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The Terran Help Me Thread - Page 95

Forum Index > StarCraft 2 Strategy
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Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action. Also, please put some effort into your questions.
TheDwf
Profile Joined November 2011
France19747 Posts
December 19 2011 18:38 GMT
#1881
On December 20 2011 03:24 trew wrote:
Show nested quote +
On December 20 2011 02:38 upperbound wrote:
no need for 6 of those rax to have tech labs.

Show nested quote +
On December 20 2011 02:38 upperbound wrote:
You did switch to a more marauder-heavy composition, which is good.

contradictions?

No contradiction here, the problem seems to be that you had too many rax for 2 bases. On 2 bases, 5 rax with at least 3 lab is enough.
BigPaulieH
Profile Joined July 2011
8 Posts
December 19 2011 18:52 GMT
#1882
Hi folks, I have what I think is an obvious question but is for some reason ungoogleable and I can't find a simple answer on here.

I always FE versus Protoss and put up one bunker (unless there is a wide area to cover like on xel naga), and I put up two more if I see a 4 gate coming, for which there are crude signs (at my silver level) such as lots of chrono, 5min gas to let me know it's coming.

My question is, with less obvious builds such as an early 4gate robo push, how do I know when he is going to do an early one base push? Is there a certain point at which I should scout for the expo, and if not seen, put the necessary bunkers up?

Any feedback welcome, cheers
DarkCore
Profile Joined March 2011
Germany4194 Posts
December 19 2011 18:59 GMT
#1883
My question is, with less obvious builds such as an early 4gate robo push, how do I know when he is going to do an early one base push? Is there a certain point at which I should scout for the expo, and if not seen, put the necessary bunkers up?


A general rule of thumb is that if you early expand, and the protoss doesn't expand before 6:30, then bunker up, scan their tech, and prepare for it. Don't see anything? Get an engineering bay, and save up scans unless you are sure they are not going Dark Templar.

Remember, if you know you're ahead in bases, then turtle up and prepare for more of a mid game push. Don't hit too early as your armies will very likely be of equal strength (second base has not kicked in yet) but not too late to negate the advantage of an earlier economy. I would recommend a 10:00 to 15:00 minute push (Although last is pretty late).
Fixed a bug where LeBlanc could lose
TheDwf
Profile Joined November 2011
France19747 Posts
December 19 2011 19:07 GMT
#1884
On December 20 2011 03:52 BigPaulieH wrote:
Is there a certain point at which I should scout for the expo, and if not seen, put the necessary bunkers up?

Yes. If you see no Nexus past 6'30, this likely means all-in (or heavy one-base pressure with later expand). Leave the Protoss base around 4'15 with your scouting SCV so that his first Stalker can't kill it, then hide it and come back later to see if he expanded.
BigPaulieH
Profile Joined July 2011
8 Posts
December 19 2011 19:09 GMT
#1885
Brilliant mate, that's exactly what I'll do. Cheers
Willzzz
Profile Joined December 2010
United Kingdom774 Posts
December 19 2011 19:19 GMT
#1886
Trouble is protoss all-ins tend to hit around 6:30 so it may be a bit late for bunkers. However I'd just fight fire with fire and get lots and lots of marines
zmansman17
Profile Joined March 2011
United States2567 Posts
Last Edited: 2011-12-19 20:31:32
December 19 2011 20:31 GMT
#1887
To the Terrans currently having trouble with Protoss (reposted):

Yep you know it's bad when DeMuslim AND Thorzain, two of the most mannered guys were actually complaining about balance in TvP on their streams.

I'm a GM mmr player and my only advice to you is to play Protoss so that you know their timings, what building means what build, etc. This has helped me greatly since I now know the nuances of the race (and hit Top 8 master in no time lol, even beating a gm zerg).

A few builds that are currently Pwning terrans:
1) 4 WG, with WP so as to avoid bunkers then FF ramp and pwn main
2) Prox Vray, 2 stalkers on low ground to shoot above, void ray charges on walling depot, warp in 4 zealots on high ground, shift attack click marines

Honestly I would say just go play Protoss as most of my GM friends actually have made this allegation and I believe they might just switch to Protoss. You will probably have equal if not more success with that race in very little time with the Terran background.

But If you're stubborn like me and refuse to accept the easy route as Protoss, I recommend learning to play the race, fastidiously watching your TvP replays, adjust and refine build slightly asking questions like:

Can I be more greedy? (Since you MUST be more greedy than Protoss)
Do I need this type of unit this early or can I wait and macro more/utilize other tech adv at this point in time?
At what point does my 2 base or 3 base timing most permit me to do damage to the Protoss given the Protoss build and what I see?

