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[G] TvZ - Early Rax/Fac Aggression with No Add-On

Forum Index > StarCraft 2 Strategy
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Qntc.YuMe
Profile Joined January 2011
United States792 Posts
March 17 2012 19:40 GMT
#1
[image loading]

By OpTiKDream

Hi TL, my name is Lloyd Kim aka “OpTiKDream” and I’m a high masters terran player from Team OpTiK. This will be my first written guide on TL and I'm very excited to present an aggressive terran opening. This build allows you to apply early pressure while keeping tech routes open for a later transition. Not only is it one of my favorite openings against zerg, but I've also seen professional players like ST_Rainbow use it.

In the current metagame of TvZ, there are two main types of builds that allow for of pressure/aggression: 2 Barracks (Marines + SCV + Bunker) or Factory with Reactor (Hellions). 2 rax can be a strong early pressure opening, however it does have some drawbacks. If you over commit, which I'm sure many of you have done, you end up losing your entire marine army and hardly doing any damage to zerg. The zerg can then either freely drone or all in with everything he has. Basically, the 2 rax feels a bit flimsy and in my opinion is becoming less and less effective.

Reactor hellion is good, however most Zergs should know by now when to expect hellions. They will likely put up a spine or two by then, possibly even walling off using evo chambers/macro hatch. The hellions won't do any damage other than deny creep tumors and gain temporary map control.

The build I'm introducing allows for earlier aggression than reactor hellion AND easier tech transitions compared to the 2 barracks. In addition, this build requires heavy micro and multitasking, which means by practicing this style you'll improve those skills. The effectiveness of this pressure will truly shine when your micro is up to par.

Here is a link to a tutorial video that I produced with TangStarcraft: http://www.twitch.tv/tangsc/b/311978564

Opening Build Order:

+ Show Spoiler +
10 depot
12 barracks (Constant Marine Production, no add-on)
13 gas
15 orbital
16 depot
18 factory (First 100 gas goes to factory. Remember constant Hellion Production, no add-on)
21 depot

The key thing to remember is constant production on the barracks, factory, and command center - there shouldn't be a second of wasted time!
While keeping constant production and building a starport with your second 100gas, you should be able to afford your expansion CC between 6:30 and 7:15. (During your marine/hellion production, the first available 400 minerals should be used into a command center.)


Zerg Expectations:

+ Show Spoiler +
So if zerg scouts your gas, they will automatically assume you are going to go factory (most likely reactor hellion expo). The zerg will keep in mind that they will have to throw down a spine crawler at some point before reactor hellions pop out. However, our attack will come abit earlier than the normal timings of a reactor hellion, expand because we are going to put pressure using our first initial 3 marines. There is no real way of telling if this is a normal reactor hellion play or a rax/fac. Their only info is gas so that makes 2 rax out of the question and allows the possibility of reactor hellion expo or 1/1/1.


Execution:

+ Show Spoiler +
[image loading]
The aggression begins.

All rally points are set to the front of the zerg natural. Move out immediately when your 3rd marine finishes. With your barracks and factory rallied towards the front of the zerg expansion, you're ready to apply some non-stop aggression. Your scouting SCV should be kept alive to be used to tank some initial damage for the marines until hellions arrive.

[image loading]
When you arrive, make sure the marines are ALIVE and UNHARMED as much as possible.

The strength of the pressure will escalate ridiculously when your units reach the “mini death ball” state, so try to keep them all alive. Do lots of little pokes, but don't over-commit. If there are any spines constructing, try taking those out as well because if those spines finish, the aggression is basically halted. The spines are not likely to be up by the time the 3 marines will come, because hellions won't arrive until later (greedy zergs will stay greedy). The only time they will have spines ready by the time those marines come is if you 2 rax. Using the marines you have, do lots of kiting and deal any free damage you can until hellions arrive. Make sure the marines are at a good distance between enemy Zerg units that are approaching the marines (remember you want your units to be alive and unharmed). Your initial 3 marine pressure will trigger an alarm to the Zerg (no droning, but lots of Zerglings!)

