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[D]8/8 proxy reaper rax tvt (and build intro) - Page 5

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GuiRao
Profile Joined July 2011
Spain29 Posts
March 24 2013 13:13 GMT
#81
Does anyone have a video or replay showing how to survive as terran without loosing a lot of workers?
puppylisk
Profile Joined February 2013
United States47 Posts
March 24 2013 13:32 GMT
#82
On March 24 2013 22:13 GuiRao wrote:
Does anyone have a video or replay showing how to survive as terran without loosing a lot of workers?


I have found the best way to handle this with taking minimal damage is by opening 12rax reaper (then getting a 14 or 15rax and go 2rax reaper) just make sure you don't lose your first reaper, and you will be fine against it
http://www.twitch.tv/puppylisk
GuiRao
Profile Joined July 2011
Spain29 Posts
March 24 2013 13:36 GMT
#83
On March 24 2013 22:32 puppylisk wrote:
Show nested quote +
On March 24 2013 22:13 GuiRao wrote:
Does anyone have a video or replay showing how to survive as terran without loosing a lot of workers?


I have found the best way to handle this with taking minimal damage is by opening 12rax reaper (then getting a 14 or 15rax and go 2rax reaper) just make sure you don't lose your first reaper, and you will be fine against it


What about building a bunker?
puppylisk
Profile Joined February 2013
United States47 Posts
March 24 2013 13:39 GMT
#84
On March 24 2013 22:36 GuiRao wrote:
Show nested quote +
On March 24 2013 22:32 puppylisk wrote:
On March 24 2013 22:13 GuiRao wrote:
Does anyone have a video or replay showing how to survive as terran without loosing a lot of workers?


I have found the best way to handle this with taking minimal damage is by opening 12rax reaper (then getting a 14 or 15rax and go 2rax reaper) just make sure you don't lose your first reaper, and you will be fine against it


What about building a bunker?


reapers can easily outmaneuver bunkers, in my opinion your safest bet is to also open reapers, if you didn't scout and they hit you unexpectedly while you didn't open reapers, it generally results in a loss, you can try to bunker in that situation but you still most likely end up behind, not necessarily dead though
http://www.twitch.tv/puppylisk
govie
Profile Blog Joined November 2012
9334 Posts
March 24 2013 14:10 GMT
#85
On March 24 2013 22:39 puppylisk wrote:
Show nested quote +
On March 24 2013 22:36 GuiRao wrote:
On March 24 2013 22:32 puppylisk wrote:
On March 24 2013 22:13 GuiRao wrote:
Does anyone have a video or replay showing how to survive as terran without loosing a lot of workers?


I have found the best way to handle this with taking minimal damage is by opening 12rax reaper (then getting a 14 or 15rax and go 2rax reaper) just make sure you don't lose your first reaper, and you will be fine against it


What about building a bunker?


reapers can easily outmaneuver bunkers, in my opinion your safest bet is to also open reapers, if you didn't scout and they hit you unexpectedly while you didn't open reapers, it generally results in a loss, you can try to bunker in that situation but you still most likely end up behind, not necessarily dead though


Dont change your build, if u dont have too.
The two NBA teams in states with legal weed are called the Nuggets and the Blazers...
TheDwf
Profile Joined November 2011
France19747 Posts
March 24 2013 17:16 GMT
#86
I don't understand all the fuss over this. Unless I missed something 8-8-8 is awful, whether he goes OC or not… It loses to any continuous production from the first Barracks as long as you take some appropriate measures.

Two days ago, BratOK did this build (using the OC and delayed 1X second rax variant) against me with like five seconds distance between his proxy Barracks and my mineral line, and I had no trouble defending despite being braindead and not even really recognizing it with my scouting SCV. The procedure is simple: retain your first Marine, build a Bunker as a shelter near the Barracks so Marines cannot be picked off by Reapers as they move out of the Barracks, all Marines together at one of the possible edges to have a chance to welcome Reapers as they make the jump, Factory as soon as possible (I went gas 15 so it was even late), one Mine or Hellions, gg.

