• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Basic Terran Rush and Armies 1

Status
Not open for further replies.
Level 13
Joined
Mar 28, 2010
Messages
844
Marine Rush

With a bunch of Marines, send them to the enemy base. After getting the 1st Barracks and Orbital command, add 3 more barracks before the 2nd supply depot, and mass produce marines. Take advantage of the long weapon range of marines and concetrated DPS to painlessly and quickly take down any target. Using MICRO, run back the marines after each firing cycle. this enables them to take less hits from melee units and to prevent the melee attackers from surrounding them. Shorter ranged units will also find it hard to engage with their full attack potential. When the Marine force is ready, supplemented by waves of rallied reinforcements, the chance to deal a knock-out blow to the economy of the enemy is very great. And the game is then decided right at that point.

Counters:
Bunkers, especially w Reapers OR Siege Tanks
Quick Colossus, Cannons + Force Field in chokes, dancing Stalkers, Charging Zealots
Spine Crawlers, Banelings, and/or Roaches in sufficient numbers

Fast Banshees

The Terran’s rotor-spaceships, the Banshees can’t take a lot of hits and are somewhat slow, but dish out damage at an incredible rate. the Terran’s walling-off abilities make this strategy both relatively safe and hard to scout, despite being relatively high on the tech tree.

The banshees are capable at hit & run attacks against anti-air defenses and units. Wear down the opponents until the mineral line is exposed.

This would give Terran player a good chance to find opponents lacking any meaningful anti-air if you get these out to the field quickly. But one Banshees can take out their immediate counters in one on one battles – Both Stalkers & Queens lose to a Banshee in a head-on fight, and groups of Marines may not repel it still. Delaying the Banshee attack can allow the Terran to research Cloak for it, making its harassment even more effective.

Counters:
Missile Turrets with quick Vikings, marines, Ravens
Stalkers with Observers added later on, Photon Cannons
Quick Hydralisks with Overseers, Spore Colonies

Reaper Rush

The Terran’s jetpack-equipped infantry unit, has been hotly discussed from the beginning. They are ranged, superfast, light-damage dealing, cliff-jumping, tier 1.1 unit takes down workers in three rapid shots and can infiltrate mineral line before he’s able to produce a single unit. The fastest one calls to build Barracks and Refinery before the first supply depot. Then attaching a tech-lab to it, then getting a Reaper out as soon as possible.

The goal in this rush is to inflict more economy damage to the opponent than the Terran player has sacrificed for it, and this is an economy-crippling build. Groups of 2-3 reapers will be gathered first before attacking in low-mid levels of play. Players might send his first reaper to attack as soon as it emerges.

Reapers are invulnerable to tier 1 melee units, except for Zerglings on creep and Speedlings, which can catch up with the Reapers and quickly surround them. But with the Reapers’ ability to jump up and down cliffs, their harassment and survivability potential are great.

Reaper rushes can be defended against as well if enemy scouts ahead and prepares.

Counters:
about ~2 Marines per Reaper
Marauder or stalker in the mineral line, Roaches
Photon Cannon or Spine Colony + whatever units are at hand to chase the Reapers
 
Status
Not open for further replies.
Top