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Basic Terran Rush and Armies 2

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M3 Ball

Many are afraid of the M&M&M army. Much has been said about this unit composition – comprising Marines, Marauders and Medivacs combo – and not surprisingly so, as it can be seen in the vast majority of Terran games, in all match-ups.

This is composed of easy to mass units, capable in both offense and defense, mobile to the extreme yet beefy enough for a stand-up fight, is clearly the “correct” go-to strategy in many situations. With Marauders dishing out heavy anti-armor damage, Marines – the highest DPS/cost ranged unit in the game, who have a great anti-air weapon – and Medivacs, the mobility and healing granting fliers, the M3 ball can be where it needs quickly, counter almost any unit composition, and stay alive long enough to get the job done. With the three upgrades added – Combat Shields, Concussive Shells and Stim Packs – the ball can serve many Terran players for the entire match.

Set up 2 extra barrack after upgrading to an orbital command. 1 Barracks should have the Reactor addon while the rest get a Tech-Lab. Then pump out units is an easy affair, and the ball is quickly formed by continually building two Marauders and two Marines at a time. This build allows the production of a relatively heavy army while still teching up and/or getting unit upgrades – a must for a dedicated M3 ball. A starport is built when a small complement of M&Ms is gathered, to supplement them with Medivacs.

This is then made, and this well-rounded army can push out, look for weaknesses, drop on unsuspecting mineral lines, or serve as cannon fodder for Siege Tanks.

Counters:
Brood Lords in the late game, Fungal Growth, Banelings + Swarm
Cloaked Banshees, Siege Tanks
Charging Zealots, Colossi

Hellion Opening

This StarCraft 2 Firebat/Vulture hybrid may be used throughout all stages of the game. But still, their most effective uses is early in the game, where there are few offensive units. Their splash damage makes them effective for killing workers. Terran needs to get a fast factory right after the 1st barrack. Hellions remain very handy later on, if Hydralisks, Zealots, Zerglings, Banelings, and Dark Templars come into play. They have relatively long range to stay out of trouble.

Counters:
Blocked ramps and choke points (units on Hold Position work well!)
Static defense in the mineral line

Thors

Thor has many advantages and is very useful in many army compositions – and sometimes, even just by itself, despite its cost.

Thor drops to enemy mineral line are deadly if done right. The Thor’s special Strike Cannon ability is good against other Massive targets, since, despite not dealing much more DPS than its normal attack, the bombardment stuns the unit until it dies.

Siege Tanks

This is one of Terran’s most symbolic and powerful units for ground-control and crowd-control. It has huge damage and also splash effect, and they are effective in numbers.

Most of the time, terran player will get a couple of siege tanks after settling into the game, then go to enemy lines, the siege tank push.

Counters:
Banshees, Siege Tanks
Swarm the tanks when unsiege, Brood Lords
Dark Templars, Immortals, Phoenix Gravity Beam, carefully managed Charging Zealots

The Standard

Wall-up inside their base while gathering the standard M&M force, when Terran players wish to play it safe and solid.
Additional units will supplement this army to counter threats :
Hellions for masses of light units; Vikings for heavy air unit
Siege Tanks to deal with masses of tier 1 & 2 units, Thors to deal with light-air swarms
Battlecrusiers, and some pressure can be applied using Reapers, Banshees or Hellions, as described above, until the Terran player is ready to seal the deal with a well-timed push.
 
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