Welcome



Hi, I am a casual Starcraft 2 Terran player in top 8 Masters, that watches the GSL, MLG, Dreamhack, IEM, and most big tourneys which feature top-tier Koreans. My Terran openings and builds are highly influenced by Korean players as I love watching their crisp play and sick timings. I believe opening build orders should be well-planned with tight timings for optimal supply. My favorite Terran players are currently KTFlash, ST_Bomber, IMMVP, and MVPKeen. I like to practice a handful of openings for each match-up over and over again so I can refine my play and timings and know the best responses to deal with and adapt to various situations. Here are my favorite Terran build orders. Here are some of my replays.

Tuesday, June 28, 2011

TvP: 2rax FE

Although this has been a known build since beta, I recently saw ST_Bomber using a refined version, to great effect against players like oGsMC and Mana in the recent Dreamhack Summer 2011 event. I was surprised at how fast he got out so many units and how easily MC's 1gate FE was punished. I'm not sure how long it's been around, but this was the first time I had seen it and have been loving using it since.

10 supply
12 rax
14 gas
15 OC
15 Marine
16 rax
16 reactor (once Marine finishes)
17 supply
19 tech lab (once second rax finishes)
19 Concussive Shells
21 supply

* Reactor should finish just as your 2nd rax finishes



EXECUTION: The timings of this build are somewhat sensitive, so make sure you aren't distracted too much by the probe harass and retain crisp, clean, execution. You will have 5 marines and 1 marauder before 5 minutes with Concussive Shells about halfway done. This is a good time to move out and perhaps try to catch an overzealous Stalker or two off-guard, if the P is being overly aggressive early on with his Zeaot and Stalker, it's not a bad idea to hide the Marauder until Concussive is done. You can also opt to bring 1 or 2 SCVs to turn the pressure into a light bunker contain because he may have to retreat up his ramp. If you are able to contain the P, it is not a bad idea to pull back after your natural is up and running. Another thing to keep in mind is, if you don't know what he is doing, you must build a Missile Turret and one or two defensive bunkers back home. This accounts for DTs and proxy pylons.


IN GENERAL: This is a very solid build and I love that the main focus of this build is to safely get an expand up (ideally around 40-ish supply) while putting on a good deal of pressure. It excels against FE builds on open naturals because Protoss just won't have enough and will have to pull Probes to defend because (on small-mid sized maps) your attack will hit before Warpgate is done. However, it is not an all-in and should not kill a Protoss outright unless he is retardedly greedy, so make sure you expand behind this.

*Both updated 3/10/2012*
Replay 1: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=257850
Replay 2: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=257853

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