If we examine the most all-in version i. e. 8-8-8-8 completely skipping OC, we have the first Reaper being complete at ~3'15 (next ones at 4'00, 4'45, 5'30, etc.) and the second Barracks ending at ~3'30 (with Reapers moving out at 4'15, 5'00, 5'45, etc.). Let us immediately remember that 8-8-8 has a grand total of 4 SCVs mining minerals, i. e. 180 minerals per minut assuming those SCVs are on close patches, which means you have as much economy even if you have only your MULE mining. You can thus pull SCVs liberally to protect your first Marines and/or Reapers and still be convincingly ahead…

At the beginning of the attack, the 8-8-8 has only a ~20 seconds window (give or take a few seconds depending on the distance of the proxy) in which he has the advantage, i. e. one Reaper vs one Marine. This means you simply have to hide/protect this first Marine until the second one joins the party (at 3'35), after which you have 2 Marines vs 1 Reaper. Then the second Reaper comes at 4'00, by which time your third Marine is out, which means you still prevail at 3:2 with basic micro (and just like in the 2:1 situation, you still have the option to use 2-3 SCVs as a buffer). If your opponent went OC and a delayed second rax, his rush is effectively stopped because the production of the extra Barracks will come too late (complete at like ~4'45) to do anything; when the third Reaper is there at 4'45, you're on the verge of having your fifth Marine, and fending him off with 5:3 or even 4:3 with some SCVs to shield is not difficult. At any rate, if you went gas 13 your Factory is complete at ~4'25, which means his rush is completely dead shortly after 5'05 because there might be a Mine anywhere on the field for a trap (Hellions are also a possibility).

Now for the 8-8-8-8… The Reaper count increases faster, but it's still not enough to break a well-executed defence. Instead of having one Reaper at 3'15, two at 4'00, three at 4'45 and five at 5'30, the 8-8-8-8 variant (which, let us not forget it, is completely all-in) has three at 4'15, four at 4'45 and five at 5'00. Thus a build having continuous Marine production will have 4 Marines vs 3 Reapers at 4'25. In the open Reapers can win this fight, but the defender still has up to 15 SCVs ready to give their life to shield those Marines and stall long enough to get a Mine or a Hellion. The windows of vulnerability can be seen as below:

[image loading]

In blue, the timing of the first 4 Reapers from his first rax.
In purple, I underlined the advantage 8-8-8-8 has over 8-8-8-1X in terms of Reaper count.
In yellow (8-8-8-1X) and red (8-8-8-8), the windows of vulnerability a continuous Marine defence has if Marines face Reapers alone in the open (which, as you understand, should therefore not happen, i. e. you have to use either SCVs or a Bunker to shield and retain those Marines). Just play cautiously with your Marines during those few moments and you'll be fine.

For Reapers openings (either rax 11 gas 11 or rax 12 gas 12), you should have no trouble whatsoever. Just watch Mvp vs YoDa, Akilon Wastes, IEM, without the wrong sortie from Mvp and you see how he can easily defend while remaining miles ahead. Against 8-8-8-8 you probably want a second rax as soon as possible while still heading for Factory. Your opponent will be ahead in the Reaper count, but you have SCVs anyway.

If you opened gasless, you probably get one Bunker near your Barracks and +1-2 rax as soon as possible depending on the variation he uses.

Blunders to avoid:
- Don't lose your first Marine to avoid the snowball effect.
- No production cut on your Barracks! Naturally you don't get any Reactor on it.

TLDR; Marine and/or Reaper retention using SCVs and a Bunker somewhere to avoid the pitfall of losing too much in the few windows of vulnerability (see picture), Factory as soon as possible for Hellions or a Mine and you're golden.
Ncinerate
Profile Joined October 2010
172 Posts
Last Edited: 2013-03-24 19:04:34
March 24 2013 18:59 GMT
#87
I was fiddling with the build a bit:

Send scouting worker immediately (literally 2 seconds into the game, right after you start building your first SCV)
6 - scv
7 - scv
8 - scv
:54 9 - DEPOT with the PROXY scv, do NOT pull workers to build this, use the proxy scv and build it the instant you have 100 minerals - this will become your proxy location

1:26 9 - barracks (with proxy SCV)

1:37 9 - Refinery
9 - SCV
10 - SCV
@ refinery completion, put 3 on gas IMMEDIATELY

2:38 build first reaper

2:34 13 build barracks #2 at proxy

3:07 BUILD ORBITAL COMMAND RIGHT NOW! Timing is critical on this one.

