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Light's Blog Translation

Forum Index > BW General
Post a Reply
1 2 Next All
juki
Profile Joined April 2012
68 Posts
Last Edited: 2014-09-11 03:59:43
March 25 2014 02:09 GMT
#1
I will be translating entries from Light's blog and posting them here.

If you have questions for him regarding Terran strategy, he has a memo page on his blog where he answers such things. You can post your questions here (in English) and I will gather and send them to him periodically. He is currently doing his mandatory military service, so he will not be able to answer until he comes back (if he decides to continue doing the blog at all).

Instructions for downloading replays for a given blog post (because naver changes the link paths periodically, static links from here will not work).
+ Show Spoiler +

1. Go to the original blog post (link provided in each title)
2. Click "첨부파일"
[image loading]

3. Click "내PC저장"
[image loading]

4. You should then be linked to the replay download


Entry 10/1/2013: Using a Factory Expand Against a Barracks Expand in TvT (Original)
+ Show Spoiler +

Using a Factory Expand Against a Barracks Expand in TvT

Right now is League of Legends's time!

However, there are still many people who love StarCraft: Brood War. So in order to help those who want to learn more about StarCraft, I will share some of the know-how, strategy, and tactics that I gathered while living as a progamer.

Now we will start the lesson.
[image loading]

The opponent spawns as yellow at the 1 o'clock position on Fighting Spirit

[image loading]

I spawn as purple at the 11 o'clock position

[image loading]

[image loading]

I go 12 barracks, 12 gas, and scout at 13.5 supply

Generally speaking, factory builds take two basic forms: the 11-11 (11 barracks, 11 gas) or the 12-12 (12 barracks, 12 gas). The 11-11 is often used by 2 starport or 2 factory builds, or other such strategic plays. It is a little short on economy compared to the 12-12. There's also a matter of personal taste, but this is the general difference.

[image loading]

[image loading]

[image loading]

The opponent skipped gas after barracks and expanded immediately

[image loading]

We lift off the barracks when the scouting SCV has almost finished scouting two of the starting positions. Thus we can quickly send the barracks directly toward the enemy base. (It is okay to build a marine after the barracks finishes.)

[image loading]

The vulture has already killed the scouting SCV and waits here to cut off any additional scouts.

[image loading]

[image loading]

One advantage of the factory expand is that because of the SCV-barracks search timing, the barracks arrives early to scout the enemy base.
The opponent took the gas at his natural expansion early so 3 factory vulture or two factory follow-ups are unlikely; we can almost be certain that he is going 1 starport or 2 starport.

[image loading]

Adding a machine shop after the first vulture, we upgrade mines and reinforce with more vultures, planting mines outside of the opponent's base. It's also good to plant one or two at the expansion for visibility.

[image loading]

[image loading]

The opponent followed up his barracks expand with a 2 starport build

[image loading]

Earlier, our barracks scout was able to confirm an early second gas from the opponent. Since we are almost certain the opponent is going with a starport-centric strategy, we get a fast armory.

[image loading]

The enemy tank engages the minefield.

[image loading]

The opponent adds more factories following his two starport wraith build

[image loading]

The wraiths arrive with cloaking researched, but we have anticipated properly and our goliaths (with booster upgrade) defend easily.

[image loading]

Even the one remaining wraith is shot down as it retreats.

[image loading]

The opponent transitions to a ground army.

[image loading]

After building a reasonable number of tanks and goliaths we switch production back to vultures.

[image loading]

The opponent expands to a third base.

[image loading]

Because we blocked the wraiths so easily, we attempt a frontal attack with the vultures.

[image loading]

It was a somewhat risky attack, but we lowered the opponent's tank count..

[image loading]

The opponent counterattacks with his vultures.

[image loading]

[image loading]

In TvT, factory count is certainly important. However, abandoning your strategy will put you at a disadvantage in the late game. So it is good to add on more factories only after you have finished executing your build system.

By build system I mean getting the upgrades, expansions, and tech which are central to your build.

Usually with 5 factories I will have 3 with add-ons building tanks, and the other two building vultures.
2 bases: 5 factories
3 bases (3 gas): 6-7 factories is reasonable

Later on I will elaborate on this part with another post.

[image loading]

[image loading]

We have split the map and are engaging at both north and south positions. (Engagements are crucial in TvT.)

[image loading]

[image loading]

The opponent has abandoned his tech (starport + upgrades) and attempts to attack

[image loading]

But we defend it. (An important point for TvT.. in an even situation, you should not blindly attack into enemy tanks which are in the process of sieging.)

Positioning is extremely important in TvT..
To explain simply, we started at 11 o'clock and 1 o'clock, right?
Then you can imagine splitting the map down the middle.

Can you visualize the line?
Securing that line would be nice, right?

If the enemy pushes the north line and manages to secure the 12 o'clock expansion, it's good to push the south line to take the 6 o'clock expansion. Just attacking head-on in such risky situations is disadvantageous.

Using the starting positions as reference, being the first to take the rest of the map is important.

[image loading]

[image loading]

Here we are both trying to gain vision of the opponent's position, while also denying the opponent vision of ours.

[image loading]

[image loading]

The opponent has decided on a vulture-tank-wraith composition.

[image loading]

Gathering dropships one at a time, we continue fighting in the center of the map and attacking the opponent's vulnerable points. In most TvT games, we usually end up with two key areas (north and south in this case). While engaging at these two positions, it's important to use scans, mines, and buildings to check for the opponent's weak points and attack them quickly.

[image loading]

[image loading]

[image loading]

We attack the opponent's expansions and cut off his resources.

[image loading]

Since things are going poorly, the opponent takes a risky position...

[image loading]

But we break it easily.


[image loading]

[image loading]

Continuing to push our advantage, we attack all of the bases to force the gg.

That's it for the first lesson!!..

Replay available here.

Q&A (not yet submitted to Light so no answers yet)
+ Show Spoiler +

On October 13 2013 16:29 Sawamura wrote:
Questions for light wouldn't a mix army of tanks and goliaths be a better combination than tanks and vultures ? Goliaths are beefier and have good anti air capabilities.



Entry 10/2/2013: TvZ 1-1-1 Build (Original)
+ Show Spoiler +

TvZ 1-1-1 Build

Hello, this is retired progamer Lee Jae-Ho (Light).

For the second lesson...we will cover the 1-1-1 build as requested by Maran.

I used this build often in Proleague matches. The 1-1-1 build involves building 1 barracks, 1 factory, one starport, and then reacting according to your opponent's moves.

First I will explain how to use the build against a 3 hatchery strategy.

Before we begin, I will note that I played this game against an acquaintance of mine, whom we will label as the opponent. Then let us begin!

