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The HotS Terran Help Me Thread - Page 214

Forum Index > StarCraft 2 Strategy
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Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action. Also, please put some effort into your questions.
GumBa
Profile Blog Joined July 2012
United Kingdom31935 Posts
December 02 2013 09:04 GMT
#4261
On December 02 2013 16:04 iaguz wrote:
Marine Tank vs marine tank is still the norm in tvt, but mech definitely got a good boost in viability. It's still a really difficult style that has a lot of ways to just stupidly die but it's certainly viable.

Ok Ill continue to try biotank and might try mech not sure though. My 1/1/1 opening can open up into everything.
To all the haters: you deserve to witness many, many more Serral victories, worthy of the godlike player he is.
t0n!ght
Profile Joined May 2012
57 Posts
December 02 2013 13:01 GMT
#4262
Hi gold league terran here

I have some questions regarding reaper expand in TvZ. I like to follow it up with a second reaper, 6 helions and 2 banshees:
1) Should I get my 3. CC ASAP or after produced the helions and banshee around 8:30?
2) A training partner suggested I should build my 2. CC on the highground because of openings like a 14pool/13gas. I tried and I have to say I don't like it too much. It seems to slow the build down quite a bit
3) Do you get a bunker near the ramp just after you build the 2. CC?. Doesn't seem to make much sense for me. You only have 1 marine and 1 reaper. And it wouldn't make much sense to put the reaper into the bunker.

Also I would like to know what you do when zerg is staying on 2 bases until around 9 minutes? I died to mass roach attacks, 2 base muta and just mass lings after I killed the zergs third hatchery.
I usually just macro up get my upgrades going and usually they always attack in the moment when I float my third CC over.
What am I supposed to do? Am I still ahead if just stay on 2 bases?
Should I just keep my third CC at home build a lot of units and get my upgrades going?

Maybe someone can send me a replay showing how they play against 2 base zerg. That would help a lot. I'm just doing my macro decision on autopilot. And I've been losing a lot of games because of that.
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
Last Edited: 2013-12-02 14:39:11
December 02 2013 14:18 GMT
#4263
Hi gold league terran here

I have some questions regarding reaper expand in TvZ. I like to follow it up with a second reaper, 6 helions and 2 banshees:
1) Should I get my 3. CC ASAP or after produced the helions and banshee around 8:30?
2) A training partner suggested I should build my 2. CC on the highground because of openings like a 14pool/13gas. I tried and I have to say I don't like it too much. It seems to slow the build down quite a bit
3) Do you get a bunker near the ramp just after you build the 2. CC?. Doesn't seem to make much sense for me. You only have 1 marine and 1 reaper. And it wouldn't make much sense to put the reaper into the bunker.

Also I would like to know what you do when zerg is staying on 2 bases until around 9 minutes? I died to mass roach attacks, 2 base muta and just mass lings after I killed the zergs third hatchery.
I usually just macro up get my upgrades going and usually they always attack in the moment when I float my third CC over.
What am I supposed to do? Am I still ahead if just stay on 2 bases?
Should I just keep my third CC at home build a lot of units and get my upgrades going?

Maybe someone can send me a replay showing how they play against 2 base zerg. That would help a lot. I'm just doing my macro decision on autopilot. And I've been losing a lot of games because of that.


I have already answered this pretty well about 2 pages back but i'll touch on it again.
@#1 You shouldn't always go straight for your 3rd CC only when you are safe to do so should you take it which is a reaction based off what your opponent is opening with. In some cases you can actually use your 3rd CC as part of your wall off so that you can take it early . The only disadvantage there is that your opponent sees it so you must be sure that your opponent is going for a more macro oriented style. ( IE hatch first with no gas ---> going for fast 3rd himself) Look a few pages back to my description of other reactions to see hwo to react ot the others.
@#2 been answered with #1 but simply put if you open reaper first and you scout an early pool and gas and your CC is on the low ground put a Bunker up ASAP. Going reaper first though to be safer you can put your first CC on the high ground if you don't feel comfortable defending this with bunker early on. Otherwise if you start getting hit with the 2 lings that circumvent your first reaper to go after cc then start putting your 2nd reaper on the low ground there to protect it.
@#3 Depends with what your opponent opened with when you open reaper first and they open an early pool and gas a Bunker to cover your natural exp and close to your ramp will be key. If they don't open early pool and gas just use it as part of the wall of to your nat.

