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1 Rax Fast Expand - Against All Races

Forum Index > StarCraft 2 Strategy
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Vogin
Profile Blog Joined June 2011
Czech Republic926 Posts
January 23 2012 21:44 GMT
#1
Ok, so this can be considered more of an opener. However, from this start, you can transition into almost any army composition or harassment strategy that you wish to do. The Build Order is:
  • 9/10 Supply Depot
  • 12 Barracks (constant Marine and SCV production)
  • 12 Scout with Initial SCV
  • 15 Supply
  • 16 Orbital Command
  • 18 Command Center
  • Bunker at next 100 minerals guarding your natural


[image loading]

Important Notes
  • As most builds, it’s important to keep the scouting SCV checking for signs of early tech or a 1 base timing attack (e.g. Four Gate, Banshee Harassment, Roach-Ling all-in)
  • Delays any form of effective harassment, early technology and/or map control (early army), but gives a significant increase in Economy and can set you up nicely for a 2 base timing attacks (e.g. 6 Barracks Stim timing push after expand)
  • Is safe VS a variety of different aggressive openings/builds (although it is difficult to hold)
  • Allows for different styles and mid-game compositions (e.g. Pure mech, Sky Terran etc.)
  • Must remember to have a mobile unit (such as a Hellion or Marine) and Scan your enemy once or twice to have scouting and map awareness after the initial SCV scout


Holding All-ins or 1 base timing attacks

Although this build can be safe against many standard one-base plays, it is by no means impregnable. However, with good scouting and some preparation, you can hold these attacks with ease.

A good example is the Four Warp-gate. If you see Chrono-boost saved on the Nexus, no expansion and/or more then two Gateways, suspect Four Warp-gate’s incoming and immediately build an extra 2-3 Bunkers at your natural, stop SCV production (though continue to make unit production facilities) and pull off your SCV’s mining at your natural and place them in front of your bunkers to repair (Protip: right-click on repair to turn Auto-cast on).

Since this build can fit in with many different play styles, have fun experimenting around with what you think works for you. To help you get started, I will now go through some follow-ups in each match-up as well as some pitfalls to watch out for (most of these styles I will cover in future articles).

[image loading]

Terran vs. Protoss

1 Barracks Fast Expand into Bio + Vikings and Medivacs
  • Build an Orbital Command
  • Build 2 Barracks
  • Build a Refinery, then a Tech Lab on one of Barracks
  • Build an Orbital Command, then Factory and 2 more Barracks after (add a tech labs and a reactor to the existing Barracks)
  • Once Factory is built, Build a Starport and add a reactor to the Factory


From here, you can add a either second reactored Starport if you see Protoss going for Colossus or a Ghost Academy.

1 Barracks Fast Expand into Million Man March
  • Build an Orbital Command
  • Build five more Barracks and Two Refineries
  • Build Two Engineering Bays
  • Get a Tech Lab
  • Start Stim and +1 Weapons
  • Move out and attack Protoss with 35 Marines, fall back to re-group and re-attack
  • Add Reactors to one Barracks. Once one is finished, build a Reactor for another

This is a very aggressive tactic that aims to force the Protoss to be defensive and have non-stop unit production. Rallying your Barracks near the front of the battle will allow for quick reinforcement and quick aggression, as the first wave of units WILL fail to kill the Protoss. Constant Marine pressure, upgrades and expansions will eventually wear the Protoss army and economy out.

Terran vs. Zerg

1 Barracks Fast Expand into Marine, Siege Tank and Medivac
  • Build an Orbital Command
  • Build 2 more Barracks and a Refinery
  • Build a Factory and a Tech Lab on one of the Barracks (swap with Factory after)
  • Build a Starport and two Refineries, then a Reactor and Tech Lab on the Barracks
  • Build two Barracks and two Factories (swap the Reactored Rax with Starport)
  • Start Stim and Siege Mode (get four Reactor Add-ons for Barracks)

There are many different variations to this build, some involving Hellions for map control straight after, fast drop or cloaked Banshee harassment straight after. This build also allows for fast drop play.

[image loading]

1 Barracks Fast Expand into Mech
  • Build an Orbital Command
  • Build two Refineries
  • Build a Factory and an Engineering Bay, get a Tech Lab on Barracks to swap after
  • Build two more Refineries and then 5 more Factories
  • Get Tech Labs on all but one Factory (get a reactor instead)
  • Build two Armouries
  • Get a Reactored Starport (for Hellion Drops and Vikings in case of Broodlords)

This a good build if you want to kill the opponent in one crushing blow. It’s a slow, immobile army compared to builds with Bio, but it is one of the strongest 200/200 army compositions in the game and only Broodlords can effectively deal with this army once maxed.

