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.

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

Friday, March 9, 2012

TvT: 1-1-1 3reaper 1hellion Cloak Banshee

Although it has been around for a while, it was when I saw  oGs_Supernova do it at the IEM Season VI World Championship at Hannover when I really got interested enough to try it. This is still a relatively new build that I've been doing, but I have been having great success with it, especially against fast expand builds. It is insanely aggressive and very micro-intensive, you have to be so careful to continue macroing properly while executing this build.

10 supply
11 gas
13 rax
16 tech lab
16 OC
16 Reaper
17 fac
18 gas (2nd)
20 Reaper
22 supply
22 Hellion
24 port
+ swap port with rax ASAP and begin Banshee/Cloak

Immediately at the end of this build order you will have around 400 minerals and no gas (this may vary a bit), I usually drop the Command Center at this time, however there is always the option to go ahead and one-base all-in or build a bunker and some Marines to be safe and get a later Command Center.

EXECUTION: This is a very very micro-intensive build that is optimal on Reaper-friendly maps such as Tal'Darim or Shattered Temple and can not be afforded sloppy control. The are many ways to execute your attacks from this build, I like to pop up with with first Reaper to scout, see what I can do, then get it out alive. Once your Hellion pops you can opt to attack, even up the ramp if they don't have a bunker or simply use the Hellion on lower ground to cover Reapers up on higher ground - you can be really creative with this, the idea is do kill as many Marines as possible for the Cloak Banshee follow-up that can do massive economic damage. IMPORTANT: Killing an SCV building something is great because it slows down the other Terran's tech/production.


IN GENERAL: This build can transition into anything: bio, mech, sky Terran, as it ends with the infrastructure for any; however, you are very light on units early on since you tech up so quickly and go gas first. This shouldn't be too much of a problem since your Reapers/Hellion should control the map early on and your Cloak Banshees that follow (build at least 2). Although this is a very aggressive build that usually causes a player to be overly passive, you should always play a reactionary game and be mindful of counter attacks. Also, a well-executed proxy 2rax can outright kill any gas first opening, especially this one since you skip the first marine for the faster tech lab.

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

Friday, July 29, 2011

TvT: 1-1-1 Banshee Expand

Let's face it, 1-1-1 is a very common build, especially in TvT. This is a variant I use every Terran from SlayerS_Ryung to ZeNEX_Byun (see what I did there?). With good reason, it's a solid build that has few holes in it with a lot of advantages. On bigger maps I'd argue the gas first build is better, so knowing that version is also great if you play T. However, you don't get out the tech too much faster so, meh; it feels much safer having more Marines in the beginning.

10 supply
12 rax
13 gas
15 Marine (constant)
16 OC
16 supply
18/19 fac
21 gas
+ 1x Helion, port (when fac is done)
+ supply
+ tech lab (on fac once the Helion finishes)
+ switch port onto tech lab
+ 1x Banshee
+ CC

+ = get/do it ASAP

EXECUTION: This is a standard opener and you'll do all the normal things you'd do. You have to bungle it up pretty bad to auto-die in the early-mid game. Your first 4/5 Marines should be making their way towards the enemy base, clearing any watchtowers along the way, once your first Helion starts making. The idea here is to scout the front and possibly kill some marines. If they have a bunker, just back off (duh). Best case scenario, they were a bit too greedy and you end up killing a lot of marines. Either way, you're just thinning the marine numbers. If they went Marauders, run back to your base and build a bunker, then proceed to win or get way ahead with the incoming Banshee. Just make sure you watch and micro your Banshee(s). They not only serve to harass, but scout as well. If you suicide your Banshee into marines, you will hence be known as TheBestfOu.



IN GENERAL: Your first Banshee will scout and pressure your opponent while you expand and macro up back home. Unless the enemy got a really fast Viking or Stim, your Banshee will do damage. Depending on the situation, you may want to get another Banshee. For example if you spot an FE, with two Banshees you can harass BOTH of the other T's bases. If you spot he's going Banshees, get a Viking or a Raven! I don't usually opt to get cloak, it's a big investment and the Tanks Siege Mode comes out so much later that if he holds well and counter-attacks you might die.

Replay: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=223644

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

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.


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

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