point 2) Um you mean the 100 seconds it takes to build a Spire (takes the longest out of Starport/Stargate and Spire to build) that is almost always spotted due to the shear length of time it takes to build, compared to the 50 seconds it takes to put a reactor on your starports to start pumping vikings. So that when our 7 mutas pop out you have 7 vikings and WTFPWN us? And that Thor + Turrets at the back of your base.
Or maybe its that transition into broodlords your talking about... Thats really fast that one... You could start the transition into broodlords 2 games in advance and still not have them out in time.

Point 3) Adaptable how exactly we have the least units to start with, and basically once you have them beaten, there is little else we can do.

Point 4) Except for the fact they take almost as long as broodlords to come out and you could buy a reasonably sized country for their cost. Not to mention they are nearly as stupid as Dragoons, get focus fired before they get anywhere near the fight and prevent any of your other units getting any worthwhile shots off before the Ultras die. Then once dead they leave the remainder of your army horribly exposed. - But don't worry we can rebuild them ultra fast (see what I did there)... Oh no wait.. No we cant.


Point 5) Umm no, we cant. Building a 200/200 army takes a lot of money and Gas. Oddly enough Zergs mineral/gas per unit requirement is not that far off Terrans or Protosses in terms of cost. In fact I'd go as far as to say, for the durability of a 200/200 army our cost:durability ratio is way worse compared the T/P armies. Not to mention when we hit the 200/200 range spawing a bazillion lings is useless as they get pwned by tanks/collosus. Ultras and broodlords take forever to be produced. Roach/Hydra/Infestor is not going to stand up against any 200/200 T/P army, no matter how many times you rebuild them.

-----------------------------------


Basically as a Terran (or even a Protoss or zerg for that matter) if you let a Zerg opponent get Broodlords or Ultras, you have done something wrong.
And Terran Players in particular seem to think they can justify their ability to beat Zerg because the Zerg player simply isn't playing well enough (where as often times the Zerg player is playing a better game but just unable to make foothold in the game to get an advantage.

Also Terran have so many ways to hurt Zerg in the early game and Zerg has no way to determine what is actually going to happen until it happens. Terran on the other hand can scout/scan and as soon as they see a particular building (e.g. roach warren/baneling nest) then they know which tech to swap to to counter. Even if I see a Techlab go up in a Terran base. I don't know if thats for reapers, muraders or stim/shields. To handle Reapers/Marauders I need mass speedlings. Marines I need Roaches or Banelings.

I then need a further forray into their base to see if they are going to hellion harass me or set up shop for Tanks. Then one more forray for Bancheese (yes thats intentional) and I also need to be on the lookout for Ghost academies and Fusion reactors And frankly these 2 techs could be hidden somewhere else on the map and I'd probably not find them.

Zerg can't hide tech nearly as well. Any **** terran would check out any blobs of creep in an odd places. If for no other reason than the hope of an easy overlord kill. So basically Zerg are an open book in comparison to the other races... Which would be fine, if it wasn't for the fact our tech buildings take so long to build and cost a pretty penny too. (if they were cheap and fast to build then at least then the opponent races would have to invest more time in scouting zerg and stand less chance of countering the zerg tech switch before it has occurred.

I think my last complaint for this post is the Broodlord transition. Its painfully clear to everyone and his dog when its going to occur. Its when there is a mass of Corruptors on the map. Then to Verify the opponent just needs to see if the GS is morphing (or has morphed) once thats out you know you need AA on mass (preferably flying AA). Terran can mass Vikings and ground them whilst corruptors are in the air. And as soon as they start morphing into BLs then take wing, and push in with marines/thors and vikings (and battle cruisers if they have them) Take out the corruptors first and then the BLs before the morphing has completed... Oh and don't even suggest hiding the corruptors somewhere out of sight before making the BLs. Broodlords are so slow they wouldn't make it to the fight if they didn't spawn right on top of it.

/end QQ
 
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