Terran (StarCraft)

This article is related to
StarCraft
StarCraft
StarCraft universe
StarCraft storyline
Factions/Organisations
Terran Confederacy
Kel-Morian Combine
Umojan Protectorate
Sons of Korhal
Terran Dominion
United Earth Directorate
Zerg Brood
Dark Templar
Raynor's Raiders
Races
Terran
Zerg
Protoss
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The Terrans are the name humans in the StarCraft universe — a fictional universe where computer games and books are set, used to distingush them from the humans of Earth. They have a genetic history of psionic power, but are generations away from reaching this full potential. Most have no psionic powers.

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Terran1.jpg
The Marines of the Terran Confederacy
Contents

Plotline attributes

Main Article: Terran History

Spoiler warning: Plot or ending details follow.

Gameplay attributes

Notable abilities

Units

Land

Air

Buildings

Basic buildings

Unlike the buildings of other races, the major Terran buildings are mobile; they can lift off, fly slowly, and land elsewhere. Only air-to-air or ground-to-air attacks can damage these buildings when in the air. Buildings that have been lifted off can be repaired in mid-air by SCVs. If the building has an add-on, the add-on is left behind. Add-ons can only function when the main building is attached, and any one building may only have one add-on attached. If an add-on is left behind, any Terran player may take possession of it later by landing next to it.

Unlike other races, Terran buildings will burn down (take damage automatically) if the hitpoints are in the red zone (less than 1/3 of total hit points). Hit points slowly decline until they reach 0, when the building is destroyed and must be rebuilt. Only SCVs can prevent the building from burning down by repairing the building into the yellow or green state (greater than 1/3 of total hit points).

Terran buildings are also bulky and have a tendency to take up a lot of space. Terran bases can fill up quickly. This is mostly due to supply depots, which, unlike Protoss Pylons, are used for only one purpose and serve no extreme tactical purpose within the game.

Advanced buildings


See also: Protoss, Zerg

Strategy and Techs

Techs

Terran users usually follow one of two main general tech trees: 1) Infantry and 2) Metal. It is not good to mix and match (unless engaged in a long match) because many buildings (such as academy/engineering bay and armory) upgrades for only one of the two tech trees.

1) Infantry is often used against Zerg opponents because of just how effective marine/medic is against almost all Zerg units (with the exception of lurkers). It is not as effective against Protoss or Terran units because of psi storm from Protoss High Templar and Terran tanks/goliaths/vultures.

Against Zerg opponents, a typical build order would be a couple of Barracks (can also implement building block - see Strategies), Refinery, Academy, ComSat, Factory, Engineering Bays, Starport, Science Facility, and then expand to more buildings as you see fit. Generally (especially in long games), Terrans would just pump out Marine+Medic, some Tanks for siege support, ComSat for detection, and Science Vessels for detection and irradiate.

2) Metal is almost always used against Protoss and other Terrans because infantry is often ineffective. Metal refers to mechanical units (Tanks, Vultures, Goliaths, and maybe Wraiths and Battlecruisers).

Against Protoss and Terran opponents, a typical build order would be a Supply Depot + Barrack building block (see Strategies), Factory (2), Starport. From then on, the Terran will have to choose which specific strategy to implement, depending on various circumstances.

Strategies

Here is a list of some simple common strategies being used for Terrans:

Wall-in — On certain maps (Lost Temple, for example) there are positions where one can build a Supply Depot and Barracks where the two buildings can block units from entering or leaving. The Barracks can be used as a portcullis, as it can be lifted to allow units to pass underneath. This allows the Terran to defend their block from within the base (although this has rarely also been used offensively) with ranged units such as Tanks and Marines. This is extremely effective because the block are actual buildings and can be quickly repaired by SCVs if under attack, similar to repairing a wall from where one can mow down the enemy forces with barely any casualties. This is often used in the early stages of the game, where Terrans would generally tech up to metal units and would need a reliable wall to stop enemy forces from ravaging the base until reinforcements can come.

Dropping — one of the most notorious attacks Terrans are known for. After teching to Starport and getting Dropships, Terrans can drop units by loading them into Dropships and dropping them near weaknesses in the enemy base, causing large amounts of damage. For example, Terrans often drop Siege Tanks onto cliffs overlooking the enemy base and immediately siege them, attacking their buildings and units. Because the Tanks are on high ground, the enemy cannot (or at least, have extreme difficulty) in destroying the Tanks. Drops can also be tactically used to destroy the enemy resource gatherers (using fast-attacking concussive/normal damage type units such as Vultures and Marines) and delay their economy for quite a while. And finally, drops can also be used as a large-scale attack force. Sending a group of 6-8 dropships and a Science Vessel or two, Terrans can unload a whole army of Tanks, Goliaths, and Marines+Medics inside an unguarded point in the enemy base.

Wraiths — Wraiths are often used against enemy Terrans, due to their lack of ready detectors (unlike Photon Cannons for Protoss and Overlords for Zerg). With their Cloaking ability, Wraiths can attack targets unguarded by stationary Turrets or Science Vessels. Even with a ComSat scanner, detection is only temporary; the Wraiths can retreat, and attack again.

Irradiate — used primarily against Zerg opponents, or expensive Protoss units such as a High Templar or Dark Templar. A variant strategy involves irradiating one's own mechanical unit (such as another Science Vessel), and moving it into melee range with enemy units, particularly workers, damaging and killing as many as possible before the Science Vessels are destroyed or before the Irradiate wears off.

Tank Push — this refers to the practice of "leapfrogging" Siege Tanks into enemy positions. Since the range of sieged Tanks is so large, one can attack the enemy base and destroy its frontline defenses, then inch some Tanks forward and continue destroying the defenses behind those.

Bunker Hopping — this refers to the similar practice of "leapfrogging" bunkers. One bunker staffed with marines is used to defend the SCV's building another bunker which is then staffed to protect the building of another bunker etc., to create defense in depth.

External links

See also: Terran (StarCraft), 21st century, 25th century, Afterburner (engine), Anime, Arcturus Mengsk, Battlecruiser (StarCraft), Bomber