| Posted By Fake on 9/13/03 @ 7:25:21 AM |
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This will be a thread for people to write terran build orders (strategies.) I'll start it off: Terran Double Rax MnM Matchups: Tvz, Multi. Theory: This is a simple and common build done in most Tvz games, and it is fine for multiplayer. The build can be done with or without a wall. You may also make a makeshift wall with the pair of rax. This build is not suggested for 1v1 vs a protoss other than a suprise, since protoss tech owns mnm hard. Build: 8/10 Depot (Scout) 11/18 Barracks 13/18 Barracks 15/18 Depot Refinery Academy+Depot Pump marines out of both barracks as soon as they finish as supply allows. With your first bit of gas get a pair of medics or medic+firebat and upgrade stim, and get a scanner for detection. Then you may start teching either straight for vessel or for tanks. If you choose tanks, make sure you add an ebay for detection when you push. Gundam Rush Matchups: TvP, land maps only Theory: This build order was designed to counter the one gate Dragoons into observers that was so commonly seen in Protoss vs Terran matches. That particular build order was so strong because of its flexibility (you could go reavers, fast carriers, fast expo or even Dark Templar drops from it) that it would always force a Terran into responsive mode, which is a bad thing. The idea behind this build is to strike the protoss at his weakest moment, which is usually just after you chased his initial dragoon away. Orders You start off with the standard terran fast metal build, which goes like this: 9 Supply Depot 11 Barracks 11 Refinery (which means you will have to stall an SCV) 16 Factory (normally you would do this at 14 supply - see below) 16 Second Supply Depot (again, stall an SCV; you can also make it at 17) 22-23 Second Factory Execution In this build order, you start producing marines along with SCV's as soon as your barracks is done. This explains the late factories, which you would normally build at 14 and 18 supply. You can choose not to make a wall-in as well, which is more convenient later on, since the four marines you will produce (no more no less) are easily capable of chasing a dragoon away. Once you have those four marines, start floating your barracks towards your enemy's base. Meanwhile at home, you continue to do the normal Terran thing. Put an add-on on one of your factories and research mines and make a tank with it. Nothing special. Now instead of making more tanks out of your factory with add-on and vults out of the other, you make vultures out of both until you have four. At that point, your barracks should be close to your opponents base too. Grab 4-5 SCV's from your minerals, all your vultures and your single tank and head for your enemy. Usually he will have 4-5 dragoons and a maybe token zealot waiting outside your or his main. Lay mines behind dragoons (don't worry if it costs you a Vulture, if it layed a mine, it did its work) and fire on the dragoons with your marines and tank. It is *crucial* that you keep the tank alive, which is where the SCV's are for. Often, if he wasn't already there, you can force a Protoss back to his base where he will try to take advantage of high ground and wait for reinforcements. Try to put up a bunker and when your Siege-mode is done siege up his base. Your barracks are conveniently present to provide sight on higher ground. Alternatively, it can also be used to produce extra marines on the spot if the battle is *really* close. |
| Posted By demo on 9/15/03 @ 4:51:30 PM |
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<Closed> I closed it so no one would spam in this thread. This thread is to godly |
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