[image loading]

The opponent spawns at the 11 o'clock position

[image loading]

He opens with a 3 hatchery

[image loading]

Seeing that the terran has walled off (barracks + factory + supply depot), the Zerg starts to prepare defense.

Some of you may already know this, but there are many ways to wall off the front (useful for blocking zerglings and zealots). I will cover this part separately in a later post.

[image loading]

It's a matter of personal preference, but when I use this build, I open with 11 barracks, 11 gas.
This is because I feel that speeding up my tech even a little has a singificant impact on the effectiveness of vulture and wraith timings.

But there are also people who go 12 barracks, 12 gas. It's up to individual tastes.

[image loading]

This is the wall-off simcity I mentioned earlier (the barracks was originally to the left of the factory).
At the 5 o'clock position on Fighting Spirit, if you wall off in this way, zerglings will not be able to get in.

I will cover walling off in depth in a future post.

[image loading]

When the first vulture comes out, I use it to guard the natural expansion. You need to do your scouting carefully with an SCV. If it dies...there might be some unpredictable variables, right?

[image loading]

I place a marine here in order to block the scouting overlord. It's a valid move on other maps, but for now I will describe the standard play on Fighting Spirit.

Right now we are at cross starting positions, right? 11 o'clock Zerg versus 5 o'clock Terran.
The Zerg will generally send the overlord scout to a safe area at a close by natural expansion.

For example, let's consider a standard case (of course, there are exceptions).
If a Zerg spawns at the 11 o'clock position on Fighting Spirit, he will send the first overlord to the 1 o'clock natural expansion. Then, the drone scout will go to either the cross position or the 7 o'clock position.

If the Zerg spawns at 1 o'clock, the overlord would go to the 5 o'clock position.
Does that make sense? The second overlord will usually stay at the Zerg's own natural expansion (in order to prepare for a possible 8 barracks rush against a 12 hatchery).

But for cross positions on Fighting Spirit, for the overlord to reach a place to see the Terran's tech (cliffs outside the natural expansion, for example), the path is difficult and takes a long time.

From the Zerg's point of view, scouting that way requires more care, and the overlord must move at a timing when zerglings can prevent marines from moving freely about the center of the map.

[image loading]

The second marine moves out in order to deny the overlord.

[image loading]

Terran's vision

[image loading]

Zerg's vision

[image loading]

We punish the overlord for being too ambitious with its scouting.

[image loading]

Bam! Here I will give a tip for Zerg users. Please see the next image.

[image loading]

(subtitle in picture: After scouting the opponent's position with a drone, the overlord immediately changes direction straight towards the Terran base)
Ack...I don't know why the picture is buggy.

If you look at the red circle in the minimap, after scouting the Terran's position with a drone, the Zerg put the scouting overlord on a direct course 'as the crow flies' to the Terran base. If you do this you will end up seeing the same terrible scene from above.

Then what does the Zerg need to do?!
See the next picture.

[image loading]

(subtitle in picture: If the overlord moves to the red circled area it has space to escape the marines)
For a Zerg in cross positions, the overlord must hide in a safe location like the red circle in the minimap above, and then scout carefully while anticipating the opponent's movements.

In this case, I went for a factory build instead of a fast expansion, so it is difficult for zerglings to do damage, but in the case of a fast expand, 4-6 zerglings can limit the area that the marines can cover, so that is a good time to move the overlord.

[image loading]

[image loading]

Now we will look at the build again.

The build order is
First vulture -> command center after 3rd supply depot starts building -> 3 supply depot finishes -> wraith -> spider mine upgrade

[image loading]

The Zerg went 3 hatchery into lair and then hydralisk den.

[image loading]

When the mine upgrade finishes, use your first vulture to plant mines (such as at the Zerg's next expected expansion).

[image loading]

Use the wraith to hunt overlords and scout (in particular, it's important to see if the Zerg gets a spire once the lair finishes).

In this match, since the marines were able to kill the first overlord, we send the first wraith directly to the enemy base. If you did not kill the first overlord earlier, use the wraith to go around the likely places it to be, and kill it before proceeding.

[image loading]

(You can get up to four vultures depending on your preference. I personally get three.)
With the additional two vultures I built, I make a defensive line in front of my base (leaving some space in between the mines as shown).

[image loading]

The wraith scouts the spire building (Try this timing for the engineering bay in order to block mutalisks. When the spire hits 500/600 health, build the engineering bay to get turrets on time).

[image loading]

Against a 3 hatchery opponent, after getting one wraith there are two courses of action.
One is to go directly to science vessel tech.
The other is to get a dropship and upgrade wraith cloaking. I chose this strategy in this game.

[image loading]

Cloaking being researched.

At the natural expansion, build a refinery when you have roughly one worker per mineral patch (this build is very gas intensive~~).

[image loading]

Get an engineering bay at the proper time.

[image loading]

Three cloaked wraiths is a good number (including the one we built earlier) and if you start the science facility right after the third wraith, you will be able to start building science vessels as soon as the wraiths finish.

[image loading]

We put vultures which have used their mines in the dropship to go harass (at this time, it's good to use the first wraith to fly within sight range of the natural expansion in order to draw the opponent's attention).

[image loading]

The Zerg takes a third base.

[image loading]

A drone dies in two (simultaneous) hits from a vulture, right? Since it's hard to guarantee simultaneous hits, we use three vultures to one-shot drones.

[image loading]

Using the vultures to kill drones, we also confirm the presence of mutalisks.

[image loading]

[image loading]

[image loading]

After confirming mutalisks, we build turrets.

We don't need many turrets because we can use the three cloaked wraiths to help keep mutalisks in check plus in just a little time we will have irradiate for science vessels, so two turrets per base is sufficient (plus, being in cross positions buys us a little more time).

If the starting positions are close, you will need to build more turrets!

[image loading]

The Zerg is still busy rebuilding drones.

[image loading]

[image loading]

[image loading]

Due to anxiety from seeing the cloaked wraiths, the Zerg deploys his mutalisks.

When mutalisks come like this, fight them off with your wraiths. Since cloaking is upgraded, you can use them to help secure your next base or go around the map and scout.

[image loading]

The mutalisks take a lot of damage.

[image loading]

The opponent is panicking, even upgrading hydralisk speed.

[image loading]

At this time, upgrade weapons at the engineering bay and gather tanks and science vessels. Also, build an academy and add some more barracks.

[image loading]

Diligently proceeding

[image loading]

The Zerg is also teching up after securing a third base.

[image loading]

However, in this match, since the vulture drop was successful, the mutalisks were blocked, and the Zerg spent too many resources upgrading hydralisk speed, blocking the hanbang rush (vessels, tanks, and marine-medic) will be very difficult.

