• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 07:42
CEST 13:42
KST 20:42
  • 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
[ASL19] Finals Recap: Standing Tall9HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6
Community News
Flash Announces Hiatus From ASL54Weekly Cups (June 23-29): Reynor in world title form?13FEL Cracov 2025 (July 27) - $8000 live event16Esports World Cup 2025 - Final Player Roster16Weekly Cups (June 16-22): Clem strikes back1
StarCraft 2
General
RECLAIM STOLEN BTC HIRE BLOCKCHAIN CYBER RETRIEVE Weekly Cups (June 23-29): Reynor in world title form? The SCII GOAT: A statistical Evaluation PiG Sty Festival #5: Playoffs Preview + Groups Recap The GOAT ranking of GOAT rankings
Tourneys
Korean Starcraft League Week 77 Master Swan Open (Global Bronze-Master 2) RSL: Revival, a new crowdfunded tournament series [GSL 2025] Code S: Season 2 - Semi Finals & Finals $5,100+ SEL Season 2 Championship (SC: Evo)
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma Mutation # 477 Slow and Steady
Brood War
General
Player “Jedi” cheat on CSL BW General Discussion Flash Announces Hiatus From ASL BGH Auto Balance -> http://bghmmr.eu/ Unit and Spell Similarities
Tourneys
[Megathread] Daily Proleagues [BSL20] Grand Finals - Sunday 20:00 CET Small VOD Thread 2.0 [BSL20] GosuLeague RO16 - Tue & Wed 20:00+CET
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile What do you want from future RTS games? Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Trading/Investing Thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread The Games Industry And ATVI
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [\m/] Heavy Metal Thread
Sports
Formula 1 Discussion 2024 - 2025 Football Thread NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Blogs
Culture Clash in Video Games…
TrAiDoS
from making sc maps to makin…
Husyelt
Blog #2
tankgirl
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 678 users

[G] TvZ: 1 Rax FE Done Right

Forum Index > StarCraft 2 Strategy
Post a Reply
1 2 3 4 Next All
Griffith`
Profile Joined September 2010
714 Posts
Last Edited: 2011-06-27 20:35:18
June 27 2011 20:25 GMT
#1
This guide has no fancy units, no fancy tactics, no "holy shit wow" element. It's more of an optimization/timing guide focusing on strong fundamentals. Many of its essential elements are adapted from FlaSh's BW TvZ build. This is hands down THE most economical and safe FE build, beaten only by Naked 15 CC. I use it almost exclusively in my Masters TvZ games. This build prepares you for the age-old BW TvZ adage:

TvZ is a war of attrition - the side that trades units most cost-effectively in the long run wins the game.


To accomplish this goal, the play-style utilizes the following:

1. Fast infantry upgrades, with 3/3 before 18-19 minutes, 2/2 by around 16 minutes.
2. Constant aggression starting at the 9:30 mark, starting with a very strong Marine Marauder stim/combat shield/+1 timing that hits right before the standardmutas, burrowed banelings, and infestor timings. The latter two is what ruined 4OC - as they make zerg units extremely cost effective.
3. Similar economy strength to that of 3OC, but with only 2OCs!
4. Transition into Marine Marauder Medivac Tank while taking a 3rd.
5. Unlike BW - You cannot stop Marine Marauder with 2/3Hatch muta. If Z makes fast mutas - he will die miserably to the first push.

Requirements:
+ Show Spoiler +

1. Solid marine/marauder splitting skills, your first 1-2 pushes will be heavy bio focused. Practice Marine Split Challenge and Marine Tank Challenge. You need to be able to pull back your marines and letting your marauders tank the damage.
2. Strong macro - being able to manage 5+ rax, 2+ fact, and 1 port production consistently.
3. Game sense & scouting - knowing when to hit the zerg's 3rd, when you are ahead, when you need to push, when you sit back and turtle.

For these reasons this build is recommended for Masters level and higher.


Early Game (0-9 minutes):
Build
+ Show Spoiler +

10 Depot (bottom ramp)
12 Rax[1] (bottom ramp, do not make marines until 18 supply)
16 CC
17 Depot
19 OC (your starting CC)
20 Gas
21 Rax[2]
23 OC (your second CC)
24 Rax[3]
26 Tech Lab on Rax[2]
@100 Gas - Stim
31 Depot
34 Tech Lab on Rax[3]
@100 Gas - Combat Shield
35+ Bunker@Nat / Lift OC and land at Nat (no later than 7:30).