When a zerg is going 2 base until 9 minutes its a Tech play. You need to burn a scan to find out what tech. As long as they aren't going 2 base muta you are going to immediately start getting out tanks as it could be either roach hdyra / Bane ling all in / or infestor play all 3 of those are countered by tanks. If its 2 base muta its important to get your marine count up high protect your production and put atleast 2 turrets in both your mineral lines before moving out. Once you have a strong marine count then you need tomake it so they HAVE to defend and seeing how they will only be on 2 base just now going on 3 their army is going to be tiny and their only ppower is to DO damage with muta so you get marine count up put turrets at your production as you move out and march across the map with a strong marine mine med force when doing this forcing him to defend as long as you kept yoru marine count high you will almost always win .

Edit: Also to note if you notice a late 3rd and a Tech play you want to favor production over upgrades as his upgrades will be really late as well unless he sacrifices the gas which will make his tech weak and gives you an opportunity to attack before he can start to snowball with his tech he has chosen.
t0n!ght
Profile Joined May 2012
57 Posts
December 02 2013 14:38 GMT
#4264
On December 02 2013 23:18 Pirfiktshon wrote:
Show nested quote +
Hi gold league terran here

I have some questions regarding reaper expand in TvZ. I like to follow it up with a second reaper, 6 helions and 2 banshees:
1) Should I get my 3. CC ASAP or after produced the helions and banshee around 8:30?
2) A training partner suggested I should build my 2. CC on the highground because of openings like a 14pool/13gas. I tried and I have to say I don't like it too much. It seems to slow the build down quite a bit
3) Do you get a bunker near the ramp just after you build the 2. CC?. Doesn't seem to make much sense for me. You only have 1 marine and 1 reaper. And it wouldn't make much sense to put the reaper into the bunker.

Also I would like to know what you do when zerg is staying on 2 bases until around 9 minutes? I died to mass roach attacks, 2 base muta and just mass lings after I killed the zergs third hatchery.
I usually just macro up get my upgrades going and usually they always attack in the moment when I float my third CC over.
What am I supposed to do? Am I still ahead if just stay on 2 bases?
Should I just keep my third CC at home build a lot of units and get my upgrades going?

Maybe someone can send me a replay showing how they play against 2 base zerg. That would help a lot. I'm just doing my macro decision on autopilot. And I've been losing a lot of games because of that.


I have already answered this pretty well about 2 pages back but i'll touch on it again.
@#1 You shouldn't always go straight for your 3rd CC only when you are safe to do so should you take it which is a reaction based off what your opponent is opening with. In some cases you can actually use your 3rd CC as part of your wall off so that you can take it early . The only disadvantage there is that your opponent sees it so you must be sure that your opponent is going for a more macro oriented style. ( IE hatch first with no gas ---> going for fast 3rd himself) Look a few pages back to my description of other reactions to see hwo to react ot the others.
@#2 been answered with #1 but simply put if you open reaper first and you scout an early pool and gas and your CC is on the low ground put a Bunker up ASAP. Going reaper first though to be safer you can put your first CC on the high ground if you don't feel comfortable defending this with bunker early on. Otherwise if you start getting hit with the 2 lings that circumvent your first reaper to go after cc then start putting your 2nd reaper on the low ground there to protect it.
@#3 Depends with what your opponent opened with when you open reaper first and they open an early pool and gas a Bunker to cover your natural exp and close to your ramp will be key. If they don't open early pool and gas just use it as part of the wall of to your nat.

When a zerg is going 2 base until 9 minutes its a Tech play. You need to burn a scan to find out what tech. As long as they aren't going 2 base muta you are going to immediately start getting out tanks as it could be either roach hdyra Bane ling all in or infestor play all 3 of those are countered by tanks. If its 2 base muta its important to get your marine count up high protect your production and put atleast 2 turrets in both your mineral lines before moving out. Once you have a strong marine count then you need tomake it so they HAVE to defend and seeing how they will only be on 2 base just now going on 3 their army is going to be tiny and their only ppower is to DO damage with muta so you get marine count up put turrets at your production as you move out and march across the map with a strong marine mine med force when doing this forcing him to defend as long as you kept yoru marine count high you will almost always win .