Normally if this was a 2 rax pressure, you might eventually get overwhelmed by the sheer Zerglings count if you over-commit. However, we have the perfect unit rallied that won't be overwhelmed by Zerglings anytime soon… hellions. Not only do hellions deal good splash damage to roast Zerglings, but they move really fast and zerg can't have speed that early. Your 3 marines will be safe once the hellions arrive.

[image loading]
Help has arrived!

At this point, killing zerglings should be easier with the assistance of hellions. Don’t forget that more hellions and marines will come assist you. Once again, don’t overcommit and keep units alive with as much HP as possible. The more you force zerglings to be created, the more economic advantage you have. For every zergling you kill, you force another to be remade instead of a drone. For every queen you kill, you force the zerg to remake that queen and reduce their production capabilities and stall lair tech. For every spine you kill before it is established, you can continue your aggression.

[image loading]
A supply lead, worker lead, and Command Center on the way… AND the aggression is still going

[image loading]
Banshees delay a 3rd base, allowing the supply and economic lead to grow. In addition, a big marine tank medivac army is coming in the next 2-3 minutes.

[image loading]
36 workers killed, 3 base terran vs 2 base zerg with 50 supply lead. Yup the aggression helped no doubt.


Transitions:

+ Show Spoiler +
The beauty of a build like this is it's versatility – if your multitasking is solid, you can transition into any number of options based on the amount of damage you do and the scouting information you gain. Just remember that this isn’t too different from a reactor hellion opening other than, obviously, you build no reactors which allows you to produce earlier units. Any transition you normally do after reactor hellion can still be executed.

Option One: 1/1/1 Banshees (with or without cloak)
If you kill a queen or two with your early marine/hellion aggression, or even if you just want to continue applying constant pressure, banshees are a great option. You can add in a starport with your first 100gas after the factory and start producing banshees. Cloak is optional, you may do additional damage and force spore crawlers, but it is a significant investment.
For me, banshee transitions are my favorite because they force the zerg player to produce queens/spores (thus slowing their tech / droning). Banshees can also be used defensively in the event the zerg opponent goes for any type of roach timing attack or all-in (Zerg units can't attack air until lair). There are other small advantages, too, like placing a banshee at the zerg player's 3rd or clearing the xel-naga.

Option Two: Marine/Tank/Medivac
During your marine/hellion aggression, the first available 400 minerals should be used to build a command center. It will be up to you to determine, based on how many units you have and how much damage you deal, if you want to create your command center directly at your natural or in your main. Start a tech lab on the barracks and a reactor on the factory, thencreate 2 more barracks. By the time the reactor is finished, swap the factory with a barracks and start making a reactor on the 3rd barracks. The barracks with the tech lab should start researching stim (and combat shields afterward). Start a tech lab on the factory and create a starport. Make sure you get the 3rd gas geyser once your command center is finished. Whenever you can, also get double e-bays in order to keep even or ahead in upgrades. Once you get a steady marine army with 3 tanks, you have the option to push towards his 3rd base to take it down or sit back and grab a 3rdbase.

Option Three: Heavy Mech Transition
Rally the marines/banshees/hellions to the zerg front and constantly pressures with the 1/1/1. Start an expansion by 6:30. After expanding, put down 2 factories and an armory and starts massing hellions for a while, and eventually swapping buildings around top give the factories tech labs and using the starport to make a reactor. The ultimate goal is MASS hellion/thor. Eventually, you add a 3rd base and gets to a total of 5 factors producing tanks/thors/hellions until maxed. Keep constant upgrades on the armory to reach 2-2 by the time of the max-out push, at which point you can basically A-moves a giant mech army.


Replays:

+ Show Spoiler +

Stream Tutorial on TvZ 1/1/1 Opening: http://www.twitch.tv/tangsc/b/311978564

http://drop.sc/78716
The transition follows into expo + cloak banshee follow up + marine tank medivac push

http://drop.sc/95322
Shows pure 1/1/1 with marine hellion aggression

http://drop.sc/68978
ST_Rainbow shows his trademark early marine/hellion/banshee aggression with a thor-heavy transition.


