This is Bombs reporting in with my StarCraft II guide to the Terran All-Purpose Build Order (1-Base Timing Attack). I’ll walk through the key details and main points to be aware of. This is a very powerful 1-base timing attack that has an easy time defending against early aggression. With a simple game plan and well-balanced army. This page is a list of Terran structures which can be built by a SCV in a multi-player game of StarCraft or StarCraft: Brood War. Single player specific buildings are.
Protoss units are on the expensive/powerful end of the unit scale in StarCraft: Remastered and Brood War. As mentioned, their units cost a lot, and are very powerful, but are slow to build up. StarCraft®: Remastered upgrades the essential sci-fi strategy experience from beginning to end. Welcome back to the original game and its award-winning expansion, StarCraft: Brood War. We’ve remastered our units, buildings, and environments, improved game. This Starcraft 2 Terran build guide is your essential reference for Terran buildings and structures, with complete information on stats, upgrades, abilities and research. This is a vital knowledge base for any Terran Starcraft 2 online player.
Opening
1Overview
1.1Build Orders
2Branch I:One Factory Fast Expand
2.2Intermediate Goals
2.3Transition I: Timing Push
3Branch II:Two Factory Pressure
3.3Transition I: Timing Push
Overview[edit]
Terran vs. Protoss Mech play is defined as Terran Factory units supported by Science Vessels versus Protoss Zealots and Dragoons supported by High Templar, Arbiters, or Carriers. This article spans the entire match-up of TvP, provided that the game arrives at one of these two late game variants.
Build Orders[edit]
Almost all Terran vs. Protoss build orders can be categorized by the early commitment in strategy by the Terran. This commitment can be an opening with any the following: 1 Factory, an aggressive 2 Factory, a catch-with-pants-down Bionic play or an economic fast expansion.
1 Factory[edit]
Siege Expand
2 Factory[edit]
Bionic[edit]
Branch I:One Factory Fast Expand[edit]
This build allows Terran to expand quickly and safely while still allowing for some early game pressure.
Map considerations:
Better on maps with longer rush distances on which Protoss cannot pressure as effectively.
16/18 Factory (remove 1 SCV from gas, leaving 2 remaining)
16/18 Marine
22/26 Supply Depot
24/26 Siege Tank and Siege Mode upgrade
29/34 Command Center (in base unless completely sure placing it on location is safe)
Another greedier variant that can be used if you have scouted your Protoss opponent playing off of only one Gateway early on, or if he or she goes Nexus first:
9/10 Supply Depot (at choke to start wall-in, expansion choke if possible)
11/18 Barracks (at wall-in, with the same SCV)
12/18 Refinery
14-15/18 Supply Depot (to complete wall, on most maps)
16/18 Factory (take 2 scvs off gas, put back on at completion of Factory)
Your Command Center will finish while your 2nd Tank and Siege Mode are building. If you walled off your expansion, you can guard the wall as necessary and build the Command Center on-site. If you walled your main base, wait for the 2nd Tank + Siege Mode to finish before you start floating the CC out while sieging one tank behind the wall as close to the expo as possible, then lift your Barracks and Siege your 2nd Tank outside the wall, close to the 1st Tank, usually with a cliff or water in between. Proceed with a relatively early Engineering Bay for Turrets, and branch off into whatever build you have planned after expanding.
Intermediate Goals[edit]
Early game goals in a One Factory FE revolve around fending off aggressive play until Siege Tanks are up and running.
Scout Your Opponent[edit]
This build's focus is on getting your macro game up unscathed, hopefully against an aggressive build such as a Two Gate Dragoon variants like Two Gate Range, Two Gate Powergoon (or obs) or an early Reaver build. As such, after the Command Center has started building, the Engineering Bay is the next priority for Turrets for detection, and a second Factory is needed for Vultures and Mines to help protect against a surprise Three Gate Break or something of the like. Against Two Gate Powergoon, more than one Marine may be necessary, and as a rule of thumb, three Marines on the ramp should be able to deflect two Dragoons until the first Tank is out. These Marines may go in a Bunker at the natural once the Command Center is up. This build does not leave an opportunity for early aggression, but you may push at three Factories if you notice the Protoss taking their third extremely quickly (while still at one Gate). Note that if the Protoss is using Dark Templar as a defense to safely take their third, you will need two Comsats to push so early on. This build can be nicely followed by a timing push build or a Dual Armory Three Base build.
Transition I: Timing Push[edit]
Overview[edit]
In the Terran vs. Protoss match up there are points at which Terran can punish Protoss with timing attacks. The most common point is the mid game Timing Push in which Terran attempts to punish the Protoss for taking their 3rd base too quickly. At this point in the game Protoss has taken their Third Gas Expansion but has not yet reaped the rewards of running three bases and thus cannot afford enough production or Tier Three units to overcome the Terran push. The Timing Push aims to exploit this temporary weakness.
