Starcraft Millennium

MainNewsInformationStrategiesArticlesStoriesScumsImagesFilesForumsLinksMiscellaneous


Terran Information


Units

Basic rundown:


The Terran race is a very easy to learn race, and have units that can relate to the gamer.  Most players start off playing Terran, and advance to more difficult-to-master races.  The Terran have strengths in that they can move most of their buildings just by lifting off and flying away.  They aslo have the ability of cloaking, temporarily going invisible.  This is extremely useful for strategic attacks.  The Terran's problems are in that they have very weak units and are vulnerable to splash damage shots because units clump.  When using the Terrans, keep in mind you will always need good recon.  So keep marines throughout the map in late game.  Terran can adapt to most problems they face very quickly because of the building's orders so use that to your advantage.


Units:

 
Unit Name Minerals - Gas - Food
Unit Description
SCV

50http://www.scmillennium.com/Images/units/mineral.jpg (5143 bytes) - 0http://www.scmillennium.com/Images/units/tgas.jpg (5149 bytes) - 1tfood.jpg (5395 bytes) SCV's are required in every game of Starcraft.   They are the units that construct your buildings and gather minerals and gas.   Creating a lot of SCV's can boost your economy and allow you to create you base and forces faster or building too many can slow you down.  About 2.5 SCV's per mineral patch is sufficient and 3-4 to a vespene geyser.
Marine
50http://www.scmillennium.com/Images/units/mineral.jpg (5143 bytes) - 0http://www.scmillennium.com/Images/units/tgas.jpg (5149 bytes) - 1tfood.jpg (5395 bytes) Marines are the Terran's basic ground force.  They shoot both air and ground and are great in large numbers.
Firebat
50http://www.scmillennium.com/Images/units/mineral.jpg (5143 bytes) - 25http://www.scmillennium.com/Images/units/tgas.jpg (5149 bytes) - 1tfood.jpg (5395 bytes) Firebats are the Terrans other basic ground infantry.  They shoot a melee splash damage shot and can take more damage than a marine.  These guys are great to accompany marines in fighting zerglings and zealots.
Ghost

Abilities:
Cloak
Launch Nuke
Lockdown

25http://www.scmillennium.com/Images/units/mineral.jpg (5143 bytes) - 75http://www.scmillennium.com/Images/units/tgas.jpg (5149 bytes) - 1tfood.jpg (5395 bytes) Ghosts are very strategic units and their tricks can win you the game.  Using cloaking and their very long range, it's quite useful to sneak a few of these guys around to lure detectors or to frighten the enemy with cloak.  After you lure his detector, you can attack with cloaked wraiths or sneak in another Ghost and nuke him at a vital area.  Usually just sneaking in to nuke wont work, so you have to trick your enemy.  Nuking Supply Depots or worker lines is a very useful strategy and can cripple your enemy terribly. Use Lockdown on units that are the most threat to your army.  Locking down Carriers or Siege Tanks is very useful, but you can only lockdown mechanical units (meaning no Zerg). 
Siege Tank - Tank

150http://www.scmillennium.com/Images/units/mineral.jpg (5143 bytes) - 100http://www.scmillennium.com/Images/units/tgas.jpg (5149 bytes) - 2tfood.jpg (5395 bytes) Tanks are one of the few strong units the Terran have.  However, building a huge amount of these wont win the game, when up close Siege Tanks will take more damage than they can deal.   Researching the Siege mode ability is almost always a necessity for these guys.
Siege Tank - Sieged

150http://www.scmillennium.com/Images/units/mineral.jpg (5143 bytes) - 150http://www.scmillennium.com/Images/units/tgas.jpg (5149 bytes)
(for upgrade)
After researching Siege mode at the Machine Shop, make sure you place your tanks in worthy spots so they can use their long range and strong firepower to their advantage.  Sieged tanks are best when protected by many marines, probably 3 marines per tank.  While your Sieged tanks blow away the enemy, keep your marines back, and wait for his units to come to you so your marines can kill the units.
Vulture

