Some readers asked me for an updated version of the one build for three match-ups I posted previously. There is also an increase in demand for beginner builds on /r/allthingsterran recently. This post covers builds for beginners and intermediate players.

Feedback

The biggest challenge to create simple builds for so-called “less advance” players is to ensure it is the optimal difficulty for learning. One feedback I had for the last one build for three match-ups build is the difficulty of switching add-ons. Others had also mentioned about the difficulty to understand how different tech units work together. This got me thinking about the premise I had, which was to provide a stepping stone for players to understand the key aspects of Terran builds in general.

Most “standard” builds start with a Reaper expand into 1-1-1. Getting comfortable with this set up was the goal of my previous beginner build, but a 1-1-1 set up inevitably involves switching add-ons and managing tech units. After all, flexibility with add-ons is the main strength of 1-1-1.

My solution is to have two builds; one for beginners and one for intermediate players.

Considerations

The motivation behind these builds is to allow newer players to start from something simple and then progress to more difficult builds. Newer players can start from the beginner build and move on to the intermediate build.

These builds are designed to be used in all three match-ups. If you can point out the weaknesses of the builds in selective match-ups, then you are not the target audience. Using one build for three match-ups is an effective way to learn for beginners.

The two builds share the following common features:

One Barracks expand

Bio composition

Converge to a 3-1-1

Move out when Stim is ready

One Barracks expand is a staple of Terran builds. It is almost impossible to play with one base in Legacy of the Void, so even beginners need to get comfortable with macro-ing on two bases.

Terran can use either bio or mech as the main composition in all match-ups. I believe bio is easier to learn and execute than mech for newer players. Mech production requires decision making. For instance, one needs to decide whether to produce Siege Tank, Cyclone, or Thor with the Factory on Tech Lab. With bio, the production buildings and add-ons automatically decide the unit ratio.

The 3-1-1 convergent point is extremely crucial. Players using this build should keep in mind that this set of structure is the goal of the builds.

Stim upgrade completion is an easy-to-follow check point that signifies to the player it is time to move out and attack. It is an important power spike that every Terran player needs to be familiar with.

I break the build orders into different blocks for easier learning (for reference).

Beginner build

Build order

Opening block – One Barracks expand

14 – Supply Depot

16 – Barracks

16 – Refinery

@100% Barracks – Reactor and Orbital Command

@400 mineral – Command Centre (@100% – Orbital Command)

@100 mineral – Supply Depot

Build block – Three Barracks then Factory and Starport

@150 mineral – Barracks (second)

@100% Reactor – 2x Marine (continuous Marine production)

@100% Supply Depot – Bunker

@150 mineral – Barracks (third)

@100% Barracks (second) – Tech Lab

@100% Tech Lab – Stim

@100% Barracks (third) – Reactor, Supply Depot, and Refinery

Build Supply Depot accordingly hereafter

@150 mineral – Factory

@125 mineral – Engineering Bay (@100% – +1 Infantry Attack)

@100% Factory – Reactor and Starport

@100% Starport – Swap Starport onto Factory’s Reactor for 2x Medivac; 2x Refinery; Tech Lab with Factory

Explanation

The primary goal of this build is to help players get comfortable macro-ing on two bases. As mentioned at the start of the article, 1-1-1 maybe too difficult for beginners, so this build goes for a simple three Barracks path. After you have executed the opening block, you put down two more Barracks when you can afford. You add add-ons to all three Barracks right when they are completed, so there is no add-on switching. You simply focus on making Scvs and Marines at the start.

The only tricky part of the build is the Factory and Starport. You almost always want to have Medivacs when you move out with Stim. A common way to get that is to have the Factory to build the Reactor for the Starport, so you can produce two Medivacs at the same time later.

You focus on powering up with as many Marines as possible, and you can use Marines to defend before you are ready to move out. You move out when you have two Medivacs and Stim. You can later add a third Command Centre and two more Barracks to converge to the standard 5-1-1 on three bases. The Tech Lab on Factory is designed to allow you to add Siege Tank in the mid game. No decision is required for production. You just keep making Marines, Siege Tanks, and Medivacs.

Intermediate

Build order

Opening block – One Barracks expand

14 – Supply Depot

16 – Barracks

16 – Refinery

@100% Barracks – Reaper and Orbital Command

@400 mineral – Command Centre (@100% – Orbital Command)

@100 mineral – Supply Depot

@100% Reaper – Marine

Build block – 1-1-1 then two more Barracks

@100 gas – Factory

@100% Supply Depot – Bunker

@100% Marine – Reactor

@75 mineral – Refinery

@100% Factory – Starport; Tech Lab on Factory

@100% Reactor – 2x Marine (constant Marine production)

@100% Tech Lab – Cyclone

@100% Starport – Barracks (second), Viking, and Supply Depot

Build Supply Depot accordingly hereafter

@100% Cyclone – Lift Factory to build a Tech Lab

@100% Viking – Reactor and Barracks (third)

@100% Barracks (second) – Place it on the unused Tech Lab and upgrade Stim; Engineering Bay; Refinery

@100% Tech Lab – Siege Tank (constant Siege Tank production whenever you can afford)

@100% Barracks (third) – Lift Starport to build another Reactor; Place Barracks (third) on the unused Reactor

@100% Engineering Bay – +1 Infantry Attack

@100% Reactor – 2x Medivac

Explanation

This is a step up from the beginner build earlier. The opening uses a Reaper instead of a immediate Reactor. Reaper expand is undoubtedly the opening to learn, so it is a natural progression from the Reaper-less one Barracks expand opening. The default Barracks production sequence for a 16 Refinery Reaper expand is Reaper-Marine-Reactor (learn more here).

The build converges to the same 3-1-1 set up, but this tech up to 1-1-1 before adding more Barracks. There are countless options with a 1-1-1 set up, and I pick Cyclone and Viking for this build. The rationale is to not diverge away from the beginner’s build in regards to the general focus. You still focus on powering up by producing as many units as possible, but you can now use Marines, Cyclone, and Viking to defend. I decide not to include a harassment option (e.g., Widow Mine drop), so you can focus on macro. Just a side note, you can use the Viking to hunt Overlords in TvZ, because you won’t need a Viking to defend in the early game against Zerg.

The relatively complex add-on switching is intentional. Add-on switching is an integral aspect of Terran, so one has to take up the challenge eventually. Nevertheless, you still end up with the same set of structures as the beginner build:

3x Barracks (2x Reactor and 1x Tech Lab)

1x Factory with Tech Lab

1x Starport with Reactor

Similarly, you move out when you’ve Medivacs and Stim, then you put down the same additional buildings for a macro game. You still produce Marines, Siege Tanks, and Medivacs. Once you get comfortable with this, you can move on to learn one dedicated build for each match-up. The monthly Metagame Build Orders is a good place to start.

If you enjoyed this article, I’d love you to share it with one friend. You can follow me on Twitter and Facebook. If you really like my work, you can help to sustain the site by contributing via PayPal and Patreon. You can also support me and enjoy quality tea with a 15% discount at AFKTea by using the “TERRAN” code. See you in the next article!