Misc Terran Strategy Questions

Didn’t see any rules I’m violating here in the guidelines, but this is just a repost. I’m new to these forums and put this in the terran section yesterday but it looks like this one is faaaaaaar more active. Sorry if this is an issue.

So, this is just sort of a laundry list of questions I’ve had and I actually just started reading the forums recently, so I guess I’ll just put some of them here. Feel free to answer any one of them, I’ll number them to make it easier. Sorry if some of them are obvious. Also, please note I am not complaining about balance, I understand that there are correct responses and counters that work, I just don’t know them.

(Diamond Terran for reference)

  1. Against zerg I got fed up with dying to banelings and started going mech, but I’ve had a lot of problems with mutas. My anti-air consists of widow mines and thors, but the thors are too slow to respond if I keep them together and 1-2 individual thors often just get overrun or magic boxed. The widow mines are usually just picked off when they bring an overseer and even when they do hit it takes several to kill the mutas. Any turrets are one shotted easily by stacked mutas and usually don’t buy enough time. I feel like if I build cyclones my army will be too weak for an actual push by roaches, which are usually present in force, sometimes even being used to force out tanks before a sudden muta switch. In addition, since I tend to go bc, I will usually see a spire and start to blind counter mutas but then sometimes it turns out it was just corruptors for the bc and I get wrecked by some other composition I wasn’t prepared for since I overreacted. My reaction to losing my defense used to be to move out since mutas can’t basetrade well, and that worked in plat and below but now my opponents are smart enough to just send the mutas to kill my hellion/tank and I lose. I’ve heard liberators are a viable counter, is this true? (sorry this one is long af, it’s been my biggest issue)
  2. Based on what information should I make the decision to go 1 bc or 3 bc yamato? I usually plan for 3 because it would help with mutas but then I take some damage from a ravager push or something and just don’t have the money.
  3. I feel like when I run my bio out of a storm the storm is about to end by the time they get clear and they already took 99% of the damage from it, is it better to just stand and fight so I don’t lose the dps or am I just wrong?
  4. I can hit the emps on all or most of the templar maybe 60% of the time, but I feel like it’s impossible to emp the ones dropping out of the prism in time, how do you deal with a prism that could be full of high templar when your vikings are shooting the colossi? Just git gud and split better?
  5. Embarrassingly enough, I’ve actually died to proxy void rays with a shield battery fortress (usually after a failed cannon rush turned cannon “contain”) a few times recently. I know I just have to scout better, but any tips for when you screw up and the batteries are there with 1-2 void rays already?
  6. What do you do with the reaper after it gets pushed away by a queen/adept/stalker? You can’t really go back in for more scouting afaik because it would just die before it gets into the base since they’ll have even more units.

Those are the ones I thought of for now, might add some eventually, sorry for the giant wall of text and any help is appreciated!

In general if you are going Bio only 1 bc otherwise 3 + yamato.

You should almost always move out of storm.

This is a really good way to play against HT’s if possible.

marine cyclones+mag field is generally good at stopping these kinds of plays.

Vs zerg pair it up with hellions. Sometimes reaper grenade is a get out of jail card when lings get a favorable position, also when poking queens with reaper and hellions make sure the reaper is at the front to tank the few shots.

Thanks for the response!

When you say “this” is a good way to play against templar, was there a technique in that video that I missed or was he just taking fights in open areas and splitting really well?

Mutas are indeed great vs mech. First you have to scout them after 5 minute. Than make 2 thors, but don’t overbuild them and scout. They will usually transition to roaches, unless they are still making more of them. You can use medivac to transfer thors quickly and later on, block thor by supply depot in mineral line, so he doesn’t moves. Also build 1 turret per mineral line and 1 on your production, if you scout mutas!

Also try hellion runbys, to kill some drones and get blueflame.

