• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 17:16
CEST 23:16
KST 06:16
  • 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
Power Rank - Esports World Cup 202545RSL Season 1 - Final Week9[ASL19] Finals Recap: Standing Tall15HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16
Community News
BSL Team Wars - Bonyth, Dewalt, Hawk & Sziky teams4Weekly Cups (July 14-20): Final Check-up0Esports World Cup 2025 - Brackets Revealed19Weekly Cups (July 7-13): Classic continues to roll8Team TLMC #5 - Submission re-extension4
StarCraft 2
General
Jim claims he and Firefly were involved in match-fixing Power Rank - Esports World Cup 2025 RSL Revival patreon money discussion thread RSL Season 1 - Final Week The GOAT ranking of GOAT rankings
Tourneys
Esports World Cup 2025 Sparkling Tuna Cup - Weekly Open Tournament Sea Duckling Open (Global, Bronze-Diamond) FEL Cracov 2025 (July 27) - $8000 live event RSL: Revival, a new crowdfunded tournament series
Strategy
How did i lose this ZvP, whats the proper response
Custom Maps
External Content
Mutation #239 Bad Weather Mutation # 483 Kill Bot Wars Mutation # 482 Wheel of Misfortune Mutation # 481 Fear and Lava
Brood War
General
Ginuda's JaeDong Interview Series BGH Auto Balance -> http://bghmmr.eu/ ASL20 Preliminary Maps BSL Team Wars - Bonyth, Dewalt, Hawk & Sziky teams BW General Discussion
Tourneys
CSL Xiamen International Invitational [Megathread] Daily Proleagues [CSLPRO] It's CSLAN Season! - Last Chance [BSL 2v2] ProLeague Season 3 - Friday 21:00 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 [MMORPG] Tree of Savior (Successor of Ragnarok) Path of Exile CCLP - Command & Conquer League Project
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
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread The Games Industry And ATVI Stop Killing Games - European Citizens Initiative
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
[\m/] Heavy Metal Thread Anime Discussion Thread Movie Discussion! [Manga] One Piece Korean Music Discussion
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Installation of Windows 10 suck at "just a moment" Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Ping To Win? Pings And Their…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Socialism Anyone?
GreenHorizons
Customize Sidebar...

Website Feedback

Closed Threads



Active: 616 users

[G] TvP 2 Rax

Forum Index > StarCraft 2 Strategy
Post a Reply
1 2 3 4 5 Next All
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
Last Edited: 2012-08-13 05:37:43
May 31 2012 12:49 GMT
#1

[image loading] Guide: TvP 2 Rax

[image loading]

Tiny, Tiny Protoss Tears


Table of Contents
>Introduction
>Build Order
>Variations and Transitions
>Execution
>Pro Replays, VoDs, and Write-ups
>Q&A
>Acknowledgements




Introduction [Top]

This build is the TvP Reactor-First 2 Rax-- a build that takes a gas and makes Marines out of one rax and Marauders out of another, pushing across the map with concussive shell. It is distinguished by the ability to aggressively engage the standard army of a Protoss 1 gate FE successfully before warpgate finishes, and deal some economic damage. Its strength comes from the early use of Concussive Shells in low-unit-count situations coupled with the strong DPS of early marines. This build is used all the way up to the professional level, typically on maps with short rush distances and/or unramped naturals.

Basically, this opener takes away the traditional map control that a 1 gate FE Protoss can assert against a Terran. Depending on the timing of the scouting probe, this build can look similar to a 1-1-1, which is very traumatizing for the Protoss. Some players like to proxy the second rax, which in addition to the obvious benefits of a proxy attack, makes this build looks a lot like a 1-1-1.

This is not the gasless 2 rax cheese.

Once you've got your army out on the field, you try to use it to pick off scouting ateway units, deny xel'naga towers, and press into the protoss natural. This build can do economic damage, but once his warpgate finishes, things get much more difficult for your attack. This build isn't particularly vulnerable to any allins except perhaps a proxy zealot attack since you're making an early Reactor.

