Terran
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This strategy is short and simple, and although deadly when pulled off, is only effective 40% of the time. The basic idea is build a bunker in your opponents base and fill it with marines before any units are in his own possession.
Build: (Numbers refer to which SCV should be used to build with)
Scout very early with 6th SCV and hide it outside base, or inside where your opponent won't see it. Build a barracks, and a supply depot soon after, and as soon as the Barracks is in, begin marine production. Build another supply depot. After Marine is out, send him in direction of the enemy base, (with any luck, your opponents base is a very short distance from your own) and at the same time, build a Bunker near the Command Center or Nexus. Or if your opponent is zerg, build as close to a building as the creep will allow. When it finishes, load marine (more marines should be on their way) and your opponent is often times as good as dead. It is a good idea to keep building bunkers closer and closer to his worker line and transferring your marines as you go, in a leap-frog fashion.
Often times this is most effective against newbies, or terran players who tend to build slower than yourself. This is mostly a fun strat to try your luck with, but chances are it won't win any tournaments for you.
One of the most important aspects of the terran race is their nuclear capabilities. The Nuke, obviously the most devastating force in the game, is capable of taking out any unit in one hit, and most buildings in two hits. For balance reasons, Blizzard made it complicated to tech up to, and made it relatively easy to stop an impending nuke attack. However, I am writing this strategy because nukes have been phased out of Brood War, and no one ever expects to see one early in the game. Therefore, using this strat will help you to destroy your opponent with nukes, or at very least, surprise the heck out of him.
I suggest to use this strat in a 2v2, as there will be a better success rate if you can quickly nuke the opponents while your ally protects you and cleans up after each nuke. Remember to let your partner know what you are doing so he doesn’t assume you’re a newbie, or let you get killed.
Begin by sending SCVs to mine, and produce more SCVs till your 8th is out. Use him to build a supply depot at your ramp (assume this game is played on lost temple). Your 9th SCV should be used to build a barracks next to the intial supply depot, and your 10th will build the second supply depot, shutting off access to your main base. Halfway through construction of your barracks, begin a refinery. (You could even build the refinery as early as the mins are available). Put 3 to 4 SCVs on the refinery and scout your opponent to find where he is, his race and the strat he may be using. Also consider making 2 or 3 marines to keep nosy scouts away.
As soon as 100 gas is available, build a factory, and soon after, an academy. Remember not to build comsat, you’ll need the space for a nuke silo. After the factory is in, get a starport and make four vultures at your factory. Consider upgrading speed and/or spider mines (after the add-ons have been built, of course). Get a dropship and load up the vultures. Drop them behind the enemy mineral fields and see if you can’t do a bit of damage there first. Use the spider mines to protect yourself from larger ground units. This is a good precursor attack before the nukes hit, they’ll never see it coming. Back at your main base you’ve built a science facility and built the covert-ops add-on. Then build the Nuke Silo add-on at the side of your command center followed by a few ghosts. Begin construction of a second factory and start getting tanks. Upgrade personal cloaking, and ocular implants for your ghost at the covert-ops, and send a ghost in a dropship towards an enemy base. (It might be a good idea to cloak your ghost before he gets into the dropship so as he doesn’t attack anything when he unloads). Decide where the nuke will damage your opponent the most and let her loose. At your main base, siege mode should be upgraded, tanks should be getting built, and an expansion wouldn’t be a bad idea. Goliaths with the range upgrade should take care of the air threat. Slowly push your way into your enemy’s base and destroy all important technology buildings and any dangerous units running around. Hopefully your partner can help you, or counter the other opponent when he tries to help his buddy out. With any luck, the nuke/tank combo should force your opponent(s) to be destroyed, or resign from the game. During the game it’s important to remember to have a lot of SCVs gathering minerals, and build what is needed to keep your main base functioning, for example: turrets for detection and firebats for zergies. Nukes alone probably won’t win the game for you, however, use them early and in conjunction with tanks/wraiths/goliaths/vultures etc. Use the full extent of the terran’s unique abilities like spider mines and irradiate, they may be the difference between a win and a loss.
Beware when you use this against a Protoss player that likes to zealot rush. Works great against Zerg, as long as you attack before they get lurkers. It also helps to upgrade the marines for stim pack and longer range. Not recommended against a Terran player that blocks or has lots of defense. Can be countered by lurker's, dark Templars, Psi Storm. Note that this rush is best to destroy enemies forces and buildings, but not great against lots of defense without any upgrades.
Effectiveness level: 8.1
This vulture rush is good only in temple because of the wall in ability. Start
off by getting up to 8 SCV, then get a supply depot. At 9 SCV get a barracks,
and a gas at 11 or 12 SCV, once the gas is done, send three SCV to gather gas
right away. Once you get enough for your first factory, build it and then
another one after you get enough. Use the first factory to build a vulture and
use the second one to get a machine shop. Keep pumping vultures out of the first
one and upgrade the speed in the machine shop, or the mines if your opponent is
getting mass lings or if you thing he might rush. Once you get about 6 or 7
vultures you should go and attack, but your MAIN priority is to micro
like mad. This way you can get the most out of your vultures. While this is
going on, start getting tanks or whatever you see fit. If you use spider mines
it is good to put them in the entrance of the base or to put them inside the
main base and retreat the vultures and have the enemy run over them. Just don't
keep the vultures over the mines. You can also do a vulture drop by making a
Starport in-place of the second factory. The drop is most effective if done by
the mineral patch. Can be countered by pretty much any ground unit, just be
careful of spider mines.
Effectiveness level: 8.3
Effectiveness level: 8.4
Blocking
By:
MAVERICK[PT]
Blocking can be extremely effective if done properly. In fact
whether or not you block in a game could determine whether or not you win or
lose. One of the first things you must do is decide if it is proper to block. If
the following are true then its a good idea to block:
Your opponent is Protoss
You are going to make tanks/vultures/wraiths early on
You are going to Expand early
Keep out unwanted units (Vultures, zealots, etc.)
I highly recommend blocking against Protoss, especially if you are playing on Lost Temple. Below are pictures of how blocks should look on Lost Temple:
There are times in which you shouldn't or don't need to block. If you are planning on going Marines and Medics especially if against Zerg, then I don't recommend blocking. Now you know where to build the supply depots and the Barracks, but you don't know the order to build them in. First at about 8/10 supply you build the first supply depot, and keep pumping scv's. At 10/10 your supply depot should be finished and you should have another scv come out at the exact time if done right. Send the scv that finished building to go scout, and send the recently built scv to go build a barracks. Start mining gas, and keep making scv. When the barracks finishes send that scv to build a factory. At about half way through the factory build another supply depot to finish the block. All blocks allow a small unit (marine, zergling) to pass through the block. The only exception to this is the bottom left block, which can keep out all units. Several times players will try to stop your block by attacking your scv that is building. As soon as you see a worker close to your entrance send 1 scv to go kill it. Often it is helpful to push the Esc button on the building scv and use that scv to attack your opponents worker, and send another scv down to continue building. Beware of Protoss players that may build a pylon where your block is. This can be very deadly, because it leaves a hole in your block. If you sense a zealot rush and for some reason you need to buy more time, build the 2nd supply depot before the factory. If you are playing a map like The hunters, or some other big map then blocking is not very helpful, but if you block on Lost Temple it can help you win the game.
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