13 Reaper #2

15 Reaper #3

17 Reaper #4

3:40 Orbital finished, immediately drop a mule. Send another SCV forward to the proxy and get barracks #3 and #4 started ASAP without slowing down reaper production.

The early orbital really adds power to the followup. You can pretty immediately lay down a second Ref, add factories, bunker at the front, etc etc etc. Makes up for the low SCV count just a bit. There might even be room here for an SCV+reaper all-in timing, although I wonder if you could break a full wall quick enough to make it valid.
govie
Profile Blog Joined November 2012
9334 Posts
March 24 2013 21:26 GMT
#88
On March 25 2013 02:16 TheDwf wrote:
I don't understand all the fuss over this. Unless I missed something 8-8-8 is awful, whether he goes OC or not… It loses to any continuous production from the first Barracks as long as you take some appropriate measures.

Two days ago, BratOK did this build (using the OC and delayed 1X second rax variant) against me with like five seconds distance between his proxy Barracks and my mineral line, and I had no trouble defending despite being braindead and not even really recognizing it with my scouting SCV. The procedure is simple: retain your first Marine, build a Bunker as a shelter near the Barracks so Marines cannot be picked off by Reapers as they move out of the Barracks, all Marines together at one of the possible edges to have a chance to welcome Reapers as they make the jump, Factory as soon as possible (I went gas 15 so it was even late), one Mine or Hellions, gg.

If we examine the most all-in version i. e. 8-8-8-8 completely skipping OC, we have the first Reaper being complete at ~3'15 (next ones at 4'00, 4'45, 5'30, etc.) and the second Barracks ending at ~3'30 (with Reapers moving out at 4'15, 5'00, 5'45, etc.). Let us immediately remember that 8-8-8 has a grand total of 4 SCVs mining minerals, i. e. 180 minerals per minut assuming those SCVs are on close patches, which means you have as much economy even if you have only your MULE mining. You can thus pull SCVs liberally to protect your first Marines and/or Reapers and still be convincingly ahead…

At the beginning of the attack, the 8-8-8 has only a ~20 seconds window (give or take a few seconds depending on the distance of the proxy) in which he has the advantage, i. e. one Reaper vs one Marine. This means you simply have to hide/protect this first Marine until the second one joins the party (at 3'35), after which you have 2 Marines vs 1 Reaper. Then the second Reaper comes at 4'00, by which time your third Marine is out, which means you still prevail at 3:2 with basic micro (and just like in the 2:1 situation, you still have the option to use 2-3 SCVs as a buffer). If your opponent went OC and a delayed second rax, his rush is effectively stopped because the production of the extra Barracks will come too late (complete at like ~4'45) to do anything; when the third Reaper is there at 4'45, you're on the verge of having your fifth Marine, and fending him off with 5:3 or even 4:3 with some SCVs to shield is not difficult. At any rate, if you went gas 13 your Factory is complete at ~4'25, which means his rush is completely dead shortly after 5'05 because there might be a Mine anywhere on the field for a trap (Hellions are also a possibility).

