Terran Build Orders
Transcript of Terran Build Orders
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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:
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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):
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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.
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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.
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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.
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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.
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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
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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.
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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.
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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.