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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.
Showing posts with label TvZ. Show all posts
Showing posts with label TvZ. Show all posts

Saturday, June 22, 2013

TvZ: Hellbat/Marauder Opening

If you've played any TvZ at all recently, you'll know and be irritated by the current meta where Zerg just makes a lot of units early and tries to kill you; and when you're going 3CC double Ebay, you'll probably die to it a lot, especially the well-executed ones - even if you scout it because you just won't have the infrastructure or unit count to stop it. Recently the Korean pro Terrans like Flash and Ryung have been opening with a sick new comp that looks really solid against heavy Zerg pressure.

You open like you would open with 3CC, BUT instead of getting the 3rd CC and early double Ebays, you throw down an earlier 2nd gas (around when the factory starts) and an extra 2 rax. When the factory finishes you start an Armory and port. You still get out 2-4 Hellions (for scouting/harass) before you start Hellbat production for drops.

10 supply
14 CC
15 rax
16 gas
18 Marine (SCVs cut for a few seconds to avoid supply cap)
19 2x OC
20 Bunker and 2nd Marine
@150 gas, fac and reactor on rax

Your mid-game infrastructure will end up being:
1 rax reac
2 rax tlab (it can vary here, you can also go 2rax reac/1rax tlab)
1 fac reac
1 port reac
1 ebay (after port)

Because you delay the 3rd CC and upgrades, this build allows you to push out more units, and what better to help hold all-ins than an early Hellbat/Marauder combo (let's face it, even with bunkers Marines and Hellions still don't cut it sometimes) into MMM/H which then lets you pressure/kill even if they didn't all-in because the push hits so much faster than normal that they'll be forced to make a lot of units to hold it, and because they'll still be on low-tech assuming they took a 3rd, there really is no unit combination (as long as you micro against the banes) that will be cost-efficient in stopping it.

* This build can still transition into a normal bio-mine composition, it is just not as greedy as 3CC
* Finish your natural wall around 6:00, this is when ling speed normally finishes

Replay: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=284204
This game was a wash, it was my first attempt at that Hellbat/Marauder opening before I could find the actual BO, so I did it wrong. I would've probably held with the normal 3CC as well. I haven't had much time to ladder, I'll get better replays later.

Sunday, March 31, 2013

TvZ: Proxy Reaper FE

With the introduction of Heart of the Swarm comes new Reapers with regen! Honestly, in WoL I didn't touch them, but now they've become quite a pillar of openings in most match-ups. The idea behind this rush is not to kill them Zerg, but put them behind economically by lost mining time, drone kills, and/or forcing them to make lings. I don't remember which Terran, it was either Last or INnoVation that used this in MLG Dallas and crushed some souls. I believe our lord and savior Flash has used this as well.

10 supply
12 rax (proxied)
12 gas (SCV production cut for this)
15 Reaper
16 OC
16 supply

* Constant Reaper production (about 3)

EXECUTION: Depending on what 2-player map you're using this on, you will have to time out when to send the SCV out to proxy, it is nearly always before the first supply depot finishes. Where your first Reaper is rallied is your first decision - the main or the natural, sometimes I like to bunker their natural or the ramp leading to it, if they pull drones you can kill them, if not then they have to make a lot of lings to get rid of the bunker. The idea is to do some economic harass and force lings. Make sure to rally the rax to the Reaper (or Bunker) so your next Reapers will go to it. Assuming the Zerg has done what 95% of Zergs do and went hatch first, you'll have some time before their first Queen pops depending on how fast they put the pool down. Single target the drones. You have to micro this harass constantly, so your Reapers need to be hotkeyed. If you ever get surrounded by workers or lings, you messed up.

Your next choice is when you want to stop making Reapers, I've personally found 3 to be the sweet spot, as shortly after the 3rd one pops, ling speed finishes (if you saw gas) and you need to haul ass out of there. While you're microing be sure to watch your minerals, because once you get to 400, you need to lay your expo down. If you want to be greedy, you can lay it at the natural, but it's much safer to put it where your rax would've been. Following this, you can lay down another CC or start your production facilities - depending on what you want to do (I like dropping an extra two raxes and a fac).