Edit: Also to note if you notice a late 3rd and a Tech play you want to favor production over upgrades as his upgrades will be really late as well unless he sacrifices the gas which will make his tech weak and gives you an opportunity to attack before he can start to snowball with his tech he has chosen.


Thank you. That's very helpful! I will look into pool timings then to be able to recognise a 14pool/13gas.
Doc Brawler
Profile Joined November 2011
United States260 Posts
December 02 2013 21:29 GMT
#4265
Ok guys I wanted to talk about getting the reactor before a reaper in TvP(on two player maps).

So I think it is generally agreed upon that one of the safest builds you can do TvP is reaper expo because it gives you a fast expo, can slightly punish nexus first with a few probe kills, and you will be able to scout whether oracles, blink, or super greedy play are coming your way.

Problem / Inefficiencies with Reaper Expo

1. Protoss can punish if you do not scv scout.
Protoss have definitely found ways to punish this build including, fast z,s,msc poke, proxy gates, and proxy oracle on second pylon instead of third. This has generally lead to the need to scout with an scv prior to the reaper if you want to be safe from everything.
2. Scv scout makes fast reaper less useful (2 player maps specifically)
This is my biggest problem with the build, the early scv scout makes a very fast reaper redundant and less efficient than reaper after reactor. The best intel can come from and scv scout, and then a follow up scout with the reaper i.e. gas, chrono, pylons, expo, and finally tech structures (in that general order)
3. Early reapers don't do much damage these days
The standard msc expo means that your reaper should not get any (maybe 1) early probe kills if your opponent has good control (in lower leagues or on good reaper maps you can usually get a few).
Note: pulling one, two or three scvs out of gas will help you get a faster cc just like reaper builds..(reaper 50m, 50g vs reactor 50m, 50g)

Solution
I have been messing around with a reactor before reaper build, with a very fast svc scout (after gas is down) and I like it a bit better than reaper first. First of all, I think it is much more flexible than the reaper scout for a few reasons.
1. The build looks exactly like a reaper expo so the there is already misinformation if the probe only scouts gas and leaves before confirming a reaper (somewhat common)
2. With the initial scv scout, you are basically safe from all the protoss shenanigans and can change you build very smoothly, i.e. are you being proxy gated... 10 gated... proxy oracle on 2nd pylon... nexus-first-ed
3. You can opt to get 2 marines, 2 reapers, or my favorite 1 marine 1 reaper, each having their own advantages but in general your first unit will be delayed (first reaper or first marine) but every unit after that will be faster so you can have a higher marine count for those protoss rushes (at worst you will catch up and surpass marine count by the 3rd and 4th marine when compared to naked rax pumping marines). I believe that this will get you that extra marine and a half you need to hold on the oracle rush or the extra time you need to get a bunker vs a 10 gate/proxy gate (scv scout is must).
4. Transitions into and out of "mass" reaper (2, 4 or 6) safely and quickly if either they decided to be a greedy toss and nexus first (rare) or its just a good map like star-station or yeonsu. Traditional reaper expo generally gets 3 kills on nexus-first if both players control well. With a reactionary two reapers (scv scouted nexus-first) and similar control you can almost always get at least that amount and usually more. Note: micro-ing two reapers to their fullest potential can be difficult.
5. Transitions better into fast factory or mech play because you can have the option to skip the reaper if you want a fast factory AND you still get a early cc, high marine count and scouting info with quick scv scout and the optional reaper scout (I highly recommend one reaper after reactor)

Note: I have been using this opener to do many builds including mech, bio with WM drops, and bio with fast tanks to absolutely shit on blink all-ins. With two fast tanks and a third on the way (second one is not always out before initial blink in) constant double rine production and 4 bunkers you can hold both high and low ground against one base blink. This is basically GG unless they took a expo before the attack, which makes the attack super weak anyway


I am become Death, the Destroyer of Worlds
Diabolical
Profile Joined June 2012
United Kingdom9 Posts
December 02 2013 23:07 GMT
#4266
Hi Guys,

Newbie Bronze/Silver terran here.