Now for the 8-8-8-8… The Reaper count increases faster, but it's still not enough to break a well-executed defence. Instead of having one Reaper at 3'15, two at 4'00, three at 4'45 and five at 5'30, the 8-8-8-8 variant (which, let us not forget it, is completely all-in) has three at 4'15, four at 4'45 and five at 5'00. Thus a build having continuous Marine production will have 4 Marines vs 3 Reapers at 4'25. In the open Reapers can win this fight, but the defender still has up to 15 SCVs ready to give their life to shield those Marines and stall long enough to get a Mine or a Hellion. The windows of vulnerability can be seen as below:

[image loading]

In blue, the timing of the first 4 Reapers from his first rax.
In purple, I underlined the advantage 8-8-8-8 has over 8-8-8-1X in terms of Reaper count.
In yellow (8-8-8-1X) and red (8-8-8-8), the windows of vulnerability a continuous Marine defence has if Marines face Reapers alone in the open (which, as you understand, should therefore not happen, i. e. you have to use either SCVs or a Bunker to shield and retain those Marines). Just play cautiously with your Marines during those few moments and you'll be fine.

For Reapers openings (either rax 11 gas 11 or rax 12 gas 12), you should have no trouble whatsoever. Just watch Mvp vs YoDa, Akilon Wastes, IEM, without the wrong sortie from Mvp and you see how he can easily defend while remaining miles ahead. Against 8-8-8-8 you probably want a second rax as soon as possible while still heading for Factory. Your opponent will be ahead in the Reaper count, but you have SCVs anyway.

If you opened gasless, you probably get one Bunker near your Barracks and +1-2 rax as soon as possible depending on the variation he uses.

Blunders to avoid:
- Don't lose your first Marine to avoid the snowball effect.
- No production cut on your Barracks! Naturally you don't get any Reactor on it.

TLDR; Marine and/or Reaper retention using SCVs and a Bunker somewhere to avoid the pitfall of losing too much in the few windows of vulnerability (see picture), Factory as soon as possible for Hellions or a Mine and you're golden.


Paradigmshift for all welldone! seeing ur post, u must be a math wizkid:D
The two NBA teams in states with legal weed are called the Nuggets and the Blazers...
genopath
Profile Joined December 2008
80 Posts
Last Edited: 2013-03-24 22:57:45
March 24 2013 22:57 GMT
#89
Hi. Can this build be optimized a little more by adding more SCVs? Maybe 88910 instead of 8888. Anyone have tried messing around with it a little?
BigJoe
Profile Joined January 2011
United States210 Posts
March 26 2013 00:06 GMT
#90
I actually tried this out except with 1 rax instead. My opponent (on ladder) did the 2rax version of this and I ended up winning. Not sure which one is better but I like it. Will upload replay later if anyone is interested
Kanaz
Profile Joined May 2010
Denmark658 Posts
March 26 2013 00:27 GMT
#91
I have tried this a couple of times now, except i proxy both rax, and it end being a 8 rax and a 11 rax.
So i resume scv production when i build first rax, and then i build the other rax right after at ~ 11 supply.
I havent lost with it yet, and i have met both 1 rax FE, 2 rax, and 1 rax 1 fac openings.
The bunker defense is not really worth it, since you can either go around, or camp production facilities.
Some people tries to block ramp cause of reactor helion openings, and that is usually instant loss right there.
I'm low / mid masters btw.
t_man700
Profile Joined April 2010
Canada4 Posts
March 26 2013 01:45 GMT
#92
On March 26 2013 09:27 Kanaz wrote:
I have tried this a couple of times now, except i proxy both rax, and it end being a 8 rax and a 11 rax.
So i resume scv production when i build first rax, and then i build the other rax right after at ~ 11 supply.
I havent lost with it yet, and i have met both 1 rax FE, 2 rax, and 1 rax 1 fac openings.
The bunker defense is not really worth it, since you can either go around, or camp production facilities.
Some people tries to block ramp cause of reactor helion openings, and that is usually instant loss right there.
I'm low / mid masters btw.


Could you please post a replay or two of this?
SCV ready
Kanaz
Profile Joined May 2010
Denmark658 Posts
March 26 2013 02:15 GMT
#93
Yes here you go.
I played sloppy in some of them, but won regardless.
http://www.sc2replays.eu/s/0gvy37
http://www.sc2replays.eu/s/nh37e2
http://www.sc2replays.eu/s/jx6o02

I tried it a few times to check it out, and i think it's a great build to mix into a BoX, if the right map is there.
Yokwe
Profile Joined December 2012
United States35 Posts
Last Edited: 2013-03-26 10:24:19
March 26 2013 10:22 GMT
#94
I have about a 60% win ratio with this build in all match ups, except in TvT I don't think it's ever worked. I don't see how it's hard to hold in TvT as long as you scout.

