• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 03:10
CEST 09:10
KST 16:10
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Serral wins HomeStory Cup 2914Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
IntoTheTV X SOOP SC2 League : Weekly & Monthly4Clem: "I don't have that much hope in Blizzard"7ZeroSpace Early Access is Now Live!35Weekly Cups (July 13-19): Terran & Protoss rise; Zerg falters2Balance hotfix patch 5.0.16b (July 16)106
StarCraft 2
General
3kb/s downloading patch..... are we back to 1998? Terran or Protoss Balance hotfix patch 5.0.16b (July 16) MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon Looking for NASL Season 1 VODs
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event Sparkling Tuna Cup - Weekly Open Tournament PIG STY FESTIVAL 8.0! (13 - 23 August) IntoTheTV X SOOP SC2 League : Weekly & Monthly INu's Battles#18 - Cure, herO, Rogue & ByuN
Strategy
[G] Having the right mentality to improve
Custom Maps
[M] (2) Industrial Park New Map Maker - Looking for Advice - Love or Hate
External Content
Mutation # 536 Railroad Switch The PondCast: SC2 News & Results Mutation # 535 Assembly of Vengeance Mutation # 534 Burning Evacuation
Brood War
General
ASL22 General Discussion ASL 22 Proposed Map Pool Klaucher discontinued / in-game color settings BW General Discussion BGH Auto Balance -> http://bghmmr.eu/
Tourneys
2v2v2v2 Tournament Star Con San Diego 2026 Escore Tournament - Season 3 [Megathread] Daily Proleagues
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers PvT advise for noobs
Other Games
General Games
ZeroSpace Early Access is Now Live! Path of Exile Stormgate/Frost Giant Megathread General RTS Discussion Thread Nintendo Switch Thread
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
Russo-Ukrainian War Thread Artificial Intelligence Thread US Politics Mega-thread European Politico-economics QA Mega-thread How to buy a book - shipping from Korea to Europe
Fan Clubs
The IdrA Fan Club The HerO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently... [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread 2026-27 Football Thread placeholder TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
Northern Ireland Global Starcraft The Automated Ban List
Blogs
Games, Hormones, and "Dark" …
TrAiDoS
Hello guys!
LIN1s
ASL S22 English Commentary…
namkraft
Poker (part 2)
Nebuchad
An Exploration of th…
waywardstrategy
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6212 users

[D]8/8 proxy reaper rax tvt (and build intro) - Page 6

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 4 5 6 All
Benz0
Profile Joined July 2012
Germany48 Posts
Last Edited: 2013-03-26 19:43:00
March 26 2013 19:42 GMT
#101
On March 25 2013 02:16 TheDwf wrote:
+ Show Spoiler +

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.


Thx 4 your post. Valuable information!
I played against 8/8/8 recently and could hold it with ease and then won the game easily.
TheDwf
Profile Joined November 2011
France19747 Posts
March 26 2013 23:23 GMT
#102
On March 27 2013 01:14 Iron_ wrote:
Show nested quote +
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.

13 scout. Even when opening Reaper you're more or less forced to scout around your base with a SCV before starting your first or at least your second Reaper, else you run into troubles against proxy Marauders.
Kalfos
Profile Joined March 2013
Dominican Republic34 Posts
March 27 2013 02:05 GMT
#103
Very useful information
ThePianoDentist
Profile Joined July 2011
United Kingdom698 Posts
March 27 2013 07:52 GMT
#104
I initially in this thread said that I assumed this strat would lead to reaper nerfs. Then I played it myself a few times and realised how easily it can be stopped.

do you guys think when playing against this rush its worth proxying your factory as he has nothing at home to defend?
Brood War Protoss, SC2 Terran/Protoss
Zeweig
Profile Joined July 2011
Sweden189 Posts
March 27 2013 09:07 GMT
#105
On March 27 2013 16:52 ThePianoDentist wrote:
I initially in this thread said that I assumed this strat would lead to reaper nerfs. Then I played it myself a few times and realised how easily it can be stopped.

do you guys think when playing against this rush its worth proxying your factory as he has nothing at home to defend?


