Starcraft
Double Thor Fast Expand Terran Build Order – Starcraft 2 TvT Strategy
If you’re having trouble with early Banshees in your base harassing your workers and killing your Marines, then you need to try this build out. It will allow you to get 2 Thors out very early in the game to defend your base against any kind of air attack and even ground attacks. Then you can take the lead fast by expanding early and making a huge army.
Start off with the Standard Terran build order: Depot at 10, Barracks at 12, Refinery at 13, Orbital Command and your first Marine at 15, then a Supply Depot. Then you’ll want to lay down your Factory right when you get 100 gas. When the Factory is done make a Hellion then add a Tech Lab onto it. Also build an Armory as fast as you can to get access to Thors.
When your Hellion is done you can push out and do an early attack against your opponent to kill off as much of their army as you can.
This will force a stalemate and give you time to expand. After your first Thor is being made, start building a Command Center so you can expand.
Build another Thor right away so you can defend against attacks on your Expansion. When your Command Center is done, transfer some of your workers and start mining out of your new base. Soon you’ll have an enormous income so you’ve got to build a lot of structures to be able to spend all those resources.
You can afford to add on around 4-5 Barracks and a Starport, depending on what units you’re making. Start making Marauders and Siege Tanks to help defend and you’ll have a good force to push out with soon. When you make your attack, expand to a third base so your economy stays nice and high.
The key to making this build work is practicing it a few times and focusing on having very good macro during the whole game. Without macro your income will start to fall behind and you’ll likely get out-numbered by your opponents forces.
Learn 3 simple steps that will help you macro better and win more games immediately with my Starcraft Macro Guide.
Then find even more Starcraft 2 Terran build orders at my blog.
Double Thor Fast Expand Terran Build Order – Starcraft 2 Tvt Strategy
If you’re having trouble with early Banshees in your base harassing your workers and killing your Marines, then you need to try this build out. It will allow you to get 2 Thors out very early in the game to defend your base against any kind of air attack and even ground attacks. Then you can take the lead fast by expanding early and making a huge army.
Start off with the Standard Terran build order: Depot at 10, Barracks at 12, Refinery at 13, Orbital Command and your first Marine at 15, then a Supply Depot. Then you’ll want to lay down your Factory right when you get 100 gas. When the Factory is done make a Hellion then add a Tech Lab onto it. Also build an Armory as fast as you can to get access to Thors.
When your Hellion is done you can push out and do an early attack against your opponent to kill off as much of their army as you can. This will force a stalemate and give you time to expand. After your first Thor is being made, start building a Command Center so you can expand.
Build another Thor right away so you can defend against attacks on your Expansion. When your Command Center is done, transfer some of your workers and start mining out of your new base. Soon you’ll have an enormous income so you’ve got to build a lot of structures to be able to spend all those resources.
You can afford to add on around 4-5 Barracks and a Starport, depending on what units you’re making. Start making Marauders and Siege Tanks to help defend and you’ll have a good force to push out with soon. When you make your attack, expand to a third base so your economy stays nice and high.
The key to making this build work is practicing it a few times and focusing on having very good macro during the whole game. Without macro your income will start to fall behind and you’ll likely get out-numbered by your opponents forces.
To learn more about this early expand Thor build and find even more SC 2 Terran build orders check out my blog.
For more Starcraft 2 Terran vs Terran strategy ideas check out this article.
Ranking The New Units in Starcraft 2
Starcraft 2 features a bunch of new units and some are more fun to use than others; here are my picks for the most entertaining ones to use in the new game from Blizzard.
Going by race, these are my picks:
For Zerg: Banelings
The new baneling morph for Zerglings in Starcraft 2 is an extremely fun unit to use because of its unpredictability and high damage potential.
Plus, the fear it can instill in opponents is priceless. Banelings can “bust” past a Terran wall configurement or take out big groups of marines with ease as their suicide acid attack.
Get the speed upgrade and watch them roll, then send them at buildings and troops in waves.
For Protoss: Void Rays
Okay, so they’re kind of cheap in some peoples’ books and they are very tough to stop. Many people are searching for tips on how to stop mass void rays and for good reason as everyone uses them in the lower levels of the game. They are easily one of the most fun new units to use in Starcraft 2 with their ability to decimate a whole base in a matter of a few minutes when charged.
