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[G] PvT 16 Nexus: A Second Look

Forum Index > StarCraft 2 Strategy
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Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
Last Edited: 2012-03-15 04:28:54
January 30 2012 04:03 GMT
#1
PvT 16 Nexus: A Second Look


While there are similar guides available, I'd like to further explore this opener's place in the PvT match-up. I will continue to find more Terran responses, and try to understand how a Protoss may best deal with them. I'd like to discover all of the possible Terran all-ins that a Nexus first opener might precipitate so that I may make this guide as comprehensive as possible.

But I digress. I'd like to give a shoutout to the wonderful DUCKVILLELOL who put together these beautiful cast, even including some PiP action!!

http://www.youtube.com/watch?v=pNUeycByh00


http://www.youtube.com/watch?v=pA5oAzzyKGY


follow him on twitter http://twitter.com/#!/DUCKVILLELOL

+ Show Spoiler +
Change log
1/31/2012 - Added floating 3 rax section



I recommend only using such a build on a map where the natural is somewhat defensible, by aid of a ramp. This will help you deal with bio pushes and the dreaded hellion run-by. You want to get yourself an advantage in the mid game with this build, but in order to do that, you can't lose right off the bat to a push or lose lots of probes to harassment. So, I recommend nexus first on--from the current ladder pool--Shakuras, Entombed, and Antigua.

Here is your generic opener-
  • 9 Pylon (scout)
  • 11 2 CB on nexus, consecutively
  • 16 Nexus
  • 16 Gateway
  • 17 Pylon
  • 18 Gas*
  • 20 Zealot (CB'd)
  • 22 Cybernetics core


*With your gas probe, scout your natural on an attack command to check for bunkers and the scouting scv. if the scv enter the natural, pin this probe to it. I also like to check around a little bit for proxies, though I haven't had a terran do this to me yet.

Scouting
  • You need to get the most out of your probe scout, as you're sacrificing a bit of economy by scouting so early.

  • If you start going up the natural ramp and get hit by a marine, check the natural to see if it is a 1 rax cc on low ground. lose the probe doing this if absolutely necessary; it's very important.

  • If you scout him last on antigua or entombed, you are in the dark and will most likely see a wall of 2 depots and a rax. You will have to play a bit more safely than we'd like, but that's just the way of the world.

  • If you scout him first or second, you will be able to get into the base to see whether or not he has taken his gas. From here it is important to find his depot, if he has started one. If you see him start a depot before his marine is out, that means he has not started a 2nd rax on 16, which means you can rule out the 5 marines +1 marauder push.

  • If you scout a no gas opener, you cannot assume 1rax CC until you in fact see the CC. Check the edges of his base for additional barracks. Refer to the Floating 3 Rax section below which details a couple of responses.



From here, you will begin to make some deviations:

If you scout gas, or cannot scout gas, proceed as follows:

+ Show Spoiler +
  • 9 Pylon (scout)
  • 11 2 CB on nexus, consecutively
  • 16 Nexus
  • 16 Gateway
  • 17 Pylon
  • 18 Gas*
  • 20 Zealot (CB'd)
  • 22 Cybernetics core

~Probes cut as needed to sustain 100% production on 2 gateways~
  • 22 Gateway(2)
  • 25 Zealot (2) (CB'd)
  • 27 Stalker + WG (both CB'd)

Continue adding stalkers and pylons as needed. If you see the 2rax pressure coming, continue making zealots and stalkers out of 2 gates off of one gas. The 5 marine 1 marauder will leave a little before 5:30, so make sure you have a unit to spot it at this time. If you see marauders and marines but he does not hit you immediately, he might be teching to medivacs. You can sustain 2 gateways of production and eventually afford a 3rd gate and a robotics from here. You won't be able to maintain constant probe production, but your economy will still be strong against his one base mules.

On the other hand, if you were able to spot a lack of gas or a 1 rax cc, or even a cc first, proceed as follows:

+ Show Spoiler +
  • 9 Pylon (scout)
  • 11 2 CB on nexus, consecutively
  • 16 Nexus
  • 16 Gateway
  • 17 Pylon
  • 18 Gas*
  • 20 Zealot (CB'd)
  • 22 Cybernetics core

~Probe production maintained~
  • 25 Zealot (2) (CB'd)
  • @100% 2nd zealot - 1st Stalker (CB'd)
  • Pylon
  • @100% 1st stalker - 2nd Stalker (CB'd)
  • Continued stalker production off of one gate
  • Gases 2 and 3
  • Robotics + Gateways 2+3


Alternatively, you may opt for pure gateways to do some pressure off of two bases. The above opening is designed to be more economical and move into heavy macro mode, either with double forge or colossus drop follow ups. With your 2 zealots and 1 stalker, you may move out. If they did not start a bunker, it is possible to do some damage to marines or scvs with a little bit of micro.