Q&A:

+ Show Spoiler +
NOTE: I've answered these questions myself, but encourage others to share their insights.

1. Is this build an all in?
No, it’s not an all in. If you want to call this an all in, you might as well call a reactor hellion an all in. It's a versatile and aggressive opening, with plenty of viable macro transitions.
2. What maps is it best to use this build on?
Any map that features a short-mid rush distance. If the map happens to have a open natural, its even better. (Such as metapolis, shattered temple)
3. How can a zerg know if it’s a reactor hellion expo or a marine hellion pressure?
They honestly don’t. Even if they know its coming, they literally have like 20 seconds to respond to it. They can only know if they see a reactor is being made after the 2nd marine (Marines are guarding).
4. So… instead of 2 rax, its 1 rax 1 fac aggression?
Yes it is. Instead of your 2nd and 3rd marine from that 2nd rax, it’s a hellion. Hellions are fast, splash damage, rallys to your destination faster compared to your marine rally. So in a different sense, this aggression is better than 2 rax and allows higher tech abit easier as a transition compared to 2 rax.


Feedback Poll:

+ Show Spoiler +
Poll: Is this build better or worse than standard reactor hellions?

I think the reactor hellion pressure is a more effective opening. (17)
 
55%

I think the 1/1/1 without add-ons is a more effective opening. (14)
 
45%

31 total votes

Your vote: Is this build better or worse than standard reactor hellions?

(Vote): I think the 1/1/1 without add-ons is a more effective opening.
(Vote): I think the reactor hellion pressure is a more effective opening.



Courtesy of www.TangStarcraft.com
oOOoOphidian
Profile Joined January 2011
United States1402 Posts
Last Edited: 2012-03-17 19:45:25
March 17 2012 19:43 GMT
#2
I used to use this style, but it's incredibly cheesy. It relies entirely on the zerg player skipping the standard spine crawler and delaying ling speed a lot. The medivac variation is a better followup than cloaked banshees as well, which is how rainbow has been doing it more recently. I much prefer MKP's gas first reactor rax+hellion+medivac build, which also leads into an expansion better than rainbow's build.

That said, in lower leagues or against players who cut corners even just the first 3 marines and hellion can end the game, so it's a fun micro build that can be worth practicing just to improve your unit control skills.
Creator of sc2unmasked.com
HyperionDreamer
Profile Blog Joined June 2011
Canada1528 Posts
March 17 2012 19:45 GMT
#3
Have you ever tried this going gas first to get the hellion that much faster?

I used to do it all the time a few months ago in low master, and i had a remarkable amount of success with it (getting a significant amount of damage done) with just marines+hellions.
BW4life! Jaedong ~ Savior ~ Shine ; "drowning sorrows in late night infomercials" - bnYsooch
Qntc.YuMe
Profile Joined January 2011
United States792 Posts
March 17 2012 19:48 GMT
#4
On March 18 2012 04:45 HyperionDreamer wrote:
Have you ever tried this going gas first to get the hellion that much faster?

I used to do it all the time a few months ago in low master, and i had a remarkable amount of success with it (getting a significant amount of damage done) with just marines+hellions.

i dont do gas first cuz it delays marines alot. Those marines are important for initial pressure.
Qntc.YuMe
Profile Joined January 2011
United States792 Posts
March 17 2012 19:55 GMT
#5
On March 18 2012 04:43 oOOoOphidian wrote:
I used to use this style, but it's incredibly cheesy. It relies entirely on the zerg player skipping the standard spine crawler and delaying ling speed a lot. The medivac variation is a better followup than cloaked banshees as well, which is how rainbow has been doing it more recently. I much prefer MKP's gas first reactor rax+hellion+medivac build, which also leads into an expansion better than rainbow's build.

That said, in lower leagues or against players who cut corners even just the first 3 marines and hellion can end the game, so it's a fun micro build that can be worth practicing just to improve your unit control skills.