For Terran: Thors
The giant walking mechs are not as speedy and versatile as Goliaths from SC: Brood War but they pack a punch and they dominate air units. Mutalisks can get them with the new “magic box” technique to minimize losses but Thors still beat them in most cases.
And they dominate on the ground in large numbers with SCV’s repairing them making them fun to rush with. Or you can drop them, pick them up, and run and re-drop with a Medivac.
Thanks for reading my picks for the most fun new units to use in Starcraft 2 and be sure to leave comments on your favorites in the
Written by ItOffishul
Related Thor Articles
Starcraft 2 – Protoss vs Terran – Counters
Hi everyone,
So lately, I have been watching my bigger brother play, and he is mainly a protoss user, and as you know, Terran is very widely used. My big brother has been losing a lot to terran, and I normally help him, but I seriously have no idea what counters Terran units except for the obvious ones. So I just decided research and make a individual unit guide to help me help my big brother with counters, and so to help you guys that are also having trouble going against terran with protoss.
Also as usual if you have read my other guides, you have to remember to scout. Send a probe earlier on to check out stuff, and see if they are going for a whacko build or a standard build, and start building counters to it. Protoss also have observers, and they are great scouting tools, and I really find it annoying how if I don’t build missile turrets then my base gets about 3 of them stalking every move I do.
Marines
High Templars : Psionic Strom will be able to take out massive amounts of marines at a time, and it really really hurts. You can take out a max of 14 marines with 1 of these.
Colossus: If microed properly, you can use these to take out a big amount of marines, with the aid of its +damage against light armor and its ability to walk up cliffs, which can really help.
Zealots: Early game, Zealots will be able to kill marines pretty easily if they are not in big numbers. As long as they are not blocked by a wall, zealots are a good early game counter.
Sentries: Not exactly a counter, but guardian shield really weakens the marines attack, from 8 to 6 attack.
Marauder
Zealots: Marauders are very easily swamped, and if you have enough zealots, then you can take marauders down pretty easily. Be careful of concussive shot, as this will help Marauders hit and run, but you can also research charge.
Stalker: Not the best counter, as stalkers cost more and cannot win in a 1v1 situation with a marauder, but they still do have a bonus damage against Marauders.
Void Rays : Marauders can’t hit air, and once a void ray is charged up, the marauders will be pretty helpless. Probably a later game counter.
Immortals : Immortals have the harden shield ability that will lessen the damage from a marauder, which is normally 20, to 10. However after the shields are down, the immortal will start taking 20 damage. Therefore it will take a total of 20 hits (100 shields, 200 health) from a marauder, while the marauder can only take 3 (125 hp, 50 damage)
Anything that’s in the air
Reaper
Stalkers: The earliest counter you can get to reapers. 1 stalker can take out 2 or 3 reapers. If you scout a reaper rush, your best bet is to quickly get to stalkers.
Photon Cannons : Any static defense in your mineral line will be able to defend against reaper rushes very effectively, as they do a lot of damage.
Colossus: Probably for later game situation if the opponent is still getting reapers, then colossi do pretty well against then too.
Any thing in the air
Ghosts
Observer + Crew: Once Ghosts are revealed, they are really easy to kill. Just bring some observers and your army will be able to kill them easily.
High Templar: You will have to act first, using feedback on the Ghost so that way they won’t get a chance to EMP shot you. Feedback will kill a ghost in one go, and it has decent casting range.
Photon Cannons: If they are trying to nuke you, The photon cannons will be able to find them.
Hellion
Stalkers: Hellions do almost nothing towards armored units, so Stalkers are the way to go, with blink and proper micro hellions will almost get no damage to you.
Immortals : Hellions almost do nothing towards these too. Maybe not the cheapest and easiest choice but they still get the job done.
Almost anything armored
Added bonus if they are air units.
Siege Tanks
Immortals: Immortals hardened shield will be able to take 10 shots from siege tanks before they get deactivated, leaving you plenty of time to get close and finish them unless they have a height advantage. Immortals also do 50 damage to siege tanks because they are armored.
Void Rays: Off the ground and can take them down relatively easily if they are charged up. If there are anti air units accompanying the siege tank you may want to get rid of them first because siege tanks can’t hit the anyway.
Carriers: Off the ground, and can finish off siege tanks really easily.
Stalkers + Blink : Once in the range of the tanks you will want to quickly blink right in front of the siege tanks to take minimal damage.
