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The Terran Handbook
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Author:Sabotage_
IP:pool-68-XXXX
Date: 08/04/04 10:08
Game Type: Starcraft
Labels:Starcraft(1), Strategy Focused(1), Funny Comments(1)
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Report Rating: 5.2, # of Ratings: 5, Max: 7, Min: 3
Lifetime Rating for Sabotage_: 5.2000

Hello br.com. Yea It's me I'm back. I've always been best at Terran when playing Starcraft. They are the most balanced race. Siege tanks more than make up for their weak beginning, and Science Vessels will dominate all in the late game (I'll explain later). I've seen a lot of new players out there who don't like terran because they think they're weak - wrong. Terran can be the strongest, just use them right.

So, here is a guide. I dedicate this guide to all the raters (they've been working hard lately), and special thanks goes to Luckynewbie, .Praetor, and Zerg~ling, and Johnny_vegas who turned out to be nice people.


Terran Against Zerg

There are two beginnings to TvZ. You can bunker up or you can do the old wall. I like the wall better - it's less safe but cheaper. When mess’n with the swarm tech immediately to siege tanks. Most zergs lurker rush, well to crush his hopes get tanks. Scan is very good too because he might try to contain you with lurkers. have both.

zlings vs terran? what were you 

thinking Mass zerglings against a Terran is quite easy. If you've already advanced to siege tanks, fine. Put them on his natural, however against zerglings you should produce pure flesh troops. Make 4 barracks, and make M&m. The ratio is about 1 medic for every 4-5 marines. Scan him to make sure he didn't get tech. Yep, all looks well. Watch for cracklings with armor, they can hurt a bit. Attack him, and micro the marines a little (bring injured ones behind full health ones). Start an upgrade at your engineering bay (I like armor).

hydra!! The incredibly cheap and powerful hydralisk can be a problem.. for Protoss. M&m will cut through the hydrlisks gg no problem. Even zerglings & hydralisk can't beat M&m so don't worry. Sunkens can be annoying. If you sit there and wait he'll have lurkers on the spot ( when he reaches them), but if you attack you'll lose your force. What should you do? - Depending on the amount of sunken colonies, you can attempt to run past them. When stimmed, marines might make it to the drones. If he constructed more than 2 sunkens, don’t do it. If its 1, go for it. 2’s a gamble. You can afford this gamble, you decide. (More m&m = better chance). Run to the drones and kill them. Get tanks in there and wipe out the sunkens. If you're rich on minerals, start a wangwasher on him. (Be sure to have at least 2 science vessel with irridate though, and scvs to repair the bunkers.)

Lurks eh? That's what they teach 

you in Zerg school... Yes, the scariest creature, Zerg's shining beacon of hope against M&m. Watch every expansion with a marine behind the mineral line. Defend your base with siege tanks - watch the scv line. Put siege tanks so that they're hard to reach and put turrets near them. Build supply depots around them as well. Start a starport too, and get wraiths.

Air battle :D If it's an air battle he wants, an air battle he shall have. You can produce more m&m and start some starports. Air battles are expensive, so start & watch your expo with marines and medics (and tanks for lurkers). Have starports scattered throughout the map. Have them sitting on natural cliffs and places unreachable by cracklings and ultralisk.

The best ground support unit These are very evil indeed. Beware when facing these. Counter his evil with some Terran Tech - Science vessels. These should always be used against Zerg, unless your facing a massive scourge and crackling attack. Get your vessels in there and kill every defiler you see. The powerful ultralisk rush /w defilers can be difficult to stop when on defense. If you have tanks on your natural cliff, you can pick off the defilers. Dark swarm can be a challenge - just hold out. If you have tanks inside your tech buildings, don’t worry about your wall. Start lifting off. Starting a new base isn't hard if you already have an expo there. When a Zerg techs, always expand.