[image loading]

All production facilities complete.

[image loading]

With 3-4 tanks, 8 marines, 4 medics, and 2-3 science vessels, we move out to take the center.
This is not the attacking rush; instead we eliminate Zerg's vision (zerglings) around the Terran base.

This way we build our advantage (the actual rush will happen when we have roughly a group and a half of marines!).

[image loading]

As you move out for the rush, build vultures to reinforce instead of tanks (because we have mines upgraded, we can use them to defend against returning Zerg forces).

[image loading]

[image loading]

The opponent falls to the attack without incident.

To use this build, you need to practice reacting to the Zerg's play.
Depending on the opponent's strategy, your strategy will also change.

To simplify, specifically against a 3 hatchery build, the possibilities are...
1. No lair hydralisk push (with move speed)
2. Lair with hydralisks (range upgraded) and overlords (speed upgraded)
3. Lair, small number of hydralisks, then spire and mutalisks
4. This is a bit rare, but no lair speed zergling rush (if you have good intuition, you can block this with bunkers and simcity..)

These are the most common.

In case 1, we can verify it is happening by scouting with the SCV and seeing a hydralisk den building with no lair. It is easy to block with a bunker, some mines, and tanks (and you can harass with a dropship as shown above).

In case 2, it's a little difficult, but..
This strategy is possible even with a spire, so verifying it may take longer.
In the case where you anticipated mutalisks and built a lot of turrets, but the Zerg attacks with hydralisks and overlords, all you can do is put many SCVs on repairing your bunker. The tech path is more or less the same (reaction time is particularly important here).

Case 3 is similar to what I showed above.
Case 4...you can just block with simcity and vulture control...

Going 1-1-1 against a 2 hatchery build is similar the going against 3 hatchery, but your timings will be a little bit faster.

To start there are the two tech paths I described above:
1. 1 wraith -> vessels
2. 1 wraith -> dropship -> cloaking -> 2 more wraiths -> vessels

If you go with the first strategy, you will need to build a lot of turrets. You will be strained for resources...
It will be particularly difficult against good players, no?

If you go with the second strategy...just omit the dropship part.
In this case, you also need to build more turrets than you would against a 3 hatchery, although it will obviously depend on mutalisk count!

Aside from that, everything else is similar to what I showed above...you will get it quickly when you try it.




In the later stages, your main choices are light mechanic or pure bionic.

For those who go wraith-mechanic, don't build more than five barracks, and when you move out to attack, build vultures to reinforce and add two factories and an expansion. It's also okay to expand first.

For those who want to go bio, take good care of your vessels and add on another engineering bay (keep using vultures and build them one at a time out of the factory).

Since I used both images and text to explain, there are many things I wasn't able to cover but I hope this helps all of you.

This is the end of the second lesson.

Replay available here.


Entry 10/2/2013: TvP Barracks Expand Into 1 Factory 1 Starport (Original)
+ Show Spoiler +

TvP Barracks Expand Into 1 Factory 1 Starport

This post was requested by dmsgod9533 and LeuBeu.

Things can vary according to personal taste, so please use this as a reference.

This post is on a game I played with 4ever`-_-. Thank you.

Then let us study the barracks expand into 1 factory 1 starport build.

[image loading]

Protoss spawns at 11 o'clock on Fighting Spirit.

[image loading]

I spawn at 5 o'clock.

[image loading]

[image loading]

The opening is a barracks expand~ We simcity with the barracks in order to defend against possible zealot pushes by the opponent.

[image loading]

Scout at roughly 13~14 supply.

[image loading]

[image loading]

The Protoss did not get a zealot after cybernetics core (we often call getting a zealot after cybernetics core a "14 zealot").

[image loading]

The object of the simcity is to minimize damage from an early zealot push

The simcity is pretty right? Because the marines can pass between the barracks and supply depot, but zealots must go around the top of the command center, this simcity is very effective in minimizing damage from zealots.
In order to do this, you should study the map in advance.

(I will make a separate post on this topic later; if anyone has pictures of TvP simcity and walling, please send it to me and I will make good use of it!)

[image loading]

The Protoss expands after getting the first dragoon.

[image loading]

We send out a second worker early.

Generally speaking, this is a move to increase the safety of a barracks expand.
It's called feeding the fish(t/n: not sure about this). In order to counter the opponent's strategy, we hide a worker outside before the dragoon arrives in order to scout hidden buildings, expansions, or tech.

[image loading]

After a single dragoon, the Protoss builds a robotics facility.

[image loading]

After the factory completes, we build a starport in a hidden corner of the base.

[image loading]

At the same time, build a refinery at the natural expansion.

In this game, I saw all of the Protoss's tech and build my academy late.

If the SCV fails to check the opponent's tech, you need to build an academy at this time in order to scout the Protoss's tech.

*To get a general idea of the Protoss's tech, check the gas at the natural expansion.

If the natural expansion's assimilator is built early, you can expect high tech units like dark templar and reavers, but if there is an early third expansion but no gas, you can expect 3 base dragoon + observer.

Fast tech -> get comsat and an engineering bay (or wraiths)
Fast third expansion -> skip academy and engineering bay (use those resources to build another factory or to expand)

[image loading]

The Protoss takes a third base.

[image loading]

[image loading]

The general build order is 1 tank (+ siege mode) -> 2 vultures (+ spider mines).

[image loading]

When you get a dropship, navigate over cliffs and water (in order to minimize chances of being intercepted).

[image loading]

As the dropship moves out, send a single SCV towards the enemy's front in order to scout the location of the enemy's dragoons and the possibility of a dragoon push.

[image loading]

The drop has the best chance of doing high damage at the Protoss's third base.
The reason is because the forces in the dropship do not have that much offensive power.
Thus they are best used to delay the opponent's third base, even just a little.

If you try to drop the main or natural expansion, there is a good chance of there being 6+ dragoons there, which lowers your chances of doing significant damage.

[image loading]

Taking advantage of the narrow entrance, we lay mines at the top of the ramp and place the tank behind.

[image loading]

[image loading]

[image loading]

After sending the dropship, we continue building tanks out of the first factory while building two more factories.
Then, when money allows, build a fifth factory plus an armory and science facility.
Also upgrade vulture speed at that time.

Then the order goes like this:

1 tank (+ siege mode) -> 2 vultures (+ spider mines), dropship -> continuous production of tanks out of one factory -> 2 additional factories -> 2 more factories (total of 5) -> armory, science facility

You can upgrade vulture speed at either 3 factories or 5 factories.

[image loading]

[image loading]

When the science facility finishes, build one science vessel and one wraith.

