Terran vs Terran
Author: Gladstone
For money maps: No
Difficulty: Intermediate
Comments: 5 (Watch for comments!, Add to favorites)
Views: 4588
Terran Verses Terran
Terran verses Terran or TvT can lead into many unexpected build orders from your opponent, which can either catch you off guard, or it is completely strong against your choice of build order. For example if you went 2 port wraithes, and opponents goes for 2 factory goliaths, you definitly won’t be able to beat him in an head on battle. And to solve this choosing build order problem, scouting efficiently is required.
I will start by introducing some build orders that I know of and use from this match up.
- 2 factory -> tanks and gols
This build order is very standard it fights off almost anything our opponent throws at you, which includes wraithes vultures and some early tank pushes. Other strategies such as dual proxy barracks into marines can catch almost any build unprepared if you don’t see it coming.
Construct your first supply depot at the 9th SCV if you suspect any extreme early cheese rushes, scout with the worker that is done building the depot. After your depot is finished. Make SCV’s until the 11th psi, wait for 220 minerals, and build your barrack somewhere near the borders of your main base, and make refinery at the same time. Your scv production might be stopped for a few seconds while doing 11 -> barrack & Refinery.
When refinery is complete send 2 more scvs to collect gas, when reaching 100 vaspene, you should also have about 200 minerals now, and can create first factory (should be around 16 psi). While it is in construction make 1 marine, and start second depot (2nd depot at 16 or 17 psi) If the map don’t have a ramp make 2 marines just to be safe, if it does have a ramp, make 1 marine. After your marine(s) production is complete, lift rax and float it towards enemies base as a scout. Your second factory should be put down at 19-21’s psi, after you kill off your opponents SCV, or you can let them see if you don’t care…;p
When the first factory is done add a machine shop, create a tank and upgrade siege when you can, also put down an armory as well. When second factory is done make goliaths…
Your 2nd scouter the flying barrack should be by his base at this moment, see what he is teching to, if he has built an earlier expo than you. If the case is yes, set up some pressure immediately, go to his choke and siege some tanks there along with goliaths as back support, and start your own expansion.
If you saw a Starport with or without an add-on, just stay at home a bit, and get an expansion going ASAP, or you can try attacking but if it fails, you may be at a disadvantage in the game. If his control tower is on the starport, and is flickering obviously he is getting cloak, so build an academy…
From this point on, after you have made your expansion and have some minerals, make either 2 more factories which add to 4, or get 1 staport, and another factory, and delay the 4th one a bit later. Now at this time of the game mid-game should be 2/3 of the way done. There really isn’t a rule on when to take second natural, since so many things vary. Just take it whenever you think you can defend it
Late game TvT will vary a lot, and different situations can happen, but for the late game phase, it’s basically a battle for more expansions. A good idea is to usually have maybe 5 tanks at each expansion, and a few turrets. Generally its not the best idea to clamp all your units together like in Terran vs Protoss, since in TvT Terran is more mobile with their dropships, and you won’t be able to get to defend the attacked place in time. So you’ll have to predict where he will attack by constantly scanning.
2 fact build sum up
9-Supply
11th- barrack and refinery
15th marine
16th factory, supply or another marine
19-21th- 2nd factory& armory
Produce tanks and goliaths, get siege when you can
1 factory & Port build
This build order follows the previous until the first factory, instead of making a 2nd fact. Create a port when the first one is finished. If the scouting barrack sees opponent doing 2 factory tanks and gols. Add a tower to the staport and upgrade cloak before showing enemy your wraith. When cloak completes upgrading you can safely expand since now he will have to get scan before he can harm you.
If you saw enemy doing an port -> wraith build also, don’t add another tower and keep creating wraithes to out number his, also make a ebay just in case he might of done a 2 port wraith and is just hiding the other starport somewhere else.
After you took your first natural, you can either produce more wraith or go to dropships, I find dropships better since wraithes looses its value after early game.
When you have made around 3-4 dropships start harassing them with it, by finding their unprotected or badly protected expansions, or drop in his main base if he don’t have any defense in it.
