![[image loading]](http://i41.photobucket.com/albums/e267/8orion8/1Shield/Banner.jpg)
Guide to +1 and Shield Push for Terran versus Protoss
Purpose:
The +1/Shied build is meant to give Terran a safe, effective build versus Protoss. A build that fills a variety of desirable roles simultaneously for the Terran. Concomitantly providing the Terran player a safe way to expand, a direct threat to the Protoss survival and a solid defense against all sorts of early game aggression. As any build, it is not a catch-all but can be effective in many situations with proper scouting.
Theory:
The Theory of this build is to line up two upgrades with two tactical actions.
A mineral based opening (only 1 gas for ~9 minutes game time) and 2 timed upgrades will create Terran a massive army that should reduce all but the most perfectly calibrated of Protoss armies to ashes. Your push, when executed correctly, will have your Psi count well above that of your opponent. Also, your army will be unnaturally powerful for its "in game" time due to the simultaneous addition of both hit points and +1 attack.
The two upgrades are the +1 Infantry Attack Upgrade (Engineering Bay) and the Combat Shield Upgrade (Barracks, TechLab):
![[image loading]](http://i41.photobucket.com/albums/e267/8orion8/1Shield/EBAY.jpg)
![[image loading]](http://www.gosugamers.net/starcraft/images/features/minerals.gif)
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+1 Weapon Damage for Infantry
![[image loading]](http://i41.photobucket.com/albums/e267/8orion8/1Shield/TECHLAB.jpg)
![[image loading]](http://www.gosugamers.net/starcraft/images/features/minerals.gif)
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Increases the hit points of marines by 10.
The two tactical actions are Expanding and Pushing. Commonly Pushes are timed with constructing an Expansion, thus it is protected by forcing the other player to Defend. Ideally, the opponent will either lose to the push or notice the expansion only after it has been established.
Effectiveness:
This build was designed to be a unique counter to Immortal aggression by Protoss. The Immortal only takes 10 Damage with its Shield active. This negates much of the Damage done by a Marauder unit. The 100 minerals is, in theory, better spent on 2 Marine units that do less damage, but both get to attack the Immortal and do full damage each totaling 14 (with the +1 Upgrade). The +1 upgrade is also more effective on the 2 marine units than it is the 1 Marauder unit in general. Lastly, 2 Marines from a reactor Barracks are produced slightly faster than Marauders are. Hence, you just have more material.
Usage of this build also proves that Marines and fast upgrades are also excellent counters to any Void Ray aggression. The fast Engineering Bay constructed in this build is useful for Missile Turrets which can limit Observer usage and snuff out any Dark Templar Aggression. Marines and said Missile Turrets are also excellent to have in the event of any Drop Harass done with Warp Prisms.
Weaknesses of this build (as with any build in Starcraft 2) will be discussed at the end.
Execution:
The initial build order is fairly rigid (as much as is possible) up to Pushing and claiming your Natural Expansion. After this, transitions depending on the Protoss player choices can be made. Should you choose to execute a +1/Shield push, you will be ideally constructing units from 3 Barracks, 2 with a Reactor and 1 with a Tech Lab:
![[image loading]](http://i41.photobucket.com/albums/e267/8orion8/1Shield/field.jpg)
This is where you want to be headed...
Other buildings needed for this build are 1 Engineering bay, at least 2 or more Missile Turrets, a Command Center just as the push exits, and Supply Depots as needed.
One of the hallmarks of this build is to execute it off of 1 gas geyser. This is a critical element to this build. On top of Terran Mule ability, the 3 extra SCV's on Minerals allow for more Marine production, more supply depot construction and the extra money needed for your Command Center. Do not construct your second gas until the Command Center has finished. This will give your army that "too much material" appearance at 9 minutes in the game. Use those extra Terran minerals to your advantage!
The initial build is fairly standard and looks like this:
(build order assumes constant SCV production)
-10 Supply Depot (wall off ramp IMO)
-12 Barracks (begin a Marine, keep up production)
-13 Gas (Its critical to get your 3 SCV on Gas as SOON as it finishes)
-16 Supply (send Scout SCV out about here)
-17/18 Orbital Command (Mule's on time are Critical)
-19 Barracks 2
-21/22 Engineering Bay
The Build is a little loose after this depending on how effective you are with Macro. Finish your build as follows:
-Add supply's as needed. Once both reactors get rolling, make sure you stay on this. The build is dependent on constant Marine/SCV production to outmatch your opponent.
-Add 1 Tech and 1 Reactor Before Ebay Finishes
-Make a 3rd Barracks (add Rector when finished)
-Begin +1 upgrade
-Begin Shield Upgrade when +1 is about a Quarter to a Third done.
-Make 1 Missile Turret at Wall off (DT pressure)
-Make 1 Missile Turret by Command Center (DT drop or Void Ray)
-Make Marauders/Marines until the Upgrades Finish.