I've been looking for 1 build I can do in all 3 matchups, as I find I'm spending ages getting frustrated at missing little things / trying to remember 3 build orders!

I found this - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409905 - Which is a 3 rax reaper (which seems good and fun!), just wonder what you guys think of it?


People have said at my level I should always go 1 rax expand, but I find that I dont have enough stuff then. And don't know what to make - when I last played lots of terrans opened Reaper and owned me with good poking so I thought that I have to open reaper.
I don't really know what to get / when to do things.

I don't really want to go mech as it looks complicated vs bio, would prefer bio/tank - just have no idea what BO I can use in all 3 matchups.

Help :>
B-rye88
Profile Joined October 2013
Canada168 Posts
December 02 2013 23:23 GMT
#4267
On December 03 2013 08:07 Diabolical wrote:
Hi Guys,

Newbie Bronze/Silver terran here.

I've been looking for 1 build I can do in all 3 matchups, as I find I'm spending ages getting frustrated at missing little things / trying to remember 3 build orders!

I found this - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409905 - Which is a 3 rax reaper (which seems good and fun!), just wonder what you guys think of it?


People have said at my level I should always go 1 rax expand, but I find that I dont have enough stuff then. And don't know what to make - when I last played lots of terrans opened Reaper and owned me with good poking so I thought that I have to open reaper.
I don't really know what to get / when to do things.

I don't really want to go mech as it looks complicated vs bio, would prefer bio/tank - just have no idea what BO I can use in all 3 matchups.

Help :>


Doing a simple reaper expand into bunker + 3-rax should be fine. Just hold the watchtowers v protoss, and pull 5-6 scv's v z+s+msc pokes (your fast expand will put you in a reasonable position against this, they pretty much have to do damage to equalize and you pretty much to sac some scv's to hold reasonably, depending on bunker timing and what your reaper vs zealot encounter looks like. You can also play with 1-1-1 (faster gas) vs ecos, getting double ebays and a 3rd CC before factory/starport vs turtles, or just standard techups into 3rd cc and upgrades against more standard opponent plays.

At bronze/silver, really if you execute your build and its reasonably efficient you should be in an OK position against almost any race/build.
terranimbastimamove
Profile Joined August 2012
United States81 Posts
Last Edited: 2013-12-03 03:22:44
December 03 2013 03:19 GMT
#4268
Can anyone please tell me why TvZ is SO INCREDIBLY EASY and TvP is SO INCREDIBLY DIFFICULT? I feel like when I am playing TvZ that I am playing simon says and I am simon. When I play TvP I am playing David Kim says and the protoss player could be A.I as far as I am concerned and I would STILL GET COMPLETELY DESTROYED no matter how flawless my macro, multi-tasking and build order execution is.

I ALWAYS scout for proxies and almost ALWAYS lose to blink stalkers although I scout it EVERYTIME. Now that I got that out of the could anyone please lend me some ideas that would make TvP less infuriating to play that would fit with my style that is being hyper-aggro standard 1 Rax FE into 3 Rax bio. I usually get completely crushed by anything that involved high templar before the 14 min mark. If I cant kill the toss before the 15 min mark then usually the game will end up being 40 minutes long and me losing to dark templar, zealot harass and storms. I feel like I can't do ANYTHING except macro after 15 min mark no matter how much I try to drop.

If anyone is interested In my TvZ I usually play 1 Rax Fe, 3 CC, double gas, factory, 6 hellions, 3rax and scout for all-ins of course. The only time I lose TvZ is usually due to a hidden expansion and sometimes hydra roach when I thought he was going muta-ling-bane.

I feel the real secret to TvZ is having good splits. I play Darglein's micro trainer split practice up to level 21 everyday before ladder games. Usually takes me around 7-9 min to accomplish. Please help me get better at starcraft I play a lot and still get smashed by protoss.
GumBa
Profile Blog Joined July 2012
United Kingdom31935 Posts
December 03 2013 05:24 GMT
#4269
So what do you guys think of INnoVations gas first 1/1/1 raven expand? He used it in Dh and dailymotion cup in TvT.
I really like it as a ladder build because its incredibly safe but I would like some more opinions on this.
To all the haters: you deserve to witness many, many more Serral victories, worthy of the godlike player he is.
t0n!ght
Profile Joined May 2012
57 Posts
December 03 2013 08:23 GMT
#4270
On December 03 2013 12:19 terranimbastimamove wrote:
Can anyone please tell me why TvZ is SO INCREDIBLY EASY and TvP is SO INCREDIBLY DIFFICULT? I feel like when I am playing TvZ that I am playing simon says and I am simon. When I play TvP I am playing David Kim says and the protoss player could be A.I as far as I am concerned and I would STILL GET COMPLETELY DESTROYED no matter how flawless my macro, multi-tasking and build order execution is.