Common Terran follow ups when gas is taken


1;1;1

It is important to make use of all of the information at hand. You will be moving out of the 2 gate opener above, so your robotics will not come as quickly as it would with the 1 gate opener. You need to identify the type of push Terran is concocting. If you see siege tanks, I recommend using 3 gases and moving into colossus production with range as fast as humanly possible. So long as you maintain a high enough stalker account to deal with the banshees (use the 2 stalkers/banshee rule of thumb here) and have a colossus out or almost out when the push is coming, the Terran will be hard pressed to force an engagement, which is what he wants to do as soon as he can. Use your range colossus to pick off tanks that encroach too far, bunkers that are too bold, and marines that stray from the pack. Your stalkers will be backed up, only venturing forth to deny banshees from taking pot shots on your colossus. Your zealots and a sentry or 2 will be off to the side. You can so sit until your natural is mined out if he is unable to force an engage. The key here is patience.+ Show Spoiler +
[image loading]


+ Show Spoiler +
alejP v snpP 1;1;1


2 Rax pressure

This push will be easier to read because you can confirm exactly what it is as he is moving out. He will have a marauder and 5 marines, if it is the reactor-1st variety. As mentioned earlier, this will be down his ramp by 5:30 with a marauder and some marines. The second barracks might be proxied somewhere, so don't assume it is not a 2 rax just because you don't count 5 marines. You will have 2 zealots and a stalker when this hits, which is not a very good fight for you, especially if he is pulling SCVs. You will need to use probes to fight. The way you do this is you hotkey a group of probes, I'd recommend 10-15 of them at the least, and make them mineral walk to your 3rd base. When your units are engaging them, give the probes the attack command once they are around the marines. Mineral walking helps you get a surround and also removes their attack priority until they are actually attacking.+ Show Spoiler +
[image loading]


+ Show Spoiler +
alejP v outplayedT 2rax reacttech


I've faced another variant, this one with 2 barracks with tech labs. This one is not as strong, as marines are much scarier when you have pulled probes effectively. In this replay, Terran follows up with a hellion-marine-marauder-scv-medivac timing with stim. If you are aware that hellions will be in the mix, do your best to simcity your main somewhat to mitigate hellion drops. And always engage in a favorable location.

+ Show Spoiler +
alejP v insT 2rax techtech


Marauder or Reaper Expand
This opener will play out like the below ones, but you need to play the safer opener because you will not always know if your opponent has started his CC.


Common Terran follow ups to 1 rax CC


Fast third command center

Terran is going to want to out greed you here. Because I have been responding to fe builds with colossus drop, this Terran response is not very strong. You can scout the 3rd CC opener with your Obs scout. If he hasn't left his base with the CC, you'll simply see it. But if his natural is lacking in saturation and/or there are no mules there, it is because he is muling up his 3rd base.+ Show Spoiler +
[image loading]
So go find it. Here are two replays; one with a mech follow-up, which turns into a pretty sick game. the other transitions into bio per standard.

+ Show Spoiler +
alejP v sterlingT fast 3cc mech

alejP v ognaT fast 3cc bio


4-5 Barracks Marines before gas

This opener has caught on quickly. If your opponent has opened 1rax cc, there's no reason not to keep 3 or more stalkers outside of his natural ramp until it is late enough for stim to have finished or medivacs to be out. It's in your best interest to kite these marines across the map as well as you can and put off taking real damage from them until absolutely necessary.

+ Show Spoiler +
alejP v axidus 1raxcc 5raxb4gas

alejP v secretT 1raxcc 4raxb4gas


Shakuras- 3 Bunker block

You can block this with a pylon at the natural, but I don't like to have that pylon so exposed in case of a different all-in. You'll have zealots when the bunkers go up (which you could use to block the bunkers if you are so vigilant), so simply attack the scvs whenever possible and ignore the marine(s) shooting you until you are on the verge of losing one. Only pull probes if the bunkers have a chance at going up. This by no means should end the game. From here, your opponent may transition into any of the other builds here.

