I did play FFA on WC3, but it was far less enjoyable because of long search times, upkeep, and a relatively small food limit. WC3 ffa was mostly about hording resources, manipulating, creeping your heroes to high level, and having the smallest army possible until you actually needed one. I am going to spend this guide explaining how to play ffa from the terran perspective.
Some of you may be wondering why I'm posting a guide about a ladder that isn't ranked. The reason is because some people are playing this game to get achievements as well as good ladder records. Besides, why take 4,000 ffa games to get 800 ffa wins when you could do it in half that many or less?
Some things I will cover in the guide include:
I. Starting build orders
II. What to scout for
III. Army compositions and counters
IV. Expoing and Macro
VI. When to attack and your goal when attacking
VII. Replays that include wins, losses, and fundamentals I talked about
I. Starting Build Orders:
Any and all build orders assume that you are producing scvs constantly. I do not deviate from my starting build order unless I see an all out rush coming. Build orders used in solo that include reaper, hellion, or banshee harassing should not be used because ffa is about acquiring the strongest late game as quickly as possible. Harassing opponents in ffa will only make them more likely to suicide you and ruin your chances of winning. You should reserve harassment for softening up an opponent before attacking.
You should always start with the standard terran build order of supply depot with your 9th scv and barracks at 11-12. Once your supply depot finishes you should scout all possible spawn locations around the map. I will get into what to scout for in the next section. I build a 2nd command center by my main as my 3rd building regardless of the map. The only exception is if you are surrounded on quicksand. If that is the case, then you might have to kill someone before you expo.
You should get an orbital command before you build your command center because a mule is going to pay off a lot sooner than the command center will. My build sometimes deviates after this point depending what races my opponents are. Generally I will build a 2nd depot followed by a refinery followed by a 2nd barracks followed by a 2nd refinery followed by a 3rd barracks whenever money permits.
As money permits:
My build varies a great deal after this point because I react to what I see. I usually get 2 tech labs and 1 reactor for my barracks to get upgrades and a large standing army as quickly as possible. I upgrade my 2nd command center to an orbital command as soon as it finishes and then lift it off once I drop a mule. When I get enough gas I will start a factory and build an engineering bay around the same time. Once my engineering bay finishes I will always get at least 1 turret at my main and expo to reveal observers, and any other invisible units that players might use to mess with me. As soon as my factory finishes I will build a star port because you will almost always want to get medivacs and vikings as soon as possible. I will discuss variations in my builds later when I discuss what to scout for and army compositions.
I usually do this build because mass infantry is above average vs. just about any combination of units early in the game. An army designed exclusively to fight one race usually means that it is weak against another race. For instance, mass infantry with some medivacs and vikings is strong against protoss, but mediocre vs. zerg and weak against terran. An army of viking, siege tanks, and some infantry is strong against terran, but weak against zerg and a robo protoss army. A pure mech army that is great against zerg is weak against a marauder and medivac terran army. That is why I stick to mass infantry in the first 5-10 minutes and deviate depending on opposing races, opponent strength, and opponent army composition.