[image loading]

[image loading]

[image loading]

[image loading]

The Protoss abandons arbiter tech, instead opting for mass gateways with templars and storm.

[image loading]

If the dropship is still alive, continue to harass the Protoss. It's good to go between the main and the natural expansion.

[image loading]

Using a contain, we can safely take a third expansion.

[image loading]

As for the reason we got a wraith... It was in order to cut down observers... Of course it is good to get goliaths, but the wraith is more maneuverable and can kill observers in hard to reach places (highly recommended).

[image loading]

We contain from two directions using vultures, dropship, and tanks.

[image loading]

Proceeding on, continue to build up your factory count.

[image loading]

Protoss has also stopped teching to focus on army production.

[image loading]

Using the terrain, we contain the Protoss and deny expansions.

[image loading]

And as I have always emphasized... Move in two places at once (we call it multitasking; it's necessary in order to gain advantageous positioning).

[image loading]

[image loading]

After pulling the opponent's army and attention to the 9 o'clock side, we attack the Protoss's base at 12 o'clock with a small group of vultures.
We attack the opponent's natural expansion with our dropship forces at 9o'clock (although we don't do much damage it is a significant gain for us).

[image loading]

The Protoss finally takes a late expansion.

[image loading]

While we had fun with harassment, we built a large army and upgraded +2 attack, see?
When we fill up 200 supply, use the remaining money to invest in some additional factories. Usually we will have around seven factories at this time, so maybe 2~3 more.

[image loading]

The reason for building so many factories is that when we fight a 200 vs 200 supply battle, we will often find ourselves with 2-3 thousand extra resources (in the event the the Protoss does not engage early). In the case of such a war of attrition, being able to produce out of ten factories versus seven makes a significant difference.

So it is important to have many factories in order to not get overwhelmed in the late game.

[image loading]

When we have roughly a group and a half of tanks with +2 attack and just over a group of vultures, we can move out.
(In this game, since the Protoss skipped arbiter tech in favor of templar and storm, it isn't as important to have a high science vessel count.)

*For science vessel timing, use comsat scans to keep track of the opponent's arbiter tech and match it accordingly

[image loading]

The Protoss sees us moving out and attacks quickly, but...

[image loading]

The attack is completely crushed by the entrenched tanks and vultures.

[image loading]

Also, in order to scout possible counterattacks on your bases, lay many mines in advance.

[image loading]

With our tech, production, and upgrades, we have a significant advantage.

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We receive the opponent's surrender.

This is it for the TvP barracks expand into 1 factory 1 starport lesson.

As for this build's weaknesses, it is weak against strategic plays by the Protoss, such as a hidden robotics facility build.

So use two workers for scouting, and if you see suspicious signs of this type of play, switch to a 2 factory build.

The advantage of this build is that because it already gets all of the necessary tech structures, it is very flexible (reacting to fast arbiters with fast science vessels, for example).

If you have any questions please leave a comment and I will try to answer.

Replay available here.


Entry 10/3/2013: Terran Simcity and Hotkeys Part 1 (Original)
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Terran Simcity and Hotkeys Part 1

Hello, this time I will be going over important subjects on playing as Terran.

For simcity...we've all probably had a tank come out of a factory and get stuck, right? Or maybe run out of space while building supply depots?

Terran users will be able to sympathize. Therefore, being able to place your buildings well is important!

Also, I will be going over how to group and manage your army hotkeys.

Finally, I will go over a way to quickly change the rally point for Terran and Protoss production structures (it's easy for a Zerg to change rally points).

Now then, shall we begin?

First, we will go over how to place factories in mech-based play such that we have efficient use of space.

[image loading]

Above is a method for placing factories as close together as possible.
(For factories with addons attached, you can leave a half space or full space to their left if you wish)

The advantage of this placement is that space usage is minimized.

The main thing to watch out for is the empty space to the top left of the factory formation (northwest corner). If you build another factory in that spot, the center factory will be completely surrounded by the other factories, so it will be unable to output units. You will get the message "Building exit is blocked" and the unit will not appear (though you will get the resources back).

So then one factory will be rendered useless. When building in this formation, just be careful to not completely surround any factories to block them in.

Taking the map Fighting Spirit as an example...you can use this formation at the 11 o'clock and 5 o'clock positions.

[image loading]

This is a variation for use at the 1 o'clock position.

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This is a variation for the 7 o'clock position.

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As for the armory...it's location is not that important in Terran versus Terran

However, in Terran versus Protoss, always build the armory in the natural expansion. This is to prevent too much damage from recalls into the main base.

The reason for building in the natural expansion is that generally speaking, the factory rally point will be closer to the natural expansion, so the unit response time will be faster to defend against the recalled forces. Therefore the armory will have a better chance of surviving in the natural expansion versus the main base.

[image loading]

Think of this picture as being located at the 1 o'clock position on Fighting Spirit.

Now I will go over building placement for bionic play.

Unlike the factories above, we can just stick the barracks together without worry.

Not only do we need to consider space for addons with factories, mechanical units are big enough such that they can get stuck easily if we do not pay attention to proper building spacing.

Bionic units are the opposite. Marines, medics, firebats, and ghosts are small units, so no matter how closely you build the barracks, they will not get stuck.

I personally prefer building everything close to my command center.

Generally, I will build 4 barracks, and then add on additional buildings to the bottom or to the left. You can build the engineering bay near the barracks such that it lines up properly. Then, with the remaining space, build the factory and starport.

Looking at the picture above, we can see that this building placement allows us to make use of space without much stress. When you have the time, try it out for yourself in single player cheat mode.

[image loading]

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Think of these as being the 7 o'clock position on Fighting Spirit.

This is all I will cover on building placement for now~

Next, I will summarize how I group and manage my army hotkeys.

To start, I will go over managing mechanical forces (using a hanbang rush as an example).

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Hotkey 1 and 2 are used for vultures.

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3 and 4 are used for tanks.

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Group 5 is goliaths.

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Group 6 is science vessels.

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Using groups 1-6, I can command the army (get into the habit of always using attack-move).

Next is management of bionic forces.

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Groups 1 and 2 are marines.

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Group 3 is medics.

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Group 4 is tanks.

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Group 5 is science vessels.

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I command the army using groups 1-5 (using attack-move, of course).

In Terran versus Zerg, the most important timing is when the Zerg takes a second starting position as an expansion. At this timing, the Terran will usually have 3-4 control groups of marine-medic, and depending on how well you control them, you can destroy the expansion. Depending on how well you manage your marine-medic forces at that timing, you can take control of over 60% of the games..

At that timing, I split the marine-medic forces into 4 control groups. I will go over it in detail in a future post.

