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The New TvX Build Three rax one factory opening

Forum Index > StarCraft 2 Strategy
Post a Reply
Derpp
Profile Joined November 2010
United States12 Posts
Last Edited: 2011-01-01 21:29:20
January 01 2011 20:12 GMT
#1
Hey all, I've been using this build for TvX all the way from gold up to diamond 2.2k.
I just thought too many people are using destiny cloudfist build (1/1/1)
So here's a build with complete instructions.

10 - Supply depot. (Que orders to have to scv scout)

12 - Rax

13 - Gas (transfer 2 on as soon as it finishes)

15 - marine (bringing your supply up to 16)

16 - second supply depot completing wall, a lot of the time a scout will come by and if it's on a four player map, lower your first supply depot (watch for ling rushes) and keep it inside your base until your marine completes. Then you will be 1 worker ahead.

16 - get your OC I get a marine, then OC and get my supply depot after.

While your OC is producing, after your second depot as soon as you have 75 get another gas.

-17- RIGHT after your second depot is done you SHOULD have exactly 100 gas, throw a factory down.

18 - get your rax, lift it and make a tech lab.

19 - Third depot.

20 - Switch trick, with your factory and rax.

From here it's all choice, I usually get a reactor on my first rax.

I get a tank + siege, and if I have extra minerals I keep throwing down more raxs' up to three max. I usually get reactor first, tech (research stim), and another reactor as it counters muta rushes, and banshees, from here I push out once my stim is 80-85 percent ready. Rally your rax's to a tank and your factory. Keep making units and at a point in your stim cancel a bit of production to expand. TBH, I usually win with this in the first push.

Get your E-Bay at around 7:00 and three turrets well placed to hold off banshee cloak, and mutas. Keep muling, and really only sweep on your third 50 energy.

BUT I do suggest Cloud fist for a helion drop or banshees on close positions.

Replays

They should be against all 2k players and higher, otherwise noted.

http://www.sc2replayed.com/replays/120649-1v1-terran-protoss-jungle-basin

http://www.sc2replayed.com/replays/117943-1v1-terran-shakuras-plateau

http://www.sc2replayed.com/replays/121300-1v1-terran-zerg-metalopolis

http://www.sc2replayed.com/replays/122052-1v1-terran-zerg-xelnaga-caverns

Taking opinions from all. Thanks!
Black Gun
Profile Blog Joined July 2009
Germany4482 Posts
Last Edited: 2011-01-01 20:39:00
January 01 2011 20:38 GMT
#2
basically u rush siege out and then continue to mass a supporting bio force for them. one thing i noticed in the first replay against toss on jb was that u would have died miserably to fast VRs. but its an interesting build.
"What am I supposed to do against this?" - "Lose!" :-]
Saracen
Profile Blog Joined December 2007
United States5139 Posts
January 01 2011 20:39 GMT
#3
Fix the spacing.
azhang
Profile Joined June 2010
United States178 Posts
January 01 2011 20:48 GMT
#4
looks like a build better supported off 2 base, and semi-allin
Nydus in yo main.
Derpp
Profile Joined November 2010
United States12 Posts
January 01 2011 21:27 GMT
#5
On January 02 2011 05:48 azhang wrote:
looks like a build better supported off 2 base, and semi-allin

Yeah, it really is more of an all in considering, if your first push doesn't do some damage, it leaves you behind mid/late game.
Gelare
Profile Joined July 2010
10 Posts
January 01 2011 21:41 GMT
#6
Where's the room for your expo? All those structures will eat up your moneys, and judging by how you said you usually win with the first push, I'd be very worried that's there no potential after the first push.
Derpp
Profile Joined November 2010
United States12 Posts
January 01 2011 22:18 GMT
#7
On January 02 2011 06:41 Gelare wrote:
Where's the room for your expo? All those structures will eat up your moneys, and judging by how you said you usually win with the first push, I'd be very worried that's there no potential after the first push.

I'm pretty sure I said it here, but you cancel a few unit production to expand at 9-10:00 min, it's a bit late but you can by least take out the enemy expansion. (if it's there).
Derpp
Profile Joined November 2010
United States12 Posts
January 01 2011 22:25 GMT
#8
On January 02 2011 05:38 Black Gun wrote:
basically u rush siege out and then continue to mass a supporting bio force for them. one thing i noticed in the first replay against toss on jb was that u would have died miserably to fast VRs. but its an interesting build.

Yeah, I sometimes have lack of AA so I sometimes get a starport instead of one rax and get a few vikings
Black Gun
Profile Blog Joined July 2009
Germany4482 Posts
January 01 2011 22:26 GMT
#9
hmm, i wonder if its a good strategy to not exploit the super early siege tanks to also save an expo early on.
"What am I supposed to do against this?" - "Lose!" :-]
MERLIN.
Profile Blog Joined December 2010
Canada546 Posts
January 01 2011 22:30 GMT
#10
I enjoy the creativity of it, it reminds me of fast seige push against Zerg in TvZ, I wouldn't consider this an "allin" seeing as you are just opting forlarger number of forces, but keeping yourself still economically sound with production of SCV's for saturation. Generally, this is what I'd call something you'd go to there base and sit on the outside down the ramp and expand while they push down it awkwardly.

