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. |
Showing posts with label WoL. Show all posts
Showing posts with label WoL. Show all posts
Monday, October 1, 2012
TvP: Proxy Marauder Rush
This is one of my new favorite openings against P on one-player maps. It's been utilized a lot in the GSL and tournaments in general. It is a very scary rush that Protoss just can't micro against and therefore can't afford even the slightest greed or the Marauders will kill everything. Although it may seem all-inish (it is if it gets shut out cold, so don't let this happen), I like to always transition in case the P knows what they're doing and I just can't break the ramp.
10 supply
11 rax (proxied)
12 gas
14 OC
14 tech lab
14 supply
14 Marauder
16 Concussive Shells (SCV is delayed, but drop the mule)
+ 2 rax
+ fac/port
* Constant Rauder production until 4-6
* Constant SCV/depot production
EXECUTION: I usually like to move out at 2 Rauders, but you can use your first to poke, the most IMPORTANT thing you need to keep in mind with this rush is to NOT GET SURROUNDED and keep your SCV alive so you can bunker when it's safe. You need to constantly micro the Marauders: poking, picking off what you can, when you can, being aware if the P pulls probes - just kite backwards running down the ramp if you need to. If the Protoss is inexperienced with the rush he may try to engage you down his ramp with a Stalker and Zealot, two Marauders will always win with micro. If you weren't able to kill him, fall back to your bunker and build an in-base expo with the first 400 minerals. Then, I usually build another bunker, start stim at the proxy rax, then 2 rax at home. If you aren't confident that there is enough time for stim to finish, research it at one of the new raxes being built at home.
While this is all going on, if you were not able to find and kill the scouting probe - scout for it/pylons and consider falling back earlier because Warp Gate's bypassing the bunker is now an issue.
IN GENERAL: If you were able to push the Protoss back up his ramp and kill a few probes/units, you will be economically ahead because your expo is that much faster, now you just need to stop his all-in/pressure that he follows up with 95% of the time. Build a bunker or two. I usually see blink Stalkers, Warp Prism, Immortal busts, or DTs.
Replay 1: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=272222
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
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
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
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