I ALWAYS scout for proxies and almost ALWAYS lose to blink stalkers although I scout it EVERYTIME. Now that I got that out of the could anyone please lend me some ideas that would make TvP less infuriating to play that would fit with my style that is being hyper-aggro standard 1 Rax FE into 3 Rax bio. I usually get completely crushed by anything that involved high templar before the 14 min mark. If I cant kill the toss before the 15 min mark then usually the game will end up being 40 minutes long and me losing to dark templar, zealot harass and storms. I feel like I can't do ANYTHING except macro after 15 min mark no matter how much I try to drop.

If anyone is interested In my TvZ I usually play 1 Rax Fe, 3 CC, double gas, factory, 6 hellions, 3rax and scout for all-ins of course. The only time I lose TvZ is usually due to a hidden expansion and sometimes hydra roach when I thought he was going muta-ling-bane.

I feel the real secret to TvZ is having good splits. I play Darglein's micro trainer split practice up to level 21 everyday before ladder games. Usually takes me around 7-9 min to accomplish. Please help me get better at starcraft I play a lot and still get smashed by protoss.


I feel the same way about TvP. Maybe try some mech. It's what I do atm .
Level 21 in the split challenge is impressive. Do you use patrol commands? What's your secret?
Fjodorov
Profile Joined December 2011
5007 Posts
December 03 2013 11:46 GMT
#4271
On December 03 2013 06:29 Doc Brawler wrote:
Ok guys I wanted to talk about getting the reactor before a reaper in TvP(on two player maps).

So I think it is generally agreed upon that one of the safest builds you can do TvP is reaper expo because it gives you a fast expo, can slightly punish nexus first with a few probe kills, and you will be able to scout whether oracles, blink, or super greedy play are coming your way.

Problem / Inefficiencies with Reaper Expo

1. Protoss can punish if you do not scv scout.
Protoss have definitely found ways to punish this build including, fast z,s,msc poke, proxy gates, and proxy oracle on second pylon instead of third. This has generally lead to the need to scout with an scv prior to the reaper if you want to be safe from everything.
2. Scv scout makes fast reaper less useful (2 player maps specifically)
This is my biggest problem with the build, the early scv scout makes a very fast reaper redundant and less efficient than reaper after reactor. The best intel can come from and scv scout, and then a follow up scout with the reaper i.e. gas, chrono, pylons, expo, and finally tech structures (in that general order)
3. Early reapers don't do much damage these days
The standard msc expo means that your reaper should not get any (maybe 1) early probe kills if your opponent has good control (in lower leagues or on good reaper maps you can usually get a few).
Note: pulling one, two or three scvs out of gas will help you get a faster cc just like reaper builds..(reaper 50m, 50g vs reactor 50m, 50g)

Solution
I have been messing around with a reactor before reaper build, with a very fast svc scout (after gas is down) and I like it a bit better than reaper first. First of all, I think it is much more flexible than the reaper scout for a few reasons.
1. The build looks exactly like a reaper expo so the there is already misinformation if the probe only scouts gas and leaves before confirming a reaper (somewhat common)
2. With the initial scv scout, you are basically safe from all the protoss shenanigans and can change you build very smoothly, i.e. are you being proxy gated... 10 gated... proxy oracle on 2nd pylon... nexus-first-ed
3. You can opt to get 2 marines, 2 reapers, or my favorite 1 marine 1 reaper, each having their own advantages but in general your first unit will be delayed (first reaper or first marine) but every unit after that will be faster so you can have a higher marine count for those protoss rushes (at worst you will catch up and surpass marine count by the 3rd and 4th marine when compared to naked rax pumping marines). I believe that this will get you that extra marine and a half you need to hold on the oracle rush or the extra time you need to get a bunker vs a 10 gate/proxy gate (scv scout is must).
4. Transitions into and out of "mass" reaper (2, 4 or 6) safely and quickly if either they decided to be a greedy toss and nexus first (rare) or its just a good map like star-station or yeonsu. Traditional reaper expo generally gets 3 kills on nexus-first if both players control well. With a reactionary two reapers (scv scouted nexus-first) and similar control you can almost always get at least that amount and usually more. Note: micro-ing two reapers to their fullest potential can be difficult.
5. Transitions better into fast factory or mech play because you can have the option to skip the reaper if you want a fast factory AND you still get a early cc, high marine count and scouting info with quick scv scout and the optional reaper scout (I highly recommend one reaper after reactor)

