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[Q]1 rax FE in tvp

Forum Index > StarCraft 2 Strategy
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Tohrazer
Profile Joined January 2011
United Kingdom75 Posts
April 06 2011 22:49 GMT
#1
so i searched a bit and i didnt find any threads giving any specific advice on how 1rax FE goes about surviving vs a 4gate, im looking for a basic BO that will help me learn TvP in a macro style, so please say more than "make bunkers", i need to know how many, and where, and when, whether to get gas or not, and when, and then what to do with it, and when :D

also im considering 2rax FE, in which case im not sure exactly when im supposed to get gas, assuming 1 rax will have a tech lab, or when to make orbcommand, cos tbh i only know orb command timing when im opening 1 rax or 1-1-1, i havent done much 2 rax play before, when would i incorporate gas into it? etc

thanks in advance, kind regards
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
April 06 2011 23:01 GMT
#2
1 Rax FE needs to have bunkers to defend 4 Gate. Simple as that honestly... You should be building the CC in your base and bunkering your ramp. This will buy you time to get the units out that you were teching towards and help break the 4 Gate.

For a 2 Rax gasless FE, we have another example of Synystyr's epic build plugs >_>
http://www.teamliquid.net/forum/viewmessage.php?topic_id=185963

Check it out, it should be detailed enough for you to get the information you'd like
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
dmillz
Profile Joined November 2010
Canada270 Posts
Last Edited: 2011-04-06 23:02:35
April 06 2011 23:01 GMT
#3
First off I am in Gold so take my advice with a grain of salt. Currently my favorite strategy in TvP is StimmedProbe’s Million Man Marine TvP Style. It starts with a 1 rax FE as well. If you do a fast expand your safest bet (imo) is to immediately drop 2 more rax then a refinery and 2-3 bunkers either at your ramp, or if you already floated your CC, your natural. You want at least 1 tech lab for marauders/upgrade as soon as you have the gas. A big part of fast expanding is having good scouting so you can be ready for the 4gate. Another important thing is have ~6 or so workers on a hotkey for fast repair when the attack comes. Also make sure your units are lines up behind the bunkers in a concave, NOT in a ball, before the attack comes.

I am by no means a top player but as long as I repair quickly and constantly produce scvs/units I can hold off 4gates very effectively.
askTeivospy
Profile Blog Joined March 2011
1525 Posts
Last Edited: 2011-04-06 23:09:20
April 06 2011 23:07 GMT
#4
i can't play against people and can only practice build orders, but i've been wondering how a 1 gate FE would do against a protoss that 4 gates you with a warp prism or hallucination/observer+pylon to attack your main first and then your front after you pull your marines out of the bunkers (hallucination attack comes at just under 7 minutes with 4 units in the main and like 15ish at your front, i'd imagine that the ones using robo build would be faster)
hihihi
PhunGar
Profile Joined January 2011
Australia9 Posts
April 07 2011 02:01 GMT
#5
1 racks FE is pretty risky bulids and loses alot to one base all ins. When i play terran i normally 2 racks FE.
open standard with 13 gas. techlab fast concusive, drop another racks, then bulid inbase CC.
i feel that it works pretty well and can easily hold off a 4 gate if you scout hte 4 gate.
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
April 07 2011 02:23 GMT
#6
It is pretty safe on a long rush distances map if you can keep the pylon from going down.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
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