Terran Build Orders

download Terran Build Orders

of 11

Transcript of Terran Build Orders

  • 8/7/2019 Terran Build Orders

    1/11

    Terran Build Orders

    A build order refers to the order in which you train units and construct buildings.

    In this article, I will list the best Starcraft 2 Terran build orders. While there is astandard build order, it may vary slightly (or drastically) depending on the strategy

    you want to execute and what the enemy is doing.

    Standard Terran Build Orders

    The "standard" build order refers to the path you will take if you have no particular

    strategy you are planning to execute. Here is the standard order:

    10/11: Supply Depot

    12/19: Barracks13/19: Refinery

    15/19: Orbital Command

    17/19: Supply Depot

    ..and then it is open from there. You will find build orders like this spread around

    the internet on various forums, guides, and videos. This build order would be

    interpreted to read:

    - Build 10 SCVs and while the 10th SCV is training build a Supply Depot

    - While the 12th SCV is training build a Barracks- After the 15th SCV finishes build a Orbital Command

    - While the Orbital Command is building train a Marine (or build a Tech Lab)

    - Build a Supply Depot while the Marine is training and the Orbital Command is

    finishing up.

    You are required to read between the lines on most build orders. Now, as far as

    other Terran build orders are concerned, it really depends on what your enemy is

    doing. Here are some common scenarios you will find yourself in and the build

    order you can use:

    Getting Zealot or Zergling Rushed

    If you scout the enemy and determine he is going to Zealot rush, your build order

    might look something like this:

  • 8/7/2019 Terran Build Orders

    2/11

    10/11: Supply Depot

    11/11: Barracks (hint: 2 SCVs are building at once)

    12/19: Marine

    12/19: Supply Depot

    ..and progress from there. The reason you would grab a second Supply Depot so

    early is because you generally will need a Barracks and 2 Supply Depots to wall

    off the entrance to your base. A single Marine and SCVs repairing your wall can

    easily fend off a Zergling or Zealot rush.

    However, not all build orders need to be reactive. For example, here is a standard

    Marine and Marauder push build:

    Marine and Marauder Push

    10/11: Supply Depot

    12/19: Barracks (add Tech Lab when finished)

    15/19: Barracks (add Reactor when finished)

    16/19: Orbital Command

    17/19: Supply Depot

    From there, have 1 Barracks constantly pump out Marauders and the Reactor

    Barracks constantly pump out Marines. Increase your SCV count to 22 harvesters

    (2 per mineral node and 3 per vespene gas) and build Supply Depots as needed.

    You can quickly turn out 8-10 Marauders and 24 Marines with this strategy. It is

    very effective for an early push in 2v2 play. It is also great as an early attack versus

    Zerg and Protoss players. I recommend this build if you spot the Zerg going for an

    early expansion. It will be nearly impossible for him to counter this attack if he

    opts for the early expand build.

    It does not work as well versus Terran (since they will be walled in). For Terran

    players, I recommend this Terran build order:

    Mech Build Order

    Mech is a very popular build as it is incredibly effective versus nearly all races. It

    involves getting Siege Tanks and Thors, and Hellions, Marines and/or air

    units (depending on who you are playing, see below):

  • 8/7/2019 Terran Build Orders

    3/11

    10/11: Supply Depot

    12/19: Barracks

    13/19: Refinery*

    15/19: Marine

    16/19: Factory*

    16/19: Orbital Command*

    17/19: Refinery

    18/19: Supply Depot

    22/27: Factory

    * The build listed above is if you want to produce mech units right away, such as

    for an early Siege Tank push. At a larger map, you could get away with getting the

    Orbital Command prior to your first Factory. This is a more efficient build but also

    leaves you more vulnerable to attack. It is up to you what you want to do.

    As far as progressions, you might get a 3rd Factory (versus Zerg) or a Starport

    (versus Terran or Protoss). It depends whether you want to go all ground or have

    some air control.

    1/1/1 - My Favorite Terran Build Order

    As Terran now, I prefer the 1/1/1 build order when playing against most players.

    This build offers a lot of flexibility and allows the Terran player to move into

    whatever counters the enemy's units very easily.

    Here is the build order:

    10/11: Supply Depot

    12/19: Barracks

    13/19: Refinery

    15/19: Orbital Command

    17/19: Supply Depot

    19/27: Factory (as soon as you have 100 gas, throw down the Factory)

    19/27: Refinery #2

    22/27: Starport (as soon as Factory is finished)

    Now, I would recommend putting a Reactor on the Barracks and pumping out

    Marines so you have some defense while teching to the Starport. I would also try

    to get out a few fast Siege Tanks and a Medivac or two as soon as possible.

  • 8/7/2019 Terran Build Orders

    4/11

    With a few fast Siege Tanks, a group of Marines, and a Medivac or two, you have

    a solid, balanced army that will allow you to take down your natural expansion.

    Once you get your natural expansion up and running, you can build more units,

    tailoring those units to whatever your enemy is building (see the Counters section

    for more info).