Note: I have been using this opener to do many builds including mech, bio with WM drops, and bio with fast tanks to absolutely shit on blink all-ins. With two fast tanks and a third on the way (second one is not always out before initial blink in) constant double rine production and 4 bunkers you can hold both high and low ground against one base blink. This is basically GG unless they took a expo before the attack, which makes the attack super weak anyway




You make alot of good points. Always felt a bit stupid running around with my early reaper getting nothing done when I already scouted with an scv. I will try this out, ty.
Whatson
Profile Blog Joined January 2012
United States5357 Posts
Last Edited: 2013-12-03 13:55:40
December 03 2013 13:51 GMT
#4272
It's why I prefer reactor, double reaper, double marine. I also get to kill the stalker if he's out on the map.
Demuslim does a lot of reactor before reaper on certain maps (or at least he did) you can just watch his stream to see how he follows up.
¯\_(シ)_/¯
terranimbastimamove
Profile Joined August 2012
United States81 Posts
December 03 2013 16:34 GMT
#4273
On December 03 2013 17:23 t0n!ght wrote:
Show nested quote +
On December 03 2013 12:19 terranimbastimamove wrote:
Can anyone please tell me why TvZ is SO INCREDIBLY EASY and TvP is SO INCREDIBLY DIFFICULT? I feel like when I am playing TvZ that I am playing simon says and I am simon. When I play TvP I am playing David Kim says and the protoss player could be A.I as far as I am concerned and I would STILL GET COMPLETELY DESTROYED no matter how flawless my macro, multi-tasking and build order execution is.

I ALWAYS scout for proxies and almost ALWAYS lose to blink stalkers although I scout it EVERYTIME. Now that I got that out of the could anyone please lend me some ideas that would make TvP less infuriating to play that would fit with my style that is being hyper-aggro standard 1 Rax FE into 3 Rax bio. I usually get completely crushed by anything that involved high templar before the 14 min mark. If I cant kill the toss before the 15 min mark then usually the game will end up being 40 minutes long and me losing to dark templar, zealot harass and storms. I feel like I can't do ANYTHING except macro after 15 min mark no matter how much I try to drop.

If anyone is interested In my TvZ I usually play 1 Rax Fe, 3 CC, double gas, factory, 6 hellions, 3rax and scout for all-ins of course. The only time I lose TvZ is usually due to a hidden expansion and sometimes hydra roach when I thought he was going muta-ling-bane.

I feel the real secret to TvZ is having good splits. I play Darglein's micro trainer split practice up to level 21 everyday before ladder games. Usually takes me around 7-9 min to accomplish. Please help me get better at starcraft I play a lot and still get smashed by protoss.


I feel the same way about TvP. Maybe try some mech. It's what I do atm .
Level 21 in the split challenge is impressive. Do you use patrol commands? What's your secret?


No secret really just do it every day and it will come naturally. I like to leave the four marines in the front when I make my first split and try to leave a little marines behind each time I split a new section of marines off. If with creep, speed and stim on is too hard at first try some variations.
azngamer828
Profile Joined July 2008
United States137 Posts
December 03 2013 17:10 GMT
#4274
GOLD LEAGUE HERE
in TvT, marine/tank vs marine/tank...
when do you get 2nd factory and 3rd factory?
Pew Pew
TheDwf
Profile Joined November 2011
France19747 Posts
Last Edited: 2013-12-03 20:33:28
December 03 2013 18:05 GMT
#4275
On November 26 2013 23:17 Jazzman88 wrote:
Show nested quote +
On November 26 2013 23:01 TheDwf wrote:
On November 26 2013 00:42 cptjibberjabber wrote:
guys I need a proper build order for TvP and TvZ. in TvP I open 12 gas reaper expand, then 3 rax, but after that I don't know what to spend my money on. Sometimes I get a quick factory, sometimes I get stim, but it doesn't all line up the way it should.