Choice:
Ebay then Rax[4] (Faster ups)
or
Rax[4] then Ebay (More marines during your first push)


Early Game Goals:
+ Show Spoiler +

0. Do not die to 2 base baneling busts
1. Scout and determine Zerg's path - is he cheesing? is he droning hard? is he taking a fast third?
2. Fight over xel'naga towers intelligently.
3. Deny overlord scouting by patrolling marine around edges
4. Have ~22 marines and ~5 marauders for your first 9:30 push
5. At around ~8 Min - Start your factory.
6. Take all 4 gases during your initial push


Mid Game Goals (9-16 minutes):
+ Show Spoiler +

0. Determine is zerg is going infestors or mutas.
1. Tech to tanks and medivacs (~7-8 tanks by 15-16 minutes).
2. Prevent mutalisk harass by building turrets to create mutalisk traps.
3. Double ebays to start/finish 2/2 infantry and 1/0 vehicle
4. Secure your 3rd during your 13-14 minute push.
5. Deny creep spread and creep spread
7. Make up to 9 Rax and 2 Facts and 1 Reactored Starport.


Late Game Goals (16+ minutes)
+ Show Spoiler +

0. Start 3/3 infantry upgrades.
1. Abuse your 2/2 upgrades and drop the zerg relentlessly.
2. Deny expansions


Adaptations to Zerg Builds:
+ Show Spoiler +

1. Zerg takes a fast, ~7:00min, 3rd

In reality, this is very unlikely to happen - because the zerg does NOT know if you are going 1 rax FE or 3 rax all-in. But if it does happen, you need to 4 Rax ASAP and push right as the 3rd finishes. You don't need to wait for stim/combat shields.

2. 2 Base Baneling Bust,

Very likely scenario. You need to keep a scouting SCV should to do a drone count at around the 6:30 minute mark. If you want to play safe and blind against this, make 2 marauders with your tech labbed raxes first.

3. 1 Base All-in. 7RR/1 Base Baneling Bust/5RR/3RR

Double Bunker

4. Fast Infestors,

Medivac Marauder drop the infestors (ie. load 4 marauders into medivac), drop one at a time to snipe the infestors. Much more cost effective than using ghosts. Use money saved on turrets for more marines/marauders.


A lot of you may be wondering - why marauders? Simple reason, coupled with marines, they are amazing against speedlings, banelings, and infestors provided you have good unit control. Once you hit 3/3, marauders roflstomp through hatcheries.

PS: I will be off to compsci grad school in HK for a few years - I will have very little time left to play SC2. This will be essentially be my last guide for a while.

Replay Pack of 5 (Masters)
http://www.mediafire.com/?t59zz3glvn45vjo
Didn't realize sc2replayed has parsing problems - so zipped them all
griffith.583 (NA)
Frequencyy
Profile Joined April 2011
United States344 Posts
Last Edited: 2011-06-27 23:31:10
June 27 2011 20:30 GMT
#2
This guide is really fantastic but I really want to see replays of this love your planning throughout the game and that you start out with bio then go to biomech.
You will not do incredible things without an incredible dream
Antylamon
Profile Joined March 2011
United States1981 Posts
June 27 2011 20:30 GMT
#3
Can the 9:30 aggro kill off a z going for infestors or at least prevent a z from getting infestors? I can see a lot of problems coming from a good number of infestors. You even said not to get ghosts in the adaptations section, so it better be some good aggro.

Even with 2/2 upgrade abuse, a z on 2 bases might be able to hide some tech while still making a bunch of units to hold off drops.
Antylamon
Profile Joined March 2011
United States1981 Posts
Last Edited: 2011-06-27 20:31:36
June 27 2011 20:31 GMT
#4
On June 28 2011 05:30 Frequencyy wrote:
This guide is really fantastic but I really want to see replays of this love your planning throughout the game and that you start out with bio then god to biomech.

