| MMM is for Marines, Marauders and Medivacs combo | | | | correct combinations. Also, be on the look out for air |
| of Terran strategy. Unlike the mech build of terran, | | | | units and concentrate fire on armored units to do |
| MMM move quickly and easily. They can hit your | | | | maximum damage as much as possible. |
| enemy in different places at once. | | | | Here is a basic MMM Build Order: |
| The advantage of this specific strategy is because | | | | 1. Get 10 SCV cap, then make supply depot. |
| these units work together perfectly with each unit. | | | | 2. Continue to make SCV, then on 12 cap, go with |
| Stim Packs are very effective that allows marauders | | | | Barracks, and do non-stop scv pump. Also get gas |
| and marines to be strong in combat, then the | | | | and have the orbital command after the barrack is |
| Medivacs gives support, healing them after they go | | | | built. |
| with their stim pack. One more thing, you can then | | | | 3. On 16 Cap, build your 2nd depot, then put tech lab |
| concentrate on upgrading your infantry at Engineering | | | | on your barrack, then pump out those marauders |
| Bay, and for each upgrade, this will benefit your | | | | 4. Build the second barrack, get the MULE when |
| marines and marauders. | | | | orbital command is done, and produce reactor on |
| This 3M strategy also lets you build up your infantry | | | | your 2nd barracks. Pump marines and marauders |
| into Medivacs and then drop them in some location at | | | | continuously. |
| your enemy's base. You can do this at your enemy's | | | | 5. You can then build factory, then starport to make |
| mineral lines, or some other spots to split up your | | | | medivac, or probably siege tank. |
| opponent's army. | | | | 6. When you have the MMM combo, it's time to go |
| Then marauders are good support unit, which can | | | | for a push on your enemy. |
| turn the tide of the game if used correctly with the | | | | |