Those builds in the opening post seem to be outdated. They're from february 2013, on maps like daybreak and ohana, using widow mine drops that still have the old damage...

Most of them are not. The Mine drops still work. I will try to update this part with more recent examples soon.


TheDwf, how prevalent are the 1-1-1 Mine drop after expand openers in the metagame? I've had some success with the gas-first variant where you harass AS you expand because you get the Factory/Starport so much quicker, but I haven't seen many pro Terrans use the old school 15 gas Reactor expand into Mine drop lately. Is this an actual optimization (i.e. gas-first is much better and if not you might as well expand and go straight bio) or just a quirk of the metagame?

The actual optimization is the Reaper variant; gas first attacks into expand and Mine drop after expand are not the same thing conceptually, even if they use the same units to attack, since one is a pressure opening into expand, requiring damage to even out the game, while the other is a fast expand into pressure, so economically you're not behind even if your attack gets repelled; I would say it's the TvP equivalent of Hellions/Banshees in TvZ, a safe and versatile build with damage possibilities if the opponent doesn't defend well or plays unsafe.

I have no data about the use, but it's easily top3 with CC first and Reaper expands into extra rax. TaeJa is indeed the only top level Korean Terran I see using 15 gas expand constantly; Mvp was still doing it a lot in WCS Season 1, but lately I don't know. Recently, TaeJa tweaked the build with an early second gas after Factory to get a delayed Reaper in order to scout; the weakness of the build was indeed that you have to burn an early scan to know Protoss' transition after expand, and the Reaper ensures you have the information before deciding what to do with your Medivac.

For gas first:

On November 29 2013 14:05 Fhiz wrote:
Okay so I was watching some korean grandmaster stream last night at like 3am. And he and his chat were talking about TvP and he was saying how he has the most success in the matchup by doing a gas first into widow mine drop into 3cc. Tried it out (granted im pretty low level compared to you guys) and has some pretty decent success with just king of winging the build.

Thoughts opinions ?

The huge problem with this build is that it's simply bad if Protoss scouts it and reacts accordingly:

1. Protoss defends at home with Stalkers + detection while preparing a proxy Pylon somewhere near your base, then he can cripple/kill you with a counter-Stalker pressure out of 3 gates (e. g. TaeJa vs Squirtle, Frost, IEM New York KR Qualifier or + Show Spoiler [Dailymotion Cup] +
Bogus vs San, Whirlwind
).
2. The passive approach: Protoss evacuates all of his Probes at natural, defends the main and remains ahead (TaeJa vs sOs, Akilon Wastes, Dreamhack Winter; sOs would have kept the upper hand had he not tried something too ambitious after the opening).

This build is best used on 4p maps, hoping Protoss doesn't scout your position first, or against Protoss playing unsafe (no Probe scout, cheating on gate units/teching too much). You can sometimes deal game-ending damage against an unprepared Protoss, but you end up economically behind against proper defence.

For triple OC transitions, check jjakji vs First, Whirlwind, Code S RO32; and TaeJa vs TitaN, Whirlwind, HSC 8 (TaeJa even went a trollish quad OC from memory).



On November 29 2013 14:29 OatmeeL wrote:
Does anyone know if its possible to hold a 10 gate msc/stalker pressure when opening 12 rax/12 gas reaper into reactor? Is there any slight, blind variation to the 12/12 build that can be done to hold this? I don't have trouble with the 12 or 13 gate version, but the 10 gate chrono'ed build feels like a BO loss when i open reaper.

On November 30 2013 01:49 OatmeeL wrote:
I'm putting CC on high ground. The problem is with the reactor. I just watched the replay, the zealot/stalker/MSC arrive at my base right at 5:00, at which point i have a reaper in his base, an incomplete rax, and 2 marines 5 seconds from popping from the reactor rax vs 3 protoss units. Another stalker just finished and is running to my base, or it could just stop my reaper.