I saw someone do a 4rax reaper build off a decent economy (3 of the raxes were proxied) that looked much stronger than this.
"Pudding...wait for it....pops." - Bill Cosby
BBoyXELAnt
Profile Joined August 2012
United States22 Posts
March 26 2013 11:51 GMT
#95
On February 20 2013 22:42 Baum wrote:
Well, i really thought the new reaper is going to be even more useless than in WOL but these proxy reaper builds are really tough to deal with. I would like it if Blizzard stopped trying to make the reaper some kind of harass unit rather than just a resilient scouting unit. This would make it possible to give it a faster build time and make it more feasible to get a reaper while fast expanding.

In my opinion, its not as great a harass unit as it was in WoL. Blizzard nerfed its damage from 5 to 4.
My favorite part about Starcraft 2 is ctrl click Supply Depots + R. They all go down at once :D
Iron_
Profile Joined April 2010
United States389 Posts
March 26 2013 16:14 GMT
#96
On March 25 2013 02:16 TheDwf wrote:
I don't understand all the fuss over this. Unless I missed something 8-8-8 is awful, whether he goes OC or not… It loses to any continuous production from the first Barracks as long as you take some appropriate measures.

Two days ago, BratOK did this build (using the OC and delayed 1X second rax variant) against me with like five seconds distance between his proxy Barracks and my mineral line, and I had no trouble defending despite being braindead and not even really recognizing it with my scouting SCV. The procedure is simple: retain your first Marine, build a Bunker as a shelter near the Barracks so Marines cannot be picked off by Reapers as they move out of the Barracks, all Marines together at one of the possible edges to have a chance to welcome Reapers as they make the jump, Factory as soon as possible (I went gas 15 so it was even late), one Mine or Hellions, gg.

If we examine the most all-in version i. e. 8-8-8-8 completely skipping OC, we have the first Reaper being complete at ~3'15 (next ones at 4'00, 4'45, 5'30, etc.) and the second Barracks ending at ~3'30 (with Reapers moving out at 4'15, 5'00, 5'45, etc.). Let us immediately remember that 8-8-8 has a grand total of 4 SCVs mining minerals, i. e. 180 minerals per minut assuming those SCVs are on close patches, which means you have as much economy even if you have only your MULE mining. You can thus pull SCVs liberally to protect your first Marines and/or Reapers and still be convincingly ahead…

At the beginning of the attack, the 8-8-8 has only a ~20 seconds window (give or take a few seconds depending on the distance of the proxy) in which he has the advantage, i. e. one Reaper vs one Marine. This means you simply have to hide/protect this first Marine until the second one joins the party (at 3'35), after which you have 2 Marines vs 1 Reaper. Then the second Reaper comes at 4'00, by which time your third Marine is out, which means you still prevail at 3:2 with basic micro (and just like in the 2:1 situation, you still have the option to use 2-3 SCVs as a buffer). If your opponent went OC and a delayed second rax, his rush is effectively stopped because the production of the extra Barracks will come too late (complete at like ~4'45) to do anything; when the third Reaper is there at 4'45, you're on the verge of having your fifth Marine, and fending him off with 5:3 or even 4:3 with some SCVs to shield is not difficult. At any rate, if you went gas 13 your Factory is complete at ~4'25, which means his rush is completely dead shortly after 5'05 because there might be a Mine anywhere on the field for a trap (Hellions are also a possibility).

