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TvP looking for a "safe" macro oriented build. - Page 2

Forum Index > StarCraft 2 Strategy
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Squigly
Profile Joined February 2011
United Kingdom629 Posts
August 21 2011 22:53 GMT
#21
On August 21 2011 15:37 LicH. wrote:
Show nested quote +
On August 21 2011 15:29 RedThor wrote:

I like 2 rax pressure, expand into 3 rax with reactor starport.

I copied my 2 rax from Hashe. Get usual 12 rax, 13 ref, 15 OC. Tech lab after one marine, then 2nd rax before 2nd supply depot. You will need to cut an SCV to prevent your 1st marauder from being delayed. Research concussive. Push with 2 marauders and 2 marines. Then get reactor on 2nd barracks followed by expansion.

This push can get good scouting information, usually in time to prepare a counter. Against a teching Protoss, you can occasionally deliver a crippling economic blow.

My level is Master/Diamond (recently demoted due to lack of active play).


2 rax is generally good, but it is incredibly easy to abuse. 3 gate sentry contain in particular wrecks this build, and in general 2 rax is kind of antiquated unless you know how your opponent will play. I'll put my faith in a 1 rax FE if I want to macro anyday, more reliable and i don't know if any good tosses take damage to that 2 rax conc push anymore.


This. I do that exact BO. The whole point isnt to do damage. Its to light contain but leave before you die to a 3 gate expo. Its to punish things like 1 gate FE. Youll get your expo up and running at least as early as the P. And if you meed any of their units around the map, ala zealot stalkers poke, you kill them.

However as pointed out, i seem to have trouble against 3 gate sentry contain. Normally i put down 2 bunkers at my nat at 630 to be extra safe as ill still be at least on par.

I also get stim asap after conc, youll have to make a marine instead of a maurader at one point though.
LicH.
Profile Blog Joined April 2011
China235 Posts
Last Edited: 2011-08-21 23:29:53
August 21 2011 23:27 GMT
#22
On August 22 2011 07:40 ButtCraft wrote:
700 master here

I think the safest build you can do vs protoss is the 2rax expand with a reactor on your first rax after your first marine and a 2nd rax built before your 2nd depot.

You poke with 5 marines and 1 marauder with concussive shells and you have all of those units at the 5:00 mark (4:55 if you do it perfectly).

It is a timing poke I include in every single one of my TvP games unless it's a huge map. If he did a 1gate FE you can outright win with good control, if he did anything else really you will gain all the needed scouting information.

You can chose to expand whenever you feel it is best to expand, with full knowledge of what the opponent is doing.


This build is just... awesome.


2 rax is all fun and games until you get 3 gate sentry contained, or protoss hits you with something all-in during your timing poke. It's a decent build, but it for the most part is outdated unless you are doing a hyper aggressive qxc/avilo style variant, are doing a minimally aggressive poke. It might be more so viable since the WG nerf, I completely switched out of 2 rax style since then, and haven't run up against that situation since the patch (because I no longer run into 2 rax vs. 3 gate anymore.)
Squigly
Profile Joined February 2011
United Kingdom629 Posts
Last Edited: 2011-08-21 23:36:38
August 21 2011 23:35 GMT
#23
I run into 2 rax vs 3 gate all the time. As long as you get bunkers up in time your fine. If you let a flanking proxy pylon go up, say in your nat min line, you lose though.

Since the WP nerf you have enough time to prepare. At least in my experience. If you get sentry contained its gg however.

3 gate void all in ive never once beat. But thats not because of the build. Its because its stupid hard to hold.
DamAnus
Profile Joined March 2011
67 Posts
August 21 2011 23:37 GMT
#24
The problem with the 2 rax, is that on big map (like all the maps right now exept xel'naga) the travel time will put you a bit behind when you poke...

Is 1 rax FE into 3rax 2 gaz better than 1rax FE into 3rax 1 gaz (wich allow more safety against protoss, easiest to put down and ebay and 3 bunker) ?
Squigly
Profile Joined February 2011
United Kingdom629 Posts
August 21 2011 23:42 GMT
#25
Yes on X positions large maps, its kinda crap. I havent laddered much S3 but it was fine on season 2 maps.

On the large maps i may have to start taking up a 1 rax FE style

TApeak
Profile Joined November 2010
Australia6 Posts
Last Edited: 2011-08-22 17:06:59
August 22 2011 17:03 GMT
#26
My build is very similar to what Badfatpanda has said.
12rax 13gas standard starting then
1rine
tech lab
conc and marauders
when first marauders building start 2nd rax
after 2nd marauder 1 rine and start stim
then 1rine from 2nd rax
then reaper
attk with 3 rines 2 marauders and 1 reaper as Badfatpanda said
(try walk around with the first rine and marauder kill any stray stalkers)
start ur cc when u have 400

if long cross position
neglect the 2nd rax and just pressure with 2rines and 2marauders and a reaper
when cc is down get 2 rax when it's done i usually like to train 2 rines from the rax just built as i start the factory and 2nd gas build marauders from the techlabbed if u c stargate just build marines 2 marauders in the bunkers can hold stalkers since they won't have much and since u teched ur vikings will be there after first few engage