The TvP 2 Rax has countless variations, some getting stim or combat shields first and hitting later, or pulling scvs and not exanding, or adding rax or teching to starport on 1 base. The Build Order I'm presenting is for the most basic version of the 2 Rax, of which most 2 Rax builds are variations or transitions.





Build Order [Top]

      10 Supply Depot
      12 Barracks
      13-14 Refinery
      15 Barracks [Prime Variant-- earlier scout requires a 2nd Rax after OC instead]
      16 Marine (when Barracks Finishes)
      17 Orbital Command (when Barracks Finishes)
      17 Reactor
      17 Supply Depot
      Take 1 SCV off gas
      17 Tech Lab
      19 Supply Depot
      Constant Marine/Maruader production, begin Concussive Shells
      Move out soon after 1st Marauder finishes.

The reason your 2nd Supply Depot can start at 17 is that your 1st rax is building a reactor, your 2nd rax is building a tech lab, and your CC is transforming into an OC. You're not dumping any supply, so the delayed depot lets you start your 2nd rax more quickly with no adverse effects.

Different people scout at different times. Any time between 13 and like 17 is acceptable. You may need to scout earlier on a big 4P map like TDA, but mostly you just want to make sure the protoss is expanding. If he doesn't expand, you don't push out.





Variations and Transitions [Top]

As far as variations go,
you've got a number of options here-- this is a pretty flexible opening. Typically you'll be pushing out with 5 marines, 1 marauder, or if you want to wait for concussive shell to finish before exiting your base, you'll go with 7 marines, 2 marauders.

A common way to make this push substantially stronger is to proxy the techlab rax. It's pretty easy to do, and makes it look like a 1-1-1. Having 2 marauders for the push rather than 1 is a huge advantage since you can concuss 2 units at once. Another version of this push gets stimpack or combat shields in place of the concussive pressure and makes a slightly later, slightly stronger attack. It does not take the 3rd scv off gas. People will often pull 4-8 scvs for tanking, damage, and bunker construction with any variety of 2 rax. You'll see bigger scv pulls sometimes, but not often.


In terms of transitions,
you can either 1-base really hard or take an expansion. Assuming you went conc shell first, almost universally you'll be starting stimpack and combat shields (MKP gets CS first, but some players get Stim first). You'll be teching up to medivacs quickly. Usually your Engineering Bay is gonna be pretty late, starting after your Starport starts, just because of how important medivacs are when you have a big bio army with an early stim. Slow upgrading is a downside of this build, but you'll be able to hit pretty hard with a medivac timing to follow up.

Expand: Timings get very funky and varied here depending on how many SCVs you pulled and how much mining time and workers you lost. Assuming you expand before anything else, here's the range of timings I've seen from pro replays:
CC: 6:30 to 7:00
2nd Refinery: 7:00 to 7:30
Factory: 7:30 to 8:00
CS or Stim: ~7:00 (1:00 to 1:30 earlier if you make marines from TL rax or keep 3 on gas)
Engineering Bay: 10:00
Additional Barracks: 10:00


All In: Some players, instead of expanding, forgo the CC altogether, taking a second gas and adding additional barracks on 1 base, teching up to medivacs for a powerful follow-up all-in. See Illusion vs Ddoro for an example. Here are the timings Illusion used for his follow-up:
Combat Shields: ~6:00
Stimpack: ~7:30
2nd Refinery: 8:00
Factory: 8:00
+2 Rax: 8:00


Depending on how many scvs you pull, how many bunkers you make, and how much damage you deal, your own follow-up will be distinct and could vary from game to game, but almost universally you tech up to starport off your 2 rax, then add on more rax and an engineering bay.





Execution [Top]

I'm not really sure this goes in the "Execution" section but you'll notice that pros only use this build on specific maps: Metalopolis, Tal'Darim Altar, Dual Sight, Korhal Compound, etc. Sometimes you'll see it on other maps, but basically this is a build that's supposed to be used on maps with wide/unramped nats. First off, it can defend a wide/unramped nat WAY better than a 1 rax FE could, since it gets early marauders, shells, and stim. Secondly, it's pretty hard to attack into ramped nats against Protoss. TDA is sorta not ramped, and notably the main is unramped, making this build good on it. Bear in mind that your mileage may vary, and this build operates best on unramped nat maps.

