Opening: Raven Tank Viking standard
Reaper expand into Factory, Starport, Raven, Tank, then Vikings.
Goal: Get a safe natural, deny drops, and take air control before the first Tank line locks the map.
First five minutes
- Scout for proxy Barracks and fast Starport.
- Keep Marines near mineral lines until your Raven is out.
- Use the first Raven energy defensively unless you see a clear Tank pickoff.
Scout for
- No natural Command Center
- Fast second gas
- Early Hellion or Cyclone count
Transition: Add third Command Center behind Raven/Tank control, then choose bio Tank or mech based on map and opponent production.
More current TvT builds on Spawning Tool (SpeCial-style 8 worker standard)
Bio medivac
Fast stim timing, drops, and mine connections.
Tank bio with stricter air control
Core:
Tech switches:
Upgrades: Stimpack, Combat Shield, Infantry weapons, Vehicle weapons
Fight it right
- Siege first, then move. Unsieged tank moves are where bio wins.
- Keep Vikings ahead of Medivacs so their retreats cost real units.
Do not drift into this
- Do not chase stimmed bio past your tank line.
- Do not skip scans when the bio count suddenly disappears.
Mech shell
Slow pushes that become impossible when the air and tank count stacks.
Raven tank with mobility around the edges
Core:
Tech switches:
Upgrades: Infantry weapons, Vehicle weapons, Drilling Claws
Fight it right
- Rotate around the mech army and force it to siege in the wrong place.
- Use Ravens to disable tanks or Thors before your own tanks fire.
Do not drift into this
- Do not frontal into sieged tanks without Raven value.
- Do not let their third and fourth land uncontested.
Battlecruiser or sky
Teleports, range control, and late-game air armor scaling.
Viking Raven with grounded Thor support
Core:
Tech switches:
Upgrades: Ship weapons, Vehicle weapons, Yamato Cannon
Fight it right
- Keep Vikings spread so Yamato or Liberator zones cannot erase them.
- Matrix Battlecruisers before they Yamato or teleport.
Do not drift into this
- Do not make only Marines once armor and splash are online.
- Do not take air fights under their repair line.
Mine, drop, or hellbat
Worker damage that hides a normal third-base follow-up.
Clean defense into counter drop
Core:
Tech switches:
Upgrades: Stimpack, Combat Shield, Drilling Claws
Fight it right
- Keep one mobile squad between bases, not inside one mineral line.
- Scan before workers return to a mined patch.
Do not drift into this
- Do not pull the whole army home for a two-unit drop.
- Do not forget depot vision and turret coverage between bases.
Counter any Terran unit
Deep-dive pages for each Terran unit you might scout in TvT.