+ Show Spoiler +
alejP v exoblazerT 1raxcc 3bunkerblock

alejP v sinfeoT 1raxcc 3bunkerblock


2 Gas after CC -> 3 rax before factory bio

This seems to be the standard. Some of them get quick stim, others do not. Either way, you can deal with the pokes that come off of 2 bases with gateway units so long as your forcefields are good enough, as we're only playing this out and maps that allow you to do so.

+ Show Spoiler +
alejP v torothT 1raxcc 3raxbio

alejP v ghostfootT 1raxcc 3raxbio

alejP v zokuT 1raxcc 3raxbio



Wild card openers

These openers don't quite fit into the above categories.

Floating 3 Rax SCV + Marine All-in
+ Show Spoiler +
You will need to scout this in order to change your build accordingly. If you scout no gas, you cannot assume 1rax fe; you must check his base for building barracks if you are able to get inside. If you cannot get inside, you will need to scout where the barracks would land. Even if you scout last, you will be able to change your build in time. Follow this:

9 pylon, scout
16 nexus
17 gate
17 pylon
18 gas

(floating rax spotted)

18 gate
18 zealot
20 core

this will net you 3 zealots at 5:05, which is before his first 5 marines will be at your natural.
Your first stalker will be out at 5:20, followed by a second at 5:35. You will have:

3 zealots 2 stalkers and 22 probes at 5:35. It might be in your best interest to only mine gas with 2 probes. This will enable you to have 4z2s + 24probes at 5:48 and 6z2s at 6:15. Terran cannot force an engage with probes until the 2nd wave of SCVs hits a little after 6:00.

Ultimately, you're either looking at:

6 Zealots, 2 Stalkers, and 26 Probes vs.11 Marines and 17 or 18 SCVs, depending on if he lost his scout SCV or

3 Zealots, 4 stalkers and 24 Probes vs 11 Marines and 17-18 SCVs if every SCV is pulled.

I think both are close but winnable battles, given a good probe pull with mineral walk. It is also very likely some of the marines and scvs will be softened up before the terran can force you to engage thanks to your stalkers.

Cannon alternative response:

Assuming no fixed spawns, and thus a 9 scout. As stated above, you can scout last and find the floating raxes at 18-19 food. The placement of your 2nd pylon by your Nexus is a blind choice, not based on scouting whatsoever. I don't think this bad practice, anyway.

Disclaimer: this might sound insane

9 pylon, scout
16 nexus
16 Gateway
17 Pylon (low ground hugging the nexus like this + Show Spoiler +
[image loading]

18 Gas
(18-19 floating raxes are spotted at the last scouted + Show Spoiler +
location[image loading]
)
19 Forge
20 Zealot
22 Core
22 Zealot (2)
24 Cannon (placed to minimize surface area from SCVs)

When the 5 marines arrive, they will see this:+ Show Spoiler +
[image loading]


When the second wave of SCVs arrives, at which point he needs to engage you, he will be up against this: + Show Spoiler +
[image loading]


To ensure the 2nd cannon will be up in time for the second wave of SCVs, you must start it no later than 5:15.

2 Cannons, 2 Stalkers, 2 Zealots and 24 Probes vs 11 Marines, 18 SCVs
I don't think this is at all winnable for him. At this point, you can support 2 gateways of chronoboosted stalkers and he is capped at 35 supply with only a single mule for income. He cannot even deny mining at your natural nor try to focus it down outside of cannon range. The cannons negate SCVs attacking entirely, and your stalkers can outrange his marines if he tries to avoid cannon fire in any way.

Some possible issues-

The best course of action for Terran might be to try to drill up the ramp. I don't think would be too troublesome, however, as this exposes his marines to cannon fire and whatever units/probes you have defending as they try to move up the ramp.

It's impossible to deny scouting of the forge. However, at this point, his 2nd rax has already finished. Even if he cancels his 3rd rax upon seeing the forge, your nexus is done before he starts 2nd CC if he calls off the rush, and the first 50 energy from his orbital is wasted. This is assuming he scouts you first. If he doesn't scout you first after the completion of his first rax, his 3rd barracks will be finished by the time he can spot your forge, and at that point he is entirely committed to the rush


SCV + Marine push into dual port all-in
The name on this replay should make sense to you. Probe pull is essential, obviously.
+ Show Spoiler +
alejP v prideT marinescv then banshee


5 Rax Reaper
+ Show Spoiler +
http://drop.sc/100504



Protoss preferred followups
I have used double forge, robo/twilight, and fast colossus transitions into the mid game off of nexus first builds against Terran FE builds. But the one middle game transition that I have found to be the best one is the speed colossus drop. None of the common Terran openers deal with this style very well. While he can get vikings and turrets, nothing will ever catch up the speed WP. Against fast 3rd CC builds, his starport tech is delayed for quite some time so vikings will be slower to come out. If he has landed his third, there is no way for him to defend all three of his bases with bio units, and covering all of them with multiple turrets is costly and not effective at all once your colossus gets range. 4 rax before gas also delays its starport tech, and his marine force is manageable with just gateway units from 3 gateways. 2 gas after cc into 3 rax bio pushes are stronger, but can be dealt with using forcefields on the maps we are playing this out on. I largely consider 16 nex to have a very great edge over 1 rax CC and CC first because the speed WP colossus style exists.