Abilities:
Spider Mine

75http://www.scmillennium.com/Images/units/mineral.jpg (5143 bytes) - 0http://www.scmillennium.com/Images/units/tgas.jpg (5149 bytes) - 2tfood.jpg (5395 bytes) The Vulture is very unpopular unit in multiplayer because it requires too much attention.  But when you have the time, the Spider Mine ability is great for fighting off large amounts of melee units, infantry, and recon.  Place spider mines in front of choke points, at expansion spots, and near the enemy's base exit.
Goliath

100http://www.scmillennium.com/Images/units/mineral.jpg (5143 bytes) - 50http://www.scmillennium.com/Images/units/tgas.jpg (5149 bytes) - 2tfood.jpg (5395 bytes) Goliaths are only great in numbers, as they dont deal enough of a ground punch.  For destroying other ground units, go with marines, but if you have Mutalisks or Scouts attacking you, produce some Goliaths as they have excellent air attack.  In the Brood War expansion they have an upgrade available allowing them to shoot air missles at a longer range than even the missle tower.
Wraith

Abilities:
Cloak

150http://www.scmillennium.com/Images/units/mineral.jpg (5143 bytes) - 100http://www.scmillennium.com/Images/units/tgas.jpg (5149 bytes) - 2tfood.jpg (5395 bytes) Wraiths are the Terran's basic air assault unit.  They arent for use in heavy combat as their attack to ground is weak and they can take very little damage.  So sneaking these guys around while cloaked is your best bet with them.  Dont try to take down front base entrances with them, as once a detector comes, they're toast.
Science Vessel

Abilities:
Defensive Matrix
Irradiate
EMP

100http://www.scmillennium.com/Images/units/mineral.jpg (5143 bytes) - 225http://www.scmillennium.com/Images/units/tgas.jpg (5149 bytes) - 2tfood.jpg (5395 bytes) Science Vessels are the Terran's only detector unit.  They have a very unique array of abilities though such as the Defensive Matrix.  Casting Defensive Matrix on your own units will give them extra protection against attacks.  (*note*  This will not make your units invulnerable.) Another ability they have is Irradiate.  This spell only works on biological units, but when it is used it becomes a very effective way of killing clumped units like other marines, mutalisks and guardians.  It puts a cloud of green around an enemy unit and begins taking down it's life and other units touching the cloud.   EMP is the other ability of the Sci Vessel.  It basically fires a missle and takes away any energy points or shield points another unit may have.  So firing this at Protoss units (especially Archons) will double your chance of success in battles.
Dropship

100http://www.scmillennium.com/Images/units/mineral.jpg (5143 bytes) - 100http://www.scmillennium.com/Images/units/tgas.jpg (5149 bytes) - 2tfood.jpg (5395 bytes) The dropship is the Terran's air transport capable of holding 8 infantry.  Loading a dropship up with SCV's is sometimes the only way to expand to an island.  You can also load up transports with marines and drop them directly in your enemies worker line if there arent any anti-air towers or units.  This can cripple him setting you ahead and possibly winning you the game.
Battlecruiser

Abilities:
Yamato Cannon

400http://www.scmillennium.com/Images/units/mineral.jpg (5143 bytes) - 300http://www.scmillennium.com/Images/units/tgas.jpg (5149 bytes) - 8tfood.jpg (5395 bytes) Battlecruisers are the biggest and baddest unit the Terran have in their armada.  They deal a huge punch per shot and can take a lot of damage.  However, they are extremely expensive and require a whopping 8 food.  This in some cases makes them too costly.  The ability the Battlecruiser has is the Yamato cannon, which deals even more damage than a normal shot and fires at a great range.
Buildings:
 