Terran vs. Terran

1 Barracks Fast Expand into Bio-Mech (MMM + Siege)
  • Build an Orbital Command
  • Build 2 more Barracks and a Refinery
  • Build a Factory and a Tech Lab on one of the Barracks (swap with Factory after)
  • Build a Starport and two Refineries, then a Reactor and Tech Lab on the Barracks
  • Build two Barracks and two Factories (swap the Reactored Rax with Starport)
  • Start Stim and Siege Mode (get three Reactor and a Tech Lab Add-on for Barracks)

Similar to the Terran vs. Zerg style of Siege, Marine and Medivac army composition, this is a good standard build for an all-round army with enough mobility to be able react to drops and harassment, use drops to cripple the opponent and be strong enough in direct engagements, provided you keep up on the Siege Tank numbers.

1 Barracks Fast Expand into Mech + Viking-Raven
  • Build an Orbital Command
  • Build a two Refineries
  • Build a Factory and an Engineering Bay, get a Tech Lab on Barracks
  • Build a Starport and swap with Barrack Tech lab after completion
  • Produce a Banshee, then Build two more Refineries
  • Build four more Factories (add Tech Labs to all Factories) and a Reactor Starport
  • Build two Armories

This is a good style that puts harassment pressure on the opponent after your expansion to put you ahead and buy time to allow you to produce a formidable Siege Tank, Viking and Raven Mech force. Can have Hellions mixed in for added strength against Marines and harassment opportunities.

Pros and Cons

Pros
  • is an economic build and will set you up for a macro game
  • has many different transitions and allows for different army compositions
  • Is not race specific and can also make the opponent guess your follow-up build
  • Is safe against a lot of 1 base timing pushes, harassment and all-in’s

Cons
  • has limited options in delaying a fast third in some match-ups
  • sacrifices early army and delays technology, making it risky early game
  • requires good scouting and judgement early game as it has difficulty in holding certain all-in
  • is the flimsiest against Terran (e.g. early Siege Tank-Marine timing push can negate bunkers)

Hope this guide has been illuminating and helpful, any suggestions, comments and feedback is most appreciated. Thank you for taking the time to read this. GL HF fellow gamers!



By Darkedge on SCV Rush
http://scvrush.com - Your Starcraft Home
mrlie3
Profile Blog Joined December 2008
Canada350 Posts
January 23 2012 21:56 GMT
#2
I'm not sure how this opening works against Zerg... Hellion expand seem way safer and just plain better. (Better scouting, denies 3rd and creep tumors, can do run-by and snipe drones, etc)
Crimson @ Clan CORE | ESFI World Translator
SoulSever
Profile Joined April 2010
Canada779 Posts
January 23 2012 22:04 GMT
#3
I could be wrong, but judging what you see from progamers a fast 2nd CC before orbital is a better economical opening no?
Violet <3 ~~~Better places than here exist
ColsBols
Profile Joined December 2010
United States7 Posts
January 23 2012 22:15 GMT
#4
As a plat zerg if I see a one rax expand i will baneling bust you so fast, and neither hellions nor banshees will be able to stop it.
Monkeyballs25
Profile Joined October 2010
531 Posts
January 23 2012 22:29 GMT
#5
Cheers!
I'm tempted to try this out now that I've got the race hotkeys and basic macro mechanics down. Is there a middle of the road variant where you get a refinery before the cc and get a factory or stim earlier, depending on opponent? Going from 3rax to this seems a bit extreme, and it feels scary to delay army tech for that long.
Micket
Profile Joined April 2011
United Kingdom2163 Posts
January 23 2012 22:58 GMT
#6
On January 24 2012 07:15 ColsBols wrote:
As a plat zerg if I see a one rax expand i will baneling bust you so fast, and neither hellions nor banshees will be able to stop it.

Wonder why your plat? Terran builds safety is based on tech, not greed. I can get triple orbital and still be safe vs baneling bust/roach bust.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 23 2012 23:05 GMT
#7
9/10 depot Oo
I think you mean 10/11? Also why second depot before OC? Just asking ^^
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Jazzman88
Profile Joined January 2012
Canada2228 Posts
January 24 2012 00:34 GMT
#8
...Terran builds safety is based on tech, not greed. I can get triple orbital and still be safe vs baneling bust/roach bust.


