How to Play Terrans in Starcraft 2

    1Terran Buildings

    Terran buildings will be the most affordable if you're new to Starcraft. These buildings can be built anywhere on the map, supply depots can rise to create a wall (Wall) or even rise to change the position of your base. The rest of our tutorial will explain in detail how the Terran architecture works.



    How to Play Terrans in Starcraft 2

    Terran Tier 1 Buildings

    Command Center: Like an Incubator or Nexus, the Command Center will allow Terrans to create SCVs to harvest ore and can later upgrade to cast scanners to reveal an area and unseen units as well as throwing mules, used to harvest ore faster. Finally, the command center can be raised with SCVs to take other bases more quickly.

    Supply Depot: these are the basic buildings allowing you to increase the number of your units. In addition, you will be able to lower these buildings to create walls against zergling rushes or simply to avoid attacks when you go to your opponent's base.


    Refinery: Much like the Extractor and Assimilator, you'll need to have a SCV create a Refinery in order to harvest Vespene Gas. Note that once the construction has started, your SCV will remain near the building until it is finished. Also, don't forget that all mechanical buildings and units can be repaired by your SCV and mule using ore and vespene gas.


    Barracks: the first Terran building allowing you to create basic units like the Marauder or the Marine. This building can then evolve via an auxiliary to create more efficient units or even create duplicate units in order to attack your opponent more quickly.

    Technical Center, Detection Tower and Missile Turret: the technical center will then allow you to create detection towers as well as missile turrets. Although very expensive, Detection Towers will allow you to see enemy units arriving and prepare. The Missile Turret will be able to detect invisible units and prevent aerial attacks such as Mutalisks for example.

    How to Play Terrans in Starcraft 2

    Terran Tier 2 Buildings

    Factory : second building allowing you to create units after your barracks. The factory will allow you to create more efficient units and above all that can be repaired. Everything will depend on your strategy, if you want to quickly attack your opponent en masse or over time.

    Ghost Academy: will allow you to create Ghosts. Used mainly against Infestors or High Templars, they will be able to destroy Protoss shields and move stealthily in order to launch a Nuclear Bomb for example or simply see the opposing strategy.


    Bunker : the bunker will allow you to defend yourself by bringing bionic units into this building. They will most often be used to create a Rush Bunker against zergs but will also be very effective against harass Trackers.


    How to Play Terrans in Starcraft 2

    Terran Tier 3 Buildings

    Spatioport: building thanks to which you will be able to create aerial units such as the Medical allowing you to make drops and heal your bionic units or even the Banshee, capable of becoming invisible and focusing on enemy peons. For more information, read the rest of our Terran tutorial.

    Armory and Fusion Core: will allow you to improve your mechanical units. Additionally, this building will unlock the Thor and Cleaner unit for you that can quickly overthrow a losing game. The fusion core will simply be used to unlock the Battlecruiser.

    2Terran units

    Terrans will have the most versatile units in the game, with the base unit (Marine) being able to fire at will both on the ground and in the air. Subsequently, the stimpack allied with the medivac will increase the damage of the bio units and the mechanical units can be repaired by your harvesters. It is therefore the Terran who will impose his strategy and will be able to be extremely aggressive with his bio mass like playing in "Turtle" armed with his siege tanks.



    How to Play Terrans in Starcraft 2

    Tier 1 Terran Units

    VCS and Mule: basic harvester, the mule will not be able to harvest vespene gas but will harvest ore faster than a SCV. However, you will have to use the energy of your command center to create one and it will be necessary from time to time to save energy in order to create Scanners to reveal invisible units or to watch your opponent's strategy. .

    Marine and Marauder: the basic terran unit capable of firing in the air as well as on the ground. This unit will be powerful from the beginning to the end of the game thanks to its many improvements such as the increase in life, its attack and defense as well as its stimpack capable of boosting the fire of the unit. Combined with the Marauders serving as a human shield, your mass bio will then become unbeatable. Note that the Marauders will have the possibility of slowing down an opposing unit, perfect for chasing a few Trackers who have come to attack your SCVs.

    Reaper: reconnaissance unit that can climb cliffs and escape quickly. It may therefore be interesting to create a reaper at the start of the game in order to go into your opponent's B1 and even kill several harvesters if he does not decide to attack you in return.

    How to Play Terrans in Starcraft 2

    Tier 2 Terran Units

    Phantom : "magic" type unit such as the Infestor or High Templar. It will allow you to remove the protoss shield and sniper important units such as the infestor. In addition, once camouflaged you will be able to spy on the opposing base or even launch a nuclear bomb if you are rich enough and dominate the game.

    Tormentor and Cleaner: a very interesting unit at the beginning of the game used to directly harass your opponent's harvesters. Depending on your strategy, you can enter the opponent's B1 directly and burn the harvesters in a straight line once the "Blue Flame" ability has been recovered. This rather fragile tormentor can then turn into a cleaner doing damage in a cone but being more resident to attackers such as zergling or zelot.