Well medivac is good too but the reason why i like banshees better is because if a zerg does some kind of counter attack (roaches?), banshees help alot. Its just safer play. Medivac wont really save you from a counter all in if you do good amount of damage on the zerg.
Honeybear21
Profile Joined August 2011
149 Posts
March 17 2012 19:56 GMT
#6
3 marines when standard hellion expand is only 2? if zerg has any scouting at all in their top master experience they would know that its not normal.
Qntc.YuMe
Profile Joined January 2011
United States792 Posts
Last Edited: 2012-03-17 19:59:32
March 17 2012 19:59 GMT
#7
On March 18 2012 04:56 Honeybear21 wrote:
3 marines when standard hellion expand is only 2? if zerg has any scouting at all in their top master experience they would know that its not normal.

No there are some players who do 3 marines then get reactor for hellion play. I know major sometimes does this.

U honestly cant look at the rax making the 3rd marine with 2 marines guarding. Unless you really willing to sack a overlord just to see the barracks lol (Not worth it)
oOOoOphidian
Profile Joined January 2011
United States1402 Posts
March 17 2012 20:08 GMT
#8
While the banshee can be helpful defensively, it tends to be poor offensively. This particular opener was used a lot in the past for cloaked banshee builds or 2 port and most zerg players will react with blind spores/extra queens, especially when they see you targeting down their queens. If you scout a roach all-in coming you can pretty easily transition into banshees anyway. The medivac play simply lets you do a lot more damage and lends well to blue flame drops later. Cloaked banshees are a good way to open into mech, but both ways have their advantages and if you go for medivacs it is less of an investment that can do more damage.
Creator of sc2unmasked.com
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
March 17 2012 20:12 GMT
#9
On March 18 2012 04:59 OpTiKDream wrote:
Show nested quote +
On March 18 2012 04:56 Honeybear21 wrote:
3 marines when standard hellion expand is only 2? if zerg has any scouting at all in their top master experience they would know that its not normal.

No there are some players who do 3 marines then get reactor for hellion play. I know major sometimes does this.

U honestly cant look at the rax making the 3rd marine with 2 marines guarding. Unless you really willing to sack a overlord just to see the barracks lol (Not worth it)

I do 3-4 marines into a reactor, because I do 16 gas. He's 100% right, 2 is standard, but not always true.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
Qntc.YuMe
Profile Joined January 2011
United States792 Posts
March 17 2012 20:13 GMT
#10
On March 18 2012 05:08 oOOoOphidian wrote:
While the banshee can be helpful defensively, it tends to be poor offensively. This particular opener was used a lot in the past for cloaked banshee builds or 2 port and most zerg players will react with blind spores/extra queens, especially when they see you targeting down their queens. If you scout a roach all-in coming you can pretty easily transition into banshees anyway. The medivac play simply lets you do a lot more damage and lends well to blue flame drops later. Cloaked banshees are a good way to open into mech, but both ways have their advantages and if you go for medivacs it is less of an investment that can do more damage.

For every spore they make u killed drones. For every queen you force out , their lair can stall. Its always good

Plus banshees can be used to camp at their 3rd. They need lair units to knock out that banshee, it is going to stall their economy alot. No matter how hard they drone, they are still on 2 base while you can get 3rd.
LiLSighKoh
Profile Blog Joined October 2010
United States588 Posts
Last Edited: 2012-03-17 20:21:54
March 17 2012 20:19 GMT
#11
Maybe it's me, but the stream tutorial has very choppy audio in the early stages of the video, it lasts about until the end of the video.
"Want some? Go get some!"
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
March 17 2012 20:21 GMT
#12
On March 18 2012 05:19 LiLSighKoh wrote:
Maybe it's me, but the stream tutorial has very choppy audio in the early stages of the video.

That's my fault, sorry for the audio quality. I hope you get value out of it.
Coaching www.allin-academy.com | Team www.All-Inspiration.com
Qntc.YuMe
Profile Joined January 2011
United States792 Posts
Last Edited: 2012-03-17 20:22:58
March 17 2012 20:22 GMT
#13
On March 18 2012 05:19 LiLSighKoh wrote:
Maybe it's me, but the stream tutorial has very choppy audio in the early stages of the video, it lasts about until the end of the video.