On June 28 2011 05:25 Griffith` wrote:
Replays
(compiling)

Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
June 27 2011 20:32 GMT
#5
Waiting for Reps.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Griffith`
Profile Joined September 2010
714 Posts
June 27 2011 20:35 GMT
#6
sry - didnt realize sc2replayed went fubar - zipped and uploaded
griffith.583 (NA)
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
Last Edited: 2011-06-27 20:49:21
June 27 2011 20:45 GMT
#7
The thing is about the guides/reps from synsytr and griffith is they're no where near refined or high level builds or guides. I don't get it... /rant/

Low wall ramp is suicide vs a 10 pool or 11 overpool with nothing but late marines btw. You can only have 2-4 scvs MAX repairing your lower bunker, and then he's just streaming them in your base. Roach rush? You lose a supply and have to lift the rax. He doesn't have to hit at all.

I hate to theorycraft, but 1 ling outside your base hitting your depot will be able to see it's just a marine or how many etc if you show you cards, keep that in mind. A lot of zergs are learning solid OL poking and placement which demolishes any 'hidden' expo/tech builds the higher up we go in ladder.

Medivac Marauder drop the infestors (ie. load 4 marauders into medivac), drop one at a time to snipe the infestors. Much more cost effective than using ghosts. Use money saved on turrets for more marines/marauders.

Will not work. 1-infestors aren't alone. 2- they will FG the medics to keep you there, and slings are always with them. If you relift, FG + IT'errans and there goes 500/200 investment for most times no damage.


1. Zerg takes a fast, ~7:00min, 3rd

In reality, this is very unlikely to happen - because the zerg does NOT know if you are going 1 rax FE or 3 rax all-in. But if it does happen, you need to 4 Rax ASAP and push right as the 3rd finishes. You don't need to wait for stim/combat shields.

2. 2 Base Baneling Bust,

Very likely scenario. You need to keep a scouting SCV should to do a drone count at around the 6:30 minute mark. If you want to play safe and blind against this, make 2 marauders with your tech labbed raxes first.

How will you scout. Other than scan, you have no scout. What if it's a 2 base, 14 hatch 13 pool build that goes immediately into roaches upon seeing low ground wall, and just roach + sling bane 2 bases you? You can't scan everywhere. What if you scan the wrong base? Wasting scans on 3rd obviously at 7 minutes, so there's 1 wasted scan sometimes for naught.


4. Have ~22 marines and ~5 marauders for your first 9:30 push

Good luck beating ANY zerg army at 9:30 with just 22 marines and 5 marauders... Any losria style quick 3rd all tier1 roach sling bling bust once you drop that expo with no tanks is game over. You cannot stop it. To be honest, any 2 base sling only will walk all over this push with just a flank and good timing on creep.

2. Prevent mutalisk harass by building turrets to create mutalisk traps.

Another joke. You make no mention on how to do this. Because there is practically no way. Muta controllers just skirt the edges anyways feeling the waters. They're not stupid (most times) to walk into, what I imagine you're say, a gauntlet of turrets.


I can say well written, but just poor poor advice and build. You'll get ran over by any roach sling bling pressure, or any 2-3 base bust. Any roach pressure into fast mutas off two bases. Any sling bling eco bust off two bases. Any muta sling bling with half decent muta control and constant pressure to keep tank count low. No tanks? Banes will ass rape you. No tanks? Infestors will dominate you.


Edit -- two things. One -- sc2 is not broodwar. BW strats to not carry over for the facts of the new units and the way units ball up and high amounts of AoE.

Two -- I used to do marine mara medic blue flame pushes off 1 base that hit at 9 min before mutas pop, and it would get destroyed by roach sling bling. No way this softer version would contend as I have blue flames and a larger army with medics. However, it was a one base strategy, just saying.



Edit 2- and of the maps you can't low wall? Slag (I think) TDA scrap?


Edit 3- this is just, personally, a worse version of a reaper expand. The reaper expand gets early stim. Gets 4 rax. Gets expo dropped early. Techs to medics earlier. Sure, the CC starts later, but not by much. And the units aren't cut or not made early. Plus, the reaper actually gives you scouting information post scv dying.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
Griffith`
Profile Joined September 2010
714 Posts
Last Edited: 2011-06-27 21:04:20
June 27 2011 20:58 GMT
#8

How will you scout. Other than scan, you have no scout. What if it's a 2 base, 14 hatch 13 pool build that goes immediately into roaches upon seeing low ground wall, and just roach + sling bane 2 bases you? You can't scan everywhere. What if you scan the wrong base? Wasting scans on 3rd obviously at 7 minutes, so there's 1 wasted scan sometimes for naught.