In the next post, I will go over how to change rally points.


Entry 10/3/2013: Terran Simcity and Hotkeys Part 2 (Original)
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Terran Simcity and Army Management Part 2

So finally, I will go over how to change rally points.
(This is easier to explain in action, so I have recorded some short videos)

First is how to change rally points using hotkey settings.


This is not a commonly used method, but there are times when it is useful. In particular, in the late game when there are a lot of things to manage, you can use this method in the few moments you have free (good when you are in a rush).

The way to use it is to hotkey the production buildings to keys 1-8, then move to the rally point and cycle through the hotkeys and right click to individually set each rally point in succession.

More specifically, you hold down CTRL while selecting each factory and hitting keys 1-8, then hit F3 to center the view at the rally point, then 1 + right click, 2 + right click, 3 + right click, etcetera.

Second is using a hotkeyed building and a location hotkey (this is what I personally use).


If you watch the video, you will see a green circle appear next to the center-right factory when the view changes. This factory is hotkeyed to 5 and so I am able to quickly move to that factory by double tapping the 5 key. Then I can use a location hotkey to go the rally point and right click to set the new rally point.

For example, with a factory hotkeyed to 5 and the new rally point location at F3...
5 5 -> F3 -> right click (set rally point)
5 5 -> select a neighboring factory -> F3 -> right click
Repeat for all neighboring factories as necessary.

That is the idea.

Do you know how location hotkeys work? For those who don't, I will go over it briefly.
Holding down left Shift while hitting F2-F4, you can set up to 3 screen location hotkeys. By hitting F2-F4, you will be instantly transported to that screen location.

Personally, I use F2 for the main base, F3 for the front entrance or rally point, and F4 for the natural expansion.
These settings are different depending on personal preference.

Lastly, the third method is to use only location hotkeys to change the rally point. This is probably the easiest method to use.


There's a noticeable difference in speed, right? This is probably the easiest to use.

The method is similar to the second one listed above.

First, set the screen location of your production structures to F2.
Then, set your desired rally point to F3.

Finally, just change the individual rally points.

Key entry would go something like this:
F2 -> select a factory -> F3 -> right click
F2 -> select another factory -> F3 -> right click
(Repeat for all factories)

That is how you do it.
For those who have difficulty setting rally points, this advice will be useful for doing so more quickly and comfortably.

You can choose whichever of these three methods that you think fits your play the best. This is the end of the lesson!

BONUS Tip
I will teach you about using Shift + P (patrol)
Usually, people use the single patrol command quite often. But there are not that many that know that you can also use patrol commands in multiple directions.

For example, generally we will use patrol to go between two points. This could be vultures going between the main base and the natural expansion, zerglings patrolling around the map, scourge covering airspace; these are all common uses for the patrol command. The Shift key plays a reserve function.

If you move to point A and then hold shift while issuing an attack command to point B, units will move to point A while ignoring enemy attacks, then move to point B while fighting enemy forces that they encounter (for example).

The function of patrol between points A and B is such that units will endlessly move between A and B while engaging enemy forces that they meet (this is the common usage).

Zerg in particular use it very often with scourge against Terran and Protoss.

Question: If we want to make some scourge at point A move to point B and then patrol between points B and C, what do we do?

Answer: Issue a move command to point B, then hold Shift and make a patrol command to point C. As for why Zerg use this technique so often...

In a real time competitive game, the player who can to more actions in a given time span is advantaged, right? By queuing up multiple commands in advance, we can save time which can be used for other tasks.

In game terms, if we were to move the scourge from A to B, then watch them go, then make them patrol to C once they arrive, wouldn't that take too much time? That's why we use queued commands.

Generally speaking, Zerg use this technique the most often. So there are many Terran and Protoss users who don't know about it.

Now I will go over an application: using multi-directional patrol.


You can see from watching the video, the unit moves to each patrol point in succession in an endless loop, as patrol implies.

There aren't that many places to use this technique, but here is one:
When checking for enemy expansions, Zerg uses zerglings, Terran uses vultures or marines, and Protoss uses zealots.

For our scouting scenario, consider a Terran at 11 o'clock playing a Protoss at 1 o'clock on Fighting Spirit.

The Protoss wants to use zealots with speed upgraded to check for a hidden Terran expansion. But if the zealot patrols between the 5 o'clock and 7 o'clock expansions, the 6 o'clock position will be left unscouted.

In this case, you can use the infinite loop Shift patrol.

Now I will go over how to execute the command.
To use the infinite Shift patrol, there is one condition. Under normal circumstances you can move from A to B and patrol to C easily, but with multiple directions, it becomes a little more complicated.

The condition is, all patrol commands must be issued before the unit finishes moving.

For example, on Fighting Spirit, you have a zergling that you want to patrol between the 11 o'clock, 12 o'clock, and 1 o'clock bases.

Input would go like this: Issue a move command to the 11 o'clock position, then, while holding down Shift, hit the P key, then left click on the 12 o'clock position, hit P again, then left click the 1 o'clock position. Then the zergling will go between the bases in 11 -> 12 -> 1 -> 12 -> 11 order. If you do not finish issuing the patrol commands before the zergling reaches the 11 o'clock position, then only those commands that were issued before arriving can be carried out. If you issue another patrol command while the unit is already patrolling the new command will overwrite all previous ones.

If you issue a move from A to B, then patrol to C, then to D, and then patrol back to B, then you will get a similar result to the video above. It reminds you of a moebius strip, right?

[image loading]


The unit will infinitely patrol B -> C -> D -> B and so on.

Even if you don't do a repeating loop like this, you can still use the B -> C -> D -> C -> B version as described with the zergling example above. The explanation is a little confusing, but it will make sense once you try it out.


Entry 10/3/2013: TvZ 3 Barracks Timing Rush (Original)
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TvZ 3 Barracks Timing Rush

Hello, Light here. Seeing all of the visits to the blog lately give me a good feeling inside..^^
Thank you(_ _).


The topic for today is an extremely deadly build in TvZ, the 3 barracks timing rush.

You have probably seen it a few times on the broadcasts.
It is a timing build which starts with getting 3 barracks on low economy and then attacks with a strong early push.

Note that this build is particularly effective against a 3 hatchery Zerg.

Now, I will go over when it is good to use this build.
Since many people still play on Fighting Spirit, we will take it as the standard example.

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Picture of Fighting Spirit

Let's say the Terran spawns at 11 o'clock. We send the SCV to scout the bases in counter-clockwise order.
So first we scout the 7 o'clock position. If the Zerg is at 7 o'clock, we cannot use this build.

Conversely, if the Zerg is not at the 7 o'clock position, we can use the build.