Arclite slams the hell out of any zerg unit from 

texas to nebulon 3, the siege tank. The most balanced unit 

ever, the marine. Awesome against dense swarms, 

the valkarie My second favorite unit, 

goes great with tanks, the wraith. Anti-Zerg Units
I have to emphasize that irridate really owns Zerg badly.

Arclite slams the hell out of any zerg unit from 

texas to nebulon 3, the siege tank. How dare Zerg even fantasize about a tank's death. Tanks will rip, trip, and tear apart hatcheries and other annoyances. Broodling can get these guys, but hardly anyone makes more than 2 queens. Also pretty good against Protoss, but not the best.


The most balanced unit 

ever, the marine. Rough, tough, and ready to rip some heads off. Pumped marines jump out of the barracks ready to fight. Marines die the easiest, but a large number of marines can be difficult to stop, even with lurkers. These are always matched with zerglings, and some argue that cracklings pwn marines, but not if your upgraded. Upgraded marines simply rock, and they're only 50 minerals.

Infantry support, has a 

few tricks too, the medic. Ever since broodwar, Terran have dominated with medics. Their superior healing powers will cause a crackling's work to be disappeared in no time. They can cure lockdown, parasite, and all kinds of diseases. They're just great to have. Plus, they can blind stuff. Blinding enemy tanks or guardians is awesome.


My second favorite unit, 

goes great with tanks, the wraith. Yes mattz, they may be paper airplanes but when fully upgraded they can be really good. I think wraiths work great against Zerg. Any wandering overlords you should take out. Air attack for wraiths adds six damage on their AA. It really makes a difference. They're not cheap, but not too expensive either. Devours are a problem to wraiths however. Acid spore reveal them when they're cloaked. In that case, make valkyries. Wraiths and valkyries go great together.
The swarms don't stand a chance

... valkyries are awesome anti-air. They are costly however, and run out of missiles very fast. They can do some real damage with upgrades though. They'll devastate a thick swarm of guardians/devour, and puncture overlords until they look like Swiss cheese and die.


Defending your Main against Swarms
This isn't going to happen exactly, this is just an estimation of the battle. It should play out something like this though.

Assuming that you and your opponent are equally balanced, he will pull at least one swarm on you before the end. Have scouts out to watch for ground swarms. He will probably have 60% hydralisk, 20% zergling, 20% air, a few ultralisk, devour, and overlord in there too. Well, no matter the amount of air, Get 6 valkyrie ready, as well as a dozen wraiths. Assuming he is attacking you frontally, get tanks on the natural cliff, build bunkers at the bottom of the cliff, get missile turrets, and get science vessels. This is going to be a big battle.

He might drop the stuff on you, so put more tanks inside the supply depots. If you have an expansion (a secret one would be great) float your factories and starports there. Leave the barracks there and produce an M&m force.

And on comes the onslaught. I wish you luck here. Use your science vessels, and irridate the ultralisks. They will last and kill off the cracklings on their sides. Dark swarm will appear all over the place. Irridate the ultralisk like mad, and siege tank the defilers (if you can see them). As the swarms are killing the bukers the irridate will be really getting at the cracklings, and later on you'll only have mostly ultralisk to worry about. Keep producing M&m out of your barracks and continue irridation. As for the air force that he might have, it will come by now in hope of destroying the siege tanks in your main and on your cliff. Get those valkyrie and kill the swarm of guardians and devour. After they die clean up the rest with wraiths, and get back to the battle immediately.

By now, the Zerg will be spilling into your main base. If you have a good 5 siege tanks wedged in there, you'll kill off a massive amount of units before they kill you. Kill the ultralisks and zerglings on the front line with your fully upgraded wraiths, and then bring in the m&m. He will send more cracklings and hydralisk at you. The tanks and m&m might even be able to hold off the next attack. Irridate stray defiler and overlords that are left over (if there are any). He will probably expand at this point, so take your fleet of wraiths (don’t lose them in the battle) and find it. Take out all drones, and go overlord hunting. When his remaining units find your secret base (by now it should be strong) scrap his remains and begin a finisher (preferably yamato push). You'll see what I'm talking about at the end.

