A lot of the Protoss on ladder can tend to be really aggressive and cheesy now days with their early units, it's to the point where CC first and 1rax FE can kind of make you feel like you're playing very defensively and sometimes in the dark. This build is great because you don't need to send that first SCV scout (unless it's a 4p map), just your first Reaper and it gets to the Protoss base at the time you want to be scouting. Not to mention how invaluable it is at sniffing out the all-ins.
10 supply
12 rax
12 refinery (you cut SCVs for a bit)
15 Reaper
16 OC
@50 gas, pull out SCVs
17 CC
18 supply
19 rax
20 bunker
* At around 40% completion of the second rax, put your SCV's back into your gas. When the second rax completes, immediately start a tech lab, then stim.
EXECUTION: Rally the first Reaper to the Protoss base, the idea here is to at least get a hint of what he's doing. Don't worry about early stalkers, your Reaper shouldn't die if microd. The things to look for are is the double gas (standard), if there is a second pylon, and if there is anything building. Double gas is standard now days and just means a Stalker and MSC will be built. If there isn't a second pylon, you're probably getting proxied. If there is double gas and no Stalker or MSC in production, you are also probably getting proxied. In either of these cases, this is where the Reaper will really pay for itself. Throw down an Ebay and search for the proxy if you want to, some maps have obvious places. The proxy is usually Stargate, but it could be a Robo or Twilight Council. If you can, harass with the Reaper by single targeting the probes, but KEEP IT ALIVE, so run when you need to and make use of that regen; also keep looking for that expo to go down.
IN GENERAL: This is an standard economic opener that can hold nearly all aggression, but you still have to scout and respond properly, especially to all-ins. Your Reaper serves as scouting and a soft contain in the early game - ie. he has to keep his first Stalker/Core in his base or your Reaper will go to town on the Probes. This build generally transitions into some form of bio play.
*new* The Reaper pays for itself in spades here
Replay 1: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=284312
Replay 2: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=283660
Replay 3: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=282100
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 fast expand. Show all posts
Showing posts with label fast expand. Show all posts
Sunday, April 28, 2013
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
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
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
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
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
Friday, June 24, 2011
TvP: 1rax FE
A very solid opening used by many Terrans in TvP; to throw out a few names, IMMVP, PoltPrime, ST_Bomber. An economically focused build that relies on bunkers and early marines to stay alive. Past the initial rax, early CC is very flexible and there are variations to the build depending on the type of army you'll want in the mid game. This one focuses on bio where you eventually add in Medivacs. MKP loves doing a sick EMP Ghost timing attack with it. I dislike the 1rax with tech lab FE because you can hold off any stalker poking with marines anyways and you get the CC up faster. I don't think CC first is worth it and too risky.
10 supply
12 rax
15 OC
15 Marine
16 supply
18-20 CC
+ bunker
+ 2x rax
+ 2x gas
+ = get it ASAP
* bunker at the natural before or once you get two Marines
EXECUTION: It is pretty straightforward, keep up on your SCV and unit production so you benefit as much as you can from that extra CC. It is IMPORTANT to try and scout so you can respond properly or a scan; at the very least you will see his base and know if there is proxied tech. Things like 3gate contain, 4gate, DTs, Stargate, etc. can give you trouble depending on how well you react. If you scout the fast expo, you can relax as there won't be some insane attack coming. However, if they don't put down that expo you need to be very wary and throw down a bunker or two.
IN GENERAL: This is followed up by tech lab and concussive and stim, order depending; though it is viable to hold off on those upgrades with good scouting/sense. Optimally, you want to do this build when the map has a natural with a choke or ramp (Shakuras, etc.) since it's much easier to defend than on maps like Metalopolis and Xel'Naga Caverns. Some variants add additional barracks and delay the gas, the difference is you will have more units earlier to pressure with, but at the cost of delayed tech.
*Added 4/29/2012*
Replay 1: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=264098
Replay 2: http://drop.sc/167667
10 supply
12 rax
15 OC
15 Marine
16 supply
18-20 CC
+ bunker
+ 2x rax
+ 2x gas
+ = get it ASAP
* bunker at the natural before or once you get two Marines
EXECUTION: It is pretty straightforward, keep up on your SCV and unit production so you benefit as much as you can from that extra CC. It is IMPORTANT to try and scout so you can respond properly or a scan; at the very least you will see his base and know if there is proxied tech. Things like 3gate contain, 4gate, DTs, Stargate, etc. can give you trouble depending on how well you react. If you scout the fast expo, you can relax as there won't be some insane attack coming. However, if they don't put down that expo you need to be very wary and throw down a bunker or two.
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| Eep. | Here. We. Goooo! |
IN GENERAL: This is followed up by tech lab and concussive and stim, order depending; though it is viable to hold off on those upgrades with good scouting/sense. Optimally, you want to do this build when the map has a natural with a choke or ramp (Shakuras, etc.) since it's much easier to defend than on maps like Metalopolis and Xel'Naga Caverns. Some variants add additional barracks and delay the gas, the difference is you will have more units earlier to pressure with, but at the cost of delayed tech.
*Added 4/29/2012*
Replay 1: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=264098
Replay 2: http://drop.sc/167667
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