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[G] TvP: Grobyc’s 1 Rax FE

Forum Index > StarCraft 2 Strategy
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Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
Last Edited: 2012-02-08 03:02:53
January 31 2012 00:28 GMT
#1
Important update:
On February 08 2012 11:56 Grobyc wrote:
Revised build with +1 infantry weapons, combat shields, stim. Leaves base at 9:50 mark, hits opponent at 10:25-10:55 depending on rush distance. I'll be doing a new video for the revised build as soon as I can fix my stupid mic :/

http://drop.sc/106975

Changes:

- New timing. Leaves base at 9:50.
- Features +1 infantry weapons, stim packs, and combat shields
- Dropped the 2-4 marauders that were in the attack before. They weren't overly important and we didn't have concussive shells at that point anyway.
- Army composes of ~35-40 marines and 2 medivacs
- Bunker at the front just past the 4:00 mark to fixed the issue of Protoss being aggressive with initial Stalker and Zealot
- Scan added around 6:00 mark for extra safety

I'll be updating the OP and making a new video ASAP.

      Introduction

http://www.youtube.com/watch?v=FOJxpB9v3oE


I’d like to introduce a build I’ve been having a great amount of success with in TvP on the ladder. The following is my adaption and follow up of a 1 rax expand. The build boasts three main features, which I will go over in detail shortly:

      --> Standard 1 rax FE allows flexibility should you need to change your build upon scouting something abnormal.

      --> It aims to put on early pressure via quick double medivacs with stim going in to the mid game.

      --> Allows us to set the pace of the game.

There are dozens of variations you can make to an opening build to personalize it, such as MCs 1 gate FE, Warden's 1/1/1, etc, so I figured I would make a guide a specific one I’ve playing around with as of late.

If people want some kind of credibility, I'm having success with this build on ladder and practice games as a Top 8 Masters Terran: http://sc2ranks.com/us/412181/SalGrobyc

      Overview

This build makes use of a fast expansion in order to quickly get up the infrastructure needed to apply pressure to the Protoss going in to the midgame. It hits at a timing where Protoss is weak and needs to decide how he is going to deal with bio units in the midgame. 2-4 medivacs, a few marauders, and 30+ marines with stim can be deadly for Protoss in the midgame if they don’t know where and how to fight their battles.

[image loading]

Should the Protoss not flat out die to this push due to a build order loss or poor decision, there are weaknesses that must be exploited to prevent Protoss from jumping ahead in the macro game. It is not as simple and merely attack moving the front door with your army.

I do not recommend this build if you lack the mechanics to use it the way it should be used. Dual reactor 3 Rax means a lot of Marines at your disposal. This build relies on constant pressure and trading small-medium armies when efficient. For the most part, us, the Terran, are the aggressors in this build, so you may not like it if you play a very passive playstyle.

      Build Order

+ Show Spoiler +
I'm not one for using specific numbers in build orders, so I'll just give the first few important ones and then we'll use generic timings for the second half
  • 10 Depot
  • 12 Rax
  • 15 Orbital
  • 16 Marine
    + Show Spoiler [Note] +
    or 15 Marine, 16 Orbital, same time

  • 16 Command Center
  • 17 Depot
  • 21 Barracks x2
  • 23 Refinery x2
  • @100% Command Center - Make it an Orbital. Drop the Mule then land it at your natural and transfer SCVs when done.
  • @100% completion of 2nd and 3rd Barracks - 2 Marines out of them. Your 1st Barracks should have been producing marines up until now; when it's current Marine building is done, make a tech lab.
    + Show Spoiler +
    Unless you see he's expanded already, put a bunker at your natural.

  • @100% Marines - Two reactors on 2nd and 3rd Barracks. Make
  • @100% tech lab - Stim pack
    + Show Spoiler [Note] +
    When your tech lab and reactors have finished you should be making 1 Marauder and 4 Marines at a time constantly. After your tech lab finishes initially, that Barracks will make one Marine before starting on Marauders, just because we've used all our gas.

