Again, apologies to the TTTO crowd. I'm sure you can find a way to filter SC2 posts out.
For those unfamiliar with SC2, a “match up” is just a fancy was of saying “Race A vs Race B.” For a Terran player in SC2, there are three match ups: Terran vs Terran (TvT), Terran vs Protoss (TvP), and Terran vs Zerg (TvZ). I’d like to start here by talking a bit about my experience in each match up, my strengths, and my weaknesses. I’ll be addressing basic early thought, my standard build orders for each, and where I know I falter. Additionally, I know that I’ll be describing these in a simplified fashion, but I’ll talk about each in more detail at a later time.
TvT
Terran vs Terran, probably my best match up. Most TvT games come down to two things:
- Who wins the siege tank war
- Does the person who loses the siege tank war abuse their better mobility?
Obviously that isn’t the end all way to describe TvT. There are plenty of ways to counter siege tanks (early pressure, for example, can be very effective as a way to stifle the siege tank count of your opponent) but in the current state of the game where marines and marauders make of the majority of a Terran army it’s hard to argue that siege tanks aren’t a major part of a TvT.
I’ve found that, on my way up the ladder, these three strategies prevail:
1) Mass marine timing push.
2) Fast siege mode timing push
3) Banshee rush (both 1 and 2 port)
The old fall back for many starting players is the 2-3 rax mass marine push. With some micro and a very short ground distance this can be a pretty effective start. It also helps set players up for a heavy MMM build in the mid to late game. However, getting three barracks is both expensive and time consuming, as well as being easy to scout. Early siege tanks will shut down a marine only push without much issue.
Siege tank rushing is a very common strategy, relying on the fact that siege tanks shut down almost all early ground aggression by another Terran, as well as prove to be extremely useful in the late game. The biggest downside is that siege tanks make you VERY immobile later, but at the start you can defend your main and natural without much issue with only a couple tanks.
Finally, my personally favorite, the early banshee pressure. Early banshee provides an easy way to safely harass an opponents mineral line and prevent counter pressure, similar to mutalisks. With the ability to cloak and a high damage shot, banshees can decimate an early mineral line. If scouted, it forces the opponent to either waste money on turrets, or to pull back marines to defend (effectively taking pressure off of you). However, fast banshee suffers from a few drawbacks. To have the money/gas to throw down a banshee/cloak as fast as possible, you take a large hit to your marine count. Early pressure can be a real issue, and you’re almost forced to wall off in some fashion.
Of course, there are merits and issues I haven’t talked about in these builds, as well as other builds you’ll see (marine fast drop, hellion harass/drop, fast thor push, early ghosts, to name a few). From my experience though, I’ve seen these three far more often than the others (though hellion and marine drops come up a decently close 4th).
As I mentioned early, my TvT opening tends to favor early 1 starport banshee with cloak when the map is either very small (Steppes of War, Desert Oasis, for example) or closed positions on 4 player maps (Lost Temple, Metalopolis, Kulas Ravine, etc). Beyond that, I like the early siege tank builds, they provide a good way to move out against a terran as well as allowing you to keep up your marine count a bit more, which is great against banshee and fast marine drops. As a rule of thumb, I tend to like to get my EBay quickly, not so much for the 1 attack, but for the sensor tower. I’m a HUGE fan of the sensor tower. While not as good as an observer, the sensor tower as a whole I think is very underused by most Terran players.
Certain conditions as Terran do make me uncomfortable though, and I’m working on that. If I’m losing the siege tank race (that is to say, I’m behind in my tank count) I find it hard to find a good time to move out. I need to work on getting my drop play up in those situations and abuse the fact that I’m more mobile than my opponent. Also, like many players, I need to work on my timing for a third base.
For those unfamiliar with SC2, a “match up” is just a fancy was of saying “Race A vs Race B.” For a Terran player in SC2, there are three match ups: Terran vs Terran (TvT), Terran vs Protoss (TvP), and Terran vs Zerg (TvZ). I’d like to start here by talking a bit about my experience in each match up, my strengths, and my weaknesses. I’ll be addressing basic early thought, my standard build orders for each, and where I know I falter. Additionally, I know that I’ll be describing these in a simplified fashion, but I’ll talk about each in more detail at a later time.
TvT
Terran vs Terran, probably my best match up. Most TvT games come down to two things:
- Who wins the siege tank war
- Does the person who loses the siege tank war abuse their better mobility?
Obviously that isn’t the end all way to describe TvT. There are plenty of ways to counter siege tanks (early pressure, for example, can be very effective as a way to stifle the siege tank count of your opponent) but in the current state of the game where marines and marauders make of the majority of a Terran army it’s hard to argue that siege tanks aren’t a major part of a TvT.
I’ve found that, on my way up the ladder, these three strategies prevail:
1) Mass marine timing push.
2) Fast siege mode timing push
3) Banshee rush (both 1 and 2 port)
The old fall back for many starting players is the 2-3 rax mass marine push. With some micro and a very short ground distance this can be a pretty effective start. It also helps set players up for a heavy MMM build in the mid to late game. However, getting three barracks is both expensive and time consuming, as well as being easy to scout. Early siege tanks will shut down a marine only push without much issue.
Siege tank rushing is a very common strategy, relying on the fact that siege tanks shut down almost all early ground aggression by another Terran, as well as prove to be extremely useful in the late game. The biggest downside is that siege tanks make you VERY immobile later, but at the start you can defend your main and natural without much issue with only a couple tanks.
Finally, my personally favorite, the early banshee pressure. Early banshee provides an easy way to safely harass an opponents mineral line and prevent counter pressure, similar to mutalisks. With the ability to cloak and a high damage shot, banshees can decimate an early mineral line. If scouted, it forces the opponent to either waste money on turrets, or to pull back marines to defend (effectively taking pressure off of you). However, fast banshee suffers from a few drawbacks. To have the money/gas to throw down a banshee/cloak as fast as possible, you take a large hit to your marine count. Early pressure can be a real issue, and you’re almost forced to wall off in some fashion.
Of course, there are merits and issues I haven’t talked about in these builds, as well as other builds you’ll see (marine fast drop, hellion harass/drop, fast thor push, early ghosts, to name a few). From my experience though, I’ve seen these three far more often than the others (though hellion and marine drops come up a decently close 4th).
As I mentioned early, my TvT opening tends to favor early 1 starport banshee with cloak when the map is either very small (Steppes of War, Desert Oasis, for example) or closed positions on 4 player maps (Lost Temple, Metalopolis, Kulas Ravine, etc). Beyond that, I like the early siege tank builds, they provide a good way to move out against a terran as well as allowing you to keep up your marine count a bit more, which is great against banshee and fast marine drops. As a rule of thumb, I tend to like to get my EBay quickly, not so much for the 1 attack, but for the sensor tower. I’m a HUGE fan of the sensor tower. While not as good as an observer, the sensor tower as a whole I think is very underused by most Terran players.
Certain conditions as Terran do make me uncomfortable though, and I’m working on that. If I’m losing the siege tank race (that is to say, I’m behind in my tank count) I find it hard to find a good time to move out. I need to work on getting my drop play up in those situations and abuse the fact that I’m more mobile than my opponent. Also, like many players, I need to work on my timing for a third base.
Current Music: Horizon from the Mass Effect 2 soundtrack
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chipper



apathetic