In StarCraft 2, there are a ton of different Terran strategies you can utilize because of their diverse mix of biological and mechanical units. While some of these strategies are stronger than others, there is no “perfect” StarCraft 2 Terran strategy just as there is no “worse” one. There are a ton of different factors you need to consider before choosing a strategy.
Actions Per Minute (APM)
Actions per minute, often abbreviated as APM, is a number that denotes how many actions you make in StarCraft 2 per minute. An action is usually a click of your mouse or pressing a key on your keyboard. Obviously, the higher APM you have, the quicker you are, which logically has a high correlation to how good of a player you are. Some professional StarCraft 2 players hit over 300 APM (they are doing 5 things per second) but for your average player, even your average Diamond player, 300 APM is overkill. Your average player will probably have an APM between 20-100.
Certain strategies in StarCraft 2 require higher APMs than others. If you know that your APM is relatively low, it is important to select Terran strategies that do not require intensive micro or macro (both which require a ton of APM). There are certain things to look for. Any strategies that require you to harass the opponent with units while you build up your force will not only require massive APM, but will also require you to divide your attention and multitask. If a strategy emphasizes a macro playstyle with a lot of expansions, this too will drain your attention and APM. Avoid these types of strategies until you improve your APM.
Opponent’s Race
Certain StarCraft 2 Terran strategy is stronger than others depending on your opponent’s race. You will always want to adjust your strategy depending on what you scout your opponent doing, but there are still some general rules you can follow.
In a TvT match against Terran opponents, you will almost always need Siege Tanks during the middle and late game. There is just no way around it. This was the case in the original StarCraft as well. The reason for this is the incredible area of effect (AoE) damage they do to infantry units. If you try to use a biological build against your opponent, s/he will obliterate your Marines and Marauders. As such, the Terran meta game revolves around Siege Tanks.
If you are facing a Zerg opponent in TvT, mech builds are generally more effective than biological builds. The reason for this is that the Terran Factory can make a unit that counters nearly every Zerg unit. Hellions are extremely good against Zerglings, Siege Tanks completely destroy Hydralisks, and Thors are great against Roaches and Mutalisks (the Thor’s AoE anti-air attack is great against clumped Mutalisks!). You will want to make Marauders as well though to deal with any early rushes or if your Zerg opponent is going heavy Roach.
Protoss opponents probably offer the most diversity when choosing a strategy in TvP. Biological builds are probably the most effective against Protoss opponents for two reasons. The first is that you can easily transition into Ghosts when using a bio build which have the EMP ability. This ability is almost unbalanced when it comes to Protoss units because it drains their shields making it a breeze to kill them. Secondly, the Protoss lack the ability to do AoE damage in the early and midgame. They must either tech to Colossi or High Templars to deal with your group of infantry units. By that time, you can already be transitioning into some higher tech.



