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[G] TvP 2 Rax - Page 2

Forum Index > StarCraft 2 Strategy
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Debian
Profile Blog Joined December 2011
Canada95 Posts
May 31 2012 16:40 GMT
#21
You guys should check out Halby for the 2-1-1 all in variants. He has been doing this for a long time and has a really good record with it.

http://www.youtube.com/user/HalbyStarcraft
MateShade
Profile Joined July 2011
Australia736 Posts
May 31 2012 16:45 GMT
#22
It's not very good on large maps now unfortunately
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
May 31 2012 16:47 GMT
#23
It's a really solid build but you do need good control for it.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10347 Posts
May 31 2012 16:55 GMT
#24
very well organized and nice looking

well done, and thanks for making!
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
May 31 2012 16:57 GMT
#25
I think you need to put emphasis to the user that if your 2rax does not do sufficient damage vs a nex first or 1gate FE, you are significantly far behind (I wouldn't quite call it an allin). For example, if you move in to attack, put on a little bit of pressure, but decide to retreat (and you don't lose any units but he doesn't either, maybe some pulled probes), then you're significantly behind. Of course, this never happens, you'll always try and make something work (I can't imagine where you'd ever retreat without losing units), but just saying that the build needs to get something accomplished. I've had games before where I'm able to handedly stop a 2rax without losing almost anything (maybe we traded evenly on rax vs gateway units and I lost 2-3 probes) and the other player simply GG'd out.
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2012-05-31 17:05:26
May 31 2012 17:04 GMT
#26
--- Nuked ---
tuestresfat
Profile Joined December 2010
2555 Posts
May 31 2012 17:08 GMT
#27
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
Profile Blog Joined April 2011
United States60190 Posts
May 31 2012 17:14 GMT
#28
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.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Whatson
Profile Blog Joined January 2012
United States5356 Posts
Last Edited: 2012-05-31 17:18:59
May 31 2012 17:18 GMT
#29
This is definitely one of the builds that every Terran player should master
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
¯\_(シ)_/¯
ShaneFeit
Profile Joined August 2011
92 Posts
May 31 2012 17:24 GMT
#30
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.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
May 31 2012 17:32 GMT
#31
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.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Cycle
Profile Blog Joined March 2011
United States300 Posts
May 31 2012 17:37 GMT
#32
This is like, the cleanest, most concise guide on TL. All other guides should follow this format imo
| chKCycle.551 | NA | Master League Random | Checkmate Gaming |
DawN883
Profile Joined November 2011
Sweden558 Posts
May 31 2012 18:03 GMT
#33
I thank you a thousand times for this. Really thank you
If the dead are not raised, Let us eat and drink, for tomorrow we die
sour_eraser
Profile Joined March 2011
Canada932 Posts
May 31 2012 21:21 GMT
#34
Thanks for the guide. Interesting how MKP gets 17 OC. Never thought or saw that before o_O
"What's the f*cking point of censoring a letter if everyone and their mother knows what it stands for.... F*cking morons"
ChoboDane
Profile Joined January 2012
Denmark98 Posts
May 31 2012 21:40 GMT
#35
A great guide to a not-so great build.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10347 Posts
May 31 2012 22:56 GMT
#36
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)
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
cristo1122
Profile Blog Joined November 2010
Australia505 Posts
May 31 2012 22:59 GMT
#37
On June 01 2012 07:56 Yoshi Kirishima wrote:
Show nested quote +
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)


indeed this probly not be a standard build but would be good to have in the arsenal
ZvP imbalanced blizzards solution nerf terran
djshinE
Profile Joined June 2012
12 Posts
June 01 2012 00:31 GMT
#38
This is actually one of my favorite builds since most tosses go 1 gate FE anyways.
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
June 01 2012 00:31 GMT
#39
2rax is still good, but it's not very well suited to the current map pool, all the current maps are made to support FFE in PvZ, so are generally very closed, additionally most of them have reasonably long rush distances.

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
Profile Blog Joined May 2010
United States1788 Posts
Last Edited: 2012-06-01 00:44:20
June 01 2012 00:41 GMT
#40
although the 2nd rax is too early to be reactionary, and the gas surely is, i think 2 rax is theoretically a good reactionary play to scouting no 2nd gas (4 gate or 1 gate FE). easily defend one, damage another. too bad the way the timings work, there is absolutely no way to do this...

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)
Founder of Flow Enterprises, LLC http://flow-enterprises.com/
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