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[G] TvP 2 Rax - Page 2
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Debian
Canada95 Posts
http://www.youtube.com/user/HalbyStarcraft | ||
MateShade
Australia736 Posts
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Chaggi
Korea (South)1936 Posts
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Yoshi Kirishima
United States10089 Posts
well done, and thanks for making! | ||
FabledIntegral
United States9232 Posts
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Sated
England4983 Posts
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tuestresfat
2555 Posts
On June 01 2012 01:47 Chaggi wrote: It's a really solid build but you do need good control for it. So solid that the earliest your expo goes up is when his is already complete. You only need to kill ~8 probes to pull even, but hey there's a chance your opponent is terrible and you just win the game. This build is so dated and completely unviable on some maps. Almost every 1gate FE variant holds this convincingly (the ones that don't have died away) and it's basically a free win when you do hold it. | ||
Plansix
United States60190 Posts
On June 01 2012 02:04 Sated wrote: I'm pretty sure that I once heard Axslav say on his stream that losing to a 2rax opening is one of the most embarrassing things that can happen in a PvT. That said, I open 2gate FE in PvT because I am scared of this build :3 Definitely a good build to learn for lower-level Terran players, but I think that it is a bit of a coin-flip against better opponent's because you are relying on them being too greedy (which you can't really scout) or botching their control (which is pure luck). EDIT: This guide is really well-written, by the way. Terran and Zerg players definitely need more people willing to write guides; Protoss has an abundance of awesome guide-writers at the moment and T/Z don't seem to have as many! Losing to a pressure build is always embarrassing if it happens. This build isn't designed to kill, but to delay the expansion or deny mining for a while. If the terran loses all of his units during the pressure, that is also pretty embarrassing. On some of the smaller maps, this build shows up at my door step before I have enough to deal with it if I went 1 gate FE. But it is one of those builds where terran needs to know when to go home and how to macro behind the pressure. It is harder than 1 rax FE because you are being agressive while macroing. The protoss can catch that tiny army with FFs if the terran is not ready to pull back. | ||
Whatson
United States5353 Posts
Great guide, I really appreciated the map selection part, since I haven't been sure which maps to use this build on with the current map pool | ||
ShaneFeit
92 Posts
However I push with 2 marauders. 2 rax notes Hide your first marauder from the ramp. Concussive will be done around the time of the second marauder, dont forget STIM! The 2 scvs joining the fight can be sent out a little bit after the main army pushes out. Push with marines up front and marauders out of vision up to the watch tower. If the protoss sees the marauders he will know exactly whats coming and start chronoboosting his gateways. Try to get the stalker at the watch tower to chase your marines back towards your marauders, catch them with concussive! DO NOT forget to start your expansion while you are pushing the protoss, even a short delay on this will put you far behind. Leave an idle scv at natural or in main to quickly build it during fighting. This guide needs to include how you react to protoss openings, because not pushing just because the protoss is on 1 base is wrong, as you then miss a timing to punish one base void ray, stalker, collosus, or DT. | ||
Plansix
United States60190 Posts
On June 01 2012 02:24 ShaneFeit wrote: This is still a good build. Here are some other good things to think about when doing this push, which is from an old post I made on this push months ago (http://www.teamliquid.net/forum/viewmessage.php?topic_id=312554). However I push with 2 marauders. 2 rax notes Hide your first marauder from the ramp. Concussive will be done around the time of the second marauder, dont forget STIM! The 2 scvs joining the fight can be sent out a little bit after the main army pushes out. Push with marines up front and marauders out of vision up to the watch tower. If the protoss sees the marauders he will know exactly whats coming and start chronoboosting his gateways. Try to get the stalker at the watch tower to chase your marines back towards your marauders, catch them with concussive! DO NOT forget to start your expansion while you are pushing the protoss, even a short delay on this will put you far behind. Leave an idle scv at natural or in main to quickly build it during fighting. This guide needs to include how you react to protoss openings, because not pushing just because the protoss is on 1 base is wrong, as you then miss a timing to punish one base void ray, stalker, collosus, or DT. These are good tips and should be added, specificlly the part about hiding the marauder. The marauder is going to send the protoss right into "oh shit mode", which could include chrono boost or cutting probes to get out a few extra units. Although you want that, it is far more effective if it happens when you are on his doorstep. | ||
Cycle
United States300 Posts
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DawN883
Sweden558 Posts
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sour_eraser
Canada932 Posts
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ChoboDane
Denmark98 Posts
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Yoshi Kirishima
United States10089 Posts
On June 01 2012 06:40 ChoboDane wrote: A great guide to a not-so great build. It can be a good idea to use this build if you know/think your opponent is going with a greedy expansion build. You can punish them with this. So use it everygame? Probably not. But occasionally, sure. (Like in BoX) | ||
cristo1122
Australia505 Posts
On June 01 2012 07:56 Yoshi Kirishima wrote: It can be a good idea to use this build if you know/think your opponent is going with a greedy expansion build. You can punish them with this. So use it everygame? Probably not. But occasionally, sure. (Like in BoX) indeed this probly not be a standard build but would be good to have in the arsenal | ||
djshinE
12 Posts
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Dingobloo
Australia1903 Posts
Still something you should learn, but not really standard at the moment. Great guide, good to see you're using anchors instead of spoiler tags to break up the guide! | ||
nath
United States1788 Posts
this build is good for dictating the pace of the game nad that alone gives it merit, although vs good P you will end up economically behind, your tech is ahead and there are so many followups that P may not prepare properly for. heres the key for me: you tech and pressure, forcing P to stay low-tech+mass units. so you force them to delay their tech further while having a lot of gas for fast medivacs, upgrades, etc. i feel like its not good vs parting style play (2 base, heavy gate -> archives/storm) | ||
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