Building Name Minerals - Gas
Building Description
Command Center
 


Add-ons:
Comsat Station


Nuclear Silo

400http://www.scmillennium.com/Images/units/mineral.jpg (5143 bytes) - 0http://www.scmillennium.com/Images/units/tgas.jpg (5149 bytes)

Add-ons:
50http://www.scmillennium.com/Images/units/mineral.jpg (5143 bytes) - 50http://www.scmillennium.com/Images/units/tgas.jpg (5149 bytes)
100http://www.scmillennium.com/Images/units/mineral.jpg (5143 bytes) - 100http://www.scmillennium.com/Images/units/tgas.jpg (5149 bytes)

The Command Center is the starting building you train SCV's and the return point for all your resource operations.  Especially guard this building early game, as when it is destroyed, you will either lose because you cant build another or you will be set back terribly.  If you see your enemy go straight for you CC, use SCV's to  repair it or lift it off if they are melee attack units.  Remember, SCV's can still repair while buildings are in there air.

Comsat in a temporary sight program that lets you spot cloaked units and see for a short period of time in the area selected.  Great for the Terran's necessary recon and seeing other cloaked wraiths.

The Nuclear Silo is the place to get those pretty little bombs you know and love, nukes.  Nukes are very food consuming and cost quite a bit too, so when you use them - make sure you have your placement well thought!

Barracks
150http://www.scmillennium.com/Images/units/mineral.jpg (5143 bytes) - 0http://www.scmillennium.com/Images/units/tgas.jpg (5149 bytes) The Barracks is what produces the Marine, Firebat, and the Ghost.  Placement of the Barracks is something very important, so make sure you have them in a good spot, if not - float it to a better area.  A good strategy is to float your barracks on your enemy's island and begin producing lots of marines and firebats out of it.  Your enemy will be confused at how so many units got to him so fast.
Supply Depot
100http://www.scmillennium.com/Images/units/mineral.jpg (5143 bytes) - 0http://www.scmillennium.com/Images/units/tgas.jpg (5149 bytes) The Supply Depot will provide 8 extra food, allowing you to produce more units. Try not to clump these together, because if you are attacked and they destroy most of them or nuke them, you will be crippled for too long.
Refinery
100http://www.scmillennium.com/Images/units/mineral.jpg (5143 bytes) - 0http://www.scmillennium.com/Images/units/tgas.jpg (5149 bytes) The Refinery is placed on top of a vespene geyser so your SCVs can harvest gas.
Engineering Bay
125http://www.scmillennium.com/Images/units/mineral.jpg (5143 bytes) - 0http://www.scmillennium.com/Images/units/tgas.jpg (5149 bytes) Use the Engineering Bay to upgrade your melee units' weapons and armor.  You can upgrade them to level 3 attack and level 3 armor.  Upgrading attack while having marines in alot of bunkers is a very good defense early game (and in some cases late game).
Academy
200http://www.scmillennium.com/Images/units/mineral.jpg (5143 bytes) - 0http://www.scmillennium.com/Images/units/tgas.jpg (5149 bytes) The Academy is another upgrade center and when built it allows you to build Firebats.  At the Academy you can upgrade your Marines firing range (another must for infantry units) and Stim Pack.   Use Stim Pack to increase your infantry's firing speed and movement.  This can really be useful for taking out large amounts of Hydralisks or other infantry units.   But dont use the Stim too much, as it brings your units life down considerably.
Bunker
100http://www.scmillennium.com/Images/units/mineral.jpg (5143 bytes) - 0http://www.scmillennium.com/Images/units/tgas.jpg (5149 bytes) The bunker is a fantastic building for the Terran's defense.  You can put infantry units inside a bunker to protect them while they fire out at incoming enemies.  At the start of the game, put bunkers close to your Command Center and your workers, so if the enemy comes in, they'll have to kill your bunkers first to get to the workers.  And while the bunkers are being destroyed you can quickly grab a few SCVs and repair it while it's under attack.   During the later game you can "bunker hop".  Meaning you build bunker close to the enemy's base, filling them with plenty of infantry.  Then slowly make your way up to his base by building more and more bunkers.  This will only work of your enemy has no Reavers or Siege Tanks (specifically Zerg).  While you build the bunkers closer to the enemy, move your infantry from your old bunkers to the newly built ones.  This strategy is a very strong one, but requires some skill.
Factory