This build is basically the safest expanding Terran build. Even without perfect scouting you're easily safe from any sort of 1 base Protoss play. Against serious 1-basers with VRs or Immortals, you'll need to make bunkers, of course, and turrets for DTs and vikings for Colossus rush. You'll have plenty of units and marines, though, and you can get a quick combat shields if you need it. The danger against 1 base Protoss isn't that they kill you with an all-in, it's that you might move out and get killed.

Make sure to scout your opponent's gas count. If he's on 1 gas, you're almost certain he's doing a 1 gate FE. If he's on 2 gas, things get more dangerous. If his expo isn't up on time, you should just stay in your base and tech up or take an in-base expansion, and toss up a bunker. Some Protosses will respond to a 2 rax by 3-gating, which can actually crush you if he catches you out on the map.

One thing that the pros all do is take their first marine and stand it at the top of their nat ramp to ward away scouts. If there's no nat ramp they stay in the main, but typically you don't want your second rax to get scouted. Occasionally (see Ddoro vs Heart) an unscouted or misinterpreted 2 Rax gets build order win. If a Protoss player thinks for sure you're 1-1-1ing, he may make his Robo before his 2nd and 3rd gates, and then he'll have like 3 gateway units when you push. Easy win. Really, though, you want to not tip your hand until you have to-- stand your marines at the top of the ramp to deny the scout, and try to hide your second barracks.

In terms of the fight itself, it's pretty typical terran kiting. Remember that you don't have medivacs, and your adversary has shields that can regen, so you want to fight him in one go if you can. If you want to put your opponent on the clock and force him to engage for whatever reason, starting a bunker or two in range of his nexus will force him to come out and fight you. Once his warpgate finishes, unless you have a pretty big advantage and he's like pulling hella probes and losing them, it's usually a good idea to bail. If you have a unit advantage, though, keep on fighting, but remember how strong warpgate is at that moment in the game.





Pro Replays, VoDs, and Write-ups [Top]

MKP vs JYP on Tal'Darim Altar [IPL4]
[image loading]
[image loading] [image loading]
+ Show Spoiler +
Description
MKP pulls 8 scvs with his push. He starts his second gas and CC at about 7:00, and combat shields at about 7:30, transitioning into marine production only briefly. He sends his scvs home after the successful bunker rush that destroys JYP's 15 Nexus. He goes for a Factory as his CC finishes. Starport+Reactor starts at 9:30, Stim and Engineering Bay at 10:00 along with a 3rd rax. He ultimately holds JYP's followup of unupgraded warpgate pressure and DT tech, and pushes out with stimpack and 4 medivac tow in.

Replay

http://drop.sc/166716

VoD




Day[9] Daily #416 - MarineKing vs WhiteRa [image loading]
+ Show Spoiler +

VoD
Link: http://blip.tv/day9tv/day-9-daily-416-p1-marineking-vs-white-ra-2rax-opening-5947604

Embedded:





Polt vs MC on Tal'Darim Altar [IPL4]
[image loading]
[image loading] [image loading]
+ Show Spoiler +
Description
Polt goes for Stimpack first. He pushes out at 6:55 with his marines first and his marauders behind to hide them. He starts his CC at 7:00. Factory at 7:50, as well as marine shields. He attacks with his Stimpack and kills a lot of probes as well as the nexus. Starport starts at 9:00. At his point MC is dead, it just takes some time to wrap things up. This sort of stim pressure shows a slightly later timing that's possible with this build. Bear in mind that Polt has no Concussive shell, and his attack hits after warpgate research is completed.

Replay

http://drop.sc/166627

VoD




Illusion vs JPEG on Cloud Kingdom [IPL4]
[image loading]
[image loading] [image loading]
+ Show Spoiler +
Description
Illusion gets scouted by a probe, so he builds his second rax behind his natural to hide it. He pushes out as his 2nd marauder pops after confirming a 1 Gate FE, pulling 1 scv. Combat shields at 6:00. The protoss scouts the 2nd rax at this point. He fights his way past some misplaced FFs into the protoss nat, and proceeds to win with this pressure. Bunker doesn't come up but ultimately all the protoss units die. Factory at 7:30. Stimpack and second Refinery at 8:00. 3rd barracks at 8:00, 4th barracks at 8:15-- Illusion is all in. Wins with his initial push.

