SC2 Campaign Review

Thursday, August 19, 2010

Starcraft 2 Terran - part 2


So by now you've gotten your copy of the game (you have, haven't you)? You've worked through the campaigns and you're ready to hit Bnet with a vengeance and climb the ladders. Before you jump in with both feet there are a few things you need to keep in mind and we're going to cover a couple of those here.

First, is that you're going to need to be able to adjust the build you are working on according to certain things your opponent is doing. So you need to scout well and know how what they are doing and how to counter it effectively. You might not change your whole strategy, since you can get a lot done with almost any terran unit combination, but the upgrades and other things you'll need for those units will certainly change according to what your opponent does during the match.

The most common build you will see for the terran is the bio build. In the bio build you will be going for marines, Marauders and medivacs -  abbreviated as MMM. Support units for the bio build can include Ravens, Vikings and ghosts (especially vs. Protoss). The bio build is very hard to counter because Marauders get a big bonus to damage on armored units as well as slow effects from concussive missiles. Add in the Stimpacks for more dmg and medivacs for healing and this build is really hard to stop. Your opponent will try to counter the marines with roaches, but the marauders will tear them to bits, or the units that aren't armored like zerglings and zealots get slowed and then wiped out by the marines who are being healed. It's just tough to whip a well microed bio force.


The other build is the mech build. Where bio has you building the units that have a person inside a suit, the mech build focuses on Hellions, Tanks and Thor - all of which are mechanical units. That doesn't mean you won't want to use marines and other support units, like ghosts, it just means you'll be more focused on things that roll instead of walk. Early in the beta the bio build was all you would ever see in competitive matches. But a change to build times and unit costs for tanks made the build viable alter on. It takes more time to get a big pile of tanks on the ground than a bio build, but it's a lot of fun. And with a few marines in support it's virtually unstoppable.

In the mech build the Thors will take out any ari units and do splash damage to units like mutalisks that would otherwise wreak havoc in your forces. Stick a bunch of marines in with your tanks and thors and you can just rumble through the map blasting through anything in your path. It will take a while, and part of the problem with this build is that it is slower so you'll have to effectively counter any harasses and attacks while you build up your main force. But if you can get it all built it's virtually unstoppable.

Which brings us back to our original point. Terran strategy for starcraft 2  is very versatile, but you have to keep your forces balanced. There is no single do all end all unit in the terran race. By using your units in combination with other units you can have a force that is very hard to kill and can handle any massing of other units by your opponent. No single unit can get it all done by themselves. Even mech heavy builds will have a bunch of marines and a couple of ghosts running around, and that's why they take so much micro, and are also a ton of fun.

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