Thor
Void Rays: Thors air attack is really weak, and void rays are able to tank it until the beam charges up. Void rays were made to take out units with high health.
Immortals: Immortals can take up to 5 shots from the Thors, as they shoot twice per 2 seconds. But immortals also do 50 damage to the thor, because it is an armored unit, making them a pretty ideal counter.
Carriers: Thors can be taken out pretty easily by carriers as well, as the air attack from a thor isn’t enough to finish a carrier. They are around the same price.
Medivacs
Anything that can hit air because medivacs can’t hit back
Vikings
Probably the most annoying unit, as it counters pretty much all of your air units and the Colossus.
Stalkers: Can’t be hit back, so these are probably the best counter towards them. If they transform then that 4 seconds they take can give you the upper edge.
Carriers: Not the best, but they are able to kill a couple of vikings by themselves.
Banshees
Stalkers: Maybe not the best, but still work, but you will need a couple of them to take them out, but the cost isn’t too much different.
High Templars: Feedback will kill them in one go, if they cloak, then you will need to bring an observer with you.
Photon Cannon: Observers and can also hit it, but they will probably need support from other units if there are too much.
Battlecruisers
Void Rays: Void rays were made to fight high hp units like these, but they will take time to charge up the beam, so you may need a bit of support.
Sentries: Hallucination can help you confuse them and make the yamato cannon the wrong thing, especially void ray copies. Guardian shields will also take down their damage.
Stalkers: Will do pretty good against Battlecruisers , but you will need a few to take 1 down. The bonus damage may also come in handy.
Carriers: Maybe not the best, as 1 yamato cannon can take down it’s shields and also leave it on almost no HP, but are still better than nothing.
High Templars: Feedback will take it’s health down to 350 or so and leave it with no energy to yamato cannon, so you will need a bit of support with the high templar to take them down.
Strategies:
A counter to the normal M&M&M build that terrans like to use
(9) Pylon
(12) Gateway
1 Zealot
(14) Assimilator
(18) Cybernetics Core
One Stalker
(19) Assimilator
2 Sentry as soon as you can
(22) Warp Gate Research
(27) Robotics Facility
One Immortal out, and then an observer then another immortal
(31) Gateway
Zealot
(47) Gateway
Zealot
http://www.bukisa.com/articles/353471_starcraft-2-terran-vs-terran-counters – Terran vs Terran Counters
http://www.bukisa.com/articles/353467_starcraft-2-terran-vs-zerg-counters – Terran vs Zerg Counters
http://www.bukisa.com/articles/337147_starcraft-2-terran-vs-protoss-counters – Protoss vs Terran
http://www.bukisa.com/articles/337121_starcraft-2-terran – General Terran Tips and Strategies
http://www.bukisa.com/articles/358677_starcraft-2-protoss-vs-zerg-counters - Protoss vs Zerg
Written by romandoggie
Find More Thor Articles
Starcraft 2 – Terran vs Zerg – Counters
Hi everyone,
In this guide, I’m going to be talking about individual unit counters towards the Zerg from the point of the Terran. The Zerg recently have been beating me regularly , and I’ve decided to do a bit of research into it, and I’ve decided to write my own individual unit counter article about it from the stuff that I have learnt.
A few words before I begin: Remember that you have to scout ,scout ,scout! The reason why I normally lose is because I don’t check up on the enemy, because I underestimate the power of it. When I should’ve scanned, I used a MULE instead, or early game I decided to keep that SCV at home for the extra income . Send whatever you want at them, a SCV, but preferably use a scanner sweep to check up. You need to do this, and this will give you enough time to build sufficient amounts of whatever you need to counter them. Building a couple of counters towards a unit just before they come won’t help, and you will probably have to go with your 2nd choice.
Another word is. I really, really hate spam Corruptor/ Brood lord combos. It’s only happened to me once so I really don’t know everything about it, but I reckon that mass Vikings will destroy it, as long as you have more Vikings than they have corruptors. As you know, Zerg build with larvae, which can build simultaneously, so if you haven’t had anything come to attack you and your enemy is very passive, scan, and if there’s a mass spam of larvae, you may want to start stocking Vikings or something to get you prepared for a swarm attack. Alternatively you could attack them, and hopefully they won’t see you coming. If I’m wrong, leave comments and I may edit it later when I have learnt other stuff.