At this point I see no way to hold because his 3 units are on top of my only producing rax. Plus he has a time warp ready so getting an scv surround is impossible, and once the time warp is out, it lasts so long that he has time for his second stalker to show up.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=402751&currentpage=195#3891



On December 02 2013 06:26 sAsImre wrote:
how do you deal against a Z who plays safe in the early and rushes hive off a roach/hydra and gets super fast vipers ?
I just cannot get enough tanks to push before vipers come into the field or i should cut some other gas unit in order to do so?

You can try pure bio with lots of Medivacs. Otherwise, you have to determine if you can still trade well with your small Tank count before Vipers come into play; depending on maps, you may reach a good position near his fourth (e. g. Bel'shir Vestige, Yeonsu). If not, take a passive fourth while dropping and add Vikings.



On December 02 2013 11:02 PinheadXXXXXX wrote:
In TvT, is there a way to reactively punish a player who goes FE into 3 barracks stim setup from a 15 gas reactor expand? Whenever I try to play a long game in that situation I just end up dying unless i went up to 5 barracks before 3rd command center due to their much faster stim, +1, combat shield, etc.

On December 02 2013 13:50 Whatson wrote:
Not really, it's why I stray away from 15 gas builds, too middle-road, even though it's a safe build. I've had some moderate success by going marine hellion drop into tank push/contain + 3rd CC, but if you go for this follow-up there's going to be a window of time where the other guy will have 1/1 and you're still stuck on 0/0.

This, or going straight for the Marines/Tanks/Medivac push, or going 3 rax Medivacs yourself.



On December 02 2013 15:22 GumBa wrote:
So in TvT is marine/tank still viable or is mech just better now?

Marines/Tanks (and bio/Tanks vs mech) is still viable.

On December 03 2013 14:24 GumBa wrote:
So what do you guys think of INnoVations gas first 1/1/1 raven expand? He used it in Dh and dailymotion cup in TvT.
I really like it as a ladder build because its incredibly safe but I would like some more opinions on this.

It's a good build to have air supremacy against Cloak Banshee openings, but it loses against gas first Marines/Hellions elevator and a second Cloak Banshee hitting your mineral line when you're out on the map for your push can be a pain. You also lack map control compared with a Cloak Banshee into Raven (the Banshee can clear Towers, so on some maps your opponent will see you pushing with a Marine holding it/them). But naturally, a Raven with higher energy is tactically a strong asset.
ZardiChar
Profile Joined February 2012
United States21 Posts
December 03 2013 21:31 GMT
#4276
I have two questions:
1. The "LG-IM build" is mentioned in the section in TvP about gasless expanding. But I don't see any place where this build is listed. What is it?

2. What do you think of Thorzain's Ghost-Tank comp in TvP?
DrDevice
Profile Joined December 2010
Canada132 Posts
December 04 2013 00:17 GMT
#4277
On December 04 2013 06:31 ZardiChar wrote:
1. The "LG-IM build" is mentioned in the section in TvP about gasless expanding. But I don't see any place where this build is listed. What is it?
LGIM build means the 15gas expand build with two marines, reactor, CC. It's discussed in both the TvT and TvP sections of the recommended builds resource in the OP
Jer99
Profile Blog Joined April 2011
Canada8159 Posts
December 04 2013 02:21 GMT
#4278
On December 04 2013 06:31 ZardiChar wrote:
I have two questions:
2. What do you think of Thorzain's Ghost-Tank comp in TvP?


Don't do this
StrategyTaeJa #1 || @TL_Jer99 || "seeker seeked out his seeking"
azngamer828
Profile Joined July 2008
United States137 Posts
December 04 2013 04:29 GMT
#4279
GOLD LEAGUE HERE
@TheDWF!!!!!
in TvT, marine/tank vs marine/tank...
when do you get 2nd factory and 3rd factory?
Pew Pew
GumBa
Profile Blog Joined July 2012
United Kingdom31935 Posts
December 04 2013 06:23 GMT
#4280
Thx Dwf! I kinda want to buy you a beer for all your hardwork
To all the haters: you deserve to witness many, many more Serral victories, worthy of the godlike player he is.
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