  • @100 gas - Factory
  • @100% Factory - Reactor on it and Starport next to it
  • @100% Starport - Swap Factorys reactor on to starport and begin double medivac production. Begin combat shields and concussive shells after (I prefer combat shields next as we have more Marines than Marauders). Take both your 3rd and 4th gas at this point.
  • @100% Medivac x2 - Queue two more and make double engineering bays.


We have two choices to pick from now.

1) Move out - the game will be about 9:45 in. Combat shields will be just under halfway done. Rally your production to the opponents base and begin the attack.

2) Wait until the third and fourth medivacs are done - the game will be about 10:20 in. In the above VOD (replay of demo below), at 10:45, while I am closing in on the opponents base, I have 38 marines, 4 medivacs, 6 marauders, and combat shields + stim with +1/+1 25% done.

The decision is up to you. If your opponent went for something like a fast third or a 3 gate robo -> late expansion then I would opt for the second, stronger timing. If the opponent is starting to tech then I prefer to attack earlier.

[image loading]

If it wasn't already a given, you should be making SCVs from both Orbitals throughout the whole build, as well as Marines and Marauders when addons aren't being made.

Every scan used instead of a Mule slightly weakens your attack, so try to be adamant about poking him with scouts and save energy for Mules.


      Playing it Out

+ Show Spoiler +
Okay, so now what? Well when our first set of Medivacs pop out we move out with our army. Before this point you should have been poking around at your opponent and answered at least the two following questions:
- Where is he?
We need to know this to attack them. Derp.

- Is he cheesing/allining me?
We may have fast expanded, but the opening is still very versatile. If you suspect an allin, react accordingly. Depending on the map, you may end up making 3-4 bunkers or even retreating in to your main. See @Void Ray allins and @DT rush in the FAQ for information on that.

OK, if you can safely answer the two questions above then we are ready to disperse the troops! I'll go over the responses I typically see from Protoss and how we should play against them:

Scenario 1
He's going fast Colossus!
He's gone for 2-3 gate fast Colossus off 2 base.
---> No big deal, so he's probably got 1 Colossus at this point, likely without Thermal Lance. I like to load up one of the Medivacs full, drop his main with it, and then poke the front with your remaining forces. He's only got 1 Colossus, and he needs his army together as a whole to protect it. If he sends too much of his army back to defend the drop then you can rape and pillage the natural. If he doesn't send enough then he won't be able to clean up his main. If you can snipe the single Colossus with taking too big of casualties then you are in a great position. Take your third and making vikings 2 at a time.

Scenario 2
He's going fast templar!
He's gone for fast templar tech; it may be storm or Chargelot-Archon.
---> I treat this virtually the same as if he went fast Colossus. The important thing is to not sacrifice your army. Kite his zealots and Archons if he has any and most importantly don't get stormed. He will be relying on good forcefields, flanks and feedbacking your drops. Start adding Ghosts to your composition and take your 3rd. You should be able to contain him in his base by threatening to counter with drops if he moves out.

Scenario 3
He's getting a fast third!
He's got 5 gateways max and and taken a quick third base.
---> There's a good chance you can kill him at this point, depending on the map. With the timing that this build hits, unless he is playing on a map with a very easy third to hold, he simply does not have enough stuff and is spread out to thin to defend all fronts. Drop him constantly and force him to spread out his army. With stim and Medivacs, you should be able to kite and eventually kill off his gateway unit army, especially when your 3rd and 4th Medivacs pops out and combat shields as well as +1/+1 finishes. There's a very good chance you can deny his 3rd and force him back on to 2 bases then expand yourself.

Scenario 4
He's going 6 Gate!
He's added 4-5 gateways after expanding and is gearing up to attack me.
---> Make 2 bunkers at your natural and get ready to defend an attack. When the bunkers are up and you feel safe, begin your third Command Center in base and float it to your third when complete. Add another 2 Barracks and get ready to move out in another minute or two once he begins to tech or takes a third.

Scenario 5
He's just teching slowly!
He's just turtling in his base and teching slowly.
---> Poke around and kill what you can without putting your army in danger. Take a third base, add Barracks, and keep dropping him when he tries to move out or reposition his army. We should be in a good position as long as we can get our third base up and the extra Barracks without dying. Stall for time with drops and even make bunkers or a planetary are your third if you need to to hold it. Once you've sat on three bases for a couple minutes, you should have +2/+2 upgrades and Ghosts or Vikings to deal with his tech of choice.