You hide your initial poking SCV and use it to poke back again @ the nat at ~6:30. Otherwise I just double bunker regardless at nat for safety.


Good luck beating ANY zerg army at 9:30 with just 22 marines and 5 marauders... Any losria style quick 3rd all tier1 roach sling bling bust once you drop that expo with no tanks is game over. You cannot stop it. To be honest, any 2 base sling only will walk all over this push with just a flank and good timing on creep. Marauders drop hatcheries so quickly its almost stupid silly.

22 marines/marauder w/ stim, shield, +1 is a hell of a lot more menacing than you might think. Admittedly - there arent many that do losira style on NA ladder - so I will find someone to test it against later today.


Another joke. You make no mention on how to do this. Because there is practically no way. Muta controllers just skirt the edges anyways feeling the waters. They're not stupid (most times) to walk into, what I imagine you're say, a gauntlet of turrets.


It's not a joke. There are many lessons to be carried over from BW on how to simcity turrets. You fuck up one turret placement in BW and your whole base gets run over by mutas. Ask any BW C or higher player and they'll tell you what a joke SC2 mutas are. You deal with mutas by by placing turrets on the outskirts first - so if mutas do decide to go in they have no out. It's how FlaSh/Fantasy and all the pros do it.

BFH suck against roach/bling - stimmed MM doesn't. I don't know how big your BFH/MM/Medivac 1 base army is. The difference is that mine is 2 base - you replenish your army in about 90 seconds.


Edit 2- and of the maps you can't low wall? Slag (I think) TDA scrap?

You put up an extra depot before your CC to complete your walloff. Admittedly, you delay your CC slightly on these maps. I don't use this build for scrap station (obv).
griffith.583 (NA)
dementrio
Profile Joined November 2010
678 Posts
June 27 2011 21:12 GMT
#9
A stim timing push seems to be a popular way to follow a 1 rax fe. I've played against this a few times and I think it's pretty strong, because it does hit before any of zerg's expensive tech investments can kick in. However, I think it's shut down hard by a low-tech quick 3rd as long as z gets baneling speed asap. You typically have your raxes at the front and won't be able to hide that you are making marauders, this can be read as a stim timing, and the way I deal with it is staying on 2 gas while taking 3rd (without saturating it), get baneling speed and deal with your push with 3 hatch lings and banelings. Once I hold that off you have to deal with 6gas mutas and I don't like your position.
XXXSmOke
Profile Blog Joined November 2004
United States1333 Posts
June 27 2011 21:14 GMT
#10
On June 28 2011 05:45 iAmJeffReY wrote:
The thing is about the guides/reps from synsytr and griffith is they're no where near refined or high level builds or guides. I don't get it... /rant/

Low wall ramp is suicide vs a 10 pool or 11 overpool with nothing but late marines btw. You can only have 2-4 scvs MAX repairing your lower bunker, and then he's just streaming them in your base. Roach rush? You lose a supply and have to lift the rax. He doesn't have to hit at all.

I hate to theorycraft, but 1 ling outside your base hitting your depot will be able to see it's just a marine or how many etc if you show you cards, keep that in mind. A lot of zergs are learning solid OL poking and placement which demolishes any 'hidden' expo/tech builds the higher up we go in ladder.

Show nested quote +
Medivac Marauder drop the infestors (ie. load 4 marauders into medivac), drop one at a time to snipe the infestors. Much more cost effective than using ghosts. Use money saved on turrets for more marines/marauders.

Will not work. 1-infestors aren't alone. 2- they will FG the medics to keep you there, and slings are always with them. If you relift, FG + IT'errans and there goes 500/200 investment for most times no damage.

Show nested quote +

1. Zerg takes a fast, ~7:00min, 3rd

In reality, this is very unlikely to happen - because the zerg does NOT know if you are going 1 rax FE or 3 rax all-in. But if it does happen, you need to 4 Rax ASAP and push right as the 3rd finishes. You don't need to wait for stim/combat shields.

