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[H] TvP 2 rax help - Page 3

Forum Index > StarCraft 2 Strategy
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Forbidden17
Profile Joined December 2011
666 Posts
February 17 2012 16:27 GMT
#41
Pushing with your first maurader is a good idea vs 1gate FE, bunker pressure also forces him to pull probes and engage immediately rather than wait for his warp-ins.

Just note you have to deal decent damage with this. If you get reflected easily you're probably way behind (behind enough that you've lost the game) since your expo literally starts when his finishes.

I wouldn't 2rax on long rush distance maps. It's easily held off with a safe 1gate FE variant on Shakuras, Cloud Kingdom, Taldarim, etc. I would actually consider it a build order loss (unless you all-in with it).
nath
Profile Blog Joined May 2010
United States1788 Posts
Last Edited: 2012-02-17 16:45:59
February 17 2012 16:40 GMT
#42
2 rax is one of those nuanced builds. its outdated somewhat, and its hard to play correctly. lots of terrans are overaggressive but at teh same time its very easy to go into the midgame far behind due to cc timing.

however, there is the 2nd advantage you have and its not just army, but ALSO tech vs a 1gate fe protoss; you get medivacs REALLY quickly even with the fastest cc off a 2 rax expand, and you NEED to use these asap and start poking at shit and taking control of the game.

its one of those builds that an MC like terran (if only one existed...Iris from BW. and no, mma is not this type im thinking of) could use really well, but i feel like people below gm should not use it except as an allin or vs an allin'ish P on small maps because transitioning into the midgame off a 2 rax fe is hard to do properly at a low level.

you can also do a 2rax conc into cloak banshee (delaying stim) and totally mindfuck the protoss when you poke with 1-2mara 5-6marine, and then shortly thereafter you have your flying dt on his probes. with the poke you can scout most robo builds and cancel cloak if needed. this can transition into a 2-1-1 really well, although tanks will be delayed and in return you will have more bio/can get 1 medivac.
Founder of Flow Enterprises, LLC http://flow-enterprises.com/
Mairou
Profile Joined June 2011
Finland144 Posts
February 17 2012 16:56 GMT
#43
If you go for 2rax where you get reactor first and get many marines and only few marauders, you can easily hold every protoss 1base push with bunkers. If you go for tech lab first and get many marauders then you are very vulnerable to voidray all ins or immortal pushes.
eSports! www.youtube.com/MairouTV
FirstGear
Profile Joined June 2011
Australia185 Posts
February 17 2012 18:25 GMT
#44
If toss doesn't expand and I've opened 2 rax, I'll add gas, tech to reactor port and add a 3rd rax (getting a 2nd tl). The factory floats over for scouting. It seems safe versus everything. Theres a nice timing when stim is done and medivacs are out. If they are going 1 base colossi, I have a reactored port to counter it. If a colossi push occurs before adequate vikings then engage in the open with a nice arc. Ive always had enough units to comfortably defend it.
ROOTIllusion
Profile Blog Joined August 2010
United States1060 Posts
February 18 2012 17:56 GMT
#45
When you 2rax (Reactor/techlab) you push out with 2-3 scvs. You send one scv in front of the army to scout for the expo before you arrive. If you see the expansion going up, you put down 2-3 bunkers. If you see no expo, you leave one scv behind the mineral line (where they don't see it) and send another scv up the ramp and send your army back. If you see a low unit count, you can poke up but it's risky because they could just be hiding it. Any additional information on tech you can get is helpful. Behind this you expand and get a factory. You get your 2nd gas at the same time as your factory and tech up to medivacs, while adding on another barracks while you get the money. Ebay if you see 0 sentries when u walk up the ramp typically, you can also just walk up and kill him if he has 0 sentries.
www.twitter.com/rootillusion & www.facebook.com/illusionsc2
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