using diff name but i'm 500 master in NA
though TvP isn't my best match up xD...
TvT all the way!
HI
WarFish
Profile Joined December 2010
Germany12 Posts
August 22 2011 17:13 GMT
#27
From my Terran times i like 2 Rax but not aggressive expand the most...
First Rax gets a Reactor, u wall off with a bunker and u pump a lot marines in the early game...
2nd rax gets a Tech Lab for stim and u only go marines from reactor rax and only marauder from tech lab rax... very fast u can build ur expo in ur base while a 4gate no matter of which variation is timed and u easily can hold it off with ur initial bunker + rines and some marauders but no stim now... fly new CC to Nat with 2 Bunkers protecting it from hardcore early Colossi Pushes without thermal Lance and mass gate units... u should be even in eco with an 1 gate expand due to Mules with this build, ur safe against any kind of 4 gate or other types of early Protoss Pressure and get up ur Expo really easily while teching stim which should finish very fast, in case of a 3gate expo u can with constant production in both raxes and after expanding adding more raxes be aggressive with ur finished stim as its a great timing to push out while ur macro gets really juicy behind it... His sentry heavy army also sucks against ur kinda early stimmed marines and marauders...
"When you win... it is your fault that you got that good at something that hard." Sean Day[9] Plott
Grndr101
Profile Joined March 2011
Belgium125 Posts
August 23 2011 02:47 GMT
#28
1Rax FE is not unsafe in any way I know, except maybe against a stalker push on short rush distances, but when I'm suspecting early pressure(chrono gate and stalker out) I put up a bunker before my gasses anyway. It's only delaying by a bit because you need the bunker to fend off any early stalker.
2gate rush you fend off by putting your depots at your wall and repair.

DT's, those are easily countered by a quick engibay and turret and get +1 attack while you're at it. Follow up with raven, push for the win.

Lots of chrono being used on the cyber core? Just put up additional bunkers, leapfrog them back to your main if you need to defend. If you have a significant number of units and scv's left after a 4gate(or any pressure build for that matter), it's very hard to lose. Don't be afraid to pull scv's, your opponent is way behind on economy anyway.

Also KNOW THE TIMINGS!!! Knowing when the first stalker comes out, knowing when a 4gate hits, when the earliest DT's come out is SO key to less stupid losses. This makes you so much more prepared when the actual build comes into play.

Finally scouting. There's nothing worse than not being ready for what your opponent throws at you. Be smart with your scouting scv's, you can put them somewhere hidden to scout for expos or army comp when you need to. Xel'naga towers when the opponent doesn't have map control. Drops, banshees, floating factory, scans in the late game. Knowing where my opponent is and what he's doing is what wins me most TvP's.

Anyway, plat terran here, hope I helped.
tdt
Profile Joined October 2010
United States3179 Posts
August 23 2011 02:52 GMT
#29
1 rax bunker expo into 1/1/1 is my favorite build unless I 3x all in.


MC for president
Eknoid4
Profile Joined October 2010
United States902 Posts
August 23 2011 05:34 GMT
#30
the safest thing you can do is learn to get all you can out of your scouting information
If you're mad that someone else is brazenly trumpeting their beliefs with ignorance, perhaps you should be mad that you are doing it too.
Daniel C
Profile Joined October 2010
Hong Kong1606 Posts
August 23 2011 05:50 GMT
#31
On August 21 2011 18:50 Markwerf wrote:
1 rax gasless FE is still the best choice, i just don't really like the way select performs it.
If you are on a huge map like tal darim I think first of all you can afford to get CC before second depot. You have to cut marines for a very short time but that doesn't really matter as you will get rax #2 and #3 quicker and the expo up quicker.
It's very important to scout if P is expanding or not though. Send the scouting scv back to the natural around 6:20 and if P hasn't expanded then you can put them on a all-in. Against an all-in it's just very important to not invest too many stuff in tech. So often do you see T going 3 rax + factory even though they could know P is doing an all-in, or getting +1 attack while they are getting all-inned etc.
If they are not expanding I think you should always put techlabs on 2 of your first 3 raxes, techlabs are the best way to increase production quickly on your raxes:
naked rax, 50m every 25s
techlab rax 100m 25g every 30s
reactor rax 100m every 25s
A simple tech lab increases production by the most and doesn't cost long to build. You shouldn't really worry about the voidray all-in too much as that is really not so strong against a gasless FE opening since you have enough rines to deal with it. Marauder production is just so critical against blink that you really want to start early on it, against the zeal/sentry build rines are better but since marauders produce so much faster it doesn't really matter that much if you make marauders instead imo.
Another thing to do is always have a wall-in between main and natural, this tremendously helps against DT and blink. Putting a rax near the natural to constrict stalker movement is also critical imo, you should make sure that if they blink past the bunkers they get stuck a little so you can get some kills before blink's cooldown is up.
The recent select vs mc game on tal darim from gamescom just showcase all these mistakes. He had bad bunker placement (didn't cover the blink spot enough), didn't use a rax/depot to stop the stalkers from moving behind the mineral line and he didn't get enough marauders (just 1 techlab) while also teching +1 attack on his infantry... The blink stalker all-in can be held quite well if you don't make these mistakes really.


Very good points.

I've even seen some Koreans go up to 4 rax before fac to be extra safe.
In theory, theory and practice are the same. In practice, they are not.
Pam
Profile Joined May 2011
France33 Posts
Last Edited: 2011-08-23 06:27:59
August 23 2011 06:26 GMT
#32
I do the same thing as bad fatpanda, I just take the gaz at 14 svc not 13
I add three rax while pushing, the ebay after orbital is done on the second cc
followed by +1 and ghost push
As I keep the svc mining on gaz, I have enough to produce stim/ghost academy + 1 attack, I skip the attack on shakuras to get 2 ghost for 2 emp
aaycumi
Profile Joined March 2011
England265 Posts
August 23 2011 11:03 GMT
#33
2 rax fe with engineering bay + two bunkers can hold off a four gate or fast dark templar.
With fast upgrades and a few extra rax you can go on the offensive or tech to fast starport.
Very good for the basic opening, the other safe choices involve fast siege tank or banshee with lots of marines for firepower.
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