Now for the 8-8-8-8… The Reaper count increases faster, but it's still not enough to break a well-executed defence. Instead of having one Reaper at 3'15, two at 4'00, three at 4'45 and five at 5'30, the 8-8-8-8 variant (which, let us not forget it, is completely all-in) has three at 4'15, four at 4'45 and five at 5'00. Thus a build having continuous Marine production will have 4 Marines vs 3 Reapers at 4'25. In the open Reapers can win this fight, but the defender still has up to 15 SCVs ready to give their life to shield those Marines and stall long enough to get a Mine or a Hellion. The windows of vulnerability can be seen as below:

[image loading]

In blue, the timing of the first 4 Reapers from his first rax.
In purple, I underlined the advantage 8-8-8-8 has over 8-8-8-1X in terms of Reaper count.
In yellow (8-8-8-1X) and red (8-8-8-8), the windows of vulnerability a continuous Marine defence has if Marines face Reapers alone in the open (which, as you understand, should therefore not happen, i. e. you have to use either SCVs or a Bunker to shield and retain those Marines). Just play cautiously with your Marines during those few moments and you'll be fine.

For Reapers openings (either rax 11 gas 11 or rax 12 gas 12), you should have no trouble whatsoever. Just watch Mvp vs YoDa, Akilon Wastes, IEM, without the wrong sortie from Mvp and you see how he can easily defend while remaining miles ahead. Against 8-8-8-8 you probably want a second rax as soon as possible while still heading for Factory. Your opponent will be ahead in the Reaper count, but you have SCVs anyway.

If you opened gasless, you probably get one Bunker near your Barracks and +1-2 rax as soon as possible depending on the variation he uses.

Blunders to avoid:
- Don't lose your first Marine to avoid the snowball effect.
- No production cut on your Barracks! Naturally you don't get any Reactor on it.

TLDR; Marine and/or Reaper retention using SCVs and a Bunker somewhere to avoid the pitfall of losing too much in the few windows of vulnerability (see picture), Factory as soon as possible for Hellions or a Mine and you're golden.


Great post. I have hardly seen any Terran's on ladder so I have not had much experience yet. What is your usual scout timing to look for these kinds of shenanigans? I had been thinking to scout with my first reaper to save minerals, but this may put me in a bind vs this strat.
Ollz
Profile Joined May 2011
United Kingdom3 Posts
March 26 2013 17:33 GMT
#97
I've been going for a ridiculously early scout and getting 1 or 2 marauders with slow if I think I need them. Fortunately they're that common at high/dia low masters I can usually blind counter if the map's too big to scout in time.
Ruin
Profile Joined July 2011
United States271 Posts
March 26 2013 18:34 GMT
#98
I'm glad I don't play terran because this build looks crazy good. Good thing protoss vs protoss cheese sucks now because of the mothership core xD
UPro-BW
Profile Joined September 2012
81 Posts
March 26 2013 19:01 GMT
#99
On March 25 2013 02:16 TheDwf wrote:
I don't understand all the fuss over this. Unless I missed something 8-8-8 is awful, whether he goes OC or not… It loses to any continuous production from the first Barracks as long as you take some appropriate measures.

Two days ago, BratOK did this build (using the OC and delayed 1X second rax variant) against me with like five seconds distance between his proxy Barracks and my mineral line, and I had no trouble defending despite being braindead and not even really recognizing it with my scouting SCV. The procedure is simple: retain your first Marine, build a Bunker as a shelter near the Barracks so Marines cannot be picked off by Reapers as they move out of the Barracks, all Marines together at one of the possible edges to have a chance to welcome Reapers as they make the jump, Factory as soon as possible (I went gas 15 so it was even late), one Mine or Hellions, gg.

If we examine the most all-in version i. e. 8-8-8-8 completely skipping OC, we have the first Reaper being complete at ~3'15 (next ones at 4'00, 4'45, 5'30, etc.) and the second Barracks ending at ~3'30 (with Reapers moving out at 4'15, 5'00, 5'45, etc.). Let us immediately remember that 8-8-8 has a grand total of 4 SCVs mining minerals, i. e. 180 minerals per minut assuming those SCVs are on close patches, which means you have as much economy even if you have only your MULE mining. You can thus pull SCVs liberally to protect your first Marines and/or Reapers and still be convincingly ahead…