General Timing[edit]
The timing window for this build begins when the third Nexus starts and ends when the Protoss is able to constantly produce off 8 or 9 Gateways. Terran at this point has two full bases running, four, five, or six Factories running, and is able to assert themselves against the Dragoon/Zealot army out in the field.
Build Order[edit]
While it is difficult to give supply counts for builds in middle and late game, there are some guidelines regarding the conditions necessary for a successful Timing Push:
The Terran should have beaten back the Protoss contain and spotted the Third Expansion going down.
The Terran should be able to produce units from 4 to 6 Factories (depending on the timing) and push quickly towards either the Protoss natural or 3rd base.
These are three primary options when attempting the mid-game push:
Four Factory: This build incorporates two Factories producing Tanks until reaching a total of six to eight, meanwhile adding two more Factories for Vultures. The Terran will move out once the two new Factories complete with SCVs, a few Vultures, and six to eight Tanks while maintaining Vulture production. This build is meant to punish the Protoss for being greedy before the Protoss begins producing Zealots with the Leg Enhancements upgrade.
Five Factory: The Terran constantly produces Tanks out of one Factory while the remaining four create Vultures. This is a very aggressive build and is designed to punish a greedy Protoss. The Terran will remain on one Refinery for the duration of this push, cutting SCVs until the flow of resources out-paces the production of units. Due to the sheer amount of resources required to quickly add Factories, the Terran will not have the excess minerals required for turrets. This is the least common build due to the need for Turrets in the early-game, which would otherwise delay the five Factory push into too late of a timing. However, a five Factory push will hard-counter a Protoss who double-expands off of two or three Gateways without advancing his tech tree.
Six Factory: This is the latest mid-game push. This requires the Terran to produce tanks from two factories and Vultures from the rest. The Terran will move out with about twelve Tanks and twenty-four Vultures. This build is used to as a counter to a Protoss that built four or five Gateways before taking his or her third base. It is extremely powerful and easily transitions into double upgrades due to the excess gas. However, six Factory builds have been largely outdated in favor of the more popular four Factory push that allows you to being upgrading from two Armories much earlier, à la Flash. This is especially true on large maps, where Terrans will prefer a 3/3 upgrade advantage going into the late-game.
Pushing Out[edit]
The Terran army should be able to push out towards the Natural expansion with a full group of tanks with Vultures and SCVs as support. The key to ending the game in this stage is an effective counter to the Protoss push-breaking tools: Shuttles with Zealot 'bombs' or Reavers. Terran must push quickly enough to prevent Protoss from finding a weakness in the push but slowly enough to prevent getting caught unsieged. Once Terran reaches the enemy's natural, the layout of most modern maps makes it incredibly difficult for Protoss to counter, usually allowing Terran to take the game.
Transition[edit]
Even if you are unable to break the natural and end the game then and there, a Timing push provides a good screen that allows one to match the Protoss Third Gas Expansion and keep him or her from getting an economic advantage. After that it's time to hunker down and prepare for the late-game.
Transition II: Fast Third[edit]
Rather than bringing the fight to the Protoss with a Five Factory Push, Terran can Match Protoss' Third Gas Expansion and transition straight into the late game. This falls under Double Armory.
Branch II:Two Factory Pressure[edit]
The two factory build is a somewhat risky, semi- all-in that can decide the game very early on. The key is to make sure the Protoss does not see it coming, and if possible, trick him or her into thinking that the Terran is just doing a 1 factory expansion build. This build aims to overcome the low dragoon count caused either by a fast tech build or an early nexus. If, however, the Protoss sees this coming and does not tech or expand prematurely, the Terran will be at a strong disadvantage.
Note that there are many different forms of two factory builds. They all attempt to exploit the same weakness, but certain ones are stronger than others against what the Protoss does. For example, Two Fact Vult/Mines is the strongest counter to a Protoss going for a DT Fast Expand. At the same time, this build has great difficulty against a fast observer build or even a 2 Gate Goon Range build.
The most common 2 factory build is the JoyO Rush. This aims to have a strong tank force while being able to quickly reinforce with vultures.
Sample Build Order[edit]
9 - Supply Depot
11 - Barracks - build as many Marines as the money allows.
11 - Refinery
16 - Factory - Machine Shop as soon as it is complete.
16 - Supply Depot (if following the 11 rax 12 gas build, this can come before Factory)
18 - Factory - Machine Shop as soon as it is complete.
22/23 - Supply Depot
Research Ion Thrusters when the first Machine Shop is done and Mine upgrade when the second Machine Shop is done.
Produce Vultures as soon as Machine Shops complete.
