TheoryCraft: The Extinction of the Terran Turtle

TheoryCraft: The Extinction of the Terran Turtle

In theory, the Turtle Technique is a strategy each race is able to implement. Zerg can mass Sunken and Spore Colonies and Protoss can lay twenty Photon Cannons down with High Templar or Reaver support. In reality, nothing but nothing compares to the unbreakable shell of the Terran Tortoise. With Siege Tanks, Bunkers filled with Marines and Missile Turrets providing air defense, and Vultures laying a deadly minefield, the front of a Terran’s base can become a barren no-man’s land where only Death walks.  Terran can prepare the perfect, impenetrable front-line defense.

Traditionally, Terran strategy emphasizes the mid-game. While there are a few early-game winning options for Terran, such as the much beloved Bunker rush, in the average game the Terran player will forgo an expensive and often risky early push in favor of an expansion or the safer tech route. This means that the Terran’s goal in the early-game is not to kill the opponent, but rather to survive until he can reach the mid-game, where he can deploy a sizable army to crush the enemy. Note that I am going to disregard map-specific factors, such as opponent position and map size, in order to provide a more general discourse.

This strategy, to survive until he can go on the offensive, means that he must be dedicated to defense in the early-game; in other words, the Terran Turtle.  The Terran player will cede map control to the opponent in order to provide the utmost security for his main and natural expansion.  Against a Zerg, you may see some aggression from a Terran player before the Zerg reaches Lair Tech, but ultimately the Terran will retreat in order to defend his bases against Mutalisk harassment or a Lurker push.  Against a Protoss, the Terran player will secure his base with Siege Tanks and harass with Vultures with Speed and Mines, but against both races he has given up map control.  In order to win, the Terran must effectively defend and then correctly time and execute his mid-game breakout, where he finally comes out of his shell in order to beat down his opponent.  In the ideal scenario, the Terran is able to defeat the enemy before he reaches Tier 3, or before the Tier 3 units reach critical efficacy.

Enter the Reaper.

Terran military strategy has evolved.

StarCraft 2 has demonstrated a momentous shift for the Terran race.  This is most obviously seen in the early to mid-game unit choices, the Hellion and the Reaper, that are the substitutes for the Vulture from Brood War.  However, these new units show improvements over the Vulture in many categories, making them more than adequate replacements for the Vulture’s support and harassment role from Brood War.  Both of these units display extreme maneuverability: the Hellion’s speed allows it to dart across the map, picking off groups of lightly armored units with ease, while the Reaper’s ability to jump up and down cliffs must not be underestimated.  Because units in SC2 cannot attack enemies they cannot see, cliff control and line of sight have become a critical element for determining unit deployment.  The Reaper’s ability to quickly navigate the entire battlefield, especially utilizing the Stim upgrade, give it a distinct advantage over other units.  Further upgrading them with the D8 Charge gives the Reaper the ability to drop a demolition charge that does 30 dmg+30 to armored units adds and buildings, make them ideal for dropping in unexpectedly to destroy critical structures and groups of units.  These two units must change the common Terran’s view on strategy: his ability to quickly deploy units to any area of the map allows HIM to seize map control earlier in the game.

The philosophy change for Terran is not just seen in the changes to their available units.  The construction of the Nuclear Reactor add-on, as well as the ability to Salvage, or deconstructing certain buildings and receiving a full resource return, has opened up an entirely new set of possibilities for the Terran strategist.  The Nuclear Reactor can be added onto any unit-producing structure, except the Command Center and its upgrades.  The Terran commander can opt for early Marine pushes, or he can go from producing Marines to massing Hellions simply by lifting his Barracks and replacing it with a Factory.  The possibilities for timing attacks can make the mind spin: Marines into Vikings into Reapers all done in half the time, depending on resource management.  Attach one to a Starport and build a flight of Medivac Dropships for a doom drop any Zerg would envy.

The Terran race in StarCraft 2 will be the master of deception.  Built for high octane movement with the ability to switch from tech tree to tech tree with deft ease, the Terran commander can take control of the battlefield at any point with the proper management, even in the early game.  Terran players in StarCraft 2 must not be hampered by old and tired strategy: it is time the Terran Turtle went extinct.

About the Author

Jay "redzppln" Andreas is a volunteer contributor for androidbit.com and an amateur StarCraft competitor.