@30:18 - the audio is fixed if that helps
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
March 17 2012 20:23 GMT
#14
This is not a new build, and Zerg players should be making 2 lings after their pool pops so that they can see things like this coming.

My typical 7 roach push deals with builds like this very efficiently. That being said, there is a moment, after the drone scout and before the lings where Z is completely blind. Mixing something like this in every now and then COULD catch some greedier Zergs offguard, so its not a bad build by any means.
As it turns out, marines don't actually cost any money -Jinro
LiLSighKoh
Profile Blog Joined October 2010
United States588 Posts
March 17 2012 20:25 GMT
#15
On March 18 2012 05:21 TangSC wrote:
Show nested quote +
On March 18 2012 05:19 LiLSighKoh wrote:
Maybe it's me, but the stream tutorial has very choppy audio in the early stages of the video.

That's my fault, sorry for the audio quality. I hope you get value out of it.

It actually gives a lot of value. My current TvZ build is Boxer's TvT build, speed reaper/3 helion drop, into mech. I'll have to try this out. Thank you all for writing up a guide
"Want some? Go get some!"
oOOoOphidian
Profile Joined January 2011
United States1402 Posts
March 17 2012 20:33 GMT
#16
On March 18 2012 05:13 OpTiKDream wrote:
Show nested quote +
On March 18 2012 05:08 oOOoOphidian wrote:
While the banshee can be helpful defensively, it tends to be poor offensively. This particular opener was used a lot in the past for cloaked banshee builds or 2 port and most zerg players will react with blind spores/extra queens, especially when they see you targeting down their queens. If you scout a roach all-in coming you can pretty easily transition into banshees anyway. The medivac play simply lets you do a lot more damage and lends well to blue flame drops later. Cloaked banshees are a good way to open into mech, but both ways have their advantages and if you go for medivacs it is less of an investment that can do more damage.

For every spore they make u killed drones. For every queen you force out , their lair can stall. Its always good

Plus banshees can be used to camp at their 3rd. They need lair units to knock out that banshee, it is going to stall their economy alot. No matter how hard they drone, they are still on 2 base while you can get 3rd.

The point is that if they have a spine or speed your initial pressure does no damage and they can easily afford to build one extra queen and two spores without delaying their lair. The banshee path can't put on adequate pressure to really delay the zerg like the build is meant to, especially if the initial harass fails.
Creator of sc2unmasked.com
Qntc.YuMe
Profile Joined January 2011
United States792 Posts
Last Edited: 2012-03-17 20:39:32
March 17 2012 20:37 GMT
#17
On March 18 2012 05:33 oOOoOphidian wrote:
Show nested quote +
On March 18 2012 05:13 OpTiKDream wrote:
On March 18 2012 05:08 oOOoOphidian wrote:
While the banshee can be helpful defensively, it tends to be poor offensively. This particular opener was used a lot in the past for cloaked banshee builds or 2 port and most zerg players will react with blind spores/extra queens, especially when they see you targeting down their queens. If you scout a roach all-in coming you can pretty easily transition into banshees anyway. The medivac play simply lets you do a lot more damage and lends well to blue flame drops later. Cloaked banshees are a good way to open into mech, but both ways have their advantages and if you go for medivacs it is less of an investment that can do more damage.

For every spore they make u killed drones. For every queen you force out , their lair can stall. Its always good

Plus banshees can be used to camp at their 3rd. They need lair units to knock out that banshee, it is going to stall their economy alot. No matter how hard they drone, they are still on 2 base while you can get 3rd.

The point is that if they have a spine or speed your initial pressure does no damage and they can easily afford to build one extra queen and two spores without delaying their lair. The banshee path can't put on adequate pressure to really delay the zerg like the build is meant to, especially if the initial harass fails.

