• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 01:08
CEST 07:08
KST 14:08
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Serral wins Maestros of the Game 221ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7
Community News
MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon315.0.16 Hotfix (June 30) - Balance + Bug Fixes38Weekly Cups (June 22-28): Zergs thrive in new patch5[TLMC] Summer 2026 Ladder Map Rotation05.0.16 patch for SC2 goes live (8 worker start)99
StarCraft 2
General
Serral wins Maestros of the Game 2 StarCraft Mass Recall: SC1 campaigns on SC2 thread 5.0.16 Hotfix (June 30) - Balance + Bug Fixes IP For new Brazil servers for NA Players Server Blocker
Tourneys
HomeStory Cup 29 Vespene Cup #1 — $300+ USD, July 10 Douyu Cup 2026: $20,000 Legends Event (June 26-28) Crank Gathers Season 4: BW vs SC2 Team League RSL Revival: Season 6 - Qualifiers and Main Event
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 532 Nuclear Family Mutation # 531 Experimental Artillery Mutation # 530 One For All
Brood War
General
Snow On New ASL S22 Map, Zerg Nerf ASL 22 Proposed Map Pool BW General Discussion Farewell Beloved Starcraft (Youtube Videos) FlaShFTW vs A.Alm Grudge Match Event
Tourneys
Escore Tournament StarCraft Season 2 The Casual Games of the Week Thread [Megathread] Daily Proleagues [ASL21] Grand Finals
Strategy
Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies Why doesn't anyone use restoration?
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Dawn of War IV Summer Games Done Quick 2026! ZeroSpace at Steam NextFest - Last free demo
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
Five o'clock TL Mafia NeO.D_StephenKing vs This Guy From 1 Million Dance TL Mafia Community Thread TL Mafia Power Rank Vanilla Mini Mafia
Community
General
YouTube Thread US Politics Mega-thread Russo-Ukrainian War Thread Canadian Politics Mega-thread The Games Industry And ATVI
Fan Clubs
The HerO Fan Club! The herO Fan Club!
Media & Entertainment
Movie Discussion! Series you have seen recently... [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion
Sports
2024 - 2026 Football Thread Formula 1 Discussion McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023 Cricket [SPORT]
World Cup 2022
Tech Support
How to clean a TTe Thermaltake keyboard? Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Listen To The Coaches!
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Evil Gacha Games and the…
ffswowsucks
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3446 users

[G] QTIP’s guide to defending the 1-1-1 (PvT) - Page 22

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 20 21 22 23 24 Next All
Geiko
Profile Blog Joined June 2010
France2004 Posts
October 16 2011 14:58 GMT
#421
Awesome thread QTIP ! Been owning 1-1-1 ever since reading your thread.
geiko.813 (EU)
ProxyKnoxy
Profile Joined April 2011
United Kingdom2576 Posts
October 16 2011 15:07 GMT
#422
I just went against some deformed grotesque version of the 1/1/1. A blue flame hellion drop that wiped out half my probes into a 1/1/1. How do I defend that?
"Zealot try give mariners high five. Mariners not like high five and try hide and shoot zealot"
Teoita
Profile Blog Joined January 2011
Italy12247 Posts
Last Edited: 2011-10-16 15:20:49
October 16 2011 15:20 GMT
#423
On October 17 2011 00:07 ProxyKnoxy wrote:
I just went against some deformed grotesque version of the 1/1/1. A blue flame hellion drop that wiped out half my probes into a 1/1/1. How do I defend that?


If you defend well vs the drop, his push is pretty delayed, which means you will have more stuff when he eventually attacks.
To defend the hellions, a (really) good simcity, making sure you have 2-3 stalkers per mineral line until you know what he's doing (ie the first obs arrives at his base) and getting gates 2 and 3 before the robo are the way to go imo.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
QTIP.
Profile Blog Joined January 2011
United States2113 Posts
October 16 2011 18:35 GMT
#424
On October 16 2011 23:58 Geiko wrote:
Awesome thread QTIP ! Been owning 1-1-1 ever since reading your thread.