The key difference between the starting positions is the initial overlord scouting distance.
If the overlord is able to see the timing of the Terran's attack, the attack's probability of success drops significantly.

But if we are not in the first overlord scout's path, the chance of success is higher, right? It's a 2 in 3 chance so the odds are in our favor, no? Under the assumption that we are indeed using the build, we will continue on. (Luxury.Episode helped me with this game. Thank you.)

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Terran spawns at 1 o'clock

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Zerg spawns at 5 o'clock. Judging from the starting positions, we are not in the first overlord search path, right?

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We build a barracks at 11 supply.

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The Zerg takes his natural expansion at 12 supply.

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The scouting SCV and drone pass by each other.
(I only remembered my point about scouting direction after this game, so please forgive my mistake in sending the SCV in the wrong scout direction..^^)

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After the barracks, we build a command center.

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The Zerg is going 3 hatchery.

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After scouting our base with the drone, the initial scout overlord changes direction.

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The second overlord watches the entrance to the Zerg's natural expansion.

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After expanding, we temporarily cut SCV production at 21~22 supply to build two more barracks.

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Building a single marine from our initial barracks, we also build a refinery and academy.

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At the same time, we use the scouting SCV to gather information about the Zerg (specifically the position and number of zerglings) and also move our marines to deny the scouting overlord access to our natural expansion. (If you look at the minimap, the overlord is still in the center, right?)

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When the natural expansion finishes I transfer about six SCVs. Furthermore, I only build additional SCVs at the natural expansion. (This is in order to fool the opponent into thinking you are going for standard play.)

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See how the main base does not have that many workers?

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In order to hide the number of marines we have, rally one of the three barracks to the top of the ramp.

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With careful micro we deny the zergling scouts in front of the base.

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The overlord struggles past the center of the map.

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When the academy finishes, we build three medics. (Also start upgrading stimpack.)
Then build a comsat station at the natural expansion. (Build SCVs at the main)

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The three medics that just finishes group up with the marines. (If you hit the build timings well, you will have around twelve marines at this time. In this game I had eleven.)

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When the three medics finish, send one SCV to the center of the map to lure the zerglings.
(The difference this maneuver makes is huge. Not only can we see the number of zerglings, because the Zerg has difficulty scouting with overlords, he must depend on zerglings for reconnaissance, but if they are lured out of position by this SCV the game skews heavily in our favor.)

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The marines advance far in front in order to hide the number of medics.

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Zerg's vision.

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Terran's vision.

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As the zerglings pass, they caught a glimpse of a single medic, right? (At this point it is too late to make a difference.)

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After the three medics, build two firebats and a marine (to defend against zergling counterattack) after which you can build whatever you want.

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The overlord finally arrives, but..

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In reaction to the recon, the Zerg builds sunken colonies and walls off with evolution chambers, but..

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The Zerg is helpless against the three medic, marine, and firebat attack.

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Easy, right?

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Thus we receive the gg.

As you advance with the marines, you can upgrade their attack range and build an engineering bay.

Since it is such a strategic build, if the attack is unsuccessful it is difficult to follow up into the later stages of the game.
However, even if the attack fails, if you kill a significant number of workers, you can prevent a 9 mutalisk transition which is a slightly better situation.

Well, this is the end of the lesson.

p.s) The replay is attached. If it bugs out, try restarting it and keeping the speed at Fastest for 1-2 minutes and then raising the speed as desired.

Replay available here.
PM me if you want a BW-related item translated (stuff on former players is okay as well)
juki
Profile Joined April 2012
68 Posts
Last Edited: 2014-09-11 04:05:22
March 25 2014 02:09 GMT
#2
Entry 10/5/2013: Using the Fake Double in TvP (Original)
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Using the Fake Double in TvP

We will be going over the Fake Double build today as requested by 1St(djsejv6425).

What is a Fake Double? I remember it begin described as deceiving your opponent into thinking you will expand, but instead attacking with 6 marines and 1 tank...
I'm sorry I cannot give more complete information.. Those of you who have played StarCraft a long time, please let me know the source..

In this game I was assisted by NsP_Coco. Thank you.

Now, let's begin.

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Terran spawns at 11 o'clock on Fighting Spirit

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The Protoss starts at 1 o'clock.

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We build a barracks and refinery at 11 supply.

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Send a scouting SCV around 13-14 supply.

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The Protoss skips the first zealot and goes straight for a dragoon.

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The reason we scout the close positions first is so we can cheese in case of a double nexus. (Also, we can scout a possible fast proxy 2 gate dark templar build.)

If the opponent is going double nexus in cross positions, it's risky to go for a cheese rush, so it is better to go straight for a third base in that case. (Otherwise it could be painful..)

[image loading]

It looks like the Protoss is going for a 21-2 gate. This build will build three rounds of 1-1-2 dragoons for 4 total, which will attack at the timing when their range upgrade finishes. (When using a Fake Double build, as long as your control is good you can put yourself in a favorable position.)

[image loading]

The Protoss spreads his dragoons around the entrance to deny scouting.

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See the moving white dot on the minimap? (Since the first scouting SCV was killed, I pulled a second SCV to scout as well.)

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We verify that the Protoss has not taken his natural expansion, and that he has two gateways and two additional dragoons.

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If the dragoons are controlled well against mines, the expansion command center can be in danger, so we build it on top of our ramp. (+Psychological factor, If the Protoss sees that we haven't taken our natural expansion, he will expect a 2 factory dropship attack and position his dragoons in a defensive position. This is a common blunder.)

[image loading]

After placing mines, we poke in with the first vulture.

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Let me explain the wreckage of the building you see here.

At the beginning, we used two SCVs to scout, right? The first scout was not able to see the enemy's intentions. The second SCV was able to confirm two gateways and two dragoon reinforcements. (At this time, in case of dark templar, I was building an engineering bay, but after verifying the enemy's build with the second scout, I cancelled it.)

What difference does that make? There may be some who think this way.
This difference is important because it determines how early you can build the second factory!!
(I personally had many games in my early days where I didn't adjust and built the early engineering bay, but later suffered in terms of army count.)

Ruling out certain enemy strategies is not a bad thing. Although there may be cases where you think, "The opponent will use this build 100%!" and end up being wrong, but that is just bad luck.

Using the opponent's movements and expansion timing to anticipate and exclude the possibility of certain builds is a good habit.
This analysis can help reduce the probability of certain strategies from the opponent.

[image loading]

I will review the Terran's build order up until this point.

6 marines, 1 tank -> expansion command center -> engineering bay -> cancel engineering bay after scouting Protoss -> second factory -> engineering bay -> siege mode upgrade -> vulture speed upgrade

That is the sequence.