Once both reactors get rolling, make sure you stay on your supply depot production. Your PSI usage will climb very quickly. The build is dependent on constant Marine/SCV production to outmatch your opponent. Executed properly 70 PSI is not uncommon.
![[image loading]](http://i41.photobucket.com/albums/e267/8orion8/1Shield/battle.jpg)
Push when, or just before, your +1 and Shield upgrades finish. This should be near simultaneous.
If you macro well, your Push should come around 8-9 minutes and consist of 18 or so marines and 6 or more Marauders. While your push is moving to your opponents base, construct your Command Center. Begin a 2nd gas and start a Factory. Arc your units properly. Your army should be bigger... so you will need a larger arc or micro have all your units attacking. Don't fear ramps, but do fear the Limbo line... where you come at your opponent 1 at a time, Kung-Fu movie style.
If it goes well, set your rally point to the base in case the push is successful in breaking Protoss.
Weaknesses/Pitfalls:
The only Protoss build that is ideal for crushing this push is 3-4 gate mad Stalkers with a few Sentries sprinkled in. The Sentries will reduce your ranged damage, block you with Force Field and the Stalkers will finish the job. Scouting 2 Gateways is acceptable. Scouting 3 or more Gateways, especially 4, should have you considering a Marauder/Stim based 2 rax into Factory build. You should have time to augment the build to 1 reactor / 1 Tech Lab.
Should you scout this late and encounter this composition in significant proportions during your push, make a clean retreat and construct 2 bunkers at your expansion. Marauders are needed. Float 1 Barracks to make a Tech lab, and save the discarded Reactor for a Starport.
![[image loading]](http://starcraft2site.com/wp-content/uploads/2007/08/dark-templar-2.jpg)
"Hi... I'm trouble..."
Also problematic are Dark Templar. These will force you to retreat back to your Missile Turret for defense. Do not despair, because you are will prepared. Continue with your expo and make a few more turrets. Spread a couple Marauders/Marines to each turret and continue to macro.
Transitions:
Not rid of those pesky Protoss yet? Do not worry. As stated, when your army is moving, your macro at base should consist of adding that second Gas and constructing your Factory to continue up the tech tree. Typically, a resilient Protoss will now be making High Templar or Colossus to deal with your Large numbers of Infantry.
Typically, I will move 1 Barracks and add another Tech lab, leaving the stray Reactor for Starport. Create an additional Barracks now that your Expansion is up, and upgrade Stim. Falling into the more Traditional build is now appropriate, keep 1 reactor to produce your super marines still, but the tougher marauders are now needed.
High Templar Tech will require a Ghost Academy and Cloak.
Colossus Tech will require an additional Starport and Vikings.
In any event, you should have adequate material to either severely cripple your opponent, or easily defend your expansion.
Replays:
My Replays:
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Win. Nice build by Toss, good Immortal killing- but he had a failed drop.
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Win. Barely. Protoss puts up a wicked push, after being contained on 1 base. Destroys my Natural but thankfully I had just finished 3rd. Bodes well for build that it Contained him, his push was strong but fortunately I squeak by and etch out a win after slightly better Marco.
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Win. Failed Cannon Rush. Guy was cool as hell though.
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Protoss goes for some strange Gateway into Warp Ray build- fairly easy win. I fail at placing my Turrets though 
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Loss. This is the Exact army composition I discussed as a problem. Sentry/Stalker 4 gates. The guy pushes me and comes up with my ramp with balls, and owns. Good scouting for him, bad for me.
Community Replays:
If you do this build Good, and I'm sure tons are better than me, I'll post it here. I don't claim to be a master. This is my theory, and I'm positive I still haven't executed it 100%. TL member doing this build will be posted here.
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About Poster / Thread:
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I've had a lot of fun in Beta. I'd like to do something to contribute to the evolution of Starcraft 2. I've had a great time on Team Liquid. Hopefully someone finds this build useful.
If there is anything I have learned during Beta, it's this build. It has worked well consistently since week 1 and I have refined it on the way. It's simple, clever, and I like it a lot.
I don't claim to be a great player. I have abnormally low APM... but, I am currently Platinum, was ranked as high as #2 but now am #9 because I've spent all day on this thread (lol). Now I'm 10-2 in Platinum. I first placed in Copper (literally) and have fought my way up through the course of beta and this is a little of what I've learned. I'm just average player who wants to contribute. Thanks for Reading.
If there is anything I have learned during Beta, it's this build. It has worked well consistently since week 1 and I have refined it on the way. It's simple, clever, and I like it a lot.
I don't claim to be a great player. I have abnormally low APM... but, I am currently Platinum, was ranked as high as #2 but now am #9 because I've spent all day on this thread (lol). Now I'm 10-2 in Platinum. I first placed in Copper (literally) and have fought my way up through the course of beta and this is a little of what I've learned. I'm just average player who wants to contribute. Thanks for Reading.