TY man, your defensive 3 Gate Guide is something that I use all the time with great success! ^_^
"Trash Micro but Win. Its Marin." - Min Chul
monk
Profile Blog Joined May 2009
United States8477 Posts
October 16 2011 20:35 GMT
#425
I kinda reread your guide recently and I'd like to make a suggestion. You suggest 1 gate fe into robo as a viable counter, but I think it's a very risky unsafe counter. If your opponent goes for a hellion/marine/medivac opening, you will die with just a 1 gate fe into robo strategy. Similarly, if your opponent tricks you and goes 3 rax with a bunker, you can lose as well. Instead, the safe option would be 1 gate fe into 3 gates into robo. I don't know if you mean to do that, but I found it unclear in your guide.
Moderator
Geiko
Profile Blog Joined June 2010
France2004 Posts
October 16 2011 20:57 GMT
#426
On October 17 2011 05:35 NrGmonk wrote:
I kinda reread your guide recently and I'd like to make a suggestion. You suggest 1 gate fe into robo as a viable counter, but I think it's a very risky unsafe counter. If your opponent goes for a hellion/marine/medivac opening, you will die with just a 1 gate fe into robo strategy. Similarly, if your opponent tricks you and goes 3 rax with a bunker, you can lose as well. Instead, the safe option would be 1 gate fe into 3 gates into robo. I don't know if you mean to do that, but I found it unclear in your guide.


I've been doing a mix of both : gate FE gate robo gate gate. I can't manage to find the timings for gate FE gate gate robo, I always seem to have gateways inactive for some time and don't like that ^^ whereas with 2 gates you can make constant units and afford the robo and the probes. Any thoughts on this Monk ?
geiko.813 (EU)
Teoita
Profile Blog Joined January 2011
Italy12247 Posts
October 16 2011 21:08 GMT
#427
On October 17 2011 05:57 Geiko wrote:
Show nested quote +
On October 17 2011 05:35 NrGmonk wrote:
I kinda reread your guide recently and I'd like to make a suggestion. You suggest 1 gate fe into robo as a viable counter, but I think it's a very risky unsafe counter. If your opponent goes for a hellion/marine/medivac opening, you will die with just a 1 gate fe into robo strategy. Similarly, if your opponent tricks you and goes 3 rax with a bunker, you can lose as well. Instead, the safe option would be 1 gate fe into 3 gates into robo. I don't know if you mean to do that, but I found it unclear in your guide.


I've been doing a mix of both : gate FE gate robo gate gate. I can't manage to find the timings for gate FE gate gate robo, I always seem to have gateways inactive for some time and don't like that ^^ whereas with 2 gates you can make constant units and afford the robo and the probes. Any thoughts on this Monk ?


I'm a waaaay worse player than you guys, but if you are up vs a tech all-in i think it's ok to have idle gates; at that stage in the game (7 ish) im more concerned about getting a good number of probes up, observers out on the map, a few immortals and my extra gates ready. Viceversa if i'm up against bio play i might cut the immortals to get a few more units. Overall, i find 3gate and then robo to be more flexible than trying to tech super fast.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
monk
Profile Blog Joined May 2009
United States8477 Posts
October 16 2011 21:59 GMT
#428
On October 17 2011 05:57 Geiko wrote:
Show nested quote +
On October 17 2011 05:35 NrGmonk wrote:
I kinda reread your guide recently and I'd like to make a suggestion. You suggest 1 gate fe into robo as a viable counter, but I think it's a very risky unsafe counter. If your opponent goes for a hellion/marine/medivac opening, you will die with just a 1 gate fe into robo strategy. Similarly, if your opponent tricks you and goes 3 rax with a bunker, you can lose as well. Instead, the safe option would be 1 gate fe into 3 gates into robo. I don't know if you mean to do that, but I found it unclear in your guide.


I've been doing a mix of both : gate FE gate robo gate gate. I can't manage to find the timings for gate FE gate gate robo, I always seem to have gateways inactive for some time and don't like that ^^ whereas with 2 gates you can make constant units and afford the robo and the probes. Any thoughts on this Monk ?


If no early push comes, then your gateways should be idle. The purpose of the early 2 gates is so you can defend early pushes if they do indeed come. If you cut probes, i'm sure you can fully support production off of all 3 gates when you need to. The one specific push that you absolutely need the early 3 gates for is the 3 hellion 8 marine 1 medivac push, which you won't have enough units to kill without early 3 gates.

PS. I'm writing an updated guide on 1 gate fe soon.
Moderator
hox
Profile Joined February 2010
United States59 Posts
October 20 2011 17:59 GMT
#429
Gate FE Gate Robo seems interesting to me - I've been having a lot of trouble dealing with early pressure. Will this cut into immortal production though? Also, do you prefer to always chrono gates or will you try to get WG research out ASAP against possible aggro.