If you've done a lot of damage in drones or forced a lot of lings, the Zerg will either all in your or get really greedy, no matter what you always build at least one bunker. In my experience on NA, most Zergs like to semi/all in you. So you auto-build walls and a bunker or two, all the time.

IN GENERAL: You should not expect to straight-up win with this opener, but you can easily transition into an all-in or macro game, using any composition. This is one of the reasons I love this flexible opener against Zergs. Cool side NOTE: Three micro'd Reapers can actually wreck a single Queen, don't be afraid to engage, just make sure to constantly micro the Reapers while macroing. The micro. This is why we love Terran guys.

Replay: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=282327

Saturday, April 7, 2012

TvZ: 1rax FE into Hellions

Everyone knows the Hellion expand, this is a slight spin to it that is a bit more greedy as you go CC after rax, then rush to factory, but more economical. I've always wondered about the true viability of CC after rax in TvZ, but MarineKingPrime showcased it brilliantly at MLG Columbus 2012 easing many of my doubts. Especially with the much bigger maps we've been seeing, you are much less likely to die to any sort of early rush.

10 supply
12 rax
15 Marine
16 OC
16 CC
16 gas
17 gas
17 depot
18 Marine
20 Marine
22 reactor (on the barracks)
23 OC
24 bunker
+ switch fac onto reactor ASAP

* There are slight deviations to this build, for example if they send an early drone scout you might want to trap it in with a second depot before CC or deny the scouting. NOTE: Don't worry too much about the supply numbers and hitting things perfectly, as long as you keep on time with the pace of the game you're fine.

EXECUTION: This is a economic variant to the all-to-standard Hellion opener that you might prefer on bigger maps if you aren't going for some 2 base timing. The first few Marines can hold off any Zergling pressure, you still need to scout for the normal Zerg cheese, if they lay an expo you are pretty much safe to anything assuming you react properly, if they do some one base crap, I would probably just not take my gas at all and drop 2 extra rax and some bunkers. There are still a lot of Zergs that get cocky and try to just overrun your Hellions with lings, so I would recommend at least 6 with this build since it becomes insanely cost-inefficient to try to take them out with just speedlings. After the rax is floated off the reactor I generally like to follow it up with a tech lab, a 'rauder, and stim assuming I'm not meching. Any Hellion opener is just so amazing in TvZ, you will eventually learn to not die to any Zerg all-ins after enough practice and be able to keep the Hellions alive for so long; which is why it's so amazing in TvZ.

IN GENERAL: I'm undecided on which opener I prefer, the Hellion FE is safer and the Hellions come out so much faster; but as I've said before, as the maps get bigger and Zergs get better, you should not expect to get any drone kills, only contain the Zerg/force units long enough for whatever you're doing. I think CC before fac may eventually become the new standard, the first 2 Hellions pop only 20~30 Blizzard seconds slower. In addition because you take both gasses so early, Unless you want a fast starport/ebay for ups, you can pull 4 SCVs off gas after your fac and reactor are building or you will get a huge gas bank; re-apply later.

Replay 1: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=262195
Replay 2: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=263299

Thursday, February 9, 2012

TvZ: 1rax Reaper Expand

**** As of patch 1.4.3.2, this build is deprecated. The 2 range increase on Queens means they now completely rape Reapers ****

One of my favorite builds I first saw it's true potential when SlayerS_MMA showcased it in the second GSTL. It is, for good reason, overshadowed by the Hellion expand, but is not without its advantages. I really like this build on smaller maps like Xel'Naga and Shattered Temple. A lot of Zergs delay speed for a good while, so you can sometimes get a few Drone potshots off and another advantage of the build is an earlier CC than a Hellion expand would allow. In addition, you are much safer against fast Roaches because you already have the tech lab down and can scout their main for the Warren. You also stop building them after 1 or 2 and go straight into marine production with a fast stim. It is an opening that requires good multitask to keep your Reapers alive and slightly weaker to b/ling busts than the Hellion opener.