Unexplored territory, and how you will lose opening 16 Nexus
Unfortunately, I have not faced enough 1 base 4-5 rax marine-scv all-ins to claim that I have done enough testing to shore the build up completely. However, I have won against most I have faced with the initial zealot(s) and a substantial probe pull. It is very easy to be tricked, however. A 1rax build with no gas will look exactly like a 1rax cc but could just as easily contain additional rax instead. Once you have scouted a lack of gas, there is no need for you to stay within the natural expansion, just to wait for the marine to chase you away. Start checking towers and the edge off of your opponent's base for proxies. You never know what you may find.

If you use this build on ladder and exclusively on the maps I have specified, you will still lose some games stupidly. It can be difficult to know exactly the best response with limited information, especially when you cannot get inside of your opponent's base. This is somehow mitigated by the 9 scout, but you still might be denied valuable information if you scout your opponent last or he has walled it by placing an early depot to finish later.

Against 1;1;1 pushes, it is very easy to lose because the limitations of your information might have led you to play a safer opener, and thus delay your robo somewhat. This will stop you from powering up --probing up to ~40 and adding infrastructure for 5gate/immortal or 4 or 5gate/colossus-- in a way that lets you deal with it effectively. Some variants of the 1;1;1 will include marine drops, hellion drops, and hellion run by`s. You should have pylons on the edges of your base, as hellion drops are much more easily mitigated if you see them happening. If you have a probe below their ramp, their is no need to have all of your units in a clump by your natural. Spread your stalkers out around your base to fend off banshees and drop harassment. You may even create a partial wall off at your ramp with a pylon and a 3x2 structure and keep a unit on hold position to block flow between the bases if you please.

Against bio pushes, it is easy to mess up the engage by forcefielding incorrectly and from there lose immediately. However, I really only have experience with transitioning into colossus drops, so if you choose a safer transition this might not be an issue for you at all.


Here's a replay bank. These are just the ones in the spoilers above.
+ Show Spoiler +

[url=http://drop.sc/100476]http://drop.sc/100476
[url=http://drop.sc/100475]http://drop.sc/100475[/url]
[url=http://drop.sc/100367]http://drop.sc/100367[/url]
[url=http://drop.sc/100474]http://drop.sc/100474[/url]
[url=http://drop.sc/100477]http://drop.sc/100477[/url]
[url=http://drop.sc/100480]http://drop.sc/100480[/url]
[url=http://drop.sc/100481]http://drop.sc/100481[/url]
[url=http://drop.sc/100482]http://drop.sc/100482[/url]
[url=http://drop.sc/100483]http://drop.sc/100483[/url]
[url=http://drop.sc/100484]http://drop.sc/100484[/url]
[url=http://drop.sc/100493]http://drop.sc/100493[/url]
[url=http://drop.sc/100488]http://drop.sc/100488[/url]
[url=http://drop.sc/100503]http://drop.sc/100503[/url]
[url=http://drop.sc/100504]http://drop.sc/100504[/url]

could not tell you why the links are behaving so


Thanks for the read. Please leave your comments/replays/questions/suggestions here!
-aLeJ
get rich or die mining
TL+ Member
Ldawg
Profile Joined December 2011
United States328 Posts
January 30 2012 04:20 GMT
#2
Very good input here, thank you for the detail in regards to Terran responses and corresponding Protoss counters. Your guides are always very detailed and accompanied with many replays.