    You can also play this build very effectively off of 1 base. A few Siege Tanks and

    a Marine ball can make for a very effective early push. You will have to scout and

    take the best opportunity to attack.

    Tweaking Terran Build Orders

    Please note that these Starcraft 2 Terran build orders are not absolute. In other

    words, they can be modified. Here are some things to consider:

    Sometimes you will want units early. In this situation, build unit producing

    buildings sooner (naturally). Here are some situations in which you might want

    faster units.

    - Small map (more likely to be rushed)

    - Your enemy is attacking hard and early (such as a Roach push)

    - Your enemy is going for a fast expansion or tech and has no units

    Sometimes you can put off getting units until much later in the game. This is

    optimal for building up your economy and in the long run will get you more units.The downside is you are open to an early push. Here are some situations which you

    might opt for a more economical build:

    - Big map (less likely to be rushed or found early)

    - Your enemy is walled in (another Terran player)

    - Your enemy is teching up and not likely to attack soon.

    Conclusion

    When in doubt, go with the classic Terran build order listed at the beginning of thisarticle! Additionally, try out some of the build orders you will find in a variety of

    articles around this site.

  • 8/7/2019 Terran Build Orders

    5/11

    Starcraft 2 3 Rax Build Order

    The Starcraft 2 3-Rax build order is not only one of the most effective Terran

    openers, it is also one of the most exciting.

    The 3-Rax build is perhaps the most aggresive opener the Terrans have in theirarsenal in Starcraft 2.

    It involves going for 3 early Barracks with two Tech Labs so you can quickly

    research upgrades and push out.

    There is are a lot of ways you can do this push, but below is my favorite build

    order.

    3 Rax Build Order:

    9/11: Supply Depot

    12/19: Barracks (train 1 Marine as soon as it is done then attach a tech lab;

    research Concussive Shells as soon as it if finished)

    13/19: Refinery

    15/19: Orbital Command

    17/19: Barracks (tech lab as soon as it is done)

    17/19: Supply Depot

    ..continue to pump SCVs

    19/27: Stimpacks25/27: Barracks #3 (with Reactor)

    ..continue to pump SCVs, Supply Depots, and infantry. Grab Combat Shields on

    the second Barracks when you have the resources.

    This build order is not set it stone - you can change it depending on whether or not

    you need units earlier. You can delay the third Barracks for a bit as well if your

    enemy is applying early pressure (this will give you more money for Marines and

    Marauders).

    You will also need to get a lot of saturation going (3 SCVs on each gas, 22-24SCVs harvesting minerals, and constant MULEs) to keep all 3 Barracks producing

    units and to have money for Supply Depots to keep up with production.

    Continue to train units and push out as soon as Stimpack has finished.

    Continuously train units and rally them to an appropriate spot so you can continue

    to reinforce your army. Stim up and go-in once ready.

  • 8/7/2019 Terran Build Orders

    6/11

  • 8/7/2019 Terran Build Orders

    7/11

    Stim-packs are also mandatory when pushing on Protoss, as you will need to push

    up their ramp quickly, otherwise you risk getting cut off by Sentries.

    When assaulting a Protoss base that is being guarded by sentries, you will want to

    keep your units at the base of the ramp and send 1 Marine at a time up the ramp.

    This will give your Marines and Marauders vision to attack the units.

    Keep an eye on Sentry energy levels and when they drop below the amount

    required for Force Field, stim and push up the ramp. Do not be afraid to use a

    Scanner Sweep to see if you can push up the Protoss player's ramp. Just make sure

    you do not stim and commit up the ramp unless you have a clear shot at it.

    If the Protoss player is very defensive, simply camp out in front of their base,

    limiting them to 1 base. Meanwhile, at home, take a second base, tech up, and

    build out your base. You can tech into Medivacs, 3/3 weaponry, and even add afew Vikings to your army to protect against Colossi.

    If the Protoss player will not come out to take his expansion, you will win the

    game easily.

  • 8/7/2019 Terran Build Orders

    8/11

    2 Rax Fast Expand Terran Build Order

    Best Against: Protoss

    Maps: Any

    Leagues: All

    The 2 Rax Fast Expand is easily one of the best and most effective strategies to use

    in 1v1 matches against Protoss Players.

    In fact, this Terran build order is the go-to build for a majority of Diamond players

    in TvP match-ups.

    The basic premise behind this strategy is getting to expand quickly while getting

    just enough units to stop an early 4-Gate that typifies most of Protoss play.

    The benefit of this build is that the expansion is that once you have secured your

    expansion, you are in a great position to win the game.

    Additionally, no matter what build your opponent opens with, you can almost

    always open with this build. As a result, this build has become nearly universal for

    TvP match-ups.