10 supply
12 rax
13 gas
15 Marine
15 OC
16 supply
16 tech lab
20 CC

After you plant your CC, start two additional raxes when you have the money, then another depot ASAP. Start stim shortly after and constant marine production. Sometimes I like to reactor a rax early when I know there's no all-in coming.



EXECUTION: Whether you build one Reaper or two, it's up to you. The job of your Reaper(s) is to scout and control the map before speed is out. The advantage of two Reapers is that they can one-shot lings. Your first Reaper can be used to scout the main base or harass the natural, it is imperative you don't lose your Reapers before your natural is properly defended with a bunker or you will be totally in the dark.

You can follow the Reaper expand up any way you want, but I love love love to follow it up with a 3rax stim push. It punishes greed and if you kept your first two Reapers alive, you will mow down any Spine Crawlers that the Zerg might have (engage them if you don't see enough units to defend). If you are able to keep the Zerg from seeing it coming, you can outright end the game or do massive damage. Don't plan on getting your marines out of there, just maximize the amount of damage you do while macroing properly; running behind the mineral lines is a great way to reduce surface area from zerglings.

IN GENERAL: This is a strong build that can lead right into a macro game, sometimes giving you an advantage. At worst you will be on even footing. It's a great reactive build to the two most common all-ins Zergs would pull on smaller maps. If you spot a Roach Warren, start Marauder production, if you spot a bling bust, build bunkers and wall them off leaving a hex off space so they don't take AOE damage. If you hold their all-in, you'll be way ahead and can probably end the game with a 4rax. If they don't all-in, you can put on some pressure, possibly get an advantage, but at the very least remain on even ground. The 3rax stim push comes at a time Zergs tend to drone up like mad. NOTE: If you spot a speedling expand (rare) before your tech lab is making, ditch this build and use the Hellion expand. Also, scout for a fast third always.

Replay: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=242565

Tuesday, June 21, 2011

TvZ: 2rax *updated 8/18/2012*

This is one of the most common and basic opening builds for Terran popularized in the GSL2 by MarineKingPrime back when he was known as Foxer/Fake Boxer. This is a good build that has been used ever since because even if the Zerg knows it's coming it still has amazing potential to damage the Zerg's economy or at the very least pressure them into to making zerglings/spines. Particularly good against Zergs who choose to FE, this build can transition easily into an expand or simply more barracks if you want to attempt to outright kill the Zerg, however expanding is generally much safer.

This is the variation I have been doing:

10 supply
+11 rax
+12 rax
14 Marine
15 OC
15 supply
15 Marine
16 Marine

+ SCV production is cut for a few seconds
* Constant Marine production

EXECUTION: When to move out is entirely up to you, it can be done ASAP, but it is better to go in with 2-3 marines and 2+ SCVs, depending on the map. If you want to wall the ramp, you should start moving out with 1 Marine, or their natural expansion will finish and block the ramp with creep (assuming normal 15 hatch timing). It is IMPORTANT to rally your Barracks and watch your units, don't let drones or lings surround them and micro like a boss, even if you do not kill their natural you are not behind unless you lose every Marine without doing anything.

You will have map control until speedlings or Roaches are out. Just make sure you have a bunker and/or wall at your natural. A really sexy starting wall-off in TvZ that can be done on small ramps is walling off the bottom with your first rax and depot. This is in fact a full wall-off that denies early scouting and shuts down 6-pools. I don't know if it works on any of the current ladder maps anymore, but I used to use this on XN Caverns. (Doesn't work anymore)


IN GENERAL: This is a very strong and easy opener, still viable in the current meta, that you should absolutely know if you play Terran. The more economic version is the 12/14 rax; also good to know, but it comes out much slower. This aggressive 2rax works great on any map, though on 2-player maps I recommend proxying both raxes. If you do moderate damage to the Zerg, there is a good chance they'll try to B/ling/Roach busts or Nydus, so you must account for these no matter what, else you may let the opponent back in the game if you take too much damage.

Replay: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=269799
Replay 2: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=274092