Don't fear the Zerg, you have the antidote! Irridate! :D


Terran Against Protoss
Protoss Offense & Counters
Simply wall in the beginning. Seal up your wall and get one scv outside of it. Have a good 8 marines sitting at your wall to shoot attackers. Scout for his base. Tech the siege tank while getting and engineering bay and turrets. Science vessels are just so useful so try teching to them early. Early Zealots can be a problem if you tech, so get an academy if you see him with gateways.

A common 

Protoss strategy - DT rushes are the cause of many Terran deaths. Dark Templar rushes can be very gay if your don’t have detection. Have an eBay or scan ready to deal with these cloaked devils. Spider mines from vultures can stop them as well. Vultures play an important role in TvP. Get a group of 6 vultures and head out. Have your spider mines researched as well. Lay mines down at the entry of your base. Use precaution, Protoss players are commonly underestimated.

Even more common are mass dragoons. Upgraded siege tanks will lay waste to this newb.Dragoons - hold back any attacks, plant mines at his natural and scout the other main bases. Start making more siege tanks. If he's still making dragoons by the time you have a good four tanks, take control of his perimeter, and contain him. Keep adding tanks and missile turrets. If you have a starport, stop shuttles from dropping probes on islands or expansions.

speed zealot rushes are very interesting. They are easily owned on LT but on other maps they 
can be decent. Speed Zealots - Put mines down in his base and attack the zealots. Lead them into the mines if you can. If they won't follow, run to his probe line and knock out some probes.

Few men - He's expanding. scout all over for his expansion and take it out with all you have when you find it.

Reaver drops can be a nightmare for your SCV line if they get enough time. Siege tanks and wraiths are 

your best bet here. Reavers - Reavers or no you need protection against drops. Inside your block of supply depots place turrets and siege tanks. Dark Templars and Zealots can't get to you , and dragoons and reavers will be arclited. This guide will help your tank placement. Also, common sense - get four wraiths to bring down shuttles before they can even drop the reavers. Scan for observers also (Protoss hate losing observers).

Templars are easy to counter if you have science vessels. Single wraiths and tanks will work also. Templars (DT & HT) - Tech to science vessels quickly. EMP shockwave will own these tossies, and add an irridate right after that to finish their punk-ass off. They're usually a tough opponent but with science vessels they're easy.

These are just the common Protoss units. If you see him making arbiters or something of the like, use special anti-toss units.


The Pinnacle of Terran technology, the ghost.
Burning up probes and nexii, the firebat The speedy, lightweight vulture Supporting infantry all the way, and owning Protoss air, the goliath Anti-toss units


The Pinnacle of Terran technology, the ghost. Ghosts- The ultimate infantry unit. They are almost useless against Zerg but against other Terrans, or Protoss, they are invaluable. They are extremely cheap at only 75 gas and 25 minerals. Lockdown on a transport is really a pain in the ass for a toss, especially if it has a drop in it. For example, your enemy will be frustrated after you lockdown his 6 reaver drop and kill it with a goliath and two ghost. Ghosts go on the perimeter of your base. Leave them uncloaked because you'll need the energy for other stuff. The best part about ghosts are the nukes. You can wipe out a whole expansion in a few seconds, however observers will be in the way. Use defense matrix to support your nuke.


Burning up probes and nexii, the firebat. Firebats- If nukes fail you, use firebats. Costing only 50 minerals and 25 gas apiece, they're a pretty good deal. Stimmed firebats are excellent against small units, like probes. a drop of 7 firebats and one medic will devastate any probe line. Also, while your there, EMP the nexus and take it out as well. 400 minerals gone right there for your enemy. (Photon cannons and dragoons can take down your dropship though, blast 'em with siege tanks) Firebats are uncommonly used though, and aren't all that great.