Replay

http://drop.sc/167009

VoD




Skyda vs Ldavid19 on Tal'Darim Altar [IPL4]
[image loading]
[image loading] [image loading]
+ Show Spoiler +
Description
ldavid19 is playing as "ClashPanther" and skyda is playing as "KZHY" in this game, according to IPL's replay naming conventions. I will refer to the players by their IPL names. ldavid19 quickly scouts a 15 Nexus. His 2nd barracks is proxied/hidden in his natural. He pushes out with his first marauder, and pulls 2 scvs. His push is scouted leaving the natural. CC at 5:55. He engages at 6:00 and starts bunkers at 6:15. No bunkers get up but he gets some probes. 3rd Rax, Factory, and Stim all at 7:15. 2nd Gas starts at 8:20 along with Starport and Reactor. 3rd Gas at 8:45. He stays out on the map with his units, holding the important xel'naga tower. Combat Shields and Engineering Bay at 10:00. +1 starts at 10:45. He pushes with his scout factory and 2 medivacs at 10:55, taking down the nat and winning.

Replay

http://drop.sc/163065

VoD




CaliberLighT vs ELeven on Antiga Shipyard [IPL4]
[image loading]
[image loading]
+ Show Spoiler +
Description
No scv scout from ELeven. His marine scouts a 1 gate FE, CaliberLighT scouts the 2 rax. ELeven loses a marine on the map, then pushes out with his first Marauder. No scv pulls. Stim starts at 5:45, CC at 6:40. Concussive pressure deals no damage. Factory and 2nd gas at 7:00. Starport+Reactor at 8:00. Combat Shields at 8:55. Engineering Bay at 9:30. +1 and 2 rax at 10:45. ELeven pushes out and engages at 12:00 with his first 2 medivacs, overwhelming the gateway defense.

Replay

http://drop.sc/163100


Ddoro vs Heart on Entombed Valley [IPL4]
[image loading]
[image loading]
+ Show Spoiler +
Description
The probe scout sees the gas but not the 2nd rax. Heart scouts a 1 gate FE. He pushes out with 2nd marauder. 5:40 stimpack, 6:30 CC. He walks into DDoro's Nat, and Ddoro went for a Robo before 2nd and 3rd Gate, and as a result has not enough units-- he GGs immediately.

Replay
http://drop.sc/162222


Inori vs Heart on Metalopolis [IPL4] [image loading]
+ Show Spoiler +
Replay
http://drop.sc/162454


MKP vs SaSe on Dual Sight [IPL4] [image loading]
+ Show Spoiler +
Replay
http://drop.sc/162087






Q&A [Top]

Q: Why did you write this guide?
A: Well, there isn't a solid guide on this build, and the Liquipedia article wasn't up to date. When I first wanted to learn this build a couple months ago I had to basically look for pro replays and figure it out on my own. I figured I'd make it easier for you guys.

Q: Why no replays of yourself executing this build?
A: I've done this build a bunch, but I'm a only a mid master Terran. My execution is sloppy, my macro slips, and I generally make dumb mistakes. It's much better to learn from MKP, Heart, and Polt. To be accurate, my guide must be written based on their play, not my own. If you have any replays of pros executing this build, PM me and they'll be added.

Q: Blazinghand, haven't you written some other guides here on TL?
A: Why yes, yes I have! I've written [G] Blazinghand's Thorship TvZ, [G] TvP 1 Rax Concussive FE, and [G] How to Defend Against Worker Rush. Check them out if they interest you!

Q: Is there a reason for the 17 OC?
A: This is what MKP does, and I think he does it for the stronger economy. You see some people going for a 15-worker OC sometimes, but the 17 OC means you have 16 workers and 1 marine building, and doesn't cut workers (whereas an OC with 15 workers has to briefly cut workers to start the OC). It's considered more economical.

Q: How different is this build from the original "Polt TvP 2rax"? (link)
A: This is basically the same build order. However, that was a discussion thread, whereas this is a guide; I've written extensively on this build and included replays in the latest patch as well as all the major variations and transitions.





