Brood-War Strategies





This "middle-of-the-road" species offers a good balance of numbers (of units) and technology. The Terran arsenal includes several new twists, including missile upgrades for Goliaths and, of course, the two new units (Medic and Frigate).
There are probably as many Terran attack and defense strategies as there are players, but these key ideas will help you through the rough stuff.
General Strategies and Tips
- Hotkey the Comsat Station (yes, you can do that) to 9 and 0 to get a Sensor Sweep quickly without having to click on it. To get a sweep on demand, first press the Stations hotkey, and then "s". Getting a Sensor Sweep can be critical if your troops are under attack from cloaked units, because the sweep will reveal enemy unit locations and hidden enemy units.
- For defense, build Bunkers (filled with Marines) and Missile Turrets together. It's also a good idea to place Siege Tanks beside them. This combination provides an extremely tenacious defense that's difficult for the enemy to penetrate.
- When both Comsat Stations and Yamato Cannons become available, use them together to take advantage of the Yamato's superior range (love those guns). For example, to take out a Missile Turret, sweep the Missile Turret area with a Sensor Sweep, and then target it with a Yamato strike. The Battlecrusier will move in to take its shot while still outside the Missile Turrets range.
- This is underhanded, but effective, something you would only see me do: Build a Factory of Barracks behind the enemy's position and start cranking out units for a backside attack. If you can't afford to build there, or can't get an SCV to that position, fly an existing structure into the position, and then begin building. I personally have never got the structure that far, but, with luck, I hope you will be able to.
- Use the Science Vessel's Irradiate ability on biological units. This can be very effective, even against Templars or Defilers.
- To prevent enemy movement, place Bunkers at choke poitns. Before it's destroyed, a carefully placed Bunker can do huge ammounts of damage to the advancing enemy. Build Bunkers "leapfrog" fashion, ever deeper into enemy territory, with the previous Bunker protecting the Bunker under construction. I have found this method particularly useful against a Zerg player.
- Because Terran structures are mobile, you can use a "moving city" tactic-moving your city across the map as needed. Upgraded Goliaths can take the place of Missile Turrets here.
- Medics can have a huge impact on the outcome of a skirmish, but it;s inadvisable to have more than two Medics per group of 12 Marines/Firebats, because the loss of firepower counteracts the Medics' healing ways. Use the Medic's Optical Flare to great effect in situations where only one or two units imrede your path. It shortens the enemy unit's range of sight-permanently-making it easy to destroy from a safe distance.
Keep at least a pair of Medics with a group of Marines. Their healing abilties will give you a huge advantage.
Against the Zerg
Build lots of Firebats. The Zerg are an organic species with mostly ground-based attacks. Firebats always are cost-effective against Zerg ground minions. Use more Battlecrusiers defensively, especially in multiplayer games. Zerg Scourges can take out a Battlecrusier for half its cost. In a resource battle, you'd lose, yes lose, and hard at it to.
- Use Parasite-infected units to fight the enemy. Never keep them around your base, because the enemy sees everything you see. (Unless you are playing (+)FIRST-KNIGHT, or (+)LordVanquish, then please, without a doubt, move the infested ship back into your base, and right over your command center, lol, j/k)
- Take out enemy Guardians at all costs: they can reduce your base to rubble quickly.
- Keep Wraiths or Battlecrusiers around for this purpose.
- Never leave an outpost Command Center for the Zerg to infest, or Infested Terrans soon will be blowing up all around you. And that isn't pretty, trust me...personal experience. When attacking a Zerg base, always take out the underlying tech-tree buildings first. It's tempting to go for the Hatcheries, but it's more crippling to your opponents to lose the structures they need to build advanced units. Take out structures in this order: Spire, Ultralisk Cavern, Hydralisk Den, Spawning Pool, and Queen's Nest. Those are the most vital structures as I see it.
- Frigate Valkyries are extremely effective against the Zerg. A pair of Valkyries will eliminate a group of Overminds quickly; they simply can't get away in time.
- Use the Medic's Restoration ability to remove Plague and Parasites from your units. Medics can be especially effective in saving costly units such as Battlecruisers from the Defilers Plague, so always keep a Medic nearby when facing the Zerg.
Use Firebats to deal with the Zergs' vast numbers.
Against the Protoss
- Firebats are important only against Zealots, so don't go crazy building them. Make just enough to keep Zealot groups at bay.
- Build Ghosts for defense. They're a little too expensive to produce in bulk for offense. However, when an enemy Carrier or Reaver comes by, you can use the Lockdown ability to neutralize them.
- beacuse it removes their shields, Science Vessels' EMP ability is especially effective against the Protoss. The EMP is as effective for attack as it is for defense.
- If the Protoss are employing Arbiters, use a Yamato Cannon to take them out quickly and reveal cloaked units.
- use a Comsat Sensor Sweep to check for Observers in areas where you plan to use cloaked units. Cloaked Observers will locate your own cloaked units.
- Keep Missile Turrets around your entire base as an early warning system. If this prevents just one Shuttle from dropping a pair of Reavers, it was worth it.
- Upgraded Goliaths can lay the smack down effectively with a group of Scouts. It's always a good idea to keep some Goliaths around for air defense.
Use your Comsat Sensor to sweep for Observers.
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