This is a post meant for the wikipedia section of a website. It tells you what playing Terran is "supposed" to feel like.
I am Janaros from the Bronze Practice Channel. Me and my co-casters also have a stream up Thursdays and Sundays. We also have a web page up for the channel. This post is mainly meant for the "wiki" section for starting Terrans. Ready, disagree, agree, point out typos, give me ideas for more posts etc.
Cheers, here is my post.
The true strength of Terran lies within our power to leave options open. Terran is generally seen as the "safest" race, seeing how Siege tanks and Planetary Fortresses have arguably unmatchable defensive properties. The race is also decently easy to get the basics of (whether or not this is due to the campaign being focused on terran is still being disputed), and on top of that Terran also has the strongest army for the first crucial minutes of the game. The amount of tears shed due to the notorious M&M&M (Marine Marauder Medivac) can not be mathematically calculated.
In this introductory guide to Terran I will explain the Strengths and Weaknesses of Terran as a race.
I will also briefly introduce the most common army compositions, with the strength and weaknesses of these.
Terran as a race:
First of all, Terran has options. Terran, in most their match ups, are able to dictate the build your opponent is forced to go. You go 3rax (early pressure), you force early defenses. You go early expand, you force the enemy to attack or expand himself. You go deep into a tech tree (cloaked banshees), you force your opponent to get early detection or another "high tech" counter to these units.
Personally, I find terran to be the most versatile race. In every single "normal" match up, we will have a relatively easy access to drops, invisible units or alternatively a heavy early pressure. Due to the nature of Terran, we will optimally be producing out of all of our buildings without pause. This means that we'll have a formidable army no matter the build we go for. There are naturally exceptions, but these are normally counted as "cheesy" builds.
Terran also has an exclusive choice to go for high mobility/low damage, or low mobility/high damage. The difference between mech (Factory/starport units) and biological units (Barracks, Medivacs) is very clearly seen.
Terran has a very high skill-cap. I know this comment will some annoyance among some of the readers, but I personally find it to be true. Drops, harassment, skirmish attacks, tank placement and possible tech switches are doable, but they are hard to execute. A brilliant Terran is capable of macroing like a tiny God, while keeping up pressure on his opponent in different forms.
Strong one-base plays. Seeing how Terran has the ability to repair their mechanical units, combined with the strong marines makes for some incredibly strong early-game pushes. The times I've personally beaten a zerg with Marine/Thor/Hellion/Banshee at the 10 minute mark are without limit.
Jack of all trades, master of none. Terran as a race has stronger units than Zerg, but an inferior unit production. Terran as a race has weaker units than Protoss, but superior production possibilities. Keep in mind, these examples consider the two players equal in skill and playstyle. As in, disregarding cheese and greedy builds.
Terran needs to apply constant pressure. If a Zerg opponent is left unpressured, his economy will be too far ahead of yours, seeing how he can make workers faster than you. This will lead to a 200/200 army confrontation. Terran will most likely win, but Zerg will be able too reach the supply cap faster than a Terran can. If a Protoss is left unpressured, he will easily be able to destroy your supply capped army with his own. In other words, the strength which comes from the ability to dictate a game will become a weakness if used improperly. Give your opponent free room, you will die.
Easy to counter. This is another thing that a lot of top-level players would disagree on, but I'll say it anyway. If Terran goes heavy Bio, Protoss can get Colossi and Zerg can get Ling/Baneling/Muta. If terran goes Mech, Zerg can simply out-expand him, and Protoss can build perfect counter-units.
Difficult to switch tech-paths. This relates back to the "easy to counter". If you have decided to go Bio (3 rax or more at 2 bases), suddenly starting up a lot of factories to get the mechanical forces going will be hard. Yes, Terran has an easy time getting 1 or 2 cloaked banshees. Yes, Terran can easily make a Thor. Yes, Terran can easily get some ghosts. However, Terran has (in my opinion) the hardest time to switch from army composition to another. If you have 10 siege tanks, there is no efficient way to suddenly switch to biological units. I won't argue why this is easier to Zerg or Protoss, I'll leave this to their own articles.