I'm not going to lie to you, learning TvP takes a lot of time and skill on the part of the Terran. You will have to put in a lot of time to get a sense of what you should expect and not only that, but the difficult defensive plays Terran must make to each build. If you have trouble specifically with a certain Toss all-in, please write it and I will show you what I do

Good luck
♞ - His EKG is flattening get me a defib stat! Prepped and Ready! - ♞
Scila
Profile Joined October 2010
Canada1849 Posts
December 19 2011 20:40 GMT
#1888
+ Show Spoiler +
On December 19 2011 22:40 TheDwf wrote:
Show nested quote +
On December 19 2011 21:11 Scila wrote:
Back to this thread for some help. How do you guys deal with TvZ on Tal'Darm? I'm high masters and pretty much lose 100% of the time on that map unless the Zerg goes for some kind of all-in and fails. I play very macro builds on it (fast third while I harass with 6 hellions), but there's always the same problem.

The distances are so huge, and you have absolutely no idea where the Zerg is. He could pounce on you at any second and destroy your unsieged/clumped up army, or counter attack, or muta harass. I know people say "drops" but any good Zerg has overlords spread out, and goes muta to shut anything down. Plus they tend to build a ton of spines at their expos. I'm really at a loss on what to do on that map in particular.

edit: uploaded replay as example of what usually happens in most of my TvZ, and especially on big maps.

http://drop.sc/76280

Your problem had little to do with the map size. You lost your first push because you were way too reckless; you need to scan ahead, stim a small group of Marines (not your whole group of Marines, especially if you don't have enough Medivacs, a problem you had the whole game) and get rid of all Tumors (and Spines in that case) while pre-splitting your Marines behind and slowly deploy your Tanks. You have to be really cautious on the creep, otherwise you will be fungaled to death the way it happened.

Second push, watch his sight at 18'55: again, he sees nearly everything because there are still 2 Tumors near your army. You sit around doing nothing, so he has time to prepare and you get swept because your army was weakened by your losses in the former push.

I think you did not scout enough this game; from what I watched, you didn't know he was going Mutas yet pre-emptively built mass Turrets. What if he had went Ling/Infestors instead? You also didn't scout his Hive timing (which was earlier than usual), which means you couldn't really prepare in time for his Tier3.

You have 92 SCVs when he goes your fourth, this is way too many. Stop around 70-75, maybe 80 at most.

About finding where the Zerg army is, you can use Sensor Towers near your bases, and scans to know if it's safe to go out and take Towers.


On December 19 2011 22:52 Absentia wrote:
Show nested quote +
On December 19 2011 21:11 Scila wrote:
Back to this thread for some help. How do you guys deal with TvZ on Tal'Darm? I'm high masters and pretty much lose 100% of the time on that map unless the Zerg goes for some kind of all-in and fails. I play very macro builds on it (fast third while I harass with 6 hellions), but there's always the same problem.

The distances are so huge, and you have absolutely no idea where the Zerg is. He could pounce on you at any second and destroy your unsieged/clumped up army, or counter attack, or muta harass. I know people say "drops" but any good Zerg has overlords spread out, and goes muta to shut anything down. Plus they tend to build a ton of spines at their expos. I'm really at a loss on what to do on that map in particular.

edit: uploaded replay as example of what usually happens in most of my TvZ, and especially on big maps.

http://drop.sc/76280


Lost 3 hellions for basically nothing. You have to remake/build more hellions to compensate which slows down any timing push/expansion etc.

If you're going for a delayed starport, (as you do). I'd recommend building at least one medivac before you build the reactor.
It'll allow you to stim a little bit more and, as a result, allow you to defend against the early mutalisks that bit easier.
It can also allow you to do a bit more poking around the map since you'll actually be able to stim a little.

Since your hellions have died, you've basically got no map control. You have no idea if he's taking a 4th, if he's continuing to build mutalisks or if he's swapped tech. Try to send two marines to a watchtower, (if you don't want to push out with your whole army). You should be able to get an idea of where about his army is, (i.e if it's not within watchtower vision range or if the marines aren't killed along the way, it's most likely his army is on his side of the map.
If the zerg is bad, then they'll send their muta flock to clear it out. If they're good, they'll send a couple of lings. At the very least you get an idea of where his army is located.
You do a scan at the 15:00 mark which essentially gains less information than 2 marines at a watchtower would.
Similiarly drops can be used to gather an idea of how big a mutalisk flock is, (since zergs will bring ALL of their mutalisks to clear it up the vast majority of the time).