Last word. Siege tanks work a treat against any land units the Zerg throw at you (except brood lords broodlings )
So now lets get started:
Zerglings:
Of course these things are one of the most famous things of the Zerg, with their almighty rush.
A 6 pool rush is pretty painful if not countered properly.
Siege tanks: Of course these things were outfitted to destroy large amounts of units within a couple of seconds, so this is one of the best counters for them, but of course early game this unit won’t be out, so these are for later game swarms.
Wall: Walling of course is the earlier option against Zerglings. If they try to rush and your wall is up, then they can’t get to you because they are melee creatures. 6 pool usually consists of 6 zerglings, and with the help of a wall, 2 marines are the most you need to finish them off before they can do any serious damage.
Reapers: Fast, can jump cliffs. If you can macro them properly then a cuple of reapers with their bonus against light units can take them down. Be careful because zerglings run faster than Reapers on creep. Reapers with nitro can run faster than zerglings without speed.
Hellions: Also one of the earlier game counters. They have an awesome light damage bonus and also have an area attack, making them a really good counter for them and can take a huge group down.
Hydralisks:
They have a base attack of 12 damage, which is pretty nasty, but they do not get a damage bonus against anything.
Siege tanks: They outrange, and do massive amounts to packs of them,, and with a nice height advantage, these things can take many of them out before they can do anything. A small squad to protect them will be ideal though.
Marines: A lot of marines with a combat shield are capable of taking down Hydralisks. They aren’t the best, but they are still decent and are cheaper, and probably used as a last resort.
Raven: Hunter seeker missile is an awesome thing to use against Hydralisks. It does enough damage to kill a group of them in one go.
Banelings:
Pretty annoying, especially when you have a nice group coming towards your army.
Reapers: I find these pretty effective because you can hit and run. Reapers have a bonus against light units, making banelings pretty easy to kill with a group of them.
Siege tanks: Once again, they can kill them before they can get close. One shot can take 1 down, but only do area damage to the others. If there is loads of banelings, get a couple of siege tanks to take them out.
Hellions: Also damage against light units, and also extremely fast, so hitting and running with these guys are also an option. It takes 3 banelings to take one hellion down, so you can take a few hits.
Marauders: Have concussive shot with them, making the banelings slow down a bit, and also only take 15 damage from the explosion. You can also hit and run with these guys, but maybe not as effective against big groups.
Banshees: In the air, so they can’t do anything to them
Roaches:
Marauders : The best early game counter against roaches. They have a bonus against armored units, bringing the attack to 20 against them. Earlier on, if they haven’t researched burrow, concussive shot will stop them from running away. Later on, you may want to get a raven to accompany you to find burrowed ones.
Siege Tanks: The roaches have an awful attack range, so siege tanks can take them out pretty easily, the more the better. Using a height advantage will give you even better results.
Banshees: Are in the are, so they can’t do anything to them.
Raven: A useful detector, and when the roaches burrow, you can find the easily and kill. Also can use seeker missile to kill them.
Thor: Do massive damage against ground units.
Infestors:
Raven: Accompany with a group of marauders or something to kill these things. If the infestor decides to burrow, your raven can detect it.
Marauders: Can slow them down, and also have a damage bonus against them. If they burrow you will need to use a scan or something against them.
Orbital command: Scan
Ghosts: Taking away their energy pretty much makes them pretty useless, as they can’t do any attacks. The best they can do is burrow and leg it.
Mutalisks:
Vikings: Have more range, and also do more damage to them, while costing around the same resources. Mutalisks do take shorter to build though. They can chase well and are very mobile.
Thors: Have a splash air damage, and can hit multiple Mutalisks. If you have enough thors, then you can take down all of the mutalisks in one go. They can also take heavy punishment from the mutalisks, making then a very good counter.
Marines: Combat shielded and stimpacked marines do very well against mutalisks.
Corruptors:
Vikings: Cost a little less resources, but do more damage to them, thanks to the damage bonus against armored. They have better mobility and to top it all off, if a Vikings about to die to a corruptor, then you can switch it over to ground mode.
Thors: Are immune to corruptors because they can’t hit ground.
Marines: Corruptors can’t hit ground.
Brood lords:
Vikings: Can’t hit air, so these guys again, can make quick work of brood lords. Brood lords also move painfully slow, making them easy targets if there’s nothing protecting them.