In any situation, add an Armoury when your upgrades are about halfway done for +2/+2 and add more Barracks as you expand. As he makes Colossus and Templar, add Ghosts and a second reactored Starport.


      What the build achieves

+ Show Spoiler +
As stated above, I'll go over the three features that make this build so effective in my opinion.

Standard 1 rax FE allows flexibility should you need to change your build upon scouting something abnormal.

Many, many Protoss players don't know how to deal with a 1 Rax FE in my experience, so I've come accross a number of allins thrown at my when they scout the fast Command Center. This is something you will have to deal with; if you see something fishy or suspect an allin is headed your way, prepare accordingly. Don't just go on with the build because you feel bound by it. If you know you are going to get 4gated, just don't float your Orbital to your natural, add a bunker or two, and get units out quicker

It aims to put on early pressure via quick double medivacs with stim going in to the mid game.

I've tried many different followup to different kinds of fast expansions TvP and I've just never found a build that feels so natural and doesn't make me feel down in economy, immobile, behind in upgrades, and clawing to get my third base up. The way the timing works in the midgame is very flexible in the way that we have the majority of our infrastructure up, we have a mobile army to put pressure on with, and we are heading in to the late game with good upgrades, lots of SCVs, and some map control.

Allows us to set the pace of the game.

One of my favourite things about this build is that fact that you can use many different styles in combination with it. Aggressive players will enjoy the tool of constant harass that becomes available to you early on as well as more passive players are able to feel comfortable simply taking a quick additional base and waiting for the opponent to come to them.


      FAQ

+ Show Spoiler +
@ Void Ray allins
On January 31 2012 10:10 xTrim wrote:
i`m not a big fan of going reactor right after the raxes, since you can get nastied by a voidray all in due to the lack of marines in the mean time (figures, u need 2 production cycles from the reactors in order to get the same amount of marines you would if reactors werent built...)

do you have replays defending void rays?

On January 31 2012 10:15 Grobyc wrote:
Yeah you really have to scout and eliminate the possibility of him going 3 gate void ray allin. I haven't played against it yet since using this build, but when I do I'll add it to the replay section for sure. If you scout void ray all in you're best off keeping your second orbital in your main, making a bunker, and delaying the reactors to get more marines out initially. Pretty much if they go void ray allin then you won't actually be executing this build as you normally would. The timings and everything completely change from there; you could write a whole other guide on simply following up to one.


@ DT rush
On January 31 2012 10:18 unix04 wrote:
Grobyc, it might not be a bad idea to put down the engineering bay before the starport, maybe even before the fac finishes if you suspect DT play. This way, the scans you use on your own base could be used on the counter-push when you see that toss teched up and you have the army/economy advantage (or on mules while you mass up further ^^)

On January 31 2012 10:31 Grobyc wrote:
You're right, I didn't touch on DTs at all in this. I think blindly getting an Ebay like that every game would be unnecessary though. I would only advise on getting it earlier if the Protoss goes for a double gas opening and not an expansion though. A build isn't supposed to have all of the quirks to defend everything Protoss can do, you must abandon this build, get detection and play a reactionary style. Adding detection early on just in the case of DTs takes away from the other strong parts of the build.



      Replays

+ Show Spoiler +

Build order demo replay

Replays will be constantly added as I find good replays.

+ Show Spoiler [Old] +
These are some of the initial runs at the build, so some timings are different from the more refined version listed above. Some things are even completely different (mainly 3rd and 4th gas timings as well as upgrades). DO NOT copy the build from here.

Game 1:
http://topreplays.com/Replays/Details/12328/SalGrobyc_vs_Tero
My opponent goes for quick Colossus off 3 gates. He stalls just long enough to keep me at bay in his front while a Colossus pops out, but I force him to split his army with a drop in his main and do some damage. I take a third while expanding, add some Barracks, and prepare Vikings for his attack to follow. Once he attack has been defended, it doesn't take long to finish him off.

