            
| | 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

|
50
- 0
- 1 |
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
 |
50
- 0
- 1 |
Marines are
the Terran's basic ground force. They shoot both air and ground and
are great in large numbers. |
Firebat
 |
50
- 25
- 1 |
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

|
25
- 75
- 1 |
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

|
150
- 100
- 2 |
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

|
150
- 150 (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
 |
75
- 0
- 2 |
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

|
100
- 50
- 2 |
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
 |
150
- 100
- 2 |
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
 |
100
- 225
- 2 |
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

|
100
- 100
- 2 |
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
 |
400
- 300
- 8 |
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

|
400
- 0
Add-ons:
50
- 50
100
- 100 |
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
 |
150
- 0 |
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
 |
100
- 0 |
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
 |
100
- 0 |
The Refinery
is placed on top of a vespene geyser so your SCVs can harvest gas. |
Engineering
Bay
 |
125
- 0 |
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
 |
200
- 0 |
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
 |
100
- 0 |
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

|
200
- 100
Add-ons:
50
- 50
|
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
 |
100
- 50 |
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

|
150
- 100
Add-ons:
50
- 50
|
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

|
150
- 200
Add-ons:
50
- 50
50
- 50
|
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
 |
100
- 0 |
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. |
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