Acknowledgements [Top]

I'd like to thank VaderSeven for helping me iron out this build, spamming practice games with me and playing in YABOT. Thanks to NrGMonk for suggesting this topic for my next guide. I'd also like to thank wo1fwood for his article on TL BBCode (link)-- his knowledge helped me format this post.





Hope you enjoy the build!

When you stare into the iCCup, the iCCup stares back.
TL+ Member
Heartscry
Profile Joined May 2012
United Kingdom291 Posts
May 31 2012 12:53 GMT
#2
Thanks very much for this, great guide. Keep up the good work!
Soyuz
Profile Joined July 2011
Hong Kong996 Posts
Last Edited: 2012-05-31 13:01:21
May 31 2012 12:59 GMT
#3
I haven't had a chance to take a second look at this, but how different is this build from the original "Polt TvP 2rax"?

http://www.teamliquid.net/forum/viewmessage.php?topic_id=250958

Edit: Although I have to say this guide is much more detailed! Nice work.

Also, is there a reason for a 17 OC?
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
Last Edited: 2012-05-31 13:03:42
May 31 2012 13:01 GMT
#4
On May 31 2012 21:59 Soyuz wrote:
I haven't had a chance to take a second look at this, but how different is this build from the original "Polt TvP 2rax"?

http://www.teamliquid.net/forum/viewmessage.php?topic_id=250958


Same build, more extensive guide with replays in the latest patch as well as all the major variations and transitions.

On May 31 2012 21:59 Soyuz wrote:
Also, is there a reason for a 17 OC?


This is what MKP does, and I think he does it for the stronger economy. You see some people going for a 15-worker OC sometimes, but the 17 OC means you have 16 workers and 1 marine building, and doesn't cut workers (whereas an OC with 15 workers has to briefly cut workers to star the OC). It's considered more economical.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
cristo1122
Profile Blog Joined November 2010
Australia505 Posts
May 31 2012 13:03 GMT
#5
very well written and structured should be refered to as a model how to write the guide, on the build itself a good one to have in the arsenal
ZvP imbalanced blizzards solution nerf terran
Sergio1992
Profile Blog Joined October 2011
Italy522 Posts
Last Edited: 2012-05-31 13:04:58
May 31 2012 13:03 GMT
#6
I read just a part of the guide, but I'm gonna suggest a slight tweak.

It is about taste:

10 Supply Depot
12 Barracks
13 Refinery (3 on gas when finished at 16) [but also 14 gas is optimal]
15 oc
16 Marine (when Barracks Finishes)
16 rax
17 Reactor + depot


The protoss won't be able to scout your second rax
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
Last Edited: 2012-05-31 13:06:57
May 31 2012 13:06 GMT
#7
Hm you know what, I think there CAN be a 14 gas instead of a 13 gas. Typically the 13 gas is right at the end of the 13 supply, but some people make it with their 14th worker as it comes out. I'll update the BO to reflect this.

In terms of actually changing around the build order, if someone can find me a replay of MKP or Polt executing a different version, I'll include it in the guide. This is not a build order I invented, so I'm not really sure what changing stuff around in it would do for its viability.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Soyuz
Profile Joined July 2011
Hong Kong996 Posts
May 31 2012 13:06 GMT
#8
On May 31 2012 22:01 Blazinghand wrote:
Show nested quote +
On May 31 2012 21:59 Soyuz wrote:
I haven't had a chance to take a second look at this, but how different is this build from the original "Polt TvP 2rax"?

http://www.teamliquid.net/forum/viewmessage.php?topic_id=250958


Same build, more extensive guide with replays in the latest patch as well as all the major variations and transitions.

Show nested quote +
On May 31 2012 21:59 Soyuz wrote:
Also, is there a reason for a 17 OC?


This is what MKP does, and I think he does it for the stronger economy. You see some people going for a 15-worker OC sometimes, but the 17 OC means you have 16 workers and 1 marine building, and doesn't cut workers (whereas an OC with 15 workers has to briefly cut workers to star the OC). It's considered more economical.