I suppose you could wonder why this is significant. Well a large mutalisk flock, as you are well aware, will require a different response than a small one will. Large mutalisk flocks you want to be adding thors and keeping a small group of marines in your base.
A small mutalisk flock often indicates a switch to infestors and hive tech. In the latter case, you need to be doing a lot of poking to fill up the zergs supply with units he doesn't want to build, (like zerglings) so he ends up with a 200/200 supply of weaker units.
The push you do around the 15:30 minute mark seems to agree with this logic but your execution is a bit off.

The very fact he hasn't been harassing constantly with mutalisks should be a sign that he's switching tech. The most likely choice for a tech switch is infestors.
You're trying to do a double drop but by doing a double drop with such a low medivac count, you're leaving yourself extremely vulnerable to fungal growth as well as limiting your stim usage. In this situation, given your low medivac count, I wouldn't have bothered with the double drops and just kept them with your main army.
At the 16:00 mark you get WAY too eager with the attack. You end up sieging too late and having significant clumps of marines fungaled.
You clear up his first attack sure, but you're WAY too damaged for it. Zergs don't care if you beat their first push if they can crush you with the second. In this case, the zergs follow up push destroys four of your tanks and the rest of your marines. You're only building off 1 factory so a 4 tank loss at this point is HUGE.

At 16:00 you should be thinking about taking a 4th because it's around this point your main beging to dry up. Furthermore, against infestor based strategies, you should be thinking about the possibility of hive tech at this point and preparing accordingly.
You build your 4th at around the 17 minute mark so I guess the first half of my analysis there isn't quite so important.

Your +1 vehicle weapons is finshing at the 18 minute mark that's incredibly late. +1 vehicles is one of THE most important upgrades in the entire matchup. The sooner you can get it, the better. The earlier push you did at 15:30 would've been significantly stronger if you'd have +1 tanks.

Given everything that's happened, a 4 siege tank push at the 18 minute mark is NOT enough to warrant a committed push. You're in a very dfficult position at the moment because you can't afford to turtle, (or else you'll get rolled by hive tech units + superior economy) nor can you afford to committ because your army just isn't strong enough.
Constant poking to fill up the zerg's supply is the best you can hope for at this point. Siege up, clear some creep up and get out of there.
Instead you decide to sit in that wide open area with a weak army - that army is going to get cleared up easily by the first - if not the second zerg attack.
If you're setting up an offensive position in such a wide open area at such a late stage in the game, you NEED a decent tank count; 8+ at least.

After that push gets cleared up, the game is basically over. He's getting hive tech units and you're basically still on the mid game tech of marine/tank.
You needed to recognise the time when marauders/ghosts or vikings should've been built.
You've already lost because of the army you lost in that engagement but your lack of tech is going to be the nail in the coffin.

One final thing is you build too many scvs.
I encounter the same problem but you've really got to work on keeping an scv count at around 70. Zergs can afford smaller armies because they can rely on reinforcements to clear up. We terran's cannot.
Just get into a habit of thinking 'ok stop producing scvs'. You can take time to check your scv count or, (as I do) arbitrarily choose to stop building when you think you have enough.

Hope some of that helps.


Thanks for the advice
All we have to decide is what to do with the time that is given to us.
IMoperator
Profile Joined October 2011
4476 Posts
December 19 2011 20:40 GMT
#1889
I'm fucking about to put my fist through my monitor if I play another tvz. I don't know how people think that matchup is fucking fair. Mass ling/bane wrecks marine tank so hard its' not even funny. Drops don't work because mutas will just pick it off in 5 seconds. I've had it with this matchup!!!!!!!!!!!!!!!!!!!!!!!!!! Once you get past 10 minutes the game is almost impossible to win. At least vs. protoss I can abuse their immobility, but against zerg lings will respond to anything in like a second. Because of this you cannot punish expos so they can just expand 5 fucking times while you're on 3. I'm going to have to resort to all ins because unless you have the control or multitasking of the top terrans you cannot do anything
Willzzz
Profile Joined December 2010
United Kingdom774 Posts
December 19 2011 20:47 GMT
#1890
Having trouble with lings? Make hellions

I find marine/hellion/tank to be a great composition.

Hellions obviously roast lings, especially with marine/tank support.
Hellions are great scouts and help you get into good positions with your tanks.
Hellions can buffer against blings helping enough marines survive.
upperbound
Profile Joined September 2011
United States2300 Posts
Last Edited: 2011-12-19 20:56:37
December 19 2011 20:55 GMT
#1891
Show nested quote +
On December 20 2011 02:38 upperbound wrote:
no need for 6 of those rax to have tech labs.

Show nested quote +
On December 20 2011 02:38 upperbound wrote:
You did switch to a more marauder-heavy composition, which is good.

contradictions?