It is an interesting idea. but he will still be far behind, and as Dwf said before, it is gg when you get hellion or mine, so I believe it's preferable to be safer and get mine/hellion at home, crush his push, and then just go kill him, as he won't have any production or economy compared to you. I think you could also expand instead of going all in (still counterattack though), and then be miles ahead of him.
Commentator for Esports Heaven, covering mainly European and Chinese events. I do observing and writing on the side.
Douillos
Profile Joined May 2010
France3195 Posts
March 27 2013 09:30 GMT
#106
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 for this post! <3

I ve been Sim city-ing my base lately also: walling off one side of my CC with rax and depot (the same side as my gas), going 12 rax 13 gas); if there is a problem you just make a quick bunker. Do you think this is a good idea or does it create too good corridors for the reapers to kite? It makes it practically impossible to loose that first marine tbh.
Look a giraffe! Look a fist!!
Scheme
Profile Blog Joined April 2011
United Kingdom210 Posts
March 28 2013 20:32 GMT
#107
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 so much for this. Could you link this to a reply just so that I see it in actions...reapers have been a pain for me lately.
MSN
Profile Joined June 2013
Czech Republic53 Posts
May 28 2015 11:58 GMT
#108
[B]
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.


Well this game is quite useless when discussing how to defend this. Yoda made orbital command and it's really not a big deal to defend this.

But if you go two rax no orbital command its totally different situation and its much more hard to defend. I still don't know whats the best way.
What, you run out of Marines ? ^^
Gwavajuice
Profile Joined June 2014
France1810 Posts
Last Edited: 2015-05-28 19:20:40
May 28 2015 19:19 GMT
#109
On May 28 2015 20:58 MSN wrote:
Show nested quote +

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.


Well this game is quite useless when discussing how to defend this. Yoda made orbital command and it's really not a big deal to defend this.

But if you go two rax no orbital command its totally different situation and its much more hard to defend. I still don't know whats the best way.


see the bolded part :

On March 25 2013 02:16 TheDwf wrote:


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.
Dear INno and all the former STX boys.
Prev 1 4 5 6 All
Please log in or register to reply.
Live Events Refresh
Next event in 2h 50m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft771
Nina 114
Trikslyr22
StarCraft: Brood War
Mong 467
Leta 209
Tasteless 198
Mind 103
ZergMaN 42
ToSsGirL 41
Nal_rA 35
sSak 27
yabsab 21
NaDa 15
[ Show more ]
Icarus 10
League of Legends
JimRising 674
Counter-Strike
Coldzera 913
Super Smash Bros
Mew2King164
Other Games
summit1g5887
ceh9431
C9.Mang0279
NeuroSwarm110
Organizations
Other Games
gamesdonequick503
BasetradeTV61
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 16 non-featured ]
StarCraft 2
• Berry_CruncH296
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Azhi_Dahaki19
• iopq 2
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2538
League of Legends
• Lourlo1367
• Stunt770
Upcoming Events
Sparkling Tuna Cup
2h 50m
INu's Battles
3h 50m
Cure vs herO
ByuN vs Rogue
PiGosaur Cup
16h 50m
The PondCast
1d 2h
Kung Fu Cup
1d 3h
Patches Events
1d 8h
Replay Cast
2 days
CrankTV Team League
2 days
OSC
2 days
Replay Cast
2 days
[ Show More ]
Escore
3 days
CrankTV Team League
3 days
Replay Cast
3 days
Afreeca Starleague
3 days
RSL Revival
4 days
ByuN vs SHIN
Solar vs Lambo
WardiTV Summer Champion…
4 days
Afreeca Starleague
4 days
RSL Revival
5 days
Clem vs Serral
herO vs Rogue
WardiTV Summer Champion…
5 days
WardiTV Weekly
6 days
Liquipedia Results

Completed

Acropolis #4
SCTL 2026 Spring
Eternal Conflict S2 Finale

Ongoing

CSL 2026 Summer (S21)
KCM Race Survival 2026 Season 3
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026

Upcoming

Escore Tournament S3: W5
ASL Season 22: Qualifier #1
ASL Season 22: Qualifier #2
Acropolis #5
CSLAN 4
ASL Season 22
Acropolis #5 - TRS
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
PiG Sty Festival 8.0
Light Tournament 2026
ESL Pro League Season 24
Stake Ranked Episode 4
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.