Thanks Alejandrisha!
"Terran so...ice cream!" MKP/MC at HSC IV
CCalms
Profile Joined November 2010
United States341 Posts
January 30 2012 04:28 GMT
#3
marine scv all-ins are definitely not the hard ones to beat. Just wait until you start playing against solid marauder hellion openers (fast reactored factory) or some perfectly timed marauder pressures with expos behind them and a few scvs pulled. Usually ones that come about 40 seconds before warpgate is done are the most threatening. But again, easy easy easy to stop all marine scv all-ins if you have competent probe micro. Btw, I don't feel this is safe on shakuras unless you pylon scout and see that they did not spawn close air, because reaper first close air (although rare and must be conducted as a blind choice by the T) with a toddler microing will just build order win.
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
January 30 2012 04:32 GMT
#4
On January 30 2012 13:28 CCalms wrote:
marine scv all-ins are definitely not the hard ones to beat. Just wait until you start playing against solid marauder hellion openers (fast reactored factory) or some perfectly timed marauder pressures with expos behind them and a few scvs pulled. Usually ones that come about 40 seconds before warpgate is done are the most threatening. But again, easy easy easy to stop all marine scv all-ins if you have competent probe micro. Btw, I don't feel this is safe on shakuras unless you pylon scout and see that they did not spawn close air, because reaper first close air (although rare and must be conducted as a blind choice by the T) with a toddler microing will just build order win.

pylon scout is part of the build
marine pushes are stronger against probe pulls than are marauder pushes
there is such a marauder replay in the op
a reaper does not build order win. you will know a reaper expand before it happens, as if he has walled, his rax will be part of the wall if you can't get in. you will see the tech lab. you will see that it's not researching shells. rally both nexuses to your main mineral line. buy time with 3-4 probe pulls to push the reaper to ledge. your zealot can zone it out very easily afterward
get rich or die mining
TL+ Member
Acritter
Profile Joined August 2010
Syria7637 Posts
January 30 2012 04:41 GMT
#5
Why do you not like this build on TDA?
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
January 30 2012 04:44 GMT
#6
On January 30 2012 13:41 Acritter wrote:
Why do you not like this build on TDA?

I like it there better than I do on the maps I didn't mention in the op. I suppose the nat is safe enough, though. Rarely will a terran take the time to take the alternative route to your nat. I haven't really tried it there so much because I have it vetoed, so I probably just overlooked it as a possibility. thanks for pointing this out!
get rich or die mining
TL+ Member
Acritter
Profile Joined August 2010
Syria7637 Posts
January 30 2012 04:52 GMT
#7
On January 30 2012 13:44 Alejandrisha wrote:
Show nested quote +
On January 30 2012 13:41 Acritter wrote:
Why do you not like this build on TDA?

I like it there better than I do on the maps I didn't mention in the op. I suppose the nat is safe enough, though. Rarely will a terran take the time to take the alternative route to your nat. I haven't really tried it there so much because I have it vetoed, so I probably just overlooked it as a possibility. thanks for pointing this out!


It's because I usually go for a Nexus first build on the map, and like it. TDA happens to be one of my favorite maps, so I'm not surprised we have such different opinions on this (yes, even PvP. The occasional 4gate is refreshing).

The reason Nexus first is so good on TDA in my opinion is the stupidly long rush distances. Generally, by the time the Terran gets to your base, it's too late to all-in. Even if they do, the all-in will hit really late and can be scouted long before it hits. Also, it has a nicely placed ramp that can really help you defend attacks from the clockwise position, and a Probe can scout attacks coming in from the 3rd easily.

Oh, and the best part about it is that so many Terrans go for either gasless FE or the 1-1-1 on that map. Early Rax timings are exceedingly rare. The occasional Reaper play will be annoying, though.
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
NB
Profile Blog Joined February 2010
Netherlands12045 Posts
January 30 2012 05:05 GMT
#8
If you watch MC play, he almost never get the 2nd gate when he nexus first. The reason is the chrono out 2 zealots to hold vs bunker and 2 stalkers to kite marines. Once thats out everything go into warp tech and he could put the 4 gates out if thats a 3 rax marines all-in.

This is totally opposite to white-ra play where he rely on 2 rax before cyber to hold off any sort of pressure. The MC's way is more rely on stalkers kiting micro vs marine SCV than pure zealot. Also MC way let you have a much bigger room to wiggle around for macro follow up such as robo off 1 gate or straight up blink rush.

Overall i think it depends on how skill you are in micro your early units vs all-in so a 16 nex could success and often intime its a huge risk for anything below top top gm. Map also help a bit but yeah...
Im daed. Follow me @TL_NB
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
January 30 2012 05:45 GMT
#9
On January 30 2012 14:05 NB wrote:
If you watch MC play, he almost never get the 2nd gate when he nexus first. The reason is the chrono out 2 zealots to hold vs bunker and 2 stalkers to kite marines. Once thats out everything go into warp tech and he could put the 4 gates out if thats a 3 rax marines all-in.

