Hello all! Just a quick note. I have seen this build used by Beastyqt, Happy, MMA, and SC. Only reason i am posting this is to help everyone as i searched for a thread on this build and there isn't one besides the plain 1 rax expand.
10 Supply 12 Rax 13 Ref. 15 OC (all standard Stuff) Pump 1 marine then Tech lab on barracks Reaper Stim Command Center Transitions
Against Zerg If you want to go Bio/Tank. Go 2 Rax 1 Fact Against Toss if you want to go Bio go 2 Tech 1 Rax. Against Terran i go 1 Tech 1 Fact 1 Port (after scouting for banshees)
Scouting.
Every time i use this build against Toss i get at bare minimum 2 probe kills and always good scouting info check gate count. Check expo.
If he has not expo'd keep command center in main and keep pumping scvs. IF he has land Cc, throw down engineering bay get +1 and Star port reactor.
Zerg- Clear watch towers get some zergling kills but don't overextend its hard to get drones with those nasty QUEENS.
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^ Beastyqt vs White Ra. Show's build order in action.
This is a great bread and butter build for any Terran gives you good econ and gives you the option to get some good upgrades and even put on a stim timing pressure after it finishes.
Replays of yourself doing it, or if you have questions, or other varirences of this reaper expand build let me know!
Replays: (note these are all vs zerg, and these are all mech transitions.) (basically, you can pressure then with 1 reaper, then pressure them with reaper+ marines even as you expand, then pressure them with reaper marine blueflame either forcing roaches, and knowing immediately when to make tanks, or making them waste money spines while they tech to mutas, in which case you can get thors in time.) http://drop.sc/10977 http://drop.sc/10982 http://drop.sc/10979 http://drop.sc/10980 http://drop.sc/10981
Replays: (note these are all vs zerg, and these are all mech transitions.) (basically, you can pressure then with 1 reaper, then pressure them with reaper+ marines even as you expand, then pressure them with reaper marine blueflame either forcing roaches, and knowing immediately when to make tanks, or making them waste money spines while they tech to mutas, in which case you can get thors in time.) http://drop.sc/10977 http://drop.sc/10982 http://drop.sc/10979 http://drop.sc/10980 http://drop.sc/10981
I actually was writing extensively on this common FE for Terran on the Liquipedia. It's a really strong opening in many cases, and in fact you aren't required to open Reaper at all. I generally only open Reaper against Protoss and Zerg, but in a TvT it can also be effective with a slightly delayed expansion and extra Reapers to take out Marines and SCVs.
Please note that my many revisions to the build haven't been approved as yet, and I do have some other variations to the opening to discuss. But most of the information is there.
There are also several replays included in the references section in all TvZ, TvP, and TvT games in which players open with a 1 Rax FE, some with early Reaper harassment and scouting.
Some thoughts to keep in mind is to watch out for early aggression from close positions since you only have one marine to defend. A few marines + SCV's or zealot and some stalkers can do some major damage.
Also if you are using this against Terran, sometimes they'll have a marine or two waiting for you at the cliff since reaper openings are becoming popular. So just watch your reaper and get ready to run away
essentially its 2rax no gas to CC only you're trading additional rines for front door pressure/ natural defense for better scouting and worker snipe. also you can get stim faster.
I'm curious when you comfortably throw that CC down, and if you cut gas production after stim to push it out faster.
One rax expand has always scared be though because there is little I can do if that timing window is scouted and I eat 4 gate/ 2 hatch bane bust. Still, worth considering.
I also like this because good micro could mean I could potentially MULE on my third wave of 50energy rather than throwing down a scan.
I've always wondered what happened to the 2 rax with gas style opening. I feel like it's still viable, but it's only weakness is that it tries to do everything at the same time. However, with that, it seems like a good build as long as you can recognize what the opponent is doing. It probably is a better build for TvT more than anything else.
For TvZ and TvP, I think the reaper expand is a really good opening because it has room for tech or an early expansion. The early tech lab makes going for blue flame hellions very possible with an extra gas, or even cloaked banshees. On the other hand, if you stay on one gas with one barracks, you can go for the fast expansion style.
I love the quick reaper opening, especially if you get lucky enough to spawn close enough so that you can do your reaper scout before you need to choose between throwing down your CC or dedicating to tech - the early gas and early tech lab make for infinite possibilities!
Pull your guys off gas if you can to quickly either get up for additional Barracks or your CC, then jump them back on to power towards Stim/Factory tech/Banshee play, or leave them off gas and get a lot of marines and bunker in your natural if you scout some kind of early pressure
The only problem I have with this build is the 1 zealot + 1 stalker poke, it can hit at a weird time where your reaper isn't helpful and you've got only 1 marine -_-
I have really been liking this build, tvz it usually does not do a lot of pressure but is good for tower control early. TvT you can get a few worker kills if they are skimping on marines and check for cloak banshees, or you can match a fast expand with your own CC like MMA did in GSTL. TvP you can obviously check for strong one base plays but i am not entirely sure what the best follow up is, experimenting with a siege tank expand currently.
In TvT I usually pump out 4 speed reapers (thus 2 rax 1 fact) expand while moving out and start tank/siege production and marines with stim and combat shields( you have 2 tech labs). If he goes 1 rax FE, it can be game right there.
Suggestion: don't go straight for stim. It's better to get concussive shell right after you make the reaper, make 1 -2 maradaurs, then drop your expansion. It's waaaay safer.
Don't think this is a good TvT build, but it seems amazing for TvZ from some pro games I've seen. You get great scouting, fast expo, AND fast siege tanks which is huge in TvZ to prevent dying to 2 base bling busts. The blue flame hellions before tanks also give you great map control and harass options.
For TvP I imagine its also pretty good, but it does seem a little risky if the Protoss tries to do some really early poking with Stalker/Zealot, since you will only have 1 rax producing.
edit: also I dunno about Stim, I wouldn't say its a part of the build but more of a preference.
On June 02 2011 07:58 Scila wrote: Don't think this is a good TvT build, but it seems amazing for TvZ from some pro games I've seen. You get great scouting, fast expo, AND fast siege tanks which is huge in TvZ to prevent dying to 2 base bling busts. The blue flame hellions before tanks also give you great map control and harass options.
For TvP I imagine its also pretty good, but it does seem a little risky if the Protoss tries to do some really early poking with Stalker/Zealot, since you will only have 1 rax producing.
edit: also I dunno about Stim, I wouldn't say its a part of the build but more of a preference.
Againt P i just build a bunker while my commander center is building these are all things that you should scout and react to. Simple self explanatory things
Hey guys, sorry to bring up an old post but I had a lesson today and I was taught the 1 rax reaper expand into marine, tank and medivacs. Does anyone have any pro replays of this, I have been searching and I have only managed to find one of MarineKing vs Mvp at MLG Providence but it wasn't complete as Mvp attacked MarineKing and the game ended. I also know that MMA did a reaper expand in game 2 of the GSL October code S finals but I can't get a replay of that. Any help would be much appreciated.
Homestory cup 4, Cloud vs AureS (or PoYo?) in the first group stage on Shattered temple. Cloud does a reaper expand, takes into account the liklihood of fast banshees and delays his 2nd gas and tech and has tons of marines and turrets to make a mockery of AureS banshee into marine tank push style.
the thing is even in the best scenario (pulling all scvs off gas after mined 75) you delay your expand by 30 seconds, which is 2 scvs. so killing 2 probes is not enough, you could maybe say that the scouting info is worth it but you be getting all the info you need from the scv scout.