Training
The Single Player Terran campaigns can give you a chance to learn how to use the basic abilities of Terrans. They start out easy, then increase in difficulty while introducing more units and abilities. After mastering those, players wanting to improve their use of Terrans can try the Veteran campaigns. Go to Single Player -> Play Custom -> then select the Campaign folder (first one on the list). Make sure you serve the game type as Use Map Settings . You can choose to start at the beginning and play the whole campaign in order, or head straight to (1)Enslavers3a.scm. This map starts you as Terrans against Protoss and Terrans. This map is very good training for Terran players. While newer Terran players, and even experienced players will find it very difficult, if you continue playing it over and over, you will eventually be able to beat it. As you play it, you learn new and better ways to fight both the Protoss and Terrans. After you are able to beat this mission, try (1)Enslavers3b.scm which puts you as Terran/Protoss against Zerg and Terran. This one is very difficult but it can be beaten.
Construction
A SCV must work on constructing new buildings until the building is finished. During the construction period, the SCV is still vulnerable to attack. If the SCV stops working or is destroyed, the partially completed building will remain until it is destroyed, cancelled, or another SCV starts to work on it again. Only one SCV can build a structure at one time, but multiple SCVs can be used to repair a damaged building.
Support
Terrans require Supply Depots to provide support for their troops. Each Supply Depot provides 8 Supply, and each Command Center provides 10 Supply. It's vital to keep a close eye on your available Supplies to make sure you always have enough to build new troops, especially at the beginning of the game. A halt in the combat unit production caused by not having enough supply available can make a huge difference.
Critical Damage
The hodge-podge circuitry and components used in Terran buildings make them easy to repair but they can burn up if left alone after being severely damaged in an attack. Once a Terran building has been damaged into the "red zone" (reduced to about 1/3 Hit Points, red wire frame) it will slowly lose hit points until it reaches 0 and is destroyed. You must repair it until it is in the "yellow zone" or greater to stop the decaying process of the building. Note that this only applies to Terran buildings, not units.
Upgrades
You can only research one upgrade at a time at any building, and the wide variety of Terran upgrades means that it can take a while to research everything. It's usually a good idea to build at least two Armories (they are very cheap) and you might want to build three to upgrade faster. Multiple Engineering Bays are less useful but could be helpful if you plan on using a lot of Marines.
Lifting Off (or, "That's it, I'm outta here!")
If you look at most the Terran Buildings you will notice that many have the Lift-Off command available. These buildings are capable of limited flight, and while slow and vulnerable in the air their mobility can be used both for rapid expansion and to flee from enemy ground troops. The Command Center, Barracks, Engineering Bay, Factory, Starport, and Science Facility are all capable of flight.
Buildings may only land on open, buildable land. You cannot land buildings just anywhere. You cannot land it on top of units either, so you cannot crush enemy units with buildings. Buildings have no attack of their own when flying so they are vulnerable to attack, and against most air units they will take even more damage from air-to-air attacks.
Some interesting uses for Lift-Off:
When a resource spot is mined out, rather than just letting your Command Center sit around, you can fly it to another resource spot.
When your buildings are being attacked by melee/ground units only, such as Zealots, Zergling, Ultralisks, Reavers, Tanks, etc. lift-off your buildings. The melee units will not be able to attack them. This can save the buildings until reinforcements arrive, or force the enemy to engage other buildings like Bunkers. This is especially useful with Command Centers as they are very expensive.
In island maps, you can build a Command Center and fly it over to an island without a transport. You can also fly Barracks over early in the game and build a few Marines on different islands to secure them before the enemy is able to transport troops to them.
You can construct a building on lower ground, then fly it up to the safety of high ground to either build units or to keep the buildings safe. Some maps have secondary resource nodes on high ground that aren't accessible from the ground.
If you have a building capable of two add-ons such as the Science Facility and Command Center, and decide you want the other add-on, instead of destroying the old add-on and building the new one, you can lift off and build the other add-on and switch between the two as necessary.
If you find that a Terran enemy has abandoned some valuable add-ons, you can fly your buildings to that location, land by them, and use them. This is of course a rare application.
If you are being nuked, you can lift-off buildings in the targeted area and run before the nuke hits if you are fast enough. You probably won't escape the blast, but you can get away from ground zero and reduce the damage that you take.
You can run away and set up at another location if your town is about to fall. You can return when it's safe, or run away to some other location to rebuild your town. Flee toward allies in allied games.
You can lift-off a building and fly it a bit out of your town to spot for your Siege Tanks, increasing their effective range. If your building comes under attack you can always fly it back into town, repair it, and send it back again. |