SCV's, the basic unit of the Terran Economy, has some special tactical notes because of one special tendency: It must stay with a new building while it is being built, but at the same time, it is available afterwards. This creates issues that do not occur with the other species.
For instance, it seems to me that because of the Hatcheries (Zerg) ability to create multiple units quickly, the loss of a drone in order to create a new building is not so harmful. In addition, I imagine that there is a slight reduction in building cost, if you look at the building costs, but I don't have the reference here, so I'm not completely certain of that.
On the other hand, when dealing with the Protoss, all the probe needs to do is to open a rift, and walk away. Therefore, less micromanagement is needed, and only one probe can build a rather substantial base in a very limited amount of time, if the resources are available to build that base.
However, when dealing with the Terrans, the unit is not lost nor is the unit completely available while building the building. Therefore, it takes multiple SCV's to build multiple building at the same time, but the unit is not lost. Because this advantage is given to the Terran (especially when considered against the Zerg, who lose the unit), it is essential to get this SCV working again right away. For a quick and easy way to do this:
- Select the Terran that you want to build a new building.
- While pressing the SHIFT key, type in the building that you want to build (for instance, for barracks type b,b), and select its location.
- While still pressing SHIFT, right click on any minerals that you want the SCV to begin working on immediately afterwards.
By following these steps, an SCV will immediately get back to work after finishing the building, so you won't have SCV's sitting around all over the place. While it is not possible for you to build a work queue for an SCV (that I have found), this is as close as you can get.
There is one problem with this, and that is the fact that once an SCV starts a building, or you have released the shift key, it is not possible to convince that SCV that he needs to start mining afterwards. After he finishes his building, you will need to press the space bar right away (to go back to his location), select him and get him working. As opposed to later games that I played to a very limited extent (like Age of Empires II), there is no possibility of pressing the '.' key and getting to unused SCV's, so this management is key.
Possible Tank AI Problem (Version 1.05)
I played a one-on-one against the computer the other day, and had a won position, but quit when my wife needed me. There was one interesting thing that I noticed, however. Early on, I was behind in development, and I noticed that my opponent was bringing up a load of Tanks, Marines and Wraiths to attack me. Fortunately, I defeated the marines and wraithgs, but the Tanks proved to be too much for my troop deployment of primarily marines and firebats. They appeared posed to defeat one entire outlying base.
The tanks, still in siege mode, began to lay waste to my final blockade at this base, two missile turrets, so I sent out the seven or so SCV's that were there to face them. One was destroyed on the way there, but six made it, and they laid waste to the tanks that simply sat there in siege mode waiting for something to come into range. It was a sorry state of affairs for my computer opponent. This would probably also work with firebats, but it makes the battle against siege moded tanks a little uninteresting if you can get right up next to them.
That being said, I have a fully upgraded version now, and I have not retested this. I will update you if it happens (or does not happen) again.