In Starcraft II, Terran is OP in comparison to the other two races.

Rebuttal: My opponent offered 5 unit compositions and situations that he claims is over-powered. I'll give a viable counter for both Zerg and Protoss for each point my opponent made. One thing needs to be said first, though. All counters must be views with the mindset that both players are of equal skill. This includes the same ability to mirco. A Zerg player at 100 APM is equal to a Terran APM of 50, just as an example. The Zerg needs more to mirco, and though the Terran does not, they are both using their armies to their maximum potential. Tanks: Before I comment, I'd like to point out the most common unit composition for Tanks, which would be Marine, Marauder, Tanks. My opponent mentions that air units are useless because of Thors, however, Thors are very seldom used with those other three units due to economic struggle. Instead, most Terran players will opt for the very common Mech build of Tanks, Thors, and the occasional Hellions. Because of this,, the Terran unit composition will still have an exploitable weakness if the opponent does ample scouting and smart decisions. After all, you cannot simple have all units because, again, economy. - Protoss counters: The one unit my opponent failed to bring up as a counter is the Immortal. Immortals are the absolute best counter to Tanks due to their Hardened Shields. Thors are equally outmatched, making Tank/Thor weak, and most smart Protoss players will use Collosi to counter any Marine/Marauder/Tank movement. - Zerg counters: Marine/Marauder/Tanks is on equal strength with Muta/Ling/Bane, therefore creating an even battle with even results. No OP present. Thors are even a worse choice because the game will end upon the Zerg player teching to Brood Lords, which are a Meching army's worst nightmare. Even lings would be super effective by themselves. MMM Drops: - The reason my opponent says this is OP is due to econ damage. Medivacs are easily spotted with scouting, however. Zerg can spread out Overlords while Protoss can use Observers and good Pylon placement. One wrong step with a Medi-vac can equal a huge loss of army resources with literally zero return. Ravens are not viable threat because of the fact that they take so long to get out, making an early to early-mid game rush an automatic win if the opponent commits the resources to it. Ravens: Same as above. They take extremely long to get out, making you very vulnerable if you commit to mass Ravens (the only way they can actually win games). Any air combat units can easily deal with Ravens. Seeker Missles, though powerful, are the most easily dodged spell in the game, and once used, Ravens have practically no energy to fend attacks off with or to attack with themselves. Thor+Siege Tank: I covered most of this in the "Tanks" section. My opponent stated here, though, that Zerglings were countered by Tanks. How can this be, though, when Tanks cannot even attack Zerglings if they are to close? Zerglings are melee, units, so they're always too close. Also, splash damage can hurt friendly Thors just as much as the Zerglings. Zerglings are almost much more cost-effective in this fight. Reapers: Very much like the MMM drop, these can be easily prevented with simple scouting. Ample warning, Reapers cannot beat any ranged unit in a 1 on 1 fight except the Marine, and the only melee unit that might have trouble is the Zealot, since Zerglings have creep and Queens to assist. Protoss can guard by warping in exclusively Stalkers, however, if he scouted the Reapers early. Mass Reapers in the mid to late game aren't really even a question, as any mid to late game army can defeat them in a fight. Again, scouting is key. Most of my arguments above prove why Terran isn't OP and that any fight can be equally fought due to counters. What really matters, however, is the ability of the player to scout, which can be equally used by both players. To close, there's no reason that Terran should be deemed OP. Thank you.