Game 2:
http://topreplays.com/Replays/Details/12330/SalGrobyc_vs_oMdUnNe
My opponent opens 15 Nexus, gaining an economic advantage over me early on. He follows up with a quick 4 gate attack on my natural once I've expanded, but I hold it with SCVs repairing my bunker. Greedily, my opponent takes a third base while added 3 more gateways up to a total of 7. Some bad building placement allows me to kill 3 of his gateways, and I engage once my 3rd and 4th Medivacs arrive in conjunction with my combat shields.

Game 3:
http://topreplays.com/Replays/Details/12329/SalGrobyc_vs_nGSaiyen
My opponent opens with a 3 gate robo, a terrible counter to my build. He puts on some pressure with an Immortal or two before expanding, but I hold easily with a bunker. He finally expands, but when my push comes he's just too far behind economically. His pylon sees my drop coming, but with proper micro I am able to get in to his base and essentially kill him on the spot because of my faster expansion.
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
xTrim
Profile Joined April 2011
472 Posts
January 31 2012 01:10 GMT
#2
whats up,

i`m not a big fan of going reactor right after the raxes, since you can get nastied by a voidray all in due to the lack of marines in the mean time (figures, u need 2 production cycles from the reactors in order to get the same amount of marines you would if reactors werent built...)

do you have replays defending void rays?

thanks, great build !!!
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
January 31 2012 01:15 GMT
#3
Yeah you really have to scout and eliminate the possibility of him going 3 gate void ray allin. I haven't played against it yet since using this build, but when I do I'll add it to the replay section for sure. If you scout void ray all in you're best off keeping your second orbital in your main, making a bunker, and delaying the reactors to get more marines out initially. Pretty much if they go void ray allin then you won't actually be executing this build as you normally would. The timings and everything completely change from there; you could write a whole other guide on simply following up to one.
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
unix04
Profile Joined November 2011
United States89 Posts
January 31 2012 01:18 GMT
#4
^ xTrim, I usually cycle in reactors one rax at a time while building marines out of the other rax. I'm ok with putting the first tech lab down with a reactor simultaneously. Usually with 1rax FE + 2rax, u can constantly produce just enough marines. this way you're not losing out on 5 marines within that span, but just 2~3.

Grobyc, it might not be a bad idea to put down the engineering bay before the starport, maybe even before the fac finishes if you suspect DT play. This way, the scans you use on your own base could be used on the counter-push when you see that toss teched up and you have the army/economy advantage (or on mules while you mass up further ^^)
i am the captain of my fate, the master of my soul
Nibbler89
Profile Blog Joined May 2011
884 Posts
Last Edited: 2012-01-31 01:42:09
January 31 2012 01:31 GMT
#5
This is basically TvT bio build except I dunno how you'd support the gas for double medivac, and double upgrade at the timing you list, do you get combat shields and conc before or after +1/+1 how do you afford the gas off two refinery? In TvT I basically do this exact build except combat shield instead of stim and only one engi bay since I don't have the gas, not saying double engi is bad just I'm pretty sure you have to cut something to support it.

In the replay I watched though you didn't even double engineering bay when starport at 50% and you start combat shields before starting engi bay. This is replay 2 although you were still gas starved even with late engi bay and could only start 1 upgrade,although I would cut a medivac to start upgrade.

You defended a nex first into a bad 4 gate pressure(dont know what the point of a super delayed 4 gate was especially since his CB on WG was bad so much delay between CB and so much CB pooling, honestly sad considering this is masters), so there wasn't really any reason not to put down double engi(no robo, so no collosus for awhile) since you were floating 500, I'm assuming this was just a mistake and not a conscious decision.

The reason I mention the bad play of the protoss and the BO not really matching for a good adaptive reason is that it takes away from the supposed strength / strategy of the build you are trying to present. If your build is a bit different in each game and it's just from macro slipping not actual decision making it becomes harder to discern the actual strength,consistency and follow ups of the build. Basically at least in game 2, you could have two tech lab one reactor or any one rax fe variant, and won because the protoss was bad, but not only that your build didn't even match the BO so it offers even less , the only unique part of this build that you really followed was getting 2 reactors on your rax early in a tvp which is vulnerable to a lot of things.

