Terran Beginner Basics, Builds, and Tips & Tricks for StarCraft: Remastered
Terran is one of the three playable races in StarCraft: Remastered, an enhanced version of the original StarCraft and its Broodwar expansion. The Terran race might be initially appealing to casual RTS players and/or first timers because their units are very recognizable due to them being grounded in traditional human technology. Things like tanks, marines, medics, flamethrowers; are all things that most people can figure out how they work.
That said, while Terran can be a great choice to play, that shouldn’t be your reasoning since Terran can be just as complicated, if not more so, than the other two playable races: Zerg and Protoss. In a lot of matchups, Terrans will need to make heavy use of Siege Tanks, Vultures, and other Factory units (also known as “mech” units) that need to be controlled very carefully, and strategically. Also, in compositions that make heavy use of the Barracks units (also known as “bio” units), players will need to make sure that they are creating the correct balance of Marines, Medics, and in some cases Firebats. There’s a lot to consider, and all three possible matchups (TvT, TvZ, TvP) can play very differently from each other.
Terran units ride the middle ground between Protoss and Zerg. They are moderately expensive to create, and have a medium amount of strength and durability. Because of this, Terran players need to be very careful, as they can’t just throw away units like Zerg can, and may not get the return on their investment like Protoss can with their powerful yet expensive units. That said, if they can take advantage of what makes Terran units unique, namely powerful abilities such as Siege Mode for tanks, Cloak for Wraiths and Ghosts, Stim Pack for Marines, Vulture’s Spider Mines, Irradiate for Science Vessels, and more; over time, the Terran army is capable of taking down almost any threat.
In this guide, we’ll just give a basic description of what each of the buildings do, and provide a basic build order to practice in each matchup to give you a foundation for how to play competitive multiplayer as Terran in StarCraft: Remastered. That said, StarCraft: Remastered is a very complicated and strategic game. While having a plan (aka a build) prior to the start of the game is a great way to start to learn how to play seriously, ultimately you’ll need to learn how to properly scout and react to what your opponent is doing. Sticking to your plan, come hell or high water, is usually not the best course of action. The only way to develop that skill, is to play a bunch of games, watch streamers that aim to educate, and read up as much as you can. There’s no magic impregnable strategy that will guarantee you a win no matter what.
Jump to one of the beginner builds below.
Beginner Terran vs. Terran Build
Beginner Terran vs. Protoss Build
Beginner Terran vs. Zerg Build
For a quick rundown/explanation of Terran’s technology tree in StarCraft: Remastered, be sure to check out the next page.
Terran Technology Tree
Terran Beginner Basics, Builds, and Tips & Tricks for StarCraft: Remastered
Rather than regurgitate “text book” information that you could find anywhere at this point considering StarCraft released almost 20 years ago, here’s just quick layman’s rundown of what each building does. If you want that text book tech tree, check out Liquidpedia’s here.
Command Center: Builds your worker units SCVs, necessary for gathering the game’s two resources: Minerals and Vespene Gas. Protect this building and your workers at all costs. Can eventually add-on the Comsat Station for scouting your opponent and Nuclear Silo for creating nuclear missiles.
Refinery:Â Built over Vespene Geysers to harvest Vespene Gas, a crucial resource needed for many units.
Supply Depot:Â Must be created periodically to increase your supply so you can build more units, up to a total of 200 total supply. Units cost varying amounts of supply. Try to stay on top of this and avoid being supply blocked as much as possible.
Barracks: Builds your infantry units such as Marines and Medics. Some strategies make heavy use of these units, while others abandon it for Factory units. In cases where you’ll be making heavy use, you’ll want to eventually build many of these buildings so you can produce more than one unit at a time. Also allows you to create the useful defensive structure, the Bunker.
Engineering Bay: Provides researchable upgrades for your infantry’s weapon and armor upgrades, in addition to letting you build the helpful defensive structure, the Missile Turret.
Academy:Â Tech structure needed to unlock more infantry units and their upgrades.
Factory:Â Produces powerful “mech” units such as the Siege Tank, Vulture, and Goliath. Like Barracks-based “bio” strategies, you’ll eventually want more than one Factory to mass produce mech units at a quicker pace once your economy can afford it. Can be added-on with a Machine Shop which provides new units and upgrades.
Starport:Â Is where your air units come from. Initially only providing the Wraith, it can eventually be beefed up with the Control Tower add-on and other structures to provide powerful support and attacking units such as the Science Vessel, Valkyrie, Dropship, and Battlecruiser.
Armory:Â Is where you research your Factory and Starport weapon and armor upgrades.
Science Facility:Â Allows you to build the Science Vessel at the Starport and can optionally add-on the Physics Lab or the Covert Ops, to allow you to build Battlecruisers and Ghosts respectively (along with their related upgrades).
Published: Aug 15, 2017 10:04 am