This is totally opposite to white-ra play where he rely on 2 rax before cyber to hold off any sort of pressure. The MC's way is more rely on stalkers kiting micro vs marine SCV than pure zealot. Also MC way let you have a much bigger room to wiggle around for macro follow up such as robo off 1 gate or straight up blink rush.

Overall i think it depends on how skill you are in micro your early units vs all-in so a 16 nex could success and often intime its a huge risk for anything below top top gm. Map also help a bit but yeah...

was this on MC's stream or from events? i'd like to check this out. it's hard to find content on 16 nexus but I really want to figure it out!
get rich or die mining
TL+ Member
NB
Profile Blog Joined February 2010
Netherlands12045 Posts
January 30 2012 06:10 GMT
#10
MC vs cloud (or namaa) HSC i think... a lot of top P using this style like hero or ddoro.
Im daed. Follow me @TL_NB
Tazerenix
Profile Joined December 2010
Australia340 Posts
January 30 2012 06:21 GMT
#11
How does a build like this hold up to 2 rax reaper with bunkers? I have played the nexus first many times and one of the only things that really punishes me hard when I nexus first is a reaper expand that, upon scouting me, turns into a 2rax reaper push with bunkers.
davidyin92
Profile Joined December 2010
Australia19 Posts
Last Edited: 2012-01-30 06:25:49
January 30 2012 06:25 GMT
#12
i nexus first every PvT i play and there was one all in that i dealt with once which i had no answer to. It is the gas first into reactor helion followed by a helion rush then into a helion/marauder/scv (5 or 6) timing atk. What do you think is a good asnwer to that?
blooblooblahblah
Profile Joined February 2011
Australia4163 Posts
January 30 2012 06:30 GMT
#13
On January 30 2012 13:32 Alejandrisha wrote:
Show nested quote +
On January 30 2012 13:28 CCalms wrote:
marine scv all-ins are definitely not the hard ones to beat. Just wait until you start playing against solid marauder hellion openers (fast reactored factory) or some perfectly timed marauder pressures with expos behind them and a few scvs pulled. Usually ones that come about 40 seconds before warpgate is done are the most threatening. But again, easy easy easy to stop all marine scv all-ins if you have competent probe micro. Btw, I don't feel this is safe on shakuras unless you pylon scout and see that they did not spawn close air, because reaper first close air (although rare and must be conducted as a blind choice by the T) with a toddler microing will just build order win.

pylon scout is part of the build
marine pushes are stronger against probe pulls than are marauder pushes
there is such a marauder replay in the op
a reaper does not build order win. you will know a reaper expand before it happens, as if he has walled, his rax will be part of the wall if you can't get in. you will see the tech lab. you will see that it's not researching shells. rally both nexuses to your main mineral line. buy time with 3-4 probe pulls to push the reaper to ledge. your zealot can zone it out very easily afterward


How do u beat the marauder helion allin tht Keen used to beat Huk twice in the GSL? I haven't really seen it on ladder so i have no experience against it, but it seemed almost impossible to stop watching those Huk games.
Ganzi beat me without stim. Ostojiy beat me with a nydus. Siphonn beat me with probes. Revival beat my sentry-immortal all-in.
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
January 30 2012 06:46 GMT
#14
On January 30 2012 15:30 blooblooblahblah wrote:
Show nested quote +
On January 30 2012 13:32 Alejandrisha wrote:
On January 30 2012 13:28 CCalms wrote:
marine scv all-ins are definitely not the hard ones to beat. Just wait until you start playing against solid marauder hellion openers (fast reactored factory) or some perfectly timed marauder pressures with expos behind them and a few scvs pulled. Usually ones that come about 40 seconds before warpgate is done are the most threatening. But again, easy easy easy to stop all marine scv all-ins if you have competent probe micro. Btw, I don't feel this is safe on shakuras unless you pylon scout and see that they did not spawn close air, because reaper first close air (although rare and must be conducted as a blind choice by the T) with a toddler microing will just build order win.

pylon scout is part of the build
marine pushes are stronger against probe pulls than are marauder pushes
there is such a marauder replay in the op
a reaper does not build order win. you will know a reaper expand before it happens, as if he has walled, his rax will be part of the wall if you can't get in. you will see the tech lab. you will see that it's not researching shells. rally both nexuses to your main mineral line. buy time with 3-4 probe pulls to push the reaper to ledge. your zealot can zone it out very easily afterward