I know it's hard to get a perfect replay in a ladder match but the BO didn't really match(You got 3rd cc before 2 engi even), and I'm sort of unconvinced you can have the gas to support double medivac and double upgrade and stim at the timing your BO says. Might also want to include the gas timings for your nat.

Just get some replays where you are at least doing the BO correctly (slipping on macro is fine imo but for replays you're gonna use in guide I think you should at least do the order of the buildings correctly)

Edit:... ok first replay is pretty terrible you don't even scout, if you had gotten 4 gated you would have just died no question even an aggressive zealot stalker poke could have been pretty bad news. Luckily he went 1 gate fe into 3 gate and doesn't use his units to poke, 1 gate fe into 4 gate also probably would have killed you if he had chased your marine poke down.

You start a 3rd refinery when your startport is about 60% done this is also not mentioned in guide and differs from your 2nd replay. Later you get a fourth gas but only leave one scv in. and again you don't put down two engi bays when starport 50%??? I don't get it, thats literally the only unique part of your build from a tvt bio build and you don't do it in 2 of your replays and the reason I watched these replays was because I didn't know how you could support the gas off of two refineries. Well you start combat shields before engi bay just like other replay, even though BO implies engi bay before combat shields but at least this time you get two engi bays up for before 3rd cc. Protoss has once again been playing badly and been behind on worker count pretty much whole game because he doesn't use chronoboost on probes enough. you attack with a huge supply lead crippling him further and transition into regular bio so the usefulness of this build isn't really showcased over any other bio build and it's not done in a consistent manner so there's no real way of telling how this build might be better or worse than other bio builds.

You should provide at least one replay vs easy ai or something where you can actually show that the BO you listed works in terms of gas timings as thats the fishiest part of this build. In your video you say you were losing caus you were winging it and obviously you are not 100% winging it in these games but they certainly aren't consistent either. Not trying to be mean btw, just stuff to improve the guide so it's more clear.
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
January 31 2012 01:31 GMT
#6
You're right, I didn't touch on DTs at all in this. I think blindly getting an Ebay like that every game would be unnecessary though. I would only advise on getting it earlier if the Protoss goes for a double gas opening and not an expansion though.
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
January 31 2012 01:41 GMT
#7
The gas timings were definitely something that varied between the games, and it shouldn't have. These games are earlier games of experimentation, so I should probably clarify and get some solid replays up, thanks. I should have the third gas in the BO actually, that was just an error. The fourth gas I find is unnecessary until you have your third and are working on double reactored starports or ghosts, I'll add detail on that.

All three tech lab upgrades are on the one tech lab in the order of Stim -> Combat Shields -> Conc. shells.

I'm definitely going to update the replays, you're right about that. I'll make a replay dedicated just to the build, and then add good replays of it done in an actual game as they come. Thanks for the input, I think I was a bit overeager making this.
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
DruidzHistory
Profile Joined October 2010
Sweden231 Posts
Last Edited: 2012-01-31 01:48:42
January 31 2012 01:42 GMT
#8
annoying spoilers
edit: This also seems like the standard 1rax FE up to 3rax that you've put your name on.
Nibbler89
Profile Blog Joined May 2011
884 Posts
Last Edited: 2012-01-31 01:46:01
January 31 2012 01:45 GMT
#9
On January 31 2012 10:41 Grobyc wrote:
The gas timings were definitely something that varied between the games, and it shouldn't have. These games are earlier games of experimentation, so I should probably clarify and get some solid replays up, thanks. I should have the third gas in the BO actually, that was just an error. The fourth gas I find is unnecessary until you have your third and are working on double reactored starports or ghosts, I'll add detail on that.

All three tech lab upgrades are on the one tech lab in the order of Stim -> Combat Shields -> Conc. shells.

I'm definitely going to update the replays, you're right about that. I'll make a replay dedicated just to the build, and then add good replays of it done in an actual game as they come. Thanks for the input, I think I was a bit overeager making this.