From here, continue building tanks out of the first factory, and when the second factory finishes, skip the add-on and build vultures instead.

Also, do not start collecting gas at the expansion just yet. First build around two missile turrets, place the command center, and build an armory. Then build the refinery and an armory (all at the natural expansion).

As you continue building tanks and vultures, whenever you have 100 extra gas, build another factory (minimum 2, maximum 3). When the armory finishes, start upgrading vehicle weapons.

Use the comsat scan to check on the Protoss's tech path.

[image loading]

As the vultures finish building, we use them to place mines in front of our natural expansion and on the path to the third base. Always use mines to spread vision over the map. This is an important step to keep up with the location of the Protoss's dragoons.

[image loading]

Also use a vulture and mine to scout the Protoss's third base.

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The Protoss has no thoughts of a third expansion, instead upgrading shuttle speed and preparing reavers.

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The reaver drop attacks the natural expansion.

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Building dragoons out of four gateways, the Protoss slowly takes a third base. (If the expansion is delayed there are two possibilities: fast tech or an early attack on our expansion.)

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Power push!!

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If you advance your tanks in an organized fashion and contain the dragoons well, you should be able to block the attack..(it's a little bit strong..)

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The protoss is skipping arbiter tech, instead going for a large speed zealot and dragoon army.

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Vulture: "No expansion for you~"

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Vulture: "Oh no you don't^^"

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At this point, after taking a third base, there are two main paths to choose between.

The first is to continue upgrading out of one armory, adding additional factories and going for a timing rush.
The second is to go for 2/1 upgrades and work toward the late game upgraded terran army.

In this game, I went for the first choice of slower teching.

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We take another base as we move out to attack.

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The Protoss averts crisis using psionic storm and gateway production.

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Since the timing rush was blocked, we will need some time to gather more tanks, right?
So we use vultures to harass the expansions again.

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Since the Protoss also lost many dragoons in the engagement, it is difficult to move quickly through a minefield.
With the harassment at 5 o'clock distacting the enemy army, we use additional vultures to lay mines on the Protoss's rally path.

[image loading]

The Protoss attacks with a storm drop.

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Having suffered from the vulture harrassment at 5 o'clock, the Protoss attacks in anger.

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Uh..oh.. as I played.. I felt a little bit (?) worried.

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The Protoss has to end the game with this rush.

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However...

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Saved by a tank on high ground!!

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In the end, we defend successfully.

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The Terran advances.

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We receive the GG.

There are a number of builds which derive from the 6 marine 1 tank opening of the Fake Double.
For now, I'll just go over the general categories.

6 marine 1 tank into expansion
6 marine 1 tank into 1 factory 1 starport vulture drop
6 marine 1 tank into 2 factory 3 tank timing rush
And..? I think this is roughly all of them.

The main point of this build which is reflected in the name is to act like you are going straight for an expansion, right? Then I will end the posting here.! End!

p.s ) Notes from the replays (3 total, link to zip)

1. When going for the late game upgraded Terran army, build a starport when the first upgrade at the armory is at 30%. Then start building the science facility and the second armory at the same time. This way, you will be able to start the +2 attack upgrade and the +1 armor upgrade simultaneously.

2. If you get cocky and recklessly rush in with your tanks.. you can end up like I did in this replay!! Be careful

3. This replay shows using cheese against a double nexus.



Entry 10/6/2013: TvT Playing 2 Starport Against Barracks Expand (Original)
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TvT Playing 2 Starport Against Barracks Expand

This time, I will be going over how to play a 2 starport build versus a barracks expand.

This match happened in a public game. Since it's a mirror match-up, please pay attention to the colors.

Now, let's begin.

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I (Lee Jae-Ho) spawn as the blue terran at the 7 o'clock position on Fighting Spirit.

*Pay attention to the colors!

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The orange terran (our "public game opponent") starts at the 1 o'clock position.

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We build a barracks and a refinery at 11 supply.

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The opponent goes for a barracks expand.

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As we build a factory, we send an SCV to scout.

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When the factory finishes, first build two starports. After that, build a vulture and supply depot. Before lifting off the barracks, build two marines. As soon as the starports finish, start building two wraiths.

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The opponent builds two factories following the barracks expand.

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^ The wraith and vultures work together to reduce the enemy marine count.

When the two wraiths finish, we start harassing the mineral line at the enemy expansion.
That will force the marines in the bunker to come out to fight, right?
When that happens, we attack the marines together with the vulture.

[image loading]

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The opponent starts building goliaths and upgrading Charon Boosters.

Honestly, in terms of build match-ups, the barracks expand is favored here.

Here's a short summary of the build match-ups.
2 starport >= barracks expand into starport (depends on defensive ability, but in general, 2 starport is favored)
2 starport < barracks expand into goliaths
2 starport ... barracks expand into vultures
(This will depend on when the barracks expand player is able to scout the 2 starport.)

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At this point, our barracks scout has not been able to figure out the opponent's build, and since his expansion refinery is up early, we anticipate 2 starport wraiths and build an academy.

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Since we see goliaths, shouldn't we cancel the academy?

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We use the wraiths to scout thoroughly.

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The rubble there is from the academy. (If you watch the replay, you can confirm that I was not able to completely scout the opponent so I built the academy in anticipation of 2 starport wraiths since the expansion refinery was up early.)

As I harassed the expansion and saw goliaths, I cancelled the academy.

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After confirming goliaths, we stop wraith production and only continue minor harassment once cloaking is upgraded, instead upgrading siege mode and adding another factory.

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Once the enemy's goliath booster upgrade finishes, we immediately pull back. (The opponent has the option to counterattack with wraiths as well, so later on, use the remaining wraiths with cloaking to scout the opponent's factory count.

In Terran versus Terran, a player using wraiths needs to always be wary of a wraith counterattack from the opponent.

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We start building the expansion refinery before the command center is finished.

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When the second factory finishes, immediately build the add-on and start producing tanks. Also, start building a third factory.

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The opponent goes for a sneak attack around the side path.

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However...

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We defend properly using tanks on high ground and SCVs.

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Meanwhile, the opponent is also building a third base.

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At this point, we have two choices.

Earlier, we immediately built the add-on for our second factory, right?

The first choice is to build tanks out of two factories and vultures out of the third. Thaw way, we can transition directly into a vulture-tank composition.

The other option is to build an add-on for your third factory and go for a strong tank line.

With both options, we build three factories and then build an expansion.
(It's particularly important to scout the opponent's army movement and defend well, right?)
For those of you who are lacking confidence, you can also go for a safe 5 factory vulture-tank army from here.

[image loading]

Since the opponent lost many of his goliath and tank forces, we go to attack his third base.