How do u beat the marauder helion allin tht Keen used to beat Huk twice in the GSL? I haven't really seen it on ladder so i have no experience against it, but it seemed almost impossible to stop watching those Huk games.

can you link me? i vaguely remember one of them was on dual site. huk didn't nexus first there, but 1g fe. the push is much more managable when you have a secondary ramp
get rich or die mining
TL+ Member
NB
Profile Blog Joined February 2010
Netherlands12045 Posts
January 30 2012 07:10 GMT
#15
On January 30 2012 15:30 blooblooblahblah wrote:
Show nested quote +
On January 30 2012 13:32 Alejandrisha wrote:
On January 30 2012 13:28 CCalms wrote:
marine scv all-ins are definitely not the hard ones to beat. Just wait until you start playing against solid marauder hellion openers (fast reactored factory) or some perfectly timed marauder pressures with expos behind them and a few scvs pulled. Usually ones that come about 40 seconds before warpgate is done are the most threatening. But again, easy easy easy to stop all marine scv all-ins if you have competent probe micro. Btw, I don't feel this is safe on shakuras unless you pylon scout and see that they did not spawn close air, because reaper first close air (although rare and must be conducted as a blind choice by the T) with a toddler microing will just build order win.

pylon scout is part of the build
marine pushes are stronger against probe pulls than are marauder pushes
there is such a marauder replay in the op
a reaper does not build order win. you will know a reaper expand before it happens, as if he has walled, his rax will be part of the wall if you can't get in. you will see the tech lab. you will see that it's not researching shells. rally both nexuses to your main mineral line. buy time with 3-4 probe pulls to push the reaper to ledge. your zealot can zone it out very easily afterward


How do u beat the marauder helion allin tht Keen used to beat Huk twice in the GSL? I haven't really seen it on ladder so i have no experience against it, but it seemed almost impossible to stop watching those Huk games.

most of the time dealling with hellions marauder u have to give up your nexus
that or scout it early, wall off with forge and cannon up if u have high ground like shakuras. but yeah map without nature high ground u have to give up ur expansion
Im daed. Follow me @TL_NB
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
January 30 2012 07:19 GMT
#16
On January 30 2012 16:10 NB wrote:
Show nested quote +
On January 30 2012 15:30 blooblooblahblah wrote:
On January 30 2012 13:32 Alejandrisha wrote:
On January 30 2012 13:28 CCalms wrote:
marine scv all-ins are definitely not the hard ones to beat. Just wait until you start playing against solid marauder hellion openers (fast reactored factory) or some perfectly timed marauder pressures with expos behind them and a few scvs pulled. Usually ones that come about 40 seconds before warpgate is done are the most threatening. But again, easy easy easy to stop all marine scv all-ins if you have competent probe micro. Btw, I don't feel this is safe on shakuras unless you pylon scout and see that they did not spawn close air, because reaper first close air (although rare and must be conducted as a blind choice by the T) with a toddler microing will just build order win.

pylon scout is part of the build
marine pushes are stronger against probe pulls than are marauder pushes
there is such a marauder replay in the op
a reaper does not build order win. you will know a reaper expand before it happens, as if he has walled, his rax will be part of the wall if you can't get in. you will see the tech lab. you will see that it's not researching shells. rally both nexuses to your main mineral line. buy time with 3-4 probe pulls to push the reaper to ledge. your zealot can zone it out very easily afterward


How do u beat the marauder helion allin tht Keen used to beat Huk twice in the GSL? I haven't really seen it on ladder so i have no experience against it, but it seemed almost impossible to stop watching those Huk games.

most of the time dealling with hellions marauder u have to give up your nexus
that or scout it early, wall off with forge and cannon up if u have high ground like shakuras. but yeah map without nature high ground u have to give up ur expansion

thankfully i don't nexus first on maps with no high ground expo :D
really, if you nexus first on a map where the natural does not have a ramp, you have to spend so much more on sentries that it is not even worth it to expand so quickly because if you don't invest all the extra gas you would get because of your expansion, you just die.
get rich or die mining
TL+ Member
Duckvillelol
Profile Blog Joined July 2009
Australia1240 Posts
January 30 2012 07:28 GMT
#17
Small disclaimer: some of the below is copy/pasted from a post I made on my blog a while ago, so I apologise if some bits seem weird or look like an OP comment, edited as much as I could to fit properly

Love a good early nexus, here's a colo-drop follow up game I played recently. http://drop.sc/96247

Had to deal with some pressure early on - one thing people need to remember is to keep calm. You don't always lose the nexus

Here's another with another colo-drop, game went on for a while but I massively mismicro'd and raged a bit (to myself); http://drop.sc/95656

15/16nexus is much like the SCBW version back in the old days (which was my favourite build) - whereby you have a timing window where if you so choose - you can put out a huge gateway timing with 6 gates that comes slightly earlier than a normal 6 gate. I think it's at around... 13 minute game-time or so? I can't remember exactly, I'm terrible at looking at the clock when I play, so when I do it I dont' know exactly.