Well thats why this build is designed around maps, not because its a set mechanical build. If their natural is wide and open, they need more than 1 spines just to defend. Also you units can camp outside his base to "scare" him. If you constantly rallied your units and he sees your units, you might get worried if he starts pushing regardless of spine or not. Its same case as 2 rax where the zerg has spine up but marines are constantly rallied and you never know if they just burst in. Should you drone or make zerglings? eitherway the "possibility" of the threat is always there that keeps the zerg uncertain.

this build is always good to have as a best of 5 or something, not because its a mainstream build that will overtake reactor hellion. Its always good to have a build other than 2 rax to punish zerg while retaining a higher tech. I understand your point why you believe it isnt a good build, but i believe it isnt as bad as you think. While zerg is on 2 base, the terran can get really greedy just because no aggresion will ever come out of the zerg if they just sit there defending with loads of spines and spores. Infact, thats kinda the goal we want
oOOoOphidian
Profile Joined January 2011
United States1402 Posts
Last Edited: 2012-03-17 20:56:21
March 17 2012 20:55 GMT
#18
You are responding as though I have never used this build. My TvZ was almost exclusively this build for months until I noticed glaring problems with it. The medivac followup is simply much better at shoring up the weaknesses and keeping it strong. Yes on a map like metalopolis it is slightly easier to do the harass in the beginning, but if the spine is positioned properly it still shuts down the entire harass and if the zerg gets speed the build falls apart. With a medivac you can deal with speedlings and ignore spines. While 3 queens targeting the medivac can also shut that down, as most zergs have learned, you can simply go home or deny creep, which is something banshees don't really accomplish as well. In general my advice was that if you plan to go mech, going cloak banshee off this opener makes a lot of sense (which is what rainbow does most of the time), but if you are going bio it is a suboptimal build that is very gimmicky.

As I mentioned before, MKP's gas first reactor rax marine/hellion/medivac build is even stronger than either of rainbow's variations (cloak banshee or medivac), as it has a lot more marines and hits faster. He often follows up with unsieged tanks and some fairly bizarre pressures while expanding. He did it at least once in GSL and a few times in online tournaments. I recommend looking into that build.
Creator of sc2unmasked.com
Qntc.YuMe
Profile Joined January 2011
United States792 Posts
March 17 2012 20:58 GMT
#19
On March 18 2012 05:55 oOOoOphidian wrote:
You are responding as though I have never used this build. My TvZ was almost exclusively this build for months until I noticed glaring problems with it. The medivac followup is simply much better at shoring up the weaknesses and keeping it strong. Yes on a map like metalopolis it is slightly easier to do the harass in the beginning, but if the spine is positioned properly it still shuts down the entire harass and if the zerg gets speed the build falls apart. With a medivac you can deal with speedlings and ignore spines. While 3 queens targeting the medivac can also shut that down, as most zergs have learned, you can simply go home or deny creep, which is something banshees don't really accomplish as well. In general my advice was that if you plan to go mech, going cloak banshee off this opener makes a lot of sense (which is what rainbow does most of the time), but if you are going bio it is a suboptimal build that is very gimmicky.

As I mentioned before, MKP's gas first reactor rax marine/hellion/medivac build is even stronger than either of rainbow's variations (cloak banshee or medivac), as it has a lot more marines and hits faster. He often follows up with unsieged tanks and some fairly bizarre pressures while expanding. He did it at least once in GSL and a few times in online tournaments. I recommend looking into that build.

well, thats just matter of opinion then.
phiinix
Profile Blog Joined February 2011
United States1169 Posts
March 17 2012 21:20 GMT
#20
Maybe it's the bias I have towards anything that's churned out of a Tang collab but I feel like this is a very sub par build. I feel like if you're going to open rax, fact, expand, you can either go reactor marine and get more marines, go reactor hellion and get more hellions, or choose this sort of middle of the road not-a-lot-of-marines-and-not-a-lot-of-hellions. It seems to rely on being unconventional to do damage. What's the reasoning for not getting a reactor?

Also, do 3 marines really do that much damage? (the following is speculation) I feel like a queen and a couple drones are more than enough to hold, and by the time the hellion arrives, the spine is done/almost done. Your opponent imo had horrible spine placement in the ss. Why was it all the way on the left? Why not, i don't know, guarding the entrance to the main?
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