TERRAN DEFENSIVE STRUCTURES
While the terrans dont have any automated ground defenses, the bunker is the most versitile defense structure in the game. The missle turret is also the cheapest anti air structure in the game as well, and both of these can be built anywhere buildings are allowed. Both of these structures can be reapaired to full health at a small cost of minerals. Always have SCVs around to repair.

Bunker
Cost: 100
Hit Points: 350
Armor: 1
Requires: Barracks

The bunker will be your primary Defensive structure throughout the game. You can put up to 4 of any type of infantry in there, although firebats and marines are by far the most prefered type. (You can hide scvs or medics in here, but it would be pointless for the most part.) The units will then shoot out of the bunker at whatever comes into range, which is why the marine range upgrade is so important. 4 basic marines will be dealing 24(x4) points of normal damage at a fast rate of fire. Thats a very large amount for any type of building. If you keep multiple SCVS repairing a bunker, it can last forever. Putting one ghost in a bunker will increase it's sight far enough to spot seige tanks and other approaching units. Units cannot perform special abilities in a bunker, nor can scvs repair from inside it. For that reason, you may want to keep marines outside the bunker, stim pak them, then fling em back in. For zealot rushes and zergling swarms, you cant beat firebats in a bunker, just beware of the ranged units that can attack safely while your firebats are inside.

It is the most expensive defense structure in the game, costing 100 for the actual building and at least another 200 minerals and 4 supplies for the infantry, but it is worth it. Since they can be built anywhere, its a good idea to spread these all around your base. Keep tanks near them for heavy assaults.

Missle Turret
Cost: 75
Hit Points: 200
Air Attack: 20e
Ground Attack: None
Sight Range: 11
Detection Range: 7
Armor: 1
Requires: Engineering Bay

The Missle Turret is another anti-air defense building. What makes these so great is that you can easily line the boarder of your base with these, as they are quick to build, cheap, and since it is a terran building, has no building restrictions. While these wont be doing as good as a job as bunkers with marines against mutalisks, anything else usually will be destroyed with a few of these around. Since they cannot attack ground, you must keep them nearby other land defenses. Turrets can also see cloaked units, so these are vital to be scattered around your base. A turret's range is not long enough to reach some long range flying units and spells, so keep other anti air units around just in case.

As for the Goliath/Turret debate: Goliaths are mobile, have greater range and firepower than turrets, as well as more armor when upgraded. Turrets are cheaper with a faster rate of fire, have more health, cost no gas to be repaired, and can see cloaked units. Get an even mixture of both.
• Intro - 20020603.225002 - moo
• Protoss - 20020603.225943 - moo
• Terran Defense Structures - 20020603.230322 - moo
• Terran Units - 20020603.230234 - moo
• Terran: Infantry and Vehicles - 20020603.225248 - moo
• Zerg - 20020603.225409 - moo


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