PS. I'm writing an updated guide on 1 gate fe soon.


Awesome! Looking forward to it.
The spice must flow.
SRopion
Profile Joined September 2011
United States50 Posts
October 20 2011 18:17 GMT
#430
Honestly, I scout and see the Terran going 2rax, 1rax, whatever they do, and play it BW style, 1gate cybernetics, then a robo for observers(like I'm looking for spider mines) and then I start making them flying pylons and

BLAM banshees have to fly back to base.
"If it ain't screwed up, I don't wanna hear it."
Skyro
Profile Joined May 2010
United States1823 Posts
October 20 2011 18:32 GMT
#431
You might also want to mention 15 Nexus as a possible opener on very large maps like TDA. Seems to be gaining a lot of popularity as of late and is surprisingly safe vs common early aggression on large maps, although it is pretty much insta-loss vs weird stuff like all-in scv rushes and proxy rax and the like. Although I guess you could also say you are far less likely to see 1/1/1 on very large maps as well.
Chronopolis
Profile Joined April 2009
Canada1484 Posts
Last Edited: 2011-10-23 03:45:08
October 23 2011 03:42 GMT
#432
On October 17 2011 05:57 Geiko wrote:
Show nested quote +
On October 17 2011 05:35 NrGmonk wrote:
I kinda reread your guide recently and I'd like to make a suggestion. You suggest 1 gate fe into robo as a viable counter, but I think it's a very risky unsafe counter. If your opponent goes for a hellion/marine/medivac opening, you will die with just a 1 gate fe into robo strategy. Similarly, if your opponent tricks you and goes 3 rax with a bunker, you can lose as well. Instead, the safe option would be 1 gate fe into 3 gates into robo. I don't know if you mean to do that, but I found it unclear in your guide.


I've been doing a mix of both : gate FE gate robo gate gate. I can't manage to find the timings for gate FE gate gate robo, I always seem to have gateways inactive for some time and don't like that ^^ whereas with 2 gates you can make constant units and afford the robo and the probes. Any thoughts on this Monk ?


I can (empirically) confirm that. From about half a dozen trial runs I've come to the conclusion that the robo (which you are already ideally chronoing 100% of the time) makes 2obs and 2 immortals with priority over gateways. About 2-3 rax, I feel 2 gate robo isn't any better than 1 gate robo (i.e. it just dies more or less to a commited 2/3 rax).

One thing I'm wondering about: what is the optimal probe count to do an FE on? I've been 30 nexusing, but that's kinda been a bit arbitrary.
TeCH_TT
Profile Joined October 2011
Germany63 Posts
October 23 2011 09:53 GMT
#433
thanks for the guide helped me allot.
rycho
Profile Joined July 2010
United States360 Posts
October 24 2011 04:33 GMT
#434
anyone have any tips for differentiating between 2 rax expand builds and 1/1/1 as early as possible? i have trouble deciding whether to go gate/nexus/gate/gate/robo (ideal vs 2 rax) or getting an earlier robo (ideal vs 1/1/1). what do you guys look for with you first stalker? do you assume any build that gets gas and then bunkers the ramp is a 1/1/1 build, or can do 2 rax expand builds still do that?
Itsmedudeman
Profile Blog Joined March 2011
United States19229 Posts
October 24 2011 06:57 GMT
#435
On October 24 2011 13:33 rycho wrote:
anyone have any tips for differentiating between 2 rax expand builds and 1/1/1 as early as possible? i have trouble deciding whether to go gate/nexus/gate/gate/robo (ideal vs 2 rax) or getting an earlier robo (ideal vs 1/1/1). what do you guys look for with you first stalker? do you assume any build that gets gas and then bunkers the ramp is a 1/1/1 build, or can do 2 rax expand builds still do that?

Well, if they put up a bunker with a 2 rax that's odd because a 2 rax is a pressure build and most terrans will move out with units after the first marauder comes out so there's no need to build a bunker at that timing. Also, this might not be true at all levels, but for a 2 rax they'll generally add a reactor immediately after the first marine, so the next 2 marines will be delayed while in a 1/1/1 they'll constantly pump marines at a steady rate. However, if you come back to check in later and they have like 5 marines that tells you nothing basically.
QTIP.
Profile Blog Joined January 2011
United States2113 Posts
November 03 2011 02:43 GMT
#436
On October 24 2011 15:57 Itsmedudeman wrote:
Show nested quote +
On October 24 2011 13:33 rycho wrote:
anyone have any tips for differentiating between 2 rax expand builds and 1/1/1 as early as possible? i have trouble deciding whether to go gate/nexus/gate/gate/robo (ideal vs 2 rax) or getting an earlier robo (ideal vs 1/1/1). what do you guys look for with you first stalker? do you assume any build that gets gas and then bunkers the ramp is a 1/1/1 build, or can do 2 rax expand builds still do that?