NP it's awesome that you are able to take it constructively, I wrote my first guide recently too on a TvZ build Jjakji did, I know it's a lot of work / not easy, especially to get a "real" game where you don't screw up the BO at least in one spot slightly. I think having the dedicated replay will help, that was what I did until I could get a real game where I at least did the BO correctly matching the one in the guide.
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
Last Edited: 2012-01-31 02:33:42
January 31 2012 02:33 GMT
#10
Thanks Nibbler, it means a lot .
On January 31 2012 10:42 Luddff wrote:
annoying spoilers
edit: This also seems like the standard 1rax FE up to 3rax that you've put your name on.

I prefer spoilers to make the post easier to navigate.

There are plenty of variations of a 1 Rax FE -> 3 Rax and they have their differences. Can you find a guide of this variation? I never claimed I invented anything special, I just wrote a guide on a variation I've come up with (I haven't seen one like this to my knowledge anyway). It's a hell of a lot easier to search too if there's something unique in the thread name other simple [G] 1 Rax FE TvP also.
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
monk
Profile Blog Joined May 2009
United States8476 Posts
January 31 2012 02:39 GMT
#11
Yea, I agree with previous sentiments. Less spoilers and get your name out of the title.
Moderator
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
January 31 2012 02:48 GMT
#12
Ok, will do.
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
Gamegene
Profile Blog Joined June 2011
United States8308 Posts
Last Edited: 2012-01-31 03:14:30
January 31 2012 03:13 GMT
#13
Very subtle variation on the 2 medivac timing.

I like the heavy marine reactor style when you're playing gateway compositions, but it just feels very difficult against 2 base colossus timings.
Throw on your favorite jacket and you're good to roll. Stroll through the trees and let your miseries go.
bundo
Profile Joined February 2011
Canada113 Posts
January 31 2012 03:23 GMT
#14
i dont see how you can support double medivac production, start 1/1 and get combat shields while still on 2 gas, you should add when you grab your 3rd and 4th gas into the build, or it will leave alot of players wondering why when they built 2 medivacs they dont have enough to start 1/1
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
January 31 2012 03:42 GMT
#15
Currently uploading a better replay as well as 3rd + 4th gas information.
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
Protossrush
Profile Joined July 2011
United States56 Posts
January 31 2012 04:46 GMT
#16
I like relying more on marauders TVP so this build really scares me when i see 2 reactors churning out 4 marines at a time and 1 marauder being produced. As we all know marines pretty much are useless if the Protoss decided to go colossus tech (Not completely useless you know what i mean). I didnt check out the timings on this build but i think its quite possible for a Protoss to have a colossus out by time your push is coming.
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Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
January 31 2012 05:20 GMT
#17
Yes, he can have one Colossus with no Thermal lance upgrade. One of the replays is against that actually.

I've gone through the build the past few hours and refined it pretty well I feel. I'll upload the new video as well as BO replay tonight. I'm pretty excited for this now
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
Azzur
Profile Blog Joined July 2010
Australia6259 Posts
January 31 2012 05:48 GMT
#18
This is just a very standard 1-rax FE into 3-rax into factory-starport. This is just the most standard TvP build and hardly deserves a "Grobyc" name on it.

Other variations of the 1-rax FE include:

1-rax FE into 3-rax ghost
1-rax FE into 3-rax ebay
1-rax FE into double refinery tech
etc.
Raambo11
Profile Joined April 2011
United States828 Posts
January 31 2012 06:13 GMT
#19
On January 31 2012 14:48 Azzur wrote:
This is just a very standard 1-rax FE into 3-rax into factory-starport. This is just the most standard TvP build and hardly deserves a "Grobyc" name on it.

Other variations of the 1-rax FE include:

1-rax FE into 3-rax ghost
1-rax FE into 3-rax ebay
1-rax FE into double refinery tech
etc.


Not really the OP's build is quick double reactor, thats not standard at all.
unix04
Profile Joined November 2011
United States89 Posts
January 31 2012 07:04 GMT
#20
On January 31 2012 10:31 Grobyc wrote:
You're right, I didn't touch on DTs at all in this. I think blindly getting an Ebay like that every game would be unnecessary though. I would only advise on getting it earlier if the Protoss goes for a double gas opening and not an expansion though.


wouldn't say getting an ebay early is a bad thing. you could do a nice timing attack with +1/stim/CS around the 10 min mark instead of going 1/1 at 11+
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