Ah, thanks. I never really considered that, I always thought that was a slight mistake.
Jazzman88
Profile Joined January 2012
Canada2228 Posts
May 31 2012 13:10 GMT
#9
This build is basically the safest expanding Terran build. Assuming you scout, you're easily safe from any sort of 1 base Protoss play.


I take issue with this statement, just a little bit. I've never seen any particular reasons why the 1-rax FE isn't safer AND more economical, as long as that 'assuming you scout' is still in effect. There's no direct build order counter to 1-rax FE in TvP, and the timing pushes hit very, very hard.

In terms of the guide, I like the thoroughness of it. I think even more attention should be drawn to the fact that almost the instant warpgate comes on line, you have to get out of there, drop Bunkers, and prepare everything perfectly, because the Stalker/Sentry follow-up counterswing to a 2-rax is MURDER to stop.
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
Last Edited: 2012-05-31 13:18:28
May 31 2012 13:16 GMT
#10
On May 31 2012 22:10 Jazzman88 wrote:
Show nested quote +
This build is basically the safest expanding Terran build. Assuming you scout, you're easily safe from any sort of 1 base Protoss play.


I take issue with this statement, just a little bit. I've never seen any particular reasons why the 1-rax FE isn't safer AND more economical, as long as that 'assuming you scout' is still in effect. There's no direct build order counter to 1-rax FE in TvP, and the timing pushes hit very, very hard.


There's a difference between being safe, and being easily safe. Defending cheese with a 2 Rax is pretty effortless, for reasons I detail in the rest of that paragraph. I never imply that 1 Rax FE is somehow unsafe, but the 2 Rax provides you with a ton of units and access to a tech lab, making it basically the safest build. You have room for errors. Whereas a 1 Rax FE could, for example, lose to a VR all-in pretty easily, even if you scout his main and know that something's up, a 2 Rax will have a butt ton of marines and some marauders to deal with the land units.

On May 31 2012 22:10 Jazzman88 wrote:
In terms of the guide, I like the thoroughness of it. I think even more attention should be drawn to the fact that almost the instant warpgate comes on line, you have to get out of there, drop Bunkers, and prepare everything perfectly, because the Stalker/Sentry follow-up counterswing to a 2-rax is MURDER to stop.


Thanks! I don't think that instant warpgate comes on line, you have to bail. If you take a look at the game between MKP and JYP, for example, even after WG is finished, MKP is hanging out in JYP's nat for no reason other than to prevent him from re-expanding. If you deal enough damage you can basically chill out wherever. If you don't deal much damage though, yeah, you gotta bail.

EDIT: I mean, really, it's situational. You gotta judge.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
vBr
Profile Joined July 2011
Sweden193 Posts
Last Edited: 2012-05-31 15:30:37
May 31 2012 13:27 GMT
#11
Myself I call this build "Korean 2 rax" to not confuse it with a standard gasless 2 rax build.

This is a nice build to have in your arsenal, but a warning finger to most players: This build requires a certain amount of control. You can not just 1a your units in and expect results unless your opponent went for a specifically greedy build. It is a build that is generally employed by players such as MKP and Polt because they have the control required to deal the damage required and then to proceed into a macro game. This is the reason why you see few foreigners doing it (and why I call it korean 2 rax)

Day9 did a daily on this build and showcased a game where the terran player straight out won against White-Ra in a dominating fashion. It was a really poor replay to showcase, because White-Ra did everything wrong there. In fact, this build very rarely ends the game, unless the protoss player simply leaves because you managed to kill his expand, not realising that you are still on one base.

In my humble experience (1200 highmaster terran EU), you will only deal game-winning damage if the opponent did something greedy, such as not throwing down the standard three gateways after nexus or not chronoboosting the warpgate research at least 3 times. Unfortunatly, this is not the case most of the time. Generally, when I deploy this build, the protoss retreats up his ramp and lets me hammer away at the shield on the nexus until his warpgate research finishes (6:30~). Then he proceeds to go down and chase me away.