The speedy lightweight vulture Vultures- The lightweight "toss blasters". Another great probe-wrecker. Dragoons own these guys, but zealots and dark templar don't stand a chance. Spidermines are the best part about vultures. Blowing up ground units can be a blast. With speed they can do some very good hit & run attacks against probe lines. Vultures are used by pros a lot. If you have good micro, they're unstoppable. They only cost 75 minerals, so have fun.


Supporting infantry all the way, owning Protoss air, the goliath. Goliaths- These are very balanced units. They supply rather good anti-ground and great anti-air. They are a support vehicle - not to be used alone. An army of tanks and vultures against a toss needs air backup. Build turrets along the way, and bring in a half dozen goliaths. Massing mechanical units is called "heavy metal". When massing heavy metal, definitely remember upgrades. These are slightly on the expensive side, costing 100 minerals and 50 gas, but since they are as strong as missile turrets and mobile at the same time, they are great to have. Air upgrades for goliath do +4 every upgrade, that’s 12 extra damage against air for every volley!


A Protoss support unit that rivals even science vessels, the arbiter. A great combat air unit that is hard to take down, the scout. Wrath destroyers. Rapes the hell out 

of overlords, the corsair. Crushes any defense that stands in its way, support unit, the carrier. (If massed by the 

dozens, its the army of a newb) Taking out Protoss fleets

Is it really is hard to take out a powerful Protoss fleet...?

Yea. A good player in control of a Protoss fleet can wipe out two players in one sweep (in a 2v2 or more). If he has a powerful fleet and you only have mech, you probably didn't attack him - right? That's why we have comsat-stations. Remember against a Protoss he might make a hidden expansion and make a fleet there. Check everywhere with wraiths and science vessels. Pressure him all the time, keep him building infantry. If his main base isn't even producing, its time to wipe it out. Pressure his new expansion heavily, and attempt a probe-raid with a nuke or firebat drop.

Finish it off with only 

a small force and use the rest to pressure the new expansion.

Infantry can 

knock out goons any day.

The moment you discover him making air units, start air upgrades. Start attacking his expansion. Your army may die then but don't worry. Begin more starports. A few science vessels with EMP upgrade (as well as titan reactor), wraiths, and valkyries. You can throw in a few battlecruiser if you have the time. Hopefully he doesn't have too much air - but scan his base again. You'll probably see stargates flickering and carriers hovering around. This is an excellent time for a wraith strike. Defense matrix some of the wraiths and run it. EMP the fleet, blast the hell out of a carrier, and another and another. When you lose all the wraiths except the matrixed ones, take out a scout or something small, and leave. You can expand here, because he'll be busy rebuilding.

If he had no photon cannons, you could scan and knock out the observers. If he is making templars with the carriers, EMP and irridate the templar, then strike the fleet.

By repeatedly doing this, you will start to win. He will then probably make a lot of photons around his base. Now its time to switch tech. Lift-off your factories and build machine shops at a place near his expansion, so it will be convenient to siege the photons. Bring you tanks up close (if matrixed they're fine) and siege. Bring down the cannons, and send in a few valkaries. Those will take out the rest of the Protoss air armada. Now, for a grand finale, nuke the stargates while attacking with wraiths. As the nuke drops, run. He will be totally ruined.


General Strategy
Walling Against Zealots/Zerglings

When your Terran, I always like the wall. If you're lucky enough to have a choke, your defense can be superb and untouchable. A failure wall isn't very cool because zerglings and zealots can walk right through and split your marines in half. Here is an example of a failure wall by someone called stillphy_chi during a real game. (a disgrace)

he's dead meat. Those 

zealots are upgraded.

A better wall is displayed here, made by Heartcutter, god of Terran.

So simple yet few people can 

perfect it

Here is a wall that I made myself during mid-game. Marine production won't be stopped because the barracks is behind the wall.


Science Vessels
my favorite Hidden! U OWN Science Vessels- Science vessels are the ultimate support unit in Starcraft. I use them all the time.

Defense Matrix - It'll make a unit take 1 dmg per hit for a short length of time. Perfect for nuking. This one can really turn the tides if you're losing a battle.