Battlecruisers: If you researched yamato cannon, then you can take the out easily with one shot.
Thor: Probably not the best choice, but they can shoot pretty far and they also are pretty tank, until they get swarmed by 1000000 broodlings. This isn’t going to be your first choice.
Ultralisks:
Banshees: Ultralisks can’t hit air, so banshees are a great counter to them.
Battlecruisers: Can’t hit air, and if you have yamato cannon, then they can finish them off really easily.
Thors: Ultralisks are only good against loads of small units. A thor will take 20 damage while dishing out 90 damage to the Ultralisk. If you researched 250 mm cannon, then you can do even more to it, but sadly the stun won’t work.
Marauders: If stimpacked, then you can hit and run, unless in a team battle. Marauders have a bonus damage to armored, making them a really good counter ( with stimpacks ).
Strategies will come later on, keep checking back!
http://www.bukisa.com/articles/353471_starcraft-2-terran-vs-terran-counters for Terran vs Terran counters
http://www.bukisa.com/articles/337121_starcraft-2-terran for general terran guide
http://www.bukisa.com/articles/337147_starcraft-2-terran-vs-protoss-counters for Terran vs Protoss
http://www.bukisa.com/articles/354960_starcraft-2-protoss-vs-terran-counters – Protoss vs Terran
http://www.bukisa.com/articles/358677_starcraft-2-protoss-vs-zerg-counters - Protoss vs Zerg
Written by romandoggie

Heart throb Chris Hemsworth talks about preparing for his role in ‘Thor’ with protein shakes and gruelling exercise, and actor director Kenneth Branagh reveals why the Australian actor was perfect for the superhero role. (April 20)
Video Rating: 4 / 5
Starcraft 2 – Terran vs Protoss – Counters And Strategies
In Starcraft 2, every unit will have the best counter to it, and this guide is one to cover Counters for the protoss when you are using the Terran.
Scouting enemy territory is a easy way to get prepared so you can start building counters eariler on. Building counters just as the enemy show up to your base will not be a good idea. Just because it says that this is the best counter for this unit, doesn’t mean its the only one.
Zealots
Hellion :They are the most earliest and cheapest counters you can get to Zealots. They do a 14 damage in a straight line, and if you hit and run, then zealots are completely useless against Hellions.
Reaper :Reapers deal 18 damage per attack against light armored units, and are also incredibely fast, so using them to hit and run is also a good strategy.
Walling :If you are getting rushed by zealots, the best thing you can do to stop it is walling off your choke point. Use marines to cover the wall and they can’t get through and will die if they try to destroy your wall.
Mass Marines: Mass Marines will always beat Mass Zealots.
Banshees: Will dominante almost any ground unit basically.
Ghosts: EMP!
Stalkers
Marauder: Marauders do 20 damage per attack against armored units, and just as by coincidence, the stalkers are armored. They are cheaper and easier to build.
Marine: Mass Marines will always beat Mass Stalkers too. They are cheaper and more easily spammable.
Siege Tank: Awesome firepower.
Ghosts: EMP!
Sentries
Ghost: One EMP Round and the sentry barely gets time to say bye to its energy and its shield. Now they are completely useless.
Hellion: Hellions have the bonus against light armor, and they can get around easy in big battles and destroy the sentry before it can do anything.
Banshee: Do massive ground damage and the sentrys pretty much die within 2 hits of the Banshee.
Note: Sentries usually are acompanied by loads of protoss forces.
Immortals
Ghost: Again, the ghost will destroy its shield, taking away the hardened shield ability and essentially turning it into a huge expensive hunk of junk. This allows it to be destroyed by heavy attacks from tanks.
Marines: Marines deal less than 10 damage per attack, ignoring the Hardened Shield ability. And they attack fast, about twice as fast as Immortals. Plus they are light units, so Immortals don’t benefit from their huge bonus against them. Marines don’t die quickly because the immortals shoot really slow, and takes 3 shots to kill one.
Banshees: They don’t have an anti air. Looks like they are in a sticky situation.
Phoenixes
Thor :They shoot further than them and they also are too heavy for the beam. May not be the cheapest option but still the best.
Vikings :Air superiority fighters eh? Vikings seem to be better then them. They do twice as much damage and have a much bigger range. Can’t be affected by the beam.
