

The Thor requires an ‘Armoury’ to be built but are invaluable for either breaking an opponent’s Siege Tank line or blasting a flock of Mutalisks out of the sky. A Mech army relies on a large number of Siege Tanks in the mid game so keep building Tanks! Thors are used to soak up a great amount of damage and deal a large amount of splash damage to any enemy air units. The massive damage when in Siege mode decimates entire armies that are unfortunate enough to step inside the range of your Tanks. Siege Tanks are the backbone of a mid game Mech army.
STARCRAFT TERRAN UPGRADE
The ‘Infernal Pre-Igniter’ or “Blue-Flame” upgrade increases the power of the flamethrower on the Hellion and improves their efficiency greatly.
Hellions are incredibly effective at taking out any “light” unit such as Marines, Zerglings, Zealots and workers. The basis of a Mech army is a mixture of Hellions, Tanks, Thors and Vikings. ‘Mech’ armies consist of units made in the Factory or the Starport. The second use of Medivacs is their ability to carry units and drop them in to your opponent’s base to deal devastating damage! Mechanical: Firstly they use energy to heal all of your damaged units, allowing them to stay in the fight longer and ‘Stim’ repeatedly to really increase the damage output of your units. These flying ships have two roles in your army. Without doubt though, the most important aspect of playing Bio are your Medivacs, built from the Starport. The ‘Combat Shields’ upgrade grants 10 extra hit points to Marines and the ‘Concussive Shell’ research makes the Marauders shots slow enemy units for certain death. The ‘StimPack’ research, found in the Tech-Lab on your Barracks, is vital as it increases movement speed and attack speed of your Marines and Marauders by 50% for 15 seconds at the cost of a small amount of health. Some important things to remember when playing the Bio style are your research and upgrades.
STARCRAFT TERRAN FULL
The combination of Marines and Marauders leads to a very powerful and versatile army, with the ability to win full army engagements with your opponent and the speed of being able to drop small groups of units around the map to really stretch the multitasking of your opponent. Marauders are able to withstand a lot more damage than Marines but are restricted by the limitation of only being able to shoot ground units.

Marauders are a little more expensive than Marines and require the ‘Tech Lab’ add-on for each Barracks if you wish to create Marauders in them. They are made in the Barracks and in small numbers are fairly ineffective due to their low health. Marines are the lowest cost unit that a Terran player can build. Biological:īiological or ‘Bio’ armies are made up predominantly from three units Marines, Marauders and Medivacs. There are three different types of compositions and each of them has their own strengths, weaknesses and mechanical style. Terran units are classed as either Biological units which are built out of the Barracks, or Mechanical units built from the Factory and Starport. In the next three instalments, we’ll be looking at each race in a little more depth, starting this week with Terran. In the first article of this series, I introduced the three races found in Starcraft II. A focus on one of the three races in Starcraft II, Terran, types and styles with tips on execution.
