Terran Thread, Terran Build Order | Strategy Guide | Learners Guide | Starcraft 2 in Starcraft 2 : Wings of Liberty; This is a compilation of all the various Terran build orders for Starcraft 2 : Wings of Liberty. I will ...
-
Administrator
Terran Build Order | Strategy Guide | Learners Guide | Starcraft 2
This is a compilation of all the various Terran build orders for Starcraft 2 : Wings of Liberty. I will continually update this to have the latest and greatest builds from all over the web!
Updated - 4-2-10
================================================== ==
Fast Banshee Terran Build against Protoss :
9 depot
11 rax
13 gas
14 orbital
15 gas
keep pumping scvs, get 4 marines
make a factory
make a bunker
build 2x starports
use factory for tech lab, use rax for tech lab, liftoff, switch with starports
begin producing banshees
=======================================
General Terran Buid :
9 depot
10 gas
12 rax
12 depot (wall)
14 gas
16 factory
Seems like a decent start allowing me to get my first factory up fairly quick. From there it seems like a matter of preference but even this could change.
================================================
Initially I start with 9 SCVs and build my first supply depot at my choke when the 9th comes out. Once the Supply Depot is finished the 11th SCV is just finishing up which allows you to build your 12th immediately and I also start building my Barracks with the SCV that just finished the Supply Depot at my entrance, also using the Barracks to block the entrance. Once that is done I'll build another Supply Depot to finish blocking my entrance if necessary.
On my 14th SCV I throw down a Refinery and get another Barracks started and continue building SCVs. Once the first Barracks is finished I build 2 Marines to help guard my entrance against any initial harassment. After the Refinery is finished I put two more SCVs in it immediately, this should give you 50 Vespene by the time your second Barracks is done or very shortly after, allowing you to get the Tech Lab attachment which will give you Marauders. Make sure to continue producing SCVs until you have about 20 of them and then stop producing SCVs and upgrade your Command Center to an Orbital Command.
Once you have all of these buildings setup produce Marines and Marauders until you have 4 - 6 Mauraders and 8 - 10 Marines. Also use this time to upgrade Stim Pack for your infantry at the Barracks Tech Lab attachment. By the time you have your units built and make it to your enemy's base Stim Pack should be just about finished researching which will give you a pretty good edge against Protoss and Zerg especially.
Although this first push may be enough to win the game I usually just anticipate doing enough damage to give me an edge and allow me to continue teching for a bit. At this point you can continue the pressure by cranking infantry and get an Engineering Bay for upgrades or you can tech to something more advanced (my personal favorite is Banshees, about 6 of them can take down a CC, Nexus or Hatchery in 7 - 8 seconds). I'm sure this build isn't perfect and that there are many other builds out there just as good or better but given the dramatic change in my win/loss ratio once I figured this out I thought it was worth sharing with the rest of you.
==============================================
Terran imho are the most well rounded in terms of early game and counters. They're the hardest to get intel on as walling in is pretty quick and easy. And if you do not go the bread and butter mass MM&M you will often catch someone by suprise.
That being said scout as much as possible, try not to use comsat too often the MULE is more important but using comsat to see a Dark Shrine and knowing to get a Raven or build some Turrets is quite useful.
My typical build order with Terran is something like:
9 - Depo
12 - Barracks
13/14 - Barracks
(another depo if needed to complete the wall in, if not needed double vespene refineries)
build SCVs until refineries are done, orbital command
1 or 2 marines from each rax, tech lab, fusion, one of each
Call down the MULE as soon as the Orbital command is done, keep up on supply, build marauders and marines, build a factory.
Attach a fusion reactor to the factory while building a staport as close to the factory as possible. When finished lift off the factory, when the starport finishes place it on the empty reactor, pump out two medivacs.
The Terran economy is a funny thing. You lose a ton of incoming resources when you swap out 6 SCVs to mine gas, you also have others around building things even if it is just a depo. That is where the MULE comes in handy. Essentially gives you the minerals to make more SCVs strengthening your economy allowing you to tech and build more units.
That is my standard opening, from there second 50 energy is spent on a comsat so I will know if they're teching to something I simply wouldn't have guessed. Gas is pretty tricky early, even after you get an expansion it is not plentiful.
My best is Toss, my Terran is okay but I will admit I have some issues late mid and late game with Terran.