Add-ons
Machine Shop

200http://www.scmillennium.com/Images/units/mineral.jpg (5143 bytes) - 100http://www.scmillennium.com/Images/units/tgas.jpg (5149 bytes)

Add-ons:
50http://www.scmillennium.com/Images/units/mineral.jpg (5143 bytes) - 50http://www.scmillennium.com/Images/units/tgas.jpg (5149 bytes)

At the factory you will produce the strongest land units the Terran have.  The Vulture, the Siege Tanks, and the Goliaths.  The add-on for the factory is the Machine-shop and it allows you to build Tanks and upgrade them so they can go into Siege mode.  You can also upgrade the Vulture's speed and give the Vulture the Spider Mine capability.
Armory
100http://www.scmillennium.com/Images/units/mineral.jpg (5143 bytes) - 50http://www.scmillennium.com/Images/units/tgas.jpg (5149 bytes) The Armory is built to upgrade your machine units.  You can upgrade air units to level 3 attack and level 3 armor.  You can also upgrade your machine units' attack to level 3 and their armor to level 3 here. 
Starport

Add-ons
Control Tower

150http://www.scmillennium.com/Images/units/mineral.jpg (5143 bytes) - 100http://www.scmillennium.com/Images/units/tgas.jpg (5149 bytes)

Add-ons:
50http://www.scmillennium.com/Images/units/mineral.jpg (5143 bytes) - 50http://www.scmillennium.com/Images/units/tgas.jpg (5149 bytes)

The Starport is the building you produce your air units at.  The first unit you can build here is the Wraith, the weakest air fighter.  To build the other units you will have to add on the Control Tower.  At the control tower you can upgrade to cloaking for your wraiths and give them extra cloaking energy, allowing them to store more cloak to allow them to be invisible longer.  After getting the Control Tower you can build the Dropship.   Other buildings are required to build other units at the Starport such as the Science Vessel and the Battlecruiser.
Science Facility

Add-ons
Physics Lab

Covert Ops

150http://www.scmillennium.com/Images/units/mineral.jpg (5143 bytes) - 200http://www.scmillennium.com/Images/units/tgas.jpg (5149 bytes)

Add-ons:
50http://www.scmillennium.com/Images/units/mineral.jpg (5143 bytes) - 50http://www.scmillennium.com/Images/units/tgas.jpg (5149 bytes)
50http://www.scmillennium.com/Images/units/mineral.jpg (5143 bytes) - 50http://www.scmillennium.com/Images/units/tgas.jpg (5149 bytes)

At the Science Facility you can upgrade your Science Vessels to give them the Irradiate ability and EMP.   Add on the Physics Lab and you are able to produce Battlcruisers at the Starport.   At the Physics Lab you can upgrade your BC's to Yamoto and give them extra stroring energy.  Add on the Covert Ops and you can train Ghosts at your Barracks.  Your Ghosts can be upgraded to have cloaking, lockdown, increased energy, and increased sight range.
Missle Turret
100http://www.scmillennium.com/Images/units/mineral.jpg (5143 bytes) - 0http://www.scmillennium.com/Images/units/tgas.jpg (5149 bytes) The Missle Turret is a must in later games.  Even though they can only shoot air units, the Missle Turret does extreme damage and can detect cloaked units.  Placing these beside bunkers, around worker lines and within your base will keep those pesky Mutalisks, Scouts, and Wraiths away from your base.
Go back to the info page

 
 

- (C) Starcraft Millennium - About us - Contact us -