Irridate - Ultimate anti-zerg and infantry. This can be used to kill off templar, and/or zealots, and works on every zerg unit. I love it against guardians :]

EMP - Probably made especially for TvP. This is my favorite move. When you use it on templar, their energy and shields go away, and they are left defenseless. At that point you can kill them off with wraiths, and no longer fear storming.


Finishing Moves - Finishing off an opponent
These strategies aren't origional, but not stolen. These are general terran strategies. I gave 'em names.

"Yamato Pusher" (TvP & TvZ) - Tanks & Battlecruisers. Move the tanks slowly up, and destroy the defenses. After all threats are eliminated, send everything to his main base. For expansions, yamato defenses and finish.

"Wraith Runner"(TvZ) - make a perimeter around his base. Run in with wraiths and kill overlords at random. Deny him any air units, and set up tanks watching his ramp. Have vessels too. He'll starve to death.

"How Irridating" (TvZ) - this is a fun one. Make an ass-load of science vessels and surround him. Irridate everything you see, and take out spores with tanks, and irridate all drones at expansions. If you target overlords, he'll bunch them up in his main base. Run in with valkaries and blast them. ^^

"Weapons of Toss destruction" (TvP) - Easy one, just make three or so nuclear silos. Have three ghost get in his base and have a ton (12 is good) science vessels constantly defense matrix them. Drop the three nukes relatively near each other and blow up all the toss' tech buildings. Keep him in his base with tanks at his ramp. If he has an expansion, dont bother with the nukes its just for show. Kill him with scvs for the fun of it. (Dont be retarted if his expo is strong tank him)

"Templar Punisher" (TvP) - If he has a ton of templar, and you're out of gas send in marines one by one. They will have to waste their storm on your marines. Stim them too - they might even miss. When they run out of juice, mass attack him with everything. Another way to do this is if you have a spare science vessel, matrix a fire and burn away the templars, or spider mine them with vultures.

"Pissing on the swarm" (TvZ) - You'll want 18 wraiths for this, well anyway. Firstly, take out some of the border spore colonies with tanks. He might have some hydralisk or something. Have three wraiths in three groups. Attack with all three groups on different areas of his base. His scourge and stuff will come, and when they do run and cloak. Then run back and attack. Keep his units running. Eventually he will attack one side with all his strength or try to break free. Siege up tanks at this spot and cloak the wraiths (Take out overlords). I promise, he'll be mad after he loses all he has :]

"Fleshwasher" a.k.a. "Wangwasher" (TvP & TvZ) - If you have a ton of minerals and no gas (always happens) start a line of bunkers. Make a beeline of bunkers (full of marines) all the way into your opponent's base while inching tanks up to his base. Keep unloading the back bunkers and putting new ones in the front. He'll think that all of them are full. Please upgrade the marines though, they tend to suck w/o upgrades. This can really suck against a strong opponent/mechanical units though, the wiener of bunkers will get bent. Dual Wangwashers can be pretty good (two wedged into his main hahaha).

TvZ rep here. In this rep there is irridate, M&m, and wraiths fighting zerg fleets and guardians.

Offense < Counter

Zerglings/Cracklings < M&m, Firebats

Hydralisks < M&m

Zealots < Vultures, Firebats

Dragoons < Tanks

Lurkers < Tanks

Mutalisks < Valkyrie, Wraiths

Reavers < Tanks, Wraiths

Queens < Science Vessel, Wraiths

High Templar < Science Vessel

Dark Templar < Vultures, Firebats, Science Vessel

Scouts < Valkyrie, Golaith

Carriers < Wraith, Golaith, Valkyrie

Devourers < Valkyrie

Guardians < Wraith, Irridate

Ultralisk < Battlecruisers

Defilers < Science Vessel

Scourge < M&m

Corsair < Goliath

How to use the chart - When your opponent mixes up an attack force, depending on what’s in it, mix up an antidote. Anything besides this chart = scouts or small insignificant units.


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