At the beginning of the attack, the 8-8-8 has only a ~20 seconds window (give or take a few seconds depending on the distance of the proxy) in which he has the advantage, i. e. one Reaper vs one Marine. This means you simply have to hide/protect this first Marine until the second one joins the party (at 3'35), after which you have 2 Marines vs 1 Reaper. Then the second Reaper comes at 4'00, by which time your third Marine is out, which means you still prevail at 3:2 with basic micro (and just like in the 2:1 situation, you still have the option to use 2-3 SCVs as a buffer). If your opponent went OC and a delayed second rax, his rush is effectively stopped because the production of the extra Barracks will come too late (complete at like ~4'45) to do anything; when the third Reaper is there at 4'45, you're on the verge of having your fifth Marine, and fending him off with 5:3 or even 4:3 with some SCVs to shield is not difficult. At any rate, if you went gas 13 your Factory is complete at ~4'25, which means his rush is completely dead shortly after 5'05 because there might be a Mine anywhere on the field for a trap (Hellions are also a possibility).

Now for the 8-8-8-8… The Reaper count increases faster, but it's still not enough to break a well-executed defence. Instead of having one Reaper at 3'15, two at 4'00, three at 4'45 and five at 5'30, the 8-8-8-8 variant (which, let us not forget it, is completely all-in) has three at 4'15, four at 4'45 and five at 5'00. Thus a build having continuous Marine production will have 4 Marines vs 3 Reapers at 4'25. In the open Reapers can win this fight, but the defender still has up to 15 SCVs ready to give their life to shield those Marines and stall long enough to get a Mine or a Hellion. The windows of vulnerability can be seen as below:

[image loading]

In blue, the timing of the first 4 Reapers from his first rax.
In purple, I underlined the advantage 8-8-8-8 has over 8-8-8-1X in terms of Reaper count.
In yellow (8-8-8-1X) and red (8-8-8-8), the windows of vulnerability a continuous Marine defence has if Marines face Reapers alone in the open (which, as you understand, should therefore not happen, i. e. you have to use either SCVs or a Bunker to shield and retain those Marines). Just play cautiously with your Marines during those few moments and you'll be fine.

For Reapers openings (either rax 11 gas 11 or rax 12 gas 12), you should have no trouble whatsoever. Just watch Mvp vs YoDa, Akilon Wastes, IEM, without the wrong sortie from Mvp and you see how he can easily defend while remaining miles ahead. Against 8-8-8-8 you probably want a second rax as soon as possible while still heading for Factory. Your opponent will be ahead in the Reaper count, but you have SCVs anyway.

If you opened gasless, you probably get one Bunker near your Barracks and +1-2 rax as soon as possible depending on the variation he uses.

Blunders to avoid:
- Don't lose your first Marine to avoid the snowball effect.
- No production cut on your Barracks! Naturally you don't get any Reactor on it.

TLDR; Marine and/or Reaper retention using SCVs and a Bunker somewhere to avoid the pitfall of losing too much in the few windows of vulnerability (see picture), Factory as soon as possible for Hellions or a Mine and you're golden.


Thank you! may all the primitive reapers openers sent back to the 90's
"3t4t5t6v7v8v9v" - iloveoov
kyllinghest
Profile Joined December 2011
Norway1607 Posts
March 26 2013 19:22 GMT
#100
On March 25 2013 02:16 TheDwf wrote:
TLDR; Marine and/or Reaper retention using SCVs and a Bunker somewhere to avoid the pitfall of losing too much in the few windows of vulnerability (see picture), Factory as soon as possible for Hellions or a Mine and you're golden.

This is a great post, there are in my experience only two big windows to do damage, and that is when its 1v1 reaper marine and when its 3v3. The combat drugs make this kinda sketchy though, as in many situations the reaper force will be to big to handle if only a small mistake is made by the defender. All in all I still think this is a very strong build provided the attacker doesn't jump up the most natural place with the reapers, and provided he retains them.

Ah, its so lovely with builds that are solved yet still provide a hefty micro battle!
"NO" -Has
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