Starcraft 2 Terran Units: Infantry
Starcraft 2 Terran Units and Structures --->
Terran Infantry (you are here)
I have put together a list of all the Starcraft 2 Terran units in the Infantry class on this page.
In addition to unit cost, technology, abilities, requirements, and all the basics, I have included a variety of
strategies that will allow you to use each unit to its fullest potential.
Note: The Ghost is included in the Starcraft 2 Terran Supports Unit section.
SCV
Cost: 50 minerals
Requires: Command Center
The SCV is the working Terran unit. It can harvest minerals and build new structures.
One of the most under-used SCV abilities is its ability to repair buildings and mechanical units. Players can
send SCVs into battle with Terran units and as skirmishes go on, players can use the SCVs to repair Siege Tanks,
Thors, Vikings, Banshees, Battlecruisers, Ravens, and Hellions.
The SCV repair ability is very effective in rebuilding injured Tanks in particular. Siege Tanks have a low
hp total and SCVs can restore their health very quickly.
The SCV repair ability can also be used to repair the Terran wall. This is most effective early in the game when
you may only have a few Marines and the enemy is pushing with a Zealot or Zergling mass and trying to take out your
Supply Depots.
Marine
Cost: 50 minerals, 1 supply
Requires: Barracks
The Marine is the basic Starcraft 2 Terran unit. The Marine is the only Tier 1 unit in the entire game that is
ranged and can attack both ground and air units.
What the Marine gains in range and anti-air, it loses in a low-hp total and firepower. Resource for resource,
Zerglings and Zealots will dominate Marines in open combat. Players must wall-off their base in order to stop early
rushes from other races.
When a Tech Lab is attached to the Barracks, this Starcraft 2 Terran unit has access to several upgrades.
Players can upgrade its health by 10 with the Combat Shield ability (100 minerals, 100 vespene gas) and can
increase its attack and movement speed with the Stim Pack ability (100 minerals, 100 vespene gas).
The Stimpack ability only lasts for 3 seconds and inflicts 10 damage upon the Marine, so make sure you have your
enemy where you want him before using it. These two abilities can be researched at the Tech Lab attached to the
Barracks.
Marauder
Cost: 100 minerals, 25 vespene gas, 2 supplies
Requires: Barracks with Tech Lab attached
The Marauder is a Tier 1.5 unit that does great damage and is one of the strongest units Terran get access to.
The Marauder has 2 very important features that make it an outstanding Starcraft 2 Terran unit.
First off, after researching Concussive Shells (50 minerals, 50 vespene gas) at the Tech Lab, ALL
of the Marauder's attacks slow enemy units by 50%. Enemy units cannot flee in the presence of Marauders and this
also allows Marauders to kite enemy ground units like Zealots.
Secondly, Marauders deal double damage versus "armored" units. Most units in the game, aside from early infantry
(Marines, Zerglings, Zealots, and some others) are considered "armored". As a result, Marauders a very effective
versus a variety of units.
Buildings are also "armored". This makes the Marauder very effective at taking out Terran walls, Photon Cannons,
and Spine Crawlers. Marauders also get the Stimpack ability. Combined with their slow, this will prevent the enemy
from running away while your Marines and Marauders are stimmed.
The major downside to the Marauder is that it cannot attack air units.
Reaper
Cost: 50 minerals, 50 vespene gas, 1 supply
Requires: Barracks with Tech Lab attached
The Reaper is a very unique Terran unit that I would consider a "specialist". It does not have the traditional
role of being involved in a normal army's offensive but rather is most adept at sniping the enemy's mineral
line.
This Starcraft 2 Terran unit has the special ability to jump up and down cliffs. No research required! As soon
as you build a Tech Lab, you can start producing these units which are then able to jump right into the back of the
enemy's base.
That's not all though. These units do great bonus damage versus light units (18 damage) so they will kill
Marines in equal numbers with ease. Additionally, this bonus damage applies to worker units!
Three Reapers focusing on the same SCV, Probe, or Drone can take it out in 1 swing. 5 Reapers will eliminate all
workers within just a few seconds. A single reaper also 2-shots a Zergling; when in a large enough group and backed
against a wall, Reapers will take out packs of Zerglings with ease.
There's more, too. The Reaper is very fast and has a ranged attack. It is faster than Zealots, make it able to
effectively kite them. A single Reaper can kill multiple Zealots by constantly having the Reaper stop to shoot
them, then run away once the Zealots get in range, and repeating the process.
If that wasn't enough to make this Starcraft 2 Terran unit unstoppable, it also has a special attack which does
bonus damage versus buildings. A pack of Reapers can easily take out a Nexus in the blink of an eye.
So why don't we see these units more often? Well, mostly because they build very slowly. They are also very weak
versus attacks from heavy units. A single Stalker or Marauder can pick off multiple Reapers.
You can upgrade Reapers to be even faster with the Nitro Packs (100 minerals, 100 vespene gas). This upgrade
makes them one of the fastest units in game.
I will cover more Reaper strategies in a later article.
Terran probably has the strongest and most versatile early units amongst all the races. This allows them
to be one of the most dominant races.
|