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Terran Strategy

RUSH DEFENSE
Terran is known for its ability to withstand early rushes. With the capability of building 350 HP bunkers and blocking the entrance with 1000 HP barracks and 500 HP supply depots, ground units will have a hard time breaking through terran defense. 

1) Bunker Def- Difficulty: 3- Not hard to do, but just make sure you have 3-4 bunkers guarding your entrance, each with 4 marines in them. You must have at least 1-2 SCVS to each bunker to fix them when they are attacked. That way, your bunker will be gaining HP while your marines finish the early rushers off. 

2) Building Block- Difficulty: 8- Difficult because of the need for accuracy of where to place your buildings. You must place your buildings so that not even a zergling can pass by. This is your challenge, and is recommended for experienced terran players only. The reason this is good for terran is because of their relatively high HP buildings and if you do not need the barrier, you can lift off your buildings to let your units through. This makes your buildings very versatile, and you can even move your unwanted buildings to another base to expand. 

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3) Mini-Base- Difficulty: 4- Basically you establish 1-2 bunkers, 2-3 missile turrets, and 3-5 siege tanks. This will yield you what is called a Mini-Base, and this formation can hold off small armies very well. Use this tactic to box out your enemy, and just keep building mini-bases every 1/2 screen long until you reach the outside of your enemy's base. Then you fortify your defenses a little more, perhaps building 2-3 mini-bases. When you successfully guard your enemy's base, they are trapped, and you can launch your final attack on them. 

MASSES

4) Mass marines +medics- Difficulty: 6- Easy to build, but hard to micromanage. Make sure you hotkey every 12 marines for a total of about 4 hotkeys and 48 marines, + about 10 medics. That way you can press "1" "t" which means to select group one and stim pack them. Used correctly, they wreak havoc, especially on buildings. Just be careful of splash damage gargantuans, such as enemy tanks and reavers, as they can take out a marine in a single hit. 

5) Mass Goliaths- Difficulty: 5- Easy to do, but hard to pull off successfully. The good is that goliaths are very cheap and do reasonable damage, but they take a little too long to build. 8+ factories and full upgrades is a must. 

6) Mass cloaked wraiths- Difficulty: 5- Easy, but you must have a pack of about 36 wraiths FAIRLY EARLY in the game. In late games, wraiths get killed so quickly that you won't even believe you sent them in the 1st place and instead think that they just disappeared. What you do is to find an area that isn't fortified and does not have detection, then enter. Try getting into the miners area and destroy all the miners, then take them inside out. When your wraiths are wreaking havoc on relatively small firepower (8+3 damage to ground), you can bring in your tanks to appall the enemy with their 70+15 damage ground attack.

7) Mass Tanks- Difficulty: 4- Very easy, and works all the time, just with a little luck. 24 tanks is good enough to whoop the enemy ground attacks into smithereens. But micromanagement is a little more difficult. Just make sure no melee attacker gets at one of your tanks. But if they do, irridiate your tank to kill them off. And yes, that means you must have sci vessels with you. (you must have sci vessels in every battle!) Beware of air attacks, mainly carriers, corsair's web, battlecrusiers, and guardians. I suggest you bring some valks along.

8) Mass Battlecrusiers- Difficulty 5- Easy to do, but you MUST know when to use this-- when your enemy has few air units. First you yamato your enemy's immobile defenses and incoming air units, then you just let your 12-15 battlecrusiers attack at will. You can just sit back and enjoy the show. If however, a lumbering hulk such as a carrier or enemy battlecrusier comes by, aim all your crusiers on that ship to destroy it quickly. Other small units such as marines and hydras don't need to be aimed at because they get 3-hit KOed. Aiming 12 crusiers would waste firepower.

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9) Tank Drop- Difficulty: 9- HARD, because dropships are slow, have little HP, and can carry only 2 tanks at a time. So what you need is about 15 dropships packed with 2 tanks each for a total of 30 tanks. Then you MUST have at least 5 sci vessels (10 recommended). Why? You must defensive matrix almost all of your dropships, then def matrix almost all of your tanks. This way, they will absorb damage while they are changing modes, and a tank with a matrix on it will ROCK. So the extra energy would be spent protecting your tanks while they take your enemy base inside out.

10) Spider Mines- Difficulty: 7- Easy to do, but hard to make it work. 90% of mines get killed and another 5% kill almost nothing. Killing 1 zergling with a spider mine is not worth your vulture. And of course, killing 2 zerglings and taking down 4 of your own vultures along with it is even worse. So the best thing to do is to set your mines either outside of your base, in the middle of the map, or in areas where the enemy is likely to expand.

11) Nuke- Difficulty: 10- Actually it should be a 8 difficulty, but why it's gets a 10 is because of the effectiveness of the nuke. It gets an 8 in the first place because of how hard it is to land a nuke. You must land a nuke in a weakened enemy base or in the midst of battle, where you have to do your micromanagement. It gets a 10 because of so many nukes don't really do jack. Think about it. There's nothing to be proud of if you nuke 5 supply depots and a barracks, which it won't kill. There's nothing to be proud of if you nuke 4 photon cannons. And there's nothing to be proud of if you nuke 3 spore colonies and 10 of your own wraiths. But, it is great if you land a early nuke on all the opponent's miners, or if you EMP a 15 carrier fleet then nuke the whole thing, or if you nuke 10 lurkers that stop your tanks from entering the enemy base. You choose WHEN you want to nuke, and remember, be careful of detection. It is best if you use the nuke in the midst of battle. Since battlecrusiers need the least micromanagement, you can send crusiers and nukes at the enemy. Plus those lumbering hulks take up lots of space and can probably make the enemy miss or not see the red dot that tracks the nuke. Good luck on this.

Keep in mind:

  • Valks kick air ASS. 12 valks can kill 20 carriers.

  • Nukes cost 8 supply and uses a command center for each of them. Make sure you have space to build them!

  • Battlecrusiers are the 2nd longest time to build unit, after arbiters.

  • Siege mode your tanks

  • Cloak your wraiths or else they are sitting ducks, or flying scrouges

  • Firebats and vultures have concussive damage, which means they do jack damage against buildings and heavy armored units. But they aren't used often anyway.

  • SCVS have the most HP worker.

  • Buildings burn down

  • Buildings can lift off to safety. On multiplayer maps, if your C. center is attacked by zerglings, lift off to your ally's base.

VS ZERG:

  • Tank em

  • Valk their guardians/devs

  • Irridiate your tanks if they happen to get attacked by zerglings

  • Mass crusiers

  • Rush defense

  • Mass goliaths

  • Tank Drop (beware of lurkers)

  • Spider mines vs. hydras (not lings)

  • Beware of plague, it will cripple your units and destroy your buildings

  • Irridiate. All zerg units are biological, so all units can be irridiated. Most effective against guardians and overlords.

VS PROTOSS:

  • EMP!!

  • Nuke

  • Mass Goliaths OR valk vs their air units

  • Tank their cannons

  • Rush defense

  • Mass marines vs their buildings

  • Spider mines vs Dragoons (not zealots)

  • *new* If protoss tries to use DTs on you, but you have no detection, use siege tanks to fire upon yourself. The splash damage will damage the DTs too.

VS TERRAN:

  • Mass marines Vs their buildings

  • Tank Drop

  • Mass crusiers

  • Nuke

  • Mini-base

  • Mass cloaked wraiths vs workers

  • Spider mines vs enemy tanks


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