Well, if they put up a bunker with a 2 rax that's odd because a 2 rax is a pressure build and most terrans will move out with units after the first marauder comes out so there's no need to build a bunker at that timing. Also, this might not be true at all levels, but for a 2 rax they'll generally add a reactor immediately after the first marine, so the next 2 marines will be delayed while in a 1/1/1 they'll constantly pump marines at a steady rate. However, if you come back to check in later and they have like 5 marines that tells you nothing basically.


This is an unfortunate situation that we have to deal with. Sometimes very tricky players (Taeja vs MC) will 2-rax while erecting a bunker to give the illusion of a possible 1/1/1 build. You get a little greedy, too early of a Robo and end up dying. The best you can do for yourself is continuous poking at the ramp of the Terran in an effort to get as much information as possible. Then make an educated guess. In my experience, Terrans in Bronze -> Low Masters on NA are all pretty easy to read in regards to 2-rax or 1/1/1.

A trick I use frequently is to time the re-entry of my probe. The first marine comes out at roughly 3:09 (in game time) so I will have my probe out of his base after the first initial scout, then slip it back in sometime between the building of the first and second marine. Though you will not always get a scout (wall-off) you can easily sneak past a marine that is not being micro'd. If you enter around this time, the 2nd barracks should have already begun constructing. Hopefully that helps a little.
"Trash Micro but Win. Its Marin." - Min Chul
QTIP.
Profile Blog Joined January 2011
United States2113 Posts
November 03 2011 02:43 GMT
#437
On October 23 2011 18:53 TeCH_TT wrote:
thanks for the guide helped me allot.


My pleasure ^^
"Trash Micro but Win. Its Marin." - Min Chul
blinksc2
Profile Joined December 2011
Germany14 Posts
December 02 2011 10:05 GMT
#438
thanks mate.. awesome guide. it works perfectly.
Nujok
Profile Joined January 2011
31 Posts
December 02 2011 12:16 GMT
#439
Hey!

Thanks for this great guide! I really like [G] Posts if they are as detailed as yours.
Really nice job sir!
I have a master Protoss friend that is struggling with the 1-1-1 build a lot..i already sent him the link to your post!

thank you sir
StarMega
Profile Joined October 2011
United States34 Posts
December 29 2011 08:59 GMT
#440
I've seen colossus be a viable counter to 1/1/1 can someone explain how exactly this works?

I've tried this only once and it sort of worked except the tanks were still there.
Aspiring Foreign Hope
Prev 1 20 21 22 23 24 Next All
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
Crank Gathers S4: Qualifiers
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 226
ProTech147
StarCraft: Brood War
Mind 268
Pusan 111
ZergMaN 55
Noble 24
Icarus 8
Dota 2
NeuroSwarm186
Counter-Strike
summit1g8482
Organizations
Other Games
BasetradeTV236
Dota 2
PGL Dota 2 - Main Stream213
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 12 non-featured ]
StarCraft 2
• davetesta44
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1153
Upcoming Events
HomeStory Cup
6h 22m
OSC
7h 52m
WardiTV Weekly
2 days
The PondCast
3 days
Replay Cast
4 days
CrankTV Team League
4 days
Replay Cast
4 days
CrankTV Team League
5 days
Replay Cast
5 days
RSL Revival
6 days
[ Show More ]
CranKy Ducklings
6 days
Afreeca Starleague
6 days
Snow vs Jaedong
YSC vs hero
Liquipedia Results

Completed

Escore Tournament S3: W1
Douyu Cup 2026
Murky Cup 2026

Ongoing

IPSL Spring 2026
Acropolis #4
CSL Season 21: Qualifier 2
CSL 2026 Summer (S21)
SCTL 2026 Spring
HSC XXIX
Eternal Conflict S2 E1
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026

Upcoming

Escore Tournament S3: W2
ASL Season 22:Wild Card Qualifier
CSLAN 4
Blizzard Classic Cup 2026
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E3
Eternal Conflict S2 E2
Heroes Pulsing #3
Logitech G Connect 2026
StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.