Starcraft 2 Elite Guide - An Ideal Opener To Any Match As Terran


by Joe Coer - Date: 2010-10-06 - Word Count: 425 Share This!

An essential aspect you need to always remember pertaining to Terran is the fact their economic process is a lot more complex in comparison with the other races. You experience a reduction in mineral collection once you draw SCV's out of your mineral line, in addition to whenever you require SCV's for construction. To make up for this Starcraft 2 presents the M.U.L.E.. This is an exclusive organ of the Terran economy and I would suggest configuring it as rapidly as possible.

Initially I suggest producing SCV's up to 9 supply worth. Any time you hit 9 supply go ahead and construct your first supply depot. Your supply depot is going to be completed nearly as you're 11th SCV is completed so you should make another immediately. Utilize the same exact SCV that you just made the supply depot with to make your first barracks. Just remember to put it tactically to enable you to wall up your ramp. Constantly maintain at least a single SCV continuously building in your base. Once the barracks completes make use of the exact same SCV to be able to complete blocking your ramp by creating another supply depot right next to it. With your 14th SCV you are able to proceed with and construct a Refinery. Should you stop producing SCV's at 14 supply then you'll have sufficient minerals to upgrade to orbital command the moment your barracks is done. I suggest this since the faster you can obtain your M.U.L.E. the more effective it is. As soon as your Refinery finishes be sure you send two more SCV's to mine gas. You should produce a few marines also so that you can counter zerglings or reapers. Then you want to construct another barracks unless your teching right to banshees or siege tanks.

You now may also add a tech lab on your first barracks. As soon as your orbital command is completed, drop pod down a M.U.L.E. and continue producing SCV's. If you have arrived at this point you now have a standard terran setup. Once your tech lab completes you would like to produce mauraders and marines (be sure to put a Core Reactor on your other barracks to produce two marines at the same time). The faster you upgrade Concussion Shells and Stim Pack in the tech lab the greater the advantage you'll have on the competition. This basic build is sufficient to provide you with the advantage either to attack fast or you'll have sufficient defense to swiftly tech to siege tanks and air units.

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