No, with good, constant production you could have had the same marauder-heavy composition off of 5 rax with 3 tech labs.

Show nested quote +
On December 20 2011 02:38 upperbound wrote:
He was really tech-heavy at the end, and you need to abuse this with drops. Colossus and HT are both slow, and suck without other gateway support. If you could pull away his stalkers you could stim in and win easily.\

I've been trying drops, but they clean it up so easily. If they don't snipe the medivac with feedback, a warpin-round of 3-4 zealots clean it up easily.


You can pick up and leave before the zealots finish warping in. If he has to wait for 4 or 5 zealots to walk back to his main army, plus retreating with stalkers, he only has sentry/colossus/ht in his actual army, and that is just not a viable composition.

Show nested quote +
On December 20 2011 02:38 upperbound wrote:
Finally, there was no need to engage at 25:00. You just sniped his third and were out of position, retreat back and split your army up. Attacking in a line is always, always, always bad. You need a concave for so many reasons against the protoss army. You could have won that engagement without ghosts, but not with such a bad angle.

Exactly what do you mean be "split your army up"? Just create a concave or what? Or split into groups? And how far back would that be? Back to base? I don't understand how I could've won that engagement without ghost.


You could win that engagement, but you need to create a wide, shallow concave. There are a few reasons for this, the first is the usual better DPS from a better firing arc to hit all targets. The second is that HT can't storm your whole army, which means you only need to move a few units at a time (meaning the rest can keep firing), and only a small portion gets damaged. The third is that colossus splash is somewhat less devastating. You had the tools to win that fight, but marine/marauder is a delicate composition. In the future, I always invest the 250 resources in a ghost academy when I get my third up, and generally also get Moebius Reactor right when it finishes even if I'm not getting ghosts right away. I think this is a good way to be prepared, especially since most Toss use the third base as the queue to add in Templar tech.
IMoperator
Profile Joined October 2011
4476 Posts
December 19 2011 21:12 GMT
#1892
On December 20 2011 05:47 Willzzz wrote:
Having trouble with lings? Make hellions

I find marine/hellion/tank to be a great composition.

Hellions obviously roast lings, especially with marine/tank support.
Hellions are great scouts and help you get into good positions with your tanks.
Hellions can buffer against blings helping enough marines survive.

I'll try i guess, it's just that in lategame they get so many lings and banes it doesn't matter what I have lol.
Blazinghand *
Profile Blog Joined December 2010
United States25555 Posts
December 19 2011 21:16 GMT
#1893
On December 20 2011 05:55 upperbound wrote:
Show nested quote +

On December 20 2011 02:38 upperbound wrote:
He was really tech-heavy at the end, and you need to abuse this with drops. Colossus and HT are both slow, and suck without other gateway support. If you could pull away his stalkers you could stim in and win easily.\

I've been trying drops, but they clean it up so easily. If they don't snipe the medivac with feedback, a warpin-round of 3-4 zealots clean it up easily.


You can pick up and leave before the zealots finish warping in. If he has to wait for 4 or 5 zealots to walk back to his main army, plus retreating with stalkers, he only has sentry/colossus/ht in his actual army, and that is just not a viable composition.


Upperbound basically has it right here. I've said it once and I'll say it again: Drops don't need to kill things to deal damage in TvP. Your goal with drops is to be like a mutalisk. Force him to keep units at home, or abuse the lack of mobility of his army. Never engage unless you'll crush him. If feedback is hurting you, Unload somewhere safe and stim until your medivac is low on energy. Pick off pylons, probes, etc, and generally make him paranoid, afraid, and unable to expand.

Be like a zerg player with mutalisks. No direct engagements you can't win, and constantly backing off at the slightest hint of an adequate response-- but as soon as he's not there any more, start prodding again. Assert map control and use this to get extra bases etc.

If you want a good example of this, check out this game of NaDa vs Huk: http://www.gomtv.net/2012gsls1/vod/66729/?set=3&lang=
Description is spoilered for those of you who didn't watch yesterday's up/downs.
+ Show Spoiler +

NaDa aggressively uses drops against an archon/chargelot composition. Despite being rather ahead as the game draws to a close, he continues to use big drops (2-3 medivacs) to keep HuK from all-inning him until he hits 200 food. The casters make some comments like "HuK is defending these drops really well... giving him a chance to get back into the game" but really what's happening is HuK is trapped on 3 base, and the only thing he can even TRY to do is defend these drops. Is he doing it well? Certainly! He's HuK! But the fact that the ONLY thing he can do is defend the drops is what wins this for NaDa. The push at NaDa's third is a big blunder by HuK, letting NaDa destroy infrastructure in HuK's main. From there things just go downhill as NaDa remains on 4 bases and HuK can't expand against the serious map control.