2. 2 Base Baneling Bust,

Very likely scenario. You need to keep a scouting SCV should to do a drone count at around the 6:30 minute mark. If you want to play safe and blind against this, make 2 marauders with your tech labbed raxes first.

How will you scout. Other than scan, you have no scout. What if it's a 2 base, 14 hatch 13 pool build that goes immediately into roaches upon seeing low ground wall, and just roach + sling bane 2 bases you? You can't scan everywhere. What if you scan the wrong base? Wasting scans on 3rd obviously at 7 minutes, so there's 1 wasted scan sometimes for naught.


Show nested quote +
4. Have ~22 marines and ~5 marauders for your first 9:30 push

Good luck beating ANY zerg army at 9:30 with just 22 marines and 5 marauders... Any losria style quick 3rd all tier1 roach sling bling bust once you drop that expo with no tanks is game over. You cannot stop it. To be honest, any 2 base sling only will walk all over this push with just a flank and good timing on creep.

Show nested quote +
2. Prevent mutalisk harass by building turrets to create mutalisk traps.

Another joke. You make no mention on how to do this. Because there is practically no way. Muta controllers just skirt the edges anyways feeling the waters. They're not stupid (most times) to walk into, what I imagine you're say, a gauntlet of turrets.


I can say well written, but just poor poor advice and build. You'll get ran over by any roach sling bling pressure, or any 2-3 base bust. Any roach pressure into fast mutas off two bases. Any sling bling eco bust off two bases. Any muta sling bling with half decent muta control and constant pressure to keep tank count low. No tanks? Banes will ass rape you. No tanks? Infestors will dominate you.


Edit -- two things. One -- sc2 is not broodwar. BW strats to not carry over for the facts of the new units and the way units ball up and high amounts of AoE.

Two -- I used to do marine mara medic blue flame pushes off 1 base that hit at 9 min before mutas pop, and it would get destroyed by roach sling bling. No way this softer version would contend as I have blue flames and a larger army with medics. However, it was a one base strategy, just saying.



Edit 2- and of the maps you can't low wall? Slag (I think) TDA scrap?


Edit 3- this is just, personally, a worse version of a reaper expand. The reaper expand gets early stim. Gets 4 rax. Gets expo dropped early. Techs to medics earlier. Sure, the CC starts later, but not by much. And the units aren't cut or not made early. Plus, the reaper actually gives you scouting information post scv dying.


You make a lot of valid points, however I see this working very well vs Losira style as your starting with Rauders anyway which are key to beating roach/bling armies. If you push at 9:30 see the mass roach ling/blng just back out, wait for some tanks/medivac and then hit his third super hard.
Emperor? Boxer disapproves. He's building bunkers at your mom's house even as you're reading this.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10325 Posts
Last Edited: 2011-06-27 21:19:52
June 27 2011 21:18 GMT
#11
Wow, this guide is fantastic ( sorry I read the first post )

I like how you specifically address how to adapt to common responses by Zerg in a very crisp, concise manner.

Thanks!

Also, are you sure that 16 CC and 19 OC are better than the 15 OC and 16 CC that people do? (economically in the long run)

Edit:

Just realized this is Griffith, and he is going to be inactive now?!?!

nuuuu

Thanks for your contributions!
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Griffith`
Profile Joined September 2010
714 Posts
Last Edited: 2011-06-27 21:22:54
June 27 2011 21:18 GMT
#12

Also, are you sure that 16 CC and 19 OC are better than the 15 OC and 16 CC that people do? (economically in the long run)


For 15OC/16CC build, 16CC is really not "16 CC", its built at the same time as around an 18 CC of the 16CC/19OC build (as during the time your OC is morphing in, you're not actually building any SCVs, and OC takes ~2 SCV build time + 1 Marine). The main crux is that the MULE doesn't pay off itself until about ~2 minutes after you start the construction of your OC.
griffith.583 (NA)
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
Last Edited: 2011-06-27 22:11:00
June 27 2011 22:07 GMT
#13
Can I ask, somewhat off topic, where your replays are coming from? Ladder. Or just random custom games on the same map. I downloaded the reps, but I gotta find a new unzip program.,

But, look at your profile, you have what.. 9 solo ladder games played? I feel something like this should be widely tested on ladder, and not just random custom games. Ladder is a lot more random, and better to flesh out problems of a build, as opposed to saying 'scout for a banebust'

Because, checking your history, a guy did a 2 base bane bust on you and apparently won the game with just that bust on xel naga.