If your opponent has not yet expanded, lay Mines to prevent a Nexus from being built freely.
If your opponent expanded, lay Mines to distract Dragoon fire; this allows you to kill Probes or force them to run away, and possibly get Dragoon kills. Do not sacrifice Vultures needlessly in an attempt to lay mines to kill Dragoons if it is clear that he has too many Dragoons for it to work. Music making software free trial. Conserving Vultures will be important for the transition into the mid-game.
Starcraft Remastered Terran Build Order
It is important to start continuous SCV production after moving out with your attacking force, as your expansion is later than your enemy's will be if he opted for a fast expansion build. Build a Command Center at your natural (there is no need to build it in your base then float) when the money allows. Mines provide you with map control until your opponent gets Observers, at which point he can move out, clear Mines, and threaten you. Research Siege Mode as soon as possible and build some Tanks in order to defend against this. Meanwhile, with any Vultures and Mines you have remaining, keep tabs on the expansions that your opponent is likely to take as a third base. Also, if you have enough Vultures, you can threaten to do a run-by into his natural or main base if he decides to move out with his Dragoons.
Transition I: Timing Push[edit]
Overview[edit]
In the Terran vs. Protoss match up there are points at which Terran can punish Protoss with timing attacks. The most common point is the mid game Timing Push in which Terran attempts to punish the Protoss for taking their 3rd base too quickly. At this point in the game Protoss has taken their Third Gas Expansion but has not yet reaped the rewards of running three bases and thus cannot afford enough production or Tier Three units to overcome the Terran push. The Timing Push aims to exploit this temporary weakness.
General Timing[edit]
The timing window for this build begins when the third Nexus starts and ends when the Protoss is able to constantly produce off 8 or 9 Gateways. Terran at this point has two full bases running, four, five, or six Factories running, and is able to assert themselves against the Dragoon/Zealot army out in the field.
Build Order[edit]
While it is difficult to give supply counts for builds in middle and late game, there are some guidelines regarding the conditions necessary for a successful Timing Push:
The Terran should have beaten back the Protoss contain and spotted the Third Expansion going down.
The Terran should be able to produce units from 4 to 6 Factories (depending on the timing) and push quickly towards either the Protoss natural or 3rd base.
These are three primary options when attempting the mid-game push:
Four Factory: This build incorporates two Factories producing Tanks until reaching a total of six to eight, meanwhile adding two more Factories for Vultures. The Terran will move out once the two new Factories complete with SCVs, a few Vultures, and six to eight Tanks while maintaining Vulture production. This build is meant to punish the Protoss for being greedy before the Protoss begins producing Zealots with the Leg Enhancements upgrade.
Five Factory: The Terran constantly produces Tanks out of one Factory while the remaining four create Vultures. This is a very aggressive build and is designed to punish a greedy Protoss. The Terran will remain on one Refinery for the duration of this push, cutting SCVs until the flow of resources out-paces the production of units. Due to the sheer amount of resources required to quickly add Factories, the Terran will not have the excess minerals required for turrets. This is the least common build due to the need for Turrets in the early-game, which would otherwise delay the five Factory push into too late of a timing. However, a five Factory push will hard-counter a Protoss who double-expands off of two or three Gateways without advancing his tech tree.
Six Factory: This is the latest mid-game push. This requires the Terran to produce tanks from two factories and Vultures from the rest. The Terran will move out with about twelve Tanks and twenty-four Vultures. This build is used to as a counter to a Protoss that built four or five Gateways before taking his or her third base. It is extremely powerful and easily transitions into Double Armory play due to the excess gas. However, six Factory builds have been largely outdated in favor of the more popular four Factory push that allows you to being upgrading from Double Armories much earlier, à la Flash. This is especially true on large maps, where Terrans will prefer a 3/3 upgrade advantage going into the late-game.
Pushing Out[edit]
The Terran army should be able to push out towards the Natural expansion with a full group of tanks with Vultures and SCVs as support. The key to ending the game in this stage is an effective counter to the Protoss push-breaking tools: Shuttles with Zealot 'bombs' or Reavers. Terran must push quickly enough to prevent Protoss from finding a weakness in the push but slowly enough to prevent getting caught unsieged. Once Terran reaches the enemy's natural, the layout of most modern maps makes it incredibly difficult for Protoss to counter, usually allowing Terran to take the game.
Transition[edit]
Even if you are unable to break the natural and end the game then and there, a Timing push provides a good screen that allows one to match the Protoss Third Gas Expansion and keep him or her from getting an economic advantage. After that it's time to hunker down and prepare for the late-game.
Transition II: Fast Third[edit]
Rather than bringing the fight to the Protoss with a Five Factory Push, Terran can Match Protoss' Third Gas Expansion and transition straight into the late game. This falls under Double Armory.