Late game will allow you to make lots of dropships and take advantage of great mobility (If you choose to make dropships non-stop)
2 Fact Goliaths
This build follows the first one except you don’t add a machine shop on your first factory, and no shop on the second one until expo. When the first factory is complete create one vulture, and when armory is done produce goliaths from both factories until you have made 4, then take expansion.
2 fact gols can destroy any port builds, and can stop early pressure pushes.
When you have spent the 400 on another CC, you can save money and put 2 add-ons on both factories and mass tanks from here. The rest of the game would really depend on the player again, whether he wants 2 more factories or another port, and a slower 4th factory…
2 Factory Tanks
This build is very gas costly, and will delay your first expansion, just to set pressure on your opponent, it is weak against 1 fact port builds, and strong against 2 fact gols & tanks to expos builds.
2 factory tanks follow the 2-fact tanks gol build except no armory, and machine shop on second factory. Make tanks from your first fact and upgrade siege too. When second factory is complete you should have maybe 1 tank and while the second fact builds machine shop, siege should be starting. Move out when you have 2 marines, 2 tanks and 2-3 scvs and just camp out his base. Keep producing, tanks from 2 factories until you have 5 camping out his base, start your own expansion this time as well. Build ebay and turrets after you spend your 400 on CC.
Since your first expo was delayed try getting 2nd natural faster if your pressure was enough to slow him down.
This build will be caught off guard if opponent want 1 factory port to wraiths.
2 port to wraiths
This one is also a bit risky like the 2 factory tanks, instead it does not fear the 1 factory port, but is weak against 2 fact goliaths or 2 factories goliaths and tanks. It’s not that it won’t work vs any builds that includes gols, but it is just less effective, and has a lower success rate that will make you behind in the game and ultimately results in you losing it.
This build follows the 2 fact tanks and goliaths until the first factory is finished, don’t make a shop, instead get a vulture. The vulture might not even be needed if you don’t think you’ll be receiving any early attacks.
Make 2 ports ASAP, and then pump 2 wraiths out of the 2 ports, once the 2 wraiths comes out, add a control tower on one of them, and upgrade cloak, once cloak is done set up a CC.
Usually if you catch opponent totally off guard with this, they’ll leave before you can get investments on your expo, if some how they are still alive, you can either continue producing wraith (if they still aren’t massing goliaths yet) or set another factory down and use both factory to make tanks and take the 2nd natural, and finally take 2 more factory resulting in 4.
Some Scenarios
14CC’s
If opponent goes for a 14 CC build which can be scouted with your scouter SCV. Make dual ports and attack with 2 wraiths, or you can try a dual factory tanks with early pressure. Note in mind though that they will most likely create wraiths after first factory, since they are already behind in tech, and wraith can fight off tank pressures.
Ignoring the fact that they are starting an extremely early expansion can work too, but you’ll have to double expand yourself…
1 or 2 proxy marine rushes
They send their 7th SCV in to the center of the map and proxies a rax at the 8th scv, 9th scv is supply and 10th another rax or you can just build marines.
7- scv to middle of map
8- rax proxy
9- supply
10- marines and another rax, or just pure marines
This build will be fatal to you if it is not scouted or prepared for, but if it is found, make a bunker and vultures, it will be gg for the cheeser… :P
Vultures
I generally don’t use vultures in TvT too much, unless I’m low on gas or something. But you basically get 2 factories both with machine shops, and upgrade both speed and mines. Get speed first since it takes longer to upgrade. Once the upgrades are finished try to go in his base and kill a few scvs, if you don’t think u can climb by, just mine out his base and start an expansion.
Terran verses Terran or TvT can lead into many unexpected build orders from your opponent, which can either catch you off guard, or it is completely strong against your choice of build order. For example if you went 2 port wraithes, and opponents goes for 2 factory goliaths, you definitly won’t be able to beat him in an head on battle. And to solve this choosing build order problem, scouting efficiently is required.
I will start by introducing some build orders that I know of and use from this match up.
