All the handwriting below is my blood and sweat.
There are several prerequisites for playing Terran. If you can't satisfy them, please give up the Terran.
1) Medium or above micromanipulation level 2) Fully understand the advantages and disadvantages of arms 3) Fully understand the architecture.
4) I have been able to fully understand the advantages and tactics of P and Z in Infinite Mine. 4) The overall situation is clear.
Terrans are hard to play, because the economy is far less good than P and Z (Zerg's economy is even better than protoss's. As long as you are proficient in architecture, P-one-to-many XX will definitely last more than 6 minutes, unless two P's come to fight you together and then your allies support you).
But terrans also have advantages that other races don't have, that is, the quality and mobility of soldiers.
From now on, I will explain in detail in the order of prophase, metaphase and anaphase:
Early stage:
When the seventh and eighth farmers were producing, they all went to the intersection and began to block the mouth with some BB and BS. (See the blocking policy below for details.)
The ninth farmer came out to do gas mining directly.
The first rifleman walked to the middle of the map near your intersection and stood there all the time (he continued to be a rifleman from then on, but it doesn't matter if he was four Abu)
Keep 1 gas mine mined by two farmers, and release VF immediately when the gas reaches 100.
Use 100 gas to rebuild VF, and then the first VF will be fine. After a while, gas will be used to build VS as soon as possible. After VS is put down, hang up accessories and build VI as soon as possible (remember that farmers should not stop, the population should not be broken, put a transport plane, make another stealth flight, and then save a science and technology ball. Radiation will be upgraded first in VI, and then it will be lifted by vibration.
In VF, a mine car is produced first, then accessories are hung, and the mine is raised (BE+ 1 BT is used at the intersection, BT is used to float on the BT, BT is used up and down the base to prevent P from falling dark, and mine car' P' is used when it comes in dark).
* Attention * Defense mode. As soon as the rifleman who made the street lamp in front saw P or Z coming at you, he immediately ran away from your house and the family immediately pulled more than five miners to the intersection. (Mine-pulling farmers don't circle the open space directly, but circle the mines or gas mines of their allies' homes, so that farmers won't surround themselves, and then scatter around the intersection, frantically repair them, and hold the harvesters tightly in front of the intersection building to cooperate with the bunker. Once before, two P soldiers and nearly three teams of XX soldiers came to break the gap, and I knocked them down. The repair speed of Terran farmers is ... terrible)
The first wave of harassment in the early stage: you can go out when there are about six mine cars, bury all the mines at the intersection of P home, and then go in to get rid of XX and lead it to the minefield. Spider thunder can kill more than N XX. You can try how cool it is. He died more than XX. You can call him ally Rush.
The second wave of harassment: tank airdrops. Thundercar harassment is more operational, but don't forget to order tanks in VF.
Tanks come out, put them on the intersection for defense, and immediately put them on the transport plane for airdrop. The airdrop will take 1 tanks and two harvesters to the mining area, and the tanks will be erected to bomb the miners.
The third wave of harassment: technology ball radiation, find Z and T players, don't be stupid enough to give P farmers radiation. . .
Wave after wave of harassment went through the early stage and came to the middle stage smoothly.
In the early stage, Terrans should give priority to harassment defense and make full use of harvesters, tanks and technology balls. The defense must be done well, especially at some points. At first, the hole was too big to stop. When Z wears a dog, your reaction should be that 2~3 riflemen retreat to the vicinity of the base, and all the miners are pulled out to lie between the dog and riflemen. Usually a few farmers and marines will die. It doesn't matter, he urged you, his economy was even worse, and the farmers stopped mining after the first wave of six puppies, and they all came to the intersection to block the road. Z can't just send those puppies there. Since he chose RUSH, his family will definitely continue to explode dogs. Defense is victory. Then CTRL+ENTER tells your allies, "* * Point Z, there are no hairy dogs at home, fuck it."
Mid-term: if you have money, you will make up VF, VS, fully open the gas mine, save some money and directly put two sub-bases, one for radar and the other for atomic bomb, and the ghost soldiers are ready to die. Whether you want to transform into a foundation or directly produce' Yamato' depends on your preference.
* Mid-term points * Mid-term should focus on defense and harassment. To make good use of radar, when it is full, disperse the energy to the enemy players' homes, so that your allies can see clearly the enemy's development direction. Gather soldiers and prepare a wave of 200 people.
Later: 200 people rushed out, and the tanks piled up and pushed!
* Later points * If you walk on the ground, you should use the combination of technology ball+tank+mecha giant. There must be more mecha giants and fewer tanks. The science and technology ball will shock the protoss, so you should pay attention to radiating scorpions when playing zerg.
If you take the air route, Yamato+Wagley (or stealth)+technology ball.
Blocking strategy
Be sure to gag. Terran blocking failure is basically equal to death. (Please make a detour if you are crazy about MM in the early stage. ) The plugging method at Bashengchen point should be mastered skillfully. Please refer to the following theory:
BB, BS, terrain edges are encountered below and on the right = seamless.
BS= seamless on BB.
On the right side of BB, there are BS= puppies and MM, but farmers can't.
BS on BS= seamless.
There is BS = puppy and MM on the right side of bs, but farmers can't get through.
* * * According to the above theory, please try to block the intersection with 2BB+2BS at most. The standard of blocking the intersection is that there is only one intersection "dogs and MM can pass, farmers can't pass", and farmers stand at the intersection and don't let dogs in.
Summary:
Terran's advantage: you can defend enemies several times your own strength with very few troops. Terran harassment is fatal, and it will make your opponent sick. Terran's strategy is' until you kill each other', which makes you feel very fulfilled this time. You control the whole war.
Terran's disadvantage: actually ... your allies are disgusted with this kind of play, and it is understandable that others scold you. If the other party cooperates well and pushes your allies "especially your Z teammates" together, there is no possibility for you to help. Even in the medium term, it is impossible for you to help others. Terran soldiers rely most on "formation". If you rush to attack without enough tanks and robots, as a result, your big army will soon be swallowed up by the "dog sea" and "XX sea", and you will play GG. The speed of Terran soldiers can't be compared with P and Z, because of this shortcoming of Terran, if your harassment is not in place, or if you let an opponent player develop perfectly, the result is that all your teammates are pushed, leaving you to play three. In the early and middle period of Terran, as long as all three hostile players are not harassed effectively, they will have to endure being scolded if they are not in place.
* The most feared tactic * Z's furious dog+scorpion yellow fog
But please think back, isn't the T of other tactics afraid of wild dogs+scorpion yellow fog?
So remember, it's not P and T that are eliminated first, but Z. No matter what Z explodes, as long as it has the number of dogs, it is the fiercest and the best economy, so it is necessary to harass Z effectively in the early stage.
On the MM Flow of Terran
In fact, when MM+ a few tanks advance, T advances the most fiercely. However, MM has too many nemesis, too high operation requirements and too slow technology, and it is easy to be killed by stab in the back, stab in the ground and lightning soldiers.
I hope it helps you. Again, there are only two kinds of players playing Terran, one is a rookie and the other is an absolute master.