Battlecruisers :Not the cheapest option, But will beat them any day. Phoenixes have a bonus against lightly armored stuff and I think Battlecruiers are by far the most armored units in the game.
Void Rays
The most annoying things i have encountered, but they look pretty cool.
Vikings : Vikings outrange, are faster and are cheaper to produce. They also do bonus damage to them, destroying them pretty quickly.
Marines : Void Rays are the best against single high hp hard to kill units. This will allow them to use the prismatic beam to its full potential. But Marines can be swarmed, and are not the hardest units to kill in the game.
Obeservers
Oh ho these things piss me off. You are constantly being scouted and its pretty annoying.
Missle Turrets: Anti – Air detectors, place them in your base at logical areas to sweep and prevent and observers from getting and staying in your base.
Ravens: Mobile Detectors. You’ll need a few vikings to help kill them.
High Templars
Ghost: Again, these guys will drain all their shields and stuff, leaving them with a measly 40 Hp and they can’t even attack without the precious energy.
Hellion: With their high mobility, they can dodge most of the Psionic Storms your opponent will cast. They have a bonus towards light armour, leaving them pretty much dead.
Note: If you have a mass of marines, try to avoid these guys unless you reckon you can kill him without him casting anything first.
Dark Templars:
These guys are annoying, but once they are revealed, they are pretty easy to kill.
Raven: Again the mobile detector will allow your units to hurt them.
Missle Turret: For detection again
Ghosts: EMP will reveal them for a short time, and they are left with 40 Hp so they should die.
A scan from a orbital command will also reaveal them.
Archons
Ghost: EMP Round once again. If you take down their shields, 10 HP won’t do anything.
Thor: Not biological, and very beefy. THe 250 mm cannon will help in kill them. Do alot of damage against ground units.
Siege Tank: Not biological, so no bonus for the Archon. They do very heavy damage to ground units and have a huge range.
Carriers
Viking : Viking, the king of the sky. They are by far the best unit to use to deal with these annoying things.
Thor : Thanks to their huge range and their decent damage vs air units. 2nd Choice
Marines : Not the best you can use, but its better than nothing. Use as a last resort.
Battlecruisers: YAMATO CANNONNNN!!
Colossus
They aren’t good against single tank units.
Viking :The Viking can kill the Colossus and they are pretty good at it. They have a bonus against armored units as well and they are also flying units so they dont have to go through these huge swarms of stuff.
Banshee: Not as good as Vikings, but they also do pretty decent damage (24) vs Colossus, and they can’t be hit back by them as well.
Siege Tanks :Superior range and big damage is exactly what you need vs Colossus. In Siege Mode, tanks severely outgun a Colossus.
Thor: Really tank and can easily kill the thing.
Marauders : Have a bonus against armored units, but make sure you spread them out.
Battlecruisers: Once again YAMATO CANNONNNN! oh and they can’t be hit by them.
Motherships
Viking :Easily the best counter against the Mothership as well. They kill it fast and can out range it.
Ghost :EMP EMP EMP EMP EMP EMP until the shields and energy are down. Then it can’t vortex. THen you just kill it.
Battlecruisers: MASS YAMATO CANNNONNNNNN. Hopefully kill it before it can vortex you.
Thor : Huge range and can shoot it from afar.
Marines :Once again, not the best choice, but it’s still better than nothing.
The protoss are really annoying when it comes to going against them with Terran. The protoss are equipped with so much ways to kill and make life hard for the terran. Normal marine, marauder and medivacs and whatever you throw in will not beat the standard zealot, sentry and stalker build (unless you build more). Zealots will always beat marines, hands down, unless you have 3 times as much marines as they have zealots. I will be giving a few strategies I personally use to beat the protoss, but they don’t work all the time. Of course EMP will be playing a big role, but there will be some that don’t need to use EMP.
Ghosts
Ghosts will be one of your bestest friends when going against Protoss. If you need to turn the tides of a battle, just throw in a couple of emps. Shields are very useful to protoss *cough* Archons *cough* and energy too, and this can leave them very useless once they’ve lost both of these things, especially high templars (left with a measly 40 hp and they cant attack), and sentries (left with a bit of health and no skills to use).