- 2 factory -> tanks and gols
This build order is very standard it fights off almost anything our opponent throws at you, which includes wraithes vultures and some early tank pushes. Other strategies such as dual proxy barracks into marines can catch almost any build unprepared if you don’t see it coming.
Construct your first supply depot at the 9th SCV if you suspect any extreme early cheese rushes, scout with the worker that is done building the depot. After your depot is finished. Make SCV’s until the 11th psi, wait for 220 minerals, and build your barrack somewhere near the borders of your main base, and make refinery at the same time. Your scv production might be stopped for a few seconds while doing 11 -> barrack & Refinery.
When refinery is complete send 2 more scvs to collect gas, when reaching 100 vaspene, you should also have about 200 minerals now, and can create first factory (should be around 16 psi). While it is in construction make 1 marine, and start second depot (2nd depot at 16 or 17 psi) If the map don’t have a ramp make 2 marines just to be safe, if it does have a ramp, make 1 marine. After your marine(s) production is complete, lift rax and float it towards enemies base as a scout. Your second factory should be put down at 19-21’s psi, after you kill off your opponents SCV, or you can let them see if you don’t care…;p
When the first factory is done add a machine shop, create a tank and upgrade siege when you can, also put down an armory as well. When second factory is done make goliaths…
Your 2nd scouter the flying barrack should be by his base at this moment, see what he is teching to, if he has built an earlier expo than you. If the case is yes, set up some pressure immediately, go to his choke and siege some tanks there along with goliaths as back support, and start your own expansion.
If you saw a Starport with or without an add-on, just stay at home a bit, and get an expansion going ASAP, or you can try attacking but if it fails, you may be at a disadvantage in the game. If his control tower is on the starport, and is flickering obviously he is getting cloak, so build an academy…
From this point on, after you have made your expansion and have some minerals, make either 2 more factories which add to 4, or get 1 staport, and another factory, and delay the 4th one a bit later. Now at this time of the game mid-game should be 2/3 of the way done. There really isn’t a rule on when to take second natural, since so many things vary. Just take it whenever you think you can defend it
Late game TvT will vary a lot, and different situations can happen, but for the late game phase, it’s basically a battle for more expansions. A good idea is to usually have maybe 5 tanks at each expansion, and a few turrets. Generally its not the best idea to clamp all your units together like in Terran vs Protoss, since in TvT Terran is more mobile with their dropships, and you won’t be able to get to defend the attacked place in time. So you’ll have to predict where he will attack by constantly scanning.
2 fact build sum up
9-Supply
11th- barrack and refinery
15th marine
16th factory, supply or another marine
19-21th- 2nd factory& armory
Produce tanks and goliaths, get siege when you can
1 factory & Port build
This build order follows the previous until the first factory, instead of making a 2nd fact. Create a port when the first one is finished. If the scouting barrack sees opponent doing 2 factory tanks and gols. Add a tower to the staport and upgrade cloak before showing enemy your wraith. When cloak completes upgrading you can safely expand since now he will have to get scan before he can harm you.
If you saw enemy doing an port -> wraith build also, don’t add another tower and keep creating wraithes to out number his, also make a ebay just in case he might of done a 2 port wraith and is just hiding the other starport somewhere else.
After you took your first natural, you can either produce more wraith or go to dropships, I find dropships better since wraithes looses its value after early game.
When you have made around 3-4 dropships start harassing them with it, by finding their unprotected or badly protected expansions, or drop in his main base if he don’t have any defense in it.
Late game will allow you to make lots of dropships and take advantage of great mobility (If you choose to make dropships non-stop)
2 Fact Goliaths
This build follows the first one except you don’t add a machine shop on your first factory, and no shop on the second one until expo. When the first factory is complete create one vulture, and when armory is done produce goliaths from both factories until you have made 4, then take expansion.
2 fact gols can destroy any port builds, and can stop early pressure pushes.
When you have spent the 400 on another CC, you can save money and put 2 add-ons on both factories and mass tanks from here. The rest of the game would really depend on the player again, whether he wants 2 more factories or another port, and a slower 4th factory…
2 Factory Tanks
This build is very gas costly, and will delay your first expansion, just to set pressure on your opponent, it is weak against 1 fact port builds, and strong against 2 fact gols & tanks to expos builds.