And of course vs Protoss EMP is huge as well as some vikings for anti-colossus.
Source : Shrapnel.Nukeo
========================================
Some Basic Terran Tips :
I was getting a bit tired of using the same build orders and tried and true strategies that seem to be needed to win games in the gold league 1v1, so I thought I'd try my hand out at 2vs2 in order to get a fresh start and experiment with new types of strategies.
I realized after this that Terran is pretty damn good at harassing. Reapers and Hellions aside, it's easy to close people inside their bases simply by putting a bunker and a missile turret by their natural. If anything, you're wasting their time and it allows you to exercise a bit of map control allowing you enough time to do some interesting things.
Here's a few ideas I've discovered so far:
1. Siege tanks on high ground: preferably in places where the enemy is likely to march to your base. This buys valuable time since they'll immediately back off and try to eliminate the threat before continuing the attack. Putting a missle turret and a raven next to it doesn't hurt as well, firing heat seeking missiles at unsuspecting armies can put quite a dent in it.
2. Sensor towers everywhere: One of the biggest problems I've faced, especially in 2vs2, is getting ambushed on your mineral lines. However, having a squad of 4 - 6 Vikings and a minute-long heads up is amazing at nullifying this.
3. Supply popping: Thor drops and Yamato cannon are perfect for this, if you can manage to do this just a couple times, you're ensuring that they're going to waste precious time/resources trying to protect their base.
4. Nuke re-routing: This one's tough, I'll be honest, it's a hard one to pull off. The idea is simple though, if the enemy sees a red dot they're going to move in the opposite direction of it. Since Terrans have amazing static defensive options, (bunkers, siege tanks, ravens) you can re-route the enemy and have him choose between getting his army/workers nuked, or running head on into your own army.
5. Planetary Fortress choke: So this is a bit expensive, but if you really want to secure a choke, preferably outside the enemy base, the Planetary Fortress is amazing at this. If you could manage to hold an enemy in his base, building one of these in his natural is sure to contain him for quite some time.
Source : Fritos.versuscapcom
-
Button head
The build above is the build order I use TvP/Z, and its really effective. It will at worst cripple their pressure, and allow for a tech advantage for the most part.
P.s. if you want this post removed, let me know.
Nostradomus cited in his future predictions: "Whence the 'Tardness of one called Beiber mates with the Pop Goddess Swift, the world shall turn a new page into one of chaos."
-
Administrator

Originally Posted by
Diius
This is the build order I use TvP/Z, and its really effective. It will at worst cripple their pressure, and allow for a tech advantage for the most part.
P.s. if you want this post removed, let me know.
What build order is it?
-
Administrator
If you guys have more to add please post and I will edit and add more.
-
Administrator
-
Sarakin
i like the planetary fortress idea.
forcing a choke and using the PF as Anti-Ground tower is smart, but expensive.
expect to use this "set-back" to expand again or tech hard to get a clear advantage
-
Administrator
After reading more and more I've come to the conclusion that overall, Terran builds are really lacking on the web in its entirety.
I need someone from here to make a more set effort into thinking up more builds for Terran.
-
Sarakin

Originally Posted by
Kreeper
After reading more and more I've come to the conclusion that overall, Terran builds are really lacking on the web in its entirety.
I need someone from here to make a more set effort into thinking up more builds for Terran.
that would require someone who plays terran to have a good understanding of the race and can make up their own build orders. Mastering some, and learning new ones.
-
Booster
I am currently dedicating all my play time to terran. While I have yet to find a good build (as sauce can tell u) I'm still looking for something NEW that is good. Will keep posted.
-
Button head
Thor/Marine build is good. Unless your playing protoss then again nothing is good against protoss except mass air.
Similar Threads
-
Replies: 9
Last Post: 07-31-2010, 12:16 PM
-
By Kreeper in forum Protoss
Replies: 7
Last Post: 06-14-2010, 01:39 AM
-
By Kreeper in forum Strategies
Replies: 3
Last Post: 03-19-2010, 11:35 AM
-
By Kreeper in forum Strategies
Replies: 1
Last Post: 03-19-2010, 11:35 AM
-
By Kreeper in forum Strategies
Replies: 1
Last Post: 03-19-2010, 11:34 AM
Tags for this Thread
Posting Permissions
- You may not post new threads
- You may not post replies
- You may not post attachments
- You may not edit your posts
Forum Rules