Scouting
Scouting is absolutely crucial for Terran on Protoss. You only need to scout early because later you will have the scanner sweep. You need to check on what he is doing, and keep a constant eye on his tech. Terran have that one advantage, which is they can change tech pretty easily. Oh yeh dont forget to check your own base for observers, or they may counter your counter.
Some strategies they may try to use against you:
VOID RAY RUSH!:
Void rays are things who just come along and destroy half your base, and if you didn’t build a huge mass of marines and get them there in time, then your in a sticky situation. The easiest way is to of spam a lot of marines and always remember to use your orbital command to scan. If you see them trying to rush a load of void rays, then you got a slight advantage, and start spamming marines right away. Also ghosts emp is effective against them did i mention that?
Signs:
Stargates
Zealot Rush:
Zealot rushing is a very common tactic in Protoss vs Terran match ups. They may proxy a few gateways (proxy meaning building unit production builfing as close to the enemy so the units don’t have to walk as far) and send zealots after zealot. The easiest way of course, is to wall off your base. Walling will protect your marines from the zealots, and they also have the advantage of being ranged. To give a slight heads up for you, send a scout over to check up on the opponent. Signs of a zealot proxy rush are:
The opponent has almost nothing in his base.
Especially look for the lack of assimilators. Zealots don’t need gas. Therefore they are pretty useless.
Heres a Wall:
Sentry – Stalker – Zealot:
The three basic units of protoss. These put together seem to beat your marine marauder and medivac combos. The best way to counter this is … EMPEMPEMPEMP accompanied with your normal marine marauder and medivac. and also remember to scout. Signs of this include -
about 3-5 gateways or warpgates
Colossi
If you were scouted, and you had mass marines, then its best if you just send them off to fight straight away, because you can be certain a few colossi will come out and burn everything they see.
Strategy you can use:
Marine Marauder and anything else you put in
Yes i know i said these were pretty hopeless, but it still might work. If you add a couple of thors or siege tanks then these things can tip you in favour.
1. SCV
2. At 8/11 build a depot and start the wall, send a scout. If he is going for a tech build, then heres your chance
3. More SCV, build a refinery
4. Build a barracks as soon as you can
5. More SCV
6. Build another depot, and another SCV to build another barracks. Get a tech lab on your first Barracks.
7. Marauders come out, Orbital Command, more SCV
8. Another barracks, reactor on the 2nd barracks. Get concussive shells and combat shield upgrades. Mule as much as you can
9. tech lab on third barracks, spam spam spam marines and marauders.
10. Engineeing bay and research armour upgrade.
11. Scan and see if he has anything thats bad.
12. attack as soon as possible
13. If that didnt work, quickly revert to a ghost build.
You will need to be quick in resource gathering for this.usually they will have a few stalkers and a few zealots out by this time.
Reapers
Reapers usually work well when going against protoss, as some of them will try to zealot rush you. Reapers can work with their really nice move speed to kill as many as they can, and they may even finish the fight early if you are lucky.
1. SCV
2. at 8/11 save up for barracks and start the wall
3. 9/11 get a refinery up
4. 10/11 get a depot up
5. get a tech lab as soon as you can
6. pump out a few reapers
7. go over and attack. usually you would attack with 3 or 4. If you have up to 4, start producing marauders
8. If your reaper rush didn’t win, hopefully you did enough damage to his eco. If he started to get stalkers, thats what the marauder are for. Now you can switch to another strategy.
Ghost – Marine – Siege tank
To begin You’ll start off with the standard Terran build.
A supply depot at 9/11, then straight into a barracks at 11.
Any scouts on you will give the impression your doing a mass marine and marauder
At 13 supply throw down your first refinery.
Then upgrade to your orbital command at 15 supply.
You’re gonna want to pump marines to ward off any zealot rush while you build. At 16 supply grab your second refinery. This strategy requires quite a bit of gas. Next you’ll want to tech on a reactor to your barracks. Now instead of building a second Barracks were going to move straight for a Factory. You will want to get a few Hellions when your Factory finishes. As soon as the factorys done, get a starport, and chuck a tech lab on your factory. once the starports done, put a tech lab on that. Get a few banshees to help harrass.
After this, Siege Tanks are going to be your main priority. You should have a decent army of Marines and Hellions to deflect any incoming attack. Now you have to go expand, and with the help of some siege tanks, defending isnt going to be too hard. Then get a second factory to help production of siege tanks and then the main person :
GHOSTS!!!