    Below, you will find the exact build order and some related strategies:

    Build Order:

    10/11: Supply Depot

    12/19: Barracks

    14/19: Refinery

    15/19: Orbital Command (or 16/19 - personal preference)

    16/19: Marine (need to kill off scouting worker as soon as it spawns)

    17/19: Supply Depot

    17/19: Tech Lab on first Barracks

    17/19: Barracks

  • 8/7/2019 Terran Build Orders

    9/11

    20/27: Marauder

    20/27: Concussive Shells (research Stim or Combat Shields when this finishes -

    see strategy sections for more details.)

    24/27: Marauder #2

    24/27: Reactor on 2nd Barracks (as soon as it finishes)

    24/27: Command Center (build this inside your base and move out later)

    24/27: Supply Depot

    26/27: Marauder

    (..training Marines, Marauders, and SCVs)

    31/35: Barracks (or Factory - depending on strategy - see below)

    Note: I like to get an early Marauder + Concussive Shells as you can micro around

    any Zealots and outright kill any Stalkers that might come for some early harass.

    By about 7:00 (or 7:30 if you build Orbital Command in your base first), you

    should land your Command Center at your expansion.

    2 Rax Fast Expand Strategy

    Now, what happens here is up to the player. There are two possible variations:

    Defensive Option

    If your opponent opened up with 4 gate and did not expand, once he sees your

    expansion he is practically guaranteed to move out. Otherwise, he will fall behind.

    By the 7:00-7:30 mark when your expansion lands, your opponent is likely to

    already an army larger than yours with 4 Warp Gates up and running since he didnot invest all those resources into a Command Center (or more for an Orbital

    Command).

    Note: If you scout a 4-Gate, research Combat Shields (+10 HP for Marines) as this

    is a good talent for defending your expansion.

  • 8/7/2019 Terran Build Orders

    10/11

    As a result, you will need some defense. If you scout 4-Gate and see no expansion,

    you need to put down 2-3 Bunkers at your Command Center. You may also want

    to land your 3rd Barracks outside your natural (or build a Factory here) as this will

    prevent the Protoss player from moving out.

    Do not be cheap and forgo the Bunkers if your opponent does not have an

    expansion. If he is even half-way good he will push out after seeing your early

    expo. With Bunkers, you will be safe to build out your expo which will put you at

    a huge advantage by the 10 minute mark.

    If I decide to defend my expansion rather than push out, I recommend teching into

    a Factory at ~31 supply count instead of grabbing a third Barracks.

    In short, if you go for a fast expand and your opponent does not, and you

    successfully defend this expansion, you have won the game.

    Note: On maps with backdoor rocks, be sure to keep an eye on them. If the Protoss

    player decides to destroy them around the 7 minute mark, you will want to throw

    up a Bunker here and move your army into position to block the ramp. A 4-Gate

    timing push up your back door can be deadly if it goes unnoticed.

    Offensive Option

    If your opponent manages to scout your expansion and sees your Command

    Center, there is an equally probable chance that he will go for a fast expansionhimself. This is actually not a bad situation at all for the Terran player.

    What you will want to do in this situation is grab a 3rd Barracks at ~31 supplies

    and throw on a Tech Lab and continue to pump Marines and Marauders. Once you

    are at about 45-50 supply count, push out.

    Note: As soon as you scout the second Nexus being thrown down, grab Stimpacks

    at your Tech Lab.

    This may not seem like a large army, but grabbing a Nexus does two things for theProtoss player. First off, it really cuts into their army size (4 Zealots will go a long

    way early in the game).

    Secondly, and most importantly, the entrance to natural expansions is very wide.

    Any good Protoss player will not let you push with MM early in the game because

    he will split your army with Force Fields if you try to push up his ramp.

  • 8/7/2019 Terran Build Orders

    11/11

    Since even the most favorable maps for Protoss need several forcefields to block

    off the entrance to the natural, this makes invading the opponent's base as a Terran

    player much easier.

    The truth is that Marines and Marauders (especially with Stimpacks) utterly

    annihiliate tier 1 Protoss ground units (Stalkers, Zealots, and Sentries). Resource

    for resource, the Terran ground army is far superior in the early game.

    By grabbing an early expansion, the Protoss player makes himself very vulnerable

    to a push which would normally be prevented thanks to Force Field. While you

    may not end the game here, you can put a huge dent in the Protoss player's army

    and force him to create more Tier 1 ground units.

    This prevents the Protoss player from both teching up and from saturating his

    second expansion. Meanwhile, you will be winning in the resource war (since yourunits are better) and you can afford to use some resources for SCVs and tech

    thanks to MULEs.

    Long Game

    In both situations, you can tech up based on what your opponent does. In nearly all

    TvP match-ups, MMM will consist of the bulk of your army.

    As the game moves on, add 3 Vikings for every 1 Colossus the Protoss player has.

    Add a few Ghosts for EMP if High Templar enter the field. Add Siege Tanks inonce you take your 3rd expansion to provide some static defense and map control.

    Conclusion

    The 2 Rax FE build is one that all Terran players should master for any TvP

    match-ups. It truly is one of the most powerful build orders in the game and you

    can use it in practically any TvP game.