True. With proper walling techniques plus a quick enough factory, there is no baneling bust that effectively deals with this opening. In fact, as long as the Terran scouts it, I think baneling bust is a very poor choice in the long run. You may run into players who don't scout adequately and as a result lose one or two times, but by and large baneling bust fails against this build. Roach timing all-in would be a better one-base choice, but even that's risky because if he keeps the bunker, or worse, puts down a second, you're done.
ArtThouAngry
Profile Joined December 2011
Canada146 Posts
January 24 2012 00:38 GMT
#9
On January 24 2012 08:05 dezi wrote:
9/10 depot Oo
I think you mean 10/11? Also why second depot before OC? Just asking ^^

I personally et it to deny a scout in my base to finish the wall off so they see I am not going gasless
IdrA, GoOdy, Axslav FIGHTING!!!!!!!
Darkedge88
Profile Joined November 2011
United Kingdom4 Posts
January 24 2012 12:36 GMT
#10
Hello there, i will try to respond to some of the comments and questions that you have had regarding this build and some things that i think i missed out

-to Mrlie3: of course, I believe Hellion expand is a better standard build against Zerg, as they can take their 3rd relatively quickly or even a 4th, however, you can respond to this by taking a third quickly yourself and walling-in after or following it up with a 2 base timing attack, relentless drop agression, delayed hellions etc. You can include hellions for scouting and creep denial after you have expanded or as i usually do, just have 1/2 worker scouts constantly checking on your opponent's progress. This build set's you up for a macro game against zerg. For more examples on how a Fast Expand TvZ build, please watch the Day[9] Daily on Bomber's TvZ build

- to Soulsever: Actually, i'm unaware if this actually makes a difference to hte build, but it's something i can do a bit of research upon to see if this better and speeds the build up/makes it a smoother transition. Thanks for bringing this up

-to ColsBol: Jazzman88 and Micket have given an excellent awnser to the Baneling Bust/One base timing attack, Thanks for the input, like i have stated in this article, your spider sense have to be tingling when you do not see a zerg (or any opponent for that matter) take an expansion. If your talking about a 2 base Roach/Baneling bust, then usually by that time i would normally go for and have Tanks in Seige Mode guarding the natural. My opinion on how to defeat this build is to simply expand to a 3rd/4th, stay a base ahead of him and get all the upgrades and unit composition that you desire

-to MonkeyBalls25: I'm glad my article has gotten you tempted to try this build! yeah, their is some good variant's on this build that are safer, and yes, it does depend upon the opponent, although some variant's work against all races ^^. I will say, it may seem scary to delay the tech, but in actuality the delay is not as risky as you might think to give you some recommendations to builds that work like this, i would recommend;
Against Zerg: Hellion Expand (getting a reactored factory with 2-4 hellions before expand)
Against Protoss: 2 rax FE (delays the expand, but gives you more marines to defend or agressively harrass with)
Against Terran: 111 Banshee (harrass's the opponent to buy you time to set up your expansions, this can be used against Protoss as well)
Any other questions, feel free to PM me

-to dezi: sorry, It means either 9/11 depot or 10/11 depot, but I tried to explain whilst cutting down on the writting, i'll try to explain it more in the future. And yes, as ArtThouAngry has said, i like to make a depot on the time the deny scouting, but your question is welcome

Thank you for reading and Commenting
Bomber - "Hooh? TvZ? Marine Imba :)"
bundo
Profile Joined February 2011
Canada113 Posts
January 24 2012 12:50 GMT
#11
The mech transition doesnt make much sense. You should only have 3 factorys on 2 bases, to get a quicker third while holding any attacks. When going from a 1 rax expand into mech you want to double gas then get a factor and build a reactor to swap to the factory for hellions, to deny creep spread and keep map control while you are getting your factory count up.
Sergio1992
Profile Blog Joined October 2011
Italy522 Posts
January 24 2012 13:09 GMT
#12
I see you transitioning into mmm+siege for tvp. Is that a cost efficient combination?
Fencar
Profile Blog Joined August 2011
United States2694 Posts
January 24 2012 13:15 GMT
#13
There is a Day9 Daily on the 1rax FE that Thorzain does here.

1rax FE is standard in TvP and you can find that almost anywhere and everywhere.

In TvZ, I think you should see this guide.
This is my signature. There are many like it, but this one is mine.
Monkeyballs25
Profile Joined October 2010
531 Posts
January 24 2012 20:19 GMT
#14
http://drop.sc/97241
My first game with 1raxFE, yay!
It does feel a lot like playing Zerg tbh, except that you can freely produce army a bit earlier.
Bunkers=Spines
Orbital Commands=Queens
Factory=Lair
Scan>>>Overlord scouting tho
Then just make masses of marines and tanks and vikings and kill him when he attacks or tries to expo to 3rd base.

Macro is still atrocious because of the whole producing from 4 different hotkeys instead of a Zerg's 1, and not building supply via the same production hotkey, but oh well. Tanks and scans are awesome enough to make up for it.
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