EMPs are amazing, thats all i have to say.
If they start to try and get a lot of air due to banshees, ( the only way you can find out is scan ), then start to up your marine output, and add a few vikings into the mix.
Mind Games:
Attacking a protoss early will force them to start building things that counter that, so say you get a marauder and marine army up to his doorstep. If he manages to fight it off, he will start building things that will stop future attacks of those things. This will force him to start building certain things to counter that, and in the mean time, you can changed up your tech and counter what you think hes going to do to counter your stuff.
Nuke Rush:
Since Ghosts will play a main part in protoss games, you mine as well do this tactic if you want to. This is where you get a ghost and quickly research cloaking and build a nuke. The quicker the better. Then get a medivac and get the ghost to go around the back of the base and cloak up, preferably not attracting any attention. Then the hard bit. Choose a nice location for your nuke to drop. Some of the best are
The mineral line
Pylons.
This will set them back a bit, so you can gain that slight advantage.
http://www.bukisa.com/articles/337121_starcraft-2-terran <- Terran Guide
http://www.bukisa.com/articles/353471_starcraft-2-terran-vs-terran-counters for terran vs terran counters
http://www.bukisa.com/articles/353467_starcraft-2-terran-vs-zerg-counters for terran vs Zerg
http://www.bukisa.com/articles/354960_starcraft-2-protoss-vs-terran-counters – Protoss vs Terran
http://www.bukisa.com/articles/358677_starcraft-2-protoss-vs-zerg-counters - Protoss vs Zerg
Written by romandoggie
Starcraft 2 Elite Guide – Terran – Dropping The Hammer With Thors
The Thor is an extremely effective Terran unit in Starcraft 2. This particular unit has excellent anti-air abilities plus a disastrous skill for shredding through big ground units.
The Starcrat 2 Thor will cost you 300 minerals, 200 vespene gas, and requires an enormous 6 supplies per Thor for construction. Having a large 400 hit points, it’s the largest ground unit within the Terran collection. You are able to construct them in the Factory having a Tech Lab connected following constructing an Armory.
The Thor are a unique Terran unit in terms of its presence in online games. While in the lower leagues Thors are seen prevalent. Most will vanish within the mid skill-level matches, then come back as a fundamental piece of Terran strategies in Diamond-level matches.
Why numerous common players avoid the use of the Thor is they are not aware of utilizing this kind of sluggish but effective unit correctly.
The Thor is more effective when coupled with additional Terran units. Novice players have a tendency to mass Thors while not producing all kinds of other units, which will preserve them within the lesser leagues. General players often believe that Thors are worthless, which holds them in the mid leagues. Excellent gamers make use of the Thor included in a blended Terran army.
The Thor gets the special power of targeting air units with splash damage (like a Siege Tank in the air). The Thor’s anti-air missiles possess a lengthy range and carry out bonus damage vs. light units, enabling the Thor to annihilate Mutalisks. Without having Thors, Mutalisks destroy Terran armies, so Thors certainly are a need to get unit in case your challenger can be a Zerg planning an air assault.
Thors in addition have a superb hit point total of 400 and occupy a gigantic area on the map, which usually enables them to become an obstacle between your enemy’s units and at the same time your valuable Siege Tanks.
The Thors likewise guard the Siege Tanks from air units like the Banshee or Void Ray.
The negative consequences to Thors is that they are incredibly slow-moving and therefore are poor alone. In case your foe is employing Mutalisks or a different quick air unit to harass you, ensure you construct a handful of Missile Turrets that will buy functional time and distract your enemy as you shift your Thors in to the situation. An individual Thor and a pair of Missile Turrets usually takes down a big flock of Mutalisks.
Lastly, be sure to make use of the 250mm Strike Cannon ability any time using the Thor. This ability shields your units away from larger enemy units by shelling out an enormous 500 damage over time (6 seconds). Because this particular ability is channeled, the damage is dispersed throughout several attacks, allowing it to damage an Immortal’s hardened shield when coupled with Siege Tanks or additional Thors.
Sick of being stuck in the Bronze or dare i even say Copper leagues? Then come to www.getontheblog.net/sc2eliteguide and find out exactly whats getting soo many Starcraft 2 players qualified into the Diamond league. Feel free to check out the video strategy section here! for each of the 3 races. Good Luck and I’ll see you on battle.net.
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