First you need to damage zerg for game being playable!
Try openers like: - 2 port bcs - hellion banshee

  • hellbat banshee timing
  • 1 port bcs- hellions- yamato, possibly into hellbat all in
  • blueflame proxy factory and make 2 marine to block scouting ov
  1. that’s coinflipp. You don’t know what they will do, zerg usually reacts to how many bcs you are building. If you play bio, people usually go only one bcs to kill drones, because more slowly down your production. If you go mech you can go up to 3 and yamato and than make sure you have at least 5 turrets on your third, if they are making corruptors and try to trade yamoto for them. And make vikings/mines. or if you go 2 base 2 port bcs, same … You will usually see spire with your bcs, so you can either stop them , or make up to 3 and than switch to vikings and mines and thors etc. If you play mech. Also mutas are good against bcs on large maps, when it is hard to defend, if you are 1 port!!! With bio people make usually one… Also depending on how much damage you do and with 2 port you can go slightly more.
  2. you should ideally dodge it, try to pull couple marauders in front. You have to do damage with 2 base all in. Try to drop, or timing on third. You have to do enough damage, before storm hits, otherwise you autolose…
  3. it is possible to emp them, or kill them, but it is hard, try to split
  4. proxy voids are easy to hold. If that cannon rush make marine and bunker, even if you lose supply depot doesn’t matter and make 2nd behind. than make hellion, if they are going zealots, otherwise siege tank. It is hard to scout and if you don’t have reaper, you will probably be unable to scout that! Than make siege tank and reactored vikings and than start making marines off reactors. Make turrets next to bunker and siege tank and start to kill shield batteries and cannons with siege, pull 4-5 scv to repair and don’t lose tank!!! Be patient, build up to 8-10 vikings and that start to be aggressive with them and kite voids… Before that just defend. Don’t lose any vikings!! OR you gonna lose!!! This build is easy to hold! Just takes practice!
  5. don’t commit your reaper to kill drones! Keep it alive, try to kill lings, or drone early on if you can, but don’t lose it! Rather don’t kill anything! And know when queen pops out on natural. Than don’t take damage and try to snipe tumor. Keep 1 scv to block their third and watch at 2:10 when drones is coming out and keep scv on patrol, try to snipe drone with reaper and delay third!

Thanks a ton for the feedback!

If you want to ask on anything let me know. Also spawningtool.com good for builds. Or google build order calculator. Also watch replays, it is easier to see what you could do better from them… Put patrol hotkey on something you can reach, it is on p by default. Or play marine splitting maps on arcade, which allows you to get better quickly in that!

Mech is the best option against Zerg however these games tend to be longer than bio games.

I suggest building 3 to 5 tanks and going straight into thor hellbat. This stops just about every rush that zerg can do and if you time it right you will have 1 thor out by the time mutas hit. You may be able to squeeze the 2nd thor out and mutas are all but useless after that. ling/bane is nullified after that as well. at the very least you trade efficiently agaisnt them.

If you are going for a BC opener against zerg. Be careful. BC get owned by corruptors early on. Plan on transitioning to tank/thor/hellbat/mine. I would go up to 3 BCs maxed and then transition out of BCs until mid to late game. Yamato is good to snipe queens early on. Use the first BC to try to targe fire drones. The 2nd BC yamato should be finished. AGain use that one to snipe a queen and then target fire drones. rinse and repeat. :slight_smile:

PvT meh its broken. however, you do not want to stay in storms you want to move out split your army. dodge them all together if possible. Get ghost use them often.

I am assuming you are going bio here. You are going to need unit control and some APM here. Do not A move your army into Toss under any circumstances. you may want to even put your main army in hold position while you use ghost.
prioritize your targets. trying to emp templar takes prirority over collusus. Blanket their entire armu if possible. Do not ever A move into a protoss army. collusus will shread any and all bio units. If you notice collusus better to transition out of marines and get more maurders. They should not be able to have all this tech and get air unless you are far behind. Thus you should be save going into maruders. marines are useless against collusus.

Dont forget yoru medvac. at least 1 med vac for every 8 to 10 marines. perhaps an extra one or 2 for faster healing or drops.

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The pre-emptive split was what I had in mind. But before you fight you’ll have to decide the way you are going to fight. For example in the video there weren’t that many zealots so kiting wasn’t required and it’s not easy to storm a kiting army without a prism. however if there are a lot of zealots then you need to be aware of warp prisms, in this case it’s just a matter of good army control.