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The opponent cancels the expansion.

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Meanwhile, we take a third base. (In this game, I went for the 3 factory pure tank army into a third expansion.)

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The opponent switched to vulture production.

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He's attacking with the goliaths and tanks he saved up, right?

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He also attacks the third base with speed-upgraded vultures.

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For those players going for a 3 factory into third expansion, the build order should go something like this:
3 factories -> third base -> 5 factories

There is also the option of going 5 factories first and then expanding.

I also mentioned earlier to use our wraiths to scout for a possible wraith counterattack by the opponent, right?

Using our cloaked wraiths, if we see the opponent getting 4-5 factories quickly, it is not a wraith counterattack.
(In this game, I was able to verify the opponent's factory count, and thus delay my armory.)
However, if you see a wraith counterattack coming, build the armory quickly.

Then, we can start upgrading +1 vehicle weapons as we take a third base.
Since we already have a starport, we just need to build an engineering bay.
Don't forget to build a science facility when the +1 attack upgrade is around 70% finished!! (Start +2 vehicle weapons immediately when available.)

If we want to go for a vulture-tank-wraith composition, since we already have two starports, we can just build wraiths two at a time.

[image loading]

The opponent builds two expansions at once.

[image loading]

He also has five factories.

[image loading]

[image loading]

I have five factories as well.

[image loading]

[image loading]

The opponent takes position on both sides of the center.

[image loading]

There's a pretty big difference in unit production, right?

[image loading]

[image loading]

We focus our forces to break through in one spot and easily get the GG.

You may be curious as to why the game turned out this way. I will summarize it once more.

We went for one base 2 starport wraiths versus the opponent's barracks expand into 2 factory goliaths
We used cloaked wraiths to kill many enemy workers, and were able to destroy a sizeable enemy goliath tank army that made a risky attack. We also forced the opponent to cancel his third base.

Meanwhile, since we went for three factories only producing tanks, we were guaranteed to have the superior tank count.
Also, the opponent tried to cover a wide area in the center with limited forces, which resulted in his army being spread too thinly.

Thus we were able to break through in one attack and force the surrender.

Also, please refer again to my summary of the build match-ups above. (The fact that I won suggests that my opponent didn't do a good job handling the situation. If we had been more evenly matched skill-wise, I would not have been able to win.)

This is the end of the 2 starport versus barracks expand lesson.
PM me if you want a BW-related item translated (stuff on former players is okay as well)
juki
Profile Joined April 2012
68 Posts
March 25 2014 02:09 GMT
#3
reserved 2
PM me if you want a BW-related item translated (stuff on former players is okay as well)
juki
Profile Joined April 2012
68 Posts
March 25 2014 02:09 GMT
#4
reserved 3
PM me if you want a BW-related item translated (stuff on former players is okay as well)
juki
Profile Joined April 2012
68 Posts
March 25 2014 02:09 GMT
#5
reserved 4
PM me if you want a BW-related item translated (stuff on former players is okay as well)
juki
Profile Joined April 2012
68 Posts
March 25 2014 02:10 GMT
#6
reserved 5
PM me if you want a BW-related item translated (stuff on former players is okay as well)
juki
Profile Joined April 2012
68 Posts
March 25 2014 02:12 GMT
#7
reserved 6
PM me if you want a BW-related item translated (stuff on former players is okay as well)
juki
Profile Joined April 2012
68 Posts
March 25 2014 02:12 GMT
#8
reserved 7
PM me if you want a BW-related item translated (stuff on former players is okay as well)
juki
Profile Joined April 2012
68 Posts
March 25 2014 02:13 GMT
#9
reserved 8 for good measure
PM me if you want a BW-related item translated (stuff on former players is okay as well)
prech
Profile Joined March 2014
United States2948 Posts
March 25 2014 02:53 GMT
#10
Thank you for this generous work!
Liquipedia
TR
Profile Joined February 2011
2320 Posts
March 25 2014 03:13 GMT
#11
Thank you so much for translating these!
Caladbolg
Profile Joined March 2011
2855 Posts
March 25 2014 04:34 GMT
#12
Thanks for this. I'm starting to play BW again and it's very very helpful!
"I don't like the word prodigy at all. To me prodigy sounds like a person who was 'gifted' all these things rather than a person who earned all these talents by hard training... I must train harder to reach my goal." - Flash
Hesmyrr
Profile Blog Joined May 2010
Canada5776 Posts
March 25 2014 05:25 GMT
#13
Appreciate the effort
"If watching the MSL finals makes you a progamer, then anyone in Korea can do it." - Ha Tae Ki
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
March 25 2014 06:58 GMT
#14
Thanks for the translations as usual! I'm a bit confused at the date though. I vaguely remember you translated some of these several months back? Guessing new thread then? either way, thanks
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
McRatyn
Profile Joined January 2013
Poland901 Posts
Last Edited: 2014-03-25 07:29:03
March 25 2014 07:19 GMT
#15
On March 25 2014 15:58 BigFan wrote:
Thanks for the translations as usual! I'm a bit confused at the date though. I vaguely remember you translated some of these several months back? Guessing new thread then? either way, thanks


Don't want to butt into your stuff juki, but if you allow me :

Apparently there's some boundry as to how many pictures you can upload to the post, hence a new OP and further posts reserved for later. (Saw juki's thread on website feedback ;P)

Anywho, great job as always, thank you, I was wandering if you'll ever get back to it, glad you did!
DarkNetHunter
Profile Joined October 2012
1224 Posts
March 25 2014 08:28 GMT
#16
These are so awesome, thanks for having done these and any future ones Juki!
Learn from the mistakes of others. You can't live long enough to make them all yourself.
ArtOfBlack
Profile Joined December 2009
Poland93 Posts
March 25 2014 11:38 GMT
#17
wow great job!
Kare
Profile Joined March 2009
Norway786 Posts
March 25 2014 13:46 GMT
#18
Since I started with playing brood war seriously again, I really appreciate this! thanks.
In life you can obtain all sorts of material wealth, but the real treasure is the epic feelings you get while doing something you love.
Ishtar
Profile Joined February 2014
Poland26 Posts
July 19 2014 16:42 GMT
#19
Thank you very much for this helpfull knowledge and pls keep it coming!
i know that i know nothing
Foolishness *
Profile Blog Joined May 2009
United States3044 Posts
July 19 2014 18:18 GMT
#20
I hope there's more of these to translate. Read each of them a couple times now because they're so insightful.
geript: "Foolishness's cases are persuasive and reasonable but leave you feeling dirty afterwards. Kinda like a whore." ---- Manager of the TL Mafia forum, come play!
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