Goodluck, and keep making your stuff up
"A bullet to the head will solve your problems."
kidd
Profile Blog Joined November 2002
United States2848 Posts
January 01 2011 22:54 GMT
#11
Someone tried a very similar build against me. They almost got my expo with initial push, but didn't and only managed to kill a few drones and units then I pinned their expo cc in their base with muta harass while i took another expansion and kept teching/expanding then I easily won the game. He had to turret up to stop the muta harass which gave me too much time to build up so any time he tried to attack or take a third I easily stopped him.

I think it's a good build for/against lower level players, but it's a bit too reliant on one attack being successful to be good at the highest levels especially since it's like only half all-in. I mean something like cloaked banshees on a long distance map can really harass your initial push on the way over to the enemy base basically winning the game right there. I like it as kind of a template build for terran players to use to familiarize themselves with timings and such while fighting their way up the ranks, but once up there, a lot more versatility with builds is necessary.
Hi
crz1
Profile Joined December 2010
Germany20 Posts
Last Edited: 2011-01-01 23:28:07
January 01 2011 23:25 GMT
#12
as a silver player im obviously not the best out there (just played ~150 games of sc2 being my first rts, so pretty noobish, but ambitious at least ) but i read lots of stuff like 'hey,i think its for a fast n easy laddderrsuh for poor/bad players' just like the above poster (sorry to pick you ). but as you try builds like that in bronze/silver with 2 marines at ~5mins you can pretty much say u are going to lose 80% of those games to any properly bronze/silver/goldish-like executed early push.
so is it just me or are other lower ladder players experiencing the same? as i'm pretty sure i just usually outmacro players in my range so that i win mostly if not all games that are longer than ~10mins by pure outmassing the opponent. not to forget i really try bos like that vs ai a lot too andtherefore i can basically copy the build without too much flaws (till about ~40-50 food :D ).
i'm looking for serious answers. no noob bashing here please. ty

€: i like this thread for a build i almost gave up on while laddering. thx man!
Alright soweit
Derpp
Profile Joined November 2010
United States12 Posts
January 02 2011 02:55 GMT
#13
On January 02 2011 07:54 kidd wrote:
Someone tried a very similar build against me. They almost got my expo with initial push, but didn't and only managed to kill a few drones and units then I pinned their expo cc in their base with muta harass while i took another expansion and kept teching/expanding then I easily won the game. He had to turret up to stop the muta harass which gave me too much time to build up so any time he tried to attack or take a third I easily stopped him.

I think it's a good build for/against lower level players, but it's a bit too reliant on one attack being successful to be good at the highest levels especially since it's like only half all-in. I mean something like cloaked banshees on a long distance map can really harass your initial push on the way over to the enemy base basically winning the game right there. I like it as kind of a template build for terran players to use to familiarize themselves with timings and such while fighting their way up the ranks, but once up there, a lot more versatility with builds is necessary.

Well what I noticed, is that zerg usually get's there expo up and starts droning hard from 8:00-10:00 on their expo, even when someone went a ton of roaches, or even banelings/roach it didn't work out for them. This has been working fine in high diamond level plays.
Tsabo
Profile Joined September 2010
Russian Federation266 Posts
Last Edited: 2011-01-02 03:58:21
January 02 2011 03:45 GMT
#14
On January 02 2011 08:25 crz1 wrote:
as a silver player im obviously not the best out there (just played ~150 games of sc2 being my first rts, so pretty noobish, but ambitious at least ) but i read lots of stuff like 'hey,i think its for a fast n easy laddderrsuh for poor/bad players' just like the above poster (sorry to pick you ). but as you try builds like that in bronze/silver with 2 marines at ~5mins you can pretty much say u are going to lose 80% of those games to any properly bronze/silver/goldish-like executed early push.
so is it just me or are other lower ladder players experiencing the same? as i'm pretty sure i just usually outmacro players in my range so that i win mostly if not all games that are longer than ~10mins by pure outmassing the opponent. not to forget i really try bos like that vs ai a lot too andtherefore i can basically copy the build without too much flaws (till about ~40-50 food :D ).
i'm looking for serious answers. no noob bashing here please. ty

€: i like this thread for a build i almost gave up on while laddering. thx man!



You got a point there. Builds that require scouting are too hard for silver level. Just make a bunker and do non-stop marine production every time if you can't scout your opponent. Oh and delay gas by 1 or 2 supply, so that you get some extra minerals for the bunker and extra marines.


On the side note, if you do actualy want to play macro games, use another build. One that involves an expo in the first 6-7 minutes of the game. That will help you get better at the game faster then huge 1 base plays.
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