    Mine widow: the mine will have to be planted on the ground in order to attack its enemies. His shot will then do area damage, capable of killing many zerglings or marines in one shot.

    Siege Tank: a unit capable of holding a position. The tank will shoot directly at the enemy it sees, to our knowledge that its vision will be less than its range, so don't hesitate to use a scanner or accompany it with several Vikings to shoot on sight. Finally, its area damage can damage your units, so be careful if zerglings come into close combat against your marines!

    How to Play Terrans in Starcraft 2

    Tier 3 Terran Units

    Viking : the particularity of the viking will be that he can be on the ground as well as in the air, changing his shots. The viking in the air will only be able to hit in the air and vice versa. It will be recommended to have several vikings while making tanks, they will then give vision to the siege tanks which can shoot on a hill directly at the harvesters for example.

    Medivac : this is the unit used to make drops to attack in several places at the same time and especially mandatory with Bio Mass using stimpack. Your biological units can indeed be treated by the Medivac. Note that if you play with several people, this unit will be able to heal other units such as zerglings for example, excluding mechanical units which will have to be repaired.

    Crow : the crow will be a unit able to detect invisible units. Although very little used in middle-game and more in late-game, the turrets will be able to wreak havoc on opposing harvesters and can turn the fight around via the close defense drone capable of suppressing enemy ranged fire.

    Banshee : capable of camouflage, this unit will mainly be used to destroy enemy harvesters. Note however that it can only shoot on the ground and will therefore make it a unit to be used under certain conditions (for example if your opponent does not leave his base).

    Battleship and Thor: two endgame units. The battleship will however be little used due to its slowness and especially its price. The Battlecruiser can be quickly exterminated by opposing Dislocators and Corruptors. However, the Thor will be a very interesting unit, capable of pounding an area and above all doing a lot of area damage in the air. So create several Thors to defend your base if your opponent focuses too much on air units like mutalisks for example.

    3Starting a Terran Game

    This part of our tutorial will explain how to start your game online or against the computer with the Terrans. Although very basic, you will need to learn the timings so as not to be dropped too quickly at the start of your game. Note that the Terran will have to adapt to the enemy. It will indeed not be recommended to do a Banshee push if your opponent leaves Mutalisk and creates many queens to keep his main base.

    Classic start "Bio / Meca":

    • Creation of VCS up to 10/11
    • Creating a supply depot
    • Creation of VCS up to 12/19
    • Creation of a barracks
    • Creation of VCS up to 13/19
    • Creation of a refinery
    • Creation of VCS up to 16/19
    • Creation of an orbital station
    • Creation of VCS up to 16/19
    • Creation of two supply depots
    • Creation of VCS up to 19/27
    • Creation of a factory

    A classic departure that will allow you to leave on a marine and tank base. Note that the Command Center can also be created at the start of the game depending on your opponent's strategy. So don't hesitate to start scootering your opponent in order to prepare for a rush and find out if you should continue to create marines or go on a mass meca.

    Start push "Banshee":

    • Creation of VCS up to 10/11
    • Creating a supply depot
    • Creation of VCS up to 11/19
    • Creation of a refinery
    • Creation of VCS up to 13/19
    • Creation of a barracks
    • Creation of VCS up to 15/19
    • Build a refinery
    • Creation of an orbital station
    • Creation of VCS up to 16/19
    • Creation of a navy
    • Creating a supply depot
    • Creation of a factory
    • Creation of VCS up to 19/27
    • Creation of a barracks
    • Creation of VCS up to 21/27
    • Creation of two spaceports
    • Creation of VCS up to 23/27
    • Creation of two navies
    • Creating a supply depot
    • Creation of VCS up to 26/35
    • Creation of two Banshees

    This strategy will be particularly useful in order to quickly destroy your opponent's workers while having a good defense via your Barracks. Note that there will be an alternative by making Tormentors in order to make a big push if your opponent has started to harvest in his B2, otherwise, it will be good to split your army, the Banshees having to attack the peons while your other units will either stay in your base to defend or attack the opposing army.

    Rush start "Bunker":

    • Creation of VCS up to 8/10
    • Creation of a barracks
    • Creation of VCS up to 9/10
    • Creating a supply depot
    • Creation of probes up to 10/18
    • Send a SCV to your opponent's base
    • Build a bunker once the barracks are complete
    • Creation of probes up to 15/18
    • Creating a supply depot

    If you have already read our tutorials on Protoss et Zerg, rushes are not recommended because they will not allow you to increase your way of playing and improve your skills. You will be more advised to make a classic start or a push according to your opponent's strategy. However, this strategy will be recommended against zergs doing a Hatch first in order to counter them from the first minutes. However, you can make a "CC first" to stay in the game, so always scoot your opponent to react quickly to his strategy!

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