2 factory tanks follow the 2-fact tanks gol build except no armory, and machine shop on second factory. Make tanks from your first fact and upgrade siege too. When second factory is complete you should have maybe 1 tank and while the second fact builds machine shop, siege should be starting. Move out when you have 2 marines, 2 tanks and 2-3 scvs and just camp out his base. Keep producing, tanks from 2 factories until you have 5 camping out his base, start your own expansion this time as well. Build ebay and turrets after you spend your 400 on CC.
Since your first expo was delayed try getting 2nd natural faster if your pressure was enough to slow him down.
This build will be caught off guard if opponent want 1 factory port to wraiths.
2 port to wraiths
This one is also a bit risky like the 2 factory tanks, instead it does not fear the 1 factory port, but is weak against 2 fact goliaths or 2 factories goliaths and tanks. It’s not that it won’t work vs any builds that includes gols, but it is just less effective, and has a lower success rate that will make you behind in the game and ultimately results in you losing it.
This build follows the 2 fact tanks and goliaths until the first factory is finished, don’t make a shop, instead get a vulture. The vulture might not even be needed if you don’t think you’ll be receiving any early attacks.
Make 2 ports ASAP, and then pump 2 wraiths out of the 2 ports, once the 2 wraiths comes out, add a control tower on one of them, and upgrade cloak, once cloak is done set up a CC.
Usually if you catch opponent totally off guard with this, they’ll leave before you can get investments on your expo, if some how they are still alive, you can either continue producing wraith (if they still aren’t massing goliaths yet) or set another factory down and use both factory to make tanks and take the 2nd natural, and finally take 2 more factory resulting in 4.
Some Scenarios
14CC’s
If opponent goes for a 14 CC build which can be scouted with your scouter SCV. Make dual ports and attack with 2 wraiths, or you can try a dual factory tanks with early pressure. Note in mind though that they will most likely create wraiths after first factory, since they are already behind in tech, and wraith can fight off tank pressures.
Ignoring the fact that they are starting an extremely early expansion can work too, but you’ll have to double expand yourself…
1 or 2 proxy marine rushes
They send their 7th SCV in to the center of the map and proxies a rax at the 8th scv, 9th scv is supply and 10th another rax or you can just build marines.
7- scv to middle of map
8- rax proxy
9- supply
10- marines and another rax, or just pure marines
This build will be fatal to you if it is not scouted or prepared for, but if it is found, make a bunker and vultures, it will be gg for the cheeser… :P
Vultures
I generally don’t use vultures in TvT too much, unless I’m low on gas or something. But you basically get 2 factories both with machine shops, and upgrade both speed and mines. Get speed first since it takes longer to upgrade. Once the upgrades are finished try to go in his base and kill a few scvs, if you don’t think u can climb by, just mine out his base and start an expansion.
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Out of 5 voters, most think this strategy is Good!
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Other Submissions: |
| 1, lammas (Section Moderator) | |||||||
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Nice! btw like first time I ever voted anything on any strategy ^^ I think that you could have mentioned the openings that are used on maps that dont have ramps and are open because if you try 1port or something on those you are totally meat. ;d |
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| 2, SideWInder | |||||||
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The problem with the Tank+gol mass is you have to have really good Micro for it to work. ANyway Good | ||||||
| 3, lyye | |||||||
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When researching cloak you can lift your rax or ebay on top of it to make the enemy think you didn't attach the control tower yet. | ||||||
| 4, orestul | |||||||
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Nice plan. It should work perfectly. Usually I have problems fighting against terrans because i make a wall of turrets around my my territory so that ships won't pas, but their cruisers keep destroying my turrets, so usually i just send nuclear bombs at their command center, destroying their command center and all the psi's. If the can't get minerals they can't build, so then it's easy to destroy them. |
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| 5, nasey | |||||||
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hi i just want more but i like this mike more josh |
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