When you stare into the iCCup, the iCCup stares back.
TL+ Member
Willzzz
Profile Joined December 2010
United Kingdom774 Posts
December 19 2011 21:18 GMT
#1894
If you want advice more tailored to your specific issues post a few replays.

That composition certainly isn't a magic bullet, but a personal preference that I can get good results with.
Blazinghand *
Profile Blog Joined December 2010
United States25555 Posts
December 19 2011 21:24 GMT
#1895
On December 20 2011 06:18 Willzzz wrote:
If you want advice more tailored to your specific issues post a few replays.

That composition certainly isn't a magic bullet, but a personal preference that I can get good results with.


I find that I enjoyed for some time playing with a "Full Mech" composition, which consisted of Hellions, Tanks, and Thors. Although less mobile than marine/tank, this composition is brutally efficient against anything zerg has before Hive Tech. Things get rather dicey once he has broodlords, though.

It "feels" very different than the marine/tank style in terms of how you play it, and on some maps it's less viable. Day[9] did an entire show breaking down Goody's TvZ Mech style. Check it out if you're looking for a chance of pace: http://day9.tv/d9d378/
When you stare into the iCCup, the iCCup stares back.
TL+ Member
h0oTiS
Profile Joined January 2011
United States101 Posts
December 19 2011 21:35 GMT
#1896
On August 06 2011 04:35 Peterblue wrote:
What is the best composition possible for late game TvZ? Should I even bother including bio in my late game army?

well, I have a lot of success with pure mech in late game, infestors don't rape vikings anymore and if you know how to use mech units there very powerful
The right man in the wrong place can make all the difference
Automata
Profile Joined March 2011
393 Posts
December 19 2011 22:48 GMT
#1897
For a guy learning terran, what are general builds for each match up I should learn?
Blazinghand *
Profile Blog Joined December 2010
United States25555 Posts
December 19 2011 23:00 GMT
#1898
On December 20 2011 07:48 Automata wrote:
For a guy learning terran, what are general builds for each match up I should learn?


vs Zerg: Reactor Hellion FE: http://wiki.teamliquid.net/starcraft2/Reactor_Hellion_Expand_(vs._Zerg)
vs Terran: A Siege Expand http://wiki.teamliquid.net/starcraft2/Siege_Expand or my personal favorite, a Banshee Expand: http://wiki.teamliquid.net/starcraft2/Banshee_Opening
vs Protoss: 2 Rax Pressure FE: http://wiki.teamliquid.net/starcraft2/2_Rax_Pressure_Opening_(vs._Protoss)
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Willzzz
Profile Joined December 2010
United Kingdom774 Posts
December 19 2011 23:15 GMT
#1899
You know I think some of those builds are a little out of date when talking about the map pool.

On some maps and especially cross positions I would consider 2 rax sub-optimal.
Blazinghand *
Profile Blog Joined December 2010
United States25555 Posts
December 19 2011 23:24 GMT
#1900
Oh definitely. I'd consider Siege Expand to be sub-optimal as well. That being said, I still use both of them on the ladder, and they're easy to learn and good tools. Honestly, If someone is below Gold League, I'd recommend they learn the 2 rax 3 bunker FE, which is even less optimal, but much safer. The big thing is learning how manage a 2 base economy. Obviously in TvP you want to do a no-gas 1 rax FE. But it's such a delicate balance that a beginner should start with a pressure FE instead in order to safely get to 2 base play where he can practice his macro.

If you're below gold league, Automata, I'd recommend synystyr's 2 rax 3 Bunker FE, which is the safest FE in the terran arsenal. I've never used this in competitive play but I did ladder with it for a while when I was learning terran. Think of it as a practice sword-- lighter and easier to swing, but less able to kill.


The 2 Rax 3 Bunker FE
detailed here by Synystyr:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=185963

Build order:

10 Depot
12 Barracks
14 Barracks (2)
16 Depot
15 Orbital Command
~22-24 Command Center -> Orbital when finished
25 Refinery x2
25 Depot (cut marines at ~24-25 until depot is finished. Should have 7 at this point.)
27 Bunker x3



Video Tutorial
In this video, I go over the basics of how to learn a build order, in this case, 2 rax 3 bunker FE.

On twitch.tv: http://www.twitch.tv/blazinghand/b/294524697

Embedded video (youtube)
+ Show Spoiler +

Part 1
+ Show Spoiler +

Part 2
+ Show Spoiler +
When you stare into the iCCup, the iCCup stares back.
TL+ Member
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