You make a lot of valid points, however I see this working very well vs Losira style as your starting with Rauders anyway which are key to beating roach/bling armies. If you push at 9:30 see the mass roach ling/blng just back out, wait for some tanks/medivac and then hit his third super hard.

If you have an army on two base and pull back, the zerg already saw your cards and can set up a sling bling roach flank. Yes, mara is good against roach. But as his push states... he has 5. 5. Who's to say those 5 are in any kind of position. Zerg reaching lair tech, and staying up on upgrades (read fast melee and armor ups) would have +1/+1 or +2/+1 by the time you pulled back and hit. Then it's all in, as he's on 3 if not 4 bases compared to your 2 base mara marine tank medic push. And if he opens losria style, doesnt mean they have to stay on roaches. Many that I face go right into muta sling bling and muta harass my tank count down + keep me in base to take an early 4th, get IPit, and tech to lair.



So in short, all im asking is
22 marines/marauder w/ stim, shield, +1 is a hell of a lot more menacing than you might think. Admittedly - there arent many that do losira style on NA ladder - so I will find someone to test it against later today.

Are you on a smurf, or just saying there aren't many losria style zergs? A lot that I face are doing a pseduo style, with a macro hatch at the nat before the lair, to do 3 hatch sling bling pressure until muta pops.


I like how you specifically address how to adapt to common responses by Zerg in a very crisp, concise manner.

But he doesn't address many popular zerg openings and stratgies on the ladder. No jecho style roach sling bling bust, no losria style ling heavy roach sling pressure, no spanishwa (which btw I feel would wreck this. That early econ + quick upgrades on slings is all they need to beat back the first push, take a third and coast to a win) No two base bane bust. etc
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
Selkie
Profile Blog Joined October 2010
United States530 Posts
Last Edited: 2011-06-27 22:14:27
June 27 2011 22:14 GMT
#14
GRITTHI!

So happy to see you posting again, all of your guides have been amazing. - this one included.


I'm trying this out, first game so far the results have been good.
Inertia_EU
Profile Joined October 2010
United Kingdom513 Posts
June 27 2011 22:20 GMT
#15
I love you so much for this.
ChickenLips
Profile Blog Joined May 2010
2912 Posts
June 27 2011 22:24 GMT
#16
Yeah, the way you play doesn't work on ladder, unless you enjoy flipping coins.

Right the first replay I open you wander around the map with 10 marines at 7 minutes and 0 defenses at home. Any Zerg can just make ling/bling off 24 drones and kill you since you have 0 information.


10 Marines and an unfinished bunker at 7:00 isn't a viable 2base-defense. You see the pros going Reaper or Reactor Hellion or Banshee, they do that to see what the Zerg is doing and force him to use his units for defense. You can't just wander into your natural hoping that the Zerg is droning.

Custom games with friends unfortunately is not a good way to check the viability of a build
❤Ƹ̵̡Ӝ̵̨̄Ʒ✿
proxY_
Profile Joined July 2010
United States1561 Posts
June 27 2011 22:38 GMT
#17
I watched a couple of the replays, the key to this working is that you're 2 building walling the bottom of your ramp and denying the zerg any kind of scouting info. This is every zerg's worst nightmare against terran and probably the primary reason that most tournament maps nowadays have neutral structures at the bottom of the ramps.

By the time the zerg realizes what's going on they're going to be behind because they likely tried to play really safe (roach warren, evo chamber, maybe even a third queen) because they had no idea what was going on and there are 3 or 4 things that terran can do that will outright kill them. The two main counters to this (fast 3rd and 2 base ling baneling all-in) both have the potential to be extremely hard countered so the zerg is generally just opting to two base hardcore as they have no info which is ultimately putting them really far behind to this.

I really feel like a ling baneling all-in off of 2 base that's well executed should beat this, but by the time the zerg figures out what's going on it's too late.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10325 Posts
June 27 2011 22:43 GMT
#18
On June 28 2011 06:18 Griffith` wrote:
Show nested quote +

Also, are you sure that 16 CC and 19 OC are better than the 15 OC and 16 CC that people do? (economically in the long run)


For 15OC/16CC build, 16CC is really not "16 CC", its built at the same time as around an 18 CC of the 16CC/19OC build (as during the time your OC is morphing in, you're not actually building any SCVs, and OC takes ~2 SCV build time + 1 Marine). The main crux is that the MULE doesn't pay off itself until about ~2 minutes after you start the construction of your OC.