Bearing in mind if your T opponent has gone for a few siege tanks, gateway doesn't always cut it.

Another possible followup is to do a few drops, possibly with colossus if you're daring - of course you can double forge behind it too which is fun.

As for scouting info just like in SCBW doing a 13nexus, these are the main threats however there are a couple which can also hurt:

Fast cloak banshee, or possibly a 2port cloak banshee - because (if you're playing "safe" - getting a few gates after the nat-nexus before you get the robo started - your obs can be slightly behind where it normally would be. So scouting to find how much gas the Terran has gathered and if he went gas-rax is very very useful. Just be mindful of that, if you see that a lot of gas has been taken, get the robo up quicker, possibly 2gate robo (after nex) or even a 1gate robo (after nex) if you're feeling a little more daring and confident

Along with the above, we saw in GSL that hellions can also be a little bit of trouble, depending on how you go about your build. I believe it was Huk vs Keen? Huk went 16nex on Antiga, and Taejja did one of the most beautiful counters I have seen, I believe it had a reaper at the start, then into marauder and hellion-drop. Again, you need to scout the gas, along with the techlab at the start. As for countering the way Taejja demolished Huk... I'm not actually sure, I'd have to watch it again.

My general thoughts: There are some maps where 16nex will almost win you a game if you play smoothly and efficiently, whether it be through a large gateway timing, or fast tech (col/temp/2forge). Favourites being Tal'Darim, Entombed and possibly Antiga, but I don't like that one. "Middle of the road" 15nex maps for me are: Metalopolis (this can be very dangerous sometimes with close "air(ground)" spots), Shakuras (this can also be dangerous, just not a huge fan of it here for some reason...), and Shattered Temple (same as Metalopolis). "I wouldn't" 15nex maps for me are: Arid (lol terrible map), Xel'Naga (too small/wide)

The key to it is just getting AS MUCH scouting info as you can at the start, particularly gas - and trying to be wary of SCV's near you. If they sneak a bunker in and you don't even see it until it's done/marines are in, you can be in a lot of trouble.
Speaking of which, a lot of people seem to think that when the Nexus dies to a bunker or whatever, that it's GG. This is simply not the case. In BW if you lost the Nexus but kept producing probes, and didn't lose any/too many fighting units, you're still doing ok, mainly because the Terran has to sacrifice some SCV's/mining/early tech to get the bunker done. If you make an extra 5-10 probes that get rallied to your main (just a guess at probe numbers) then you'll be up in that regard, and once you re-secure the nat, you'll be in good shape. In SC2 this is taken even further given that you get some extra chronoboost. The key to dealing with a bunker-rush is just the same as a Zerg dealing with it - don't panic, don't overreact, calmly look at what you're dealing with and evaluate if you can deflect it, or if you're just going to have to take a hit and lose the nexus. Unlike Zerg however, the game isn't in an "oh shit" position if you lose the nat. Just... unfortunate.

I'm not a massively high-level player nor am I "lord-of-16nex" - I just do it a lot, and did 13nex in BW a LOT, and this is essentially my whole entire thought codex on the strat :D
Former SC2 commentator. youtube.com/duckvillelol
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
January 30 2012 08:14 GMT
#18
wow thank you for your post, duckville. i'd never 16 nex on metal or shattered. it's just too easy to die to bio timings because your ffs are just not as energy efficient as they are on the maps i have specified. your input is greatly appreciated! thank you!
get rich or die mining
TL+ Member
Surili
Profile Blog Joined March 2011
United Kingdom1141 Posts
January 30 2012 08:44 GMT
#19
Great guide as always alej. Have you ever tried beating a 111 by just building 7-8 gates after you scout with your obs and then completely overpowering the 111? Because I basically never lose to that push, I find that this build pretty much hard counters it as long as you don't try to get too clever.
The world is ending what should we do about it?
thezanursic
Profile Blog Joined July 2011
5478 Posts
January 30 2012 08:54 GMT
#20
Can it survive 2 raxx marauder pressure?
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
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