Thanks, didn't know =O

On June 28 2011 07:07 iAmJeffReY wrote:
Show nested quote +

I like how you specifically address how to adapt to common responses by Zerg in a very crisp, concise manner.

But he doesn't address many popular zerg openings and stratgies on the ladder. No jecho style roach sling bling bust, no losria style ling heavy roach sling pressure, no spanishwa (which btw I feel would wreck this. That early econ + quick upgrades on slings is all they need to beat back the first push, take a third and coast to a win) No two base bane bust. etc


Thanks for your insightful input
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Exley
Profile Joined April 2011
United States239 Posts
June 27 2011 22:43 GMT
#19
On June 28 2011 07:38 proxY_ wrote:
I watched a couple of the replays, the key to this working is that you're 2 building walling the bottom of your ramp and denying the zerg any kind of scouting info. This is every zerg's worst nightmare against terran and probably the primary reason that most tournament maps nowadays have neutral structures at the bottom of the ramps.


The building-blockers are to prevent double-bunker or pylon blocks at the base of ramps.

A 2 building walloff at the bottom of a ramp is countered by roach openings, even after hatch first---- not many zergs are afraid of this type of walloff, since 2 or 3 marines denies most ramp scouting anyway.
DruidzHistory
Profile Joined October 2010
Sweden231 Posts
June 27 2011 22:52 GMT
#20
Wow, i use a different style of 1rax expo in tvz. I guess im doing it wrong?
1 2 3 4 Next All
Please log in or register to reply.
Live Events Refresh
RSL Revival
10:00
Season 1: Playoffs Day 3
ByuN vs ChamLIVE!
herO vs Reynor
Tasteless1596
Crank 1087
IndyStarCraft 234
Rex166
3DClanTV 110
IntoTheiNu 57
LiquipediaDiscussion
CranKy Ducklings
10:00
Master Swan Open #93
CranKy Ducklings75
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Tasteless 1596
Crank 1087
IndyStarCraft 234
Rex 166
ForJumy 29
MindelVK 17
StarCraft: Brood War
Calm 10274
Horang2 1875
Larva 1068
Flash 1033
Jaedong 676
Stork 325
BeSt 276
Soulkey 218
actioN 212
Last 189
[ Show more ]
Hyun 172
Mini 162
Bisu 119
TY 105
Yoon 53
Mind 48
hero 43
sorry 42
sSak 37
Barracks 27
Free 27
GoRush 25
NaDa 21
Mong 18
sas.Sziky 17
Icarus 17
yabsab 15
ivOry 2
Dota 2
XcaliburYe561
canceldota155
League of Legends
singsing1680
Counter-Strike
Stewie2K482
Heroes of the Storm
Khaldor237
Other Games
B2W.Neo1058
XaKoH 447
DeMusliM393
Lowko153
Happy147
SortOf135
Fuzer 93
Organizations
StarCraft 2
ComeBackTV 892
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• Adnapsc2 11
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV506
League of Legends
• Lourlo2107
Upcoming Events
WardiTV European League
18m
FEL
4h 18m
RSL Revival
22h 18m
Clem vs Classic
SHIN vs Cure
FEL
1d
WardiTV European League
1d
BSL: ProLeague
1d 6h
Dewalt vs Bonyth
Replay Cast
2 days
Sparkling Tuna Cup
2 days
WardiTV European League
3 days
The PondCast
3 days
[ Show More ]
Replay Cast
4 days
RSL Revival
4 days
Replay Cast
5 days
RSL Revival
5 days
RSL Revival
6 days
Liquipedia Results

Completed

BSL 2v2 Season 3
HSC XXVII
Heroes 10 EU

Ongoing

JPL Season 2
BSL Season 20
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025

Upcoming

2025 ACS Season 2: Qualifier
CSLPRO Last Chance 2025
2025 ACS Season 2
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
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 © 2025 TLnet. All Rights Reserved.