Nevertheless, despite all this, let me emphasize that this is not a bad build. You will not kill the nexus most of the time, but you will create a situation where you can possibly dictate the pace of the game. The protoss player will, after chasing you away, be forced to keep producing units (unless this is shakuras, where I don't recommend doing this build unless you followup with an all in, more on that in a second) which is not something a protoss player generally want. If you are unfamiliar with the workings of current PvT, the protoss player wants to get away with as few units as possible until he achieves his tech goal - generally colossus or templars. By doing a build such as this one, his gameplan is likely to change and you will continuely be able to threaten his front, forcing him to produce more units than he would really prefer.

This should be your mindset. Do not try to end the game and mindlessly throw away the units you have because then you are truly behind. Instead, you are to force units out of him and trade favourly until your medivacs are out when you can, hopefully, crush him.

An all-in that I often do is to throw up a second gas semi-early and skip a marauder for a really early factory (5 min~) and tech to 8 min medivacs. If you traded favourably at the front, the addition of 8 min medivacs along with stim instead of combatshield will definitely end the game in your favour.
vBr
Profile Joined July 2011
Sweden193 Posts
May 31 2012 13:32 GMT
#12
On May 31 2012 22:06 Blazinghand wrote:
Hm you know what, I think there CAN be a 14 gas instead of a 13 gas. Typically the 13 gas is right at the end of the 13 supply, but some people make it with their 14th worker as it comes out. I'll update the BO to reflect this.

In terms of actually changing around the build order, if someone can find me a replay of MKP or Polt executing a different version, I'll include it in the guide. This is not a build order I invented, so I'm not really sure what changing stuff around in it would do for its viability.



Yes, 14 gas works just fine but the economical difference is minor. You can, if you wanna be sneaky, actually throw up a supply at 13 food to block the ramp and then the refinery. You will delay your timing by mere seconds but he will have no way of knowing that you built a gas (he will expect gasless exp and therefore, hopefully, not build gateway #2 and #3).

I have been experimenting abit with the idea that you actually can build 2 rax and a gas BEFORE orbital and still not delay it at all, if you just do a 16 (17 with rin) orbital instead of 15 (16 with rin). However, I haven't really managed to create a stronger build, it amounts to exactly the same pretty much and you don't really gain anything on it, just a tighter build.
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
May 31 2012 13:34 GMT
#13
On May 31 2012 22:32 vBr wrote:
Show nested quote +
On May 31 2012 22:06 Blazinghand wrote:
Hm you know what, I think there CAN be a 14 gas instead of a 13 gas. Typically the 13 gas is right at the end of the 13 supply, but some people make it with their 14th worker as it comes out. I'll update the BO to reflect this.

In terms of actually changing around the build order, if someone can find me a replay of MKP or Polt executing a different version, I'll include it in the guide. This is not a build order I invented, so I'm not really sure what changing stuff around in it would do for its viability.



Yes, 14 gas works just fine but the economical difference is minor. You can, if you wanna be sneaky, actually throw up a supply at 13 food to block the ramp and then the refinery. You will delay your timing by mere seconds but he will have no way of knowing that you built a gas (he will expect gasless exp and therefore, hopefully, not build gateway #2 and #3).

I have been experimenting abit with the idea that you actually can build 2 rax and a gas BEFORE orbital and still not delay it at all, if you just do a 16 (17 with rin) orbital instead of 15 (16 with rin). However, I haven't really managed to create a stronger build, it amounts to exactly the same pretty much and you don't really gain anything on it, just a tighter build.


Did you read the guide? You should check out the build order I have listed in the guide, and download the first replay, MKP vs JYP. The BO is 2 rax and a gas before Orbital without delay, just as you proposition here.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
vBr
Profile Joined July 2011
Sweden193 Posts
Last Edited: 2012-05-31 13:41:36
May 31 2012 13:38 GMT
#14
On May 31 2012 22:34 Blazinghand wrote:
Show nested quote +
On May 31 2012 22:32 vBr wrote:
On May 31 2012 22:06 Blazinghand wrote:
Hm you know what, I think there CAN be a 14 gas instead of a 13 gas. Typically the 13 gas is right at the end of the 13 supply, but some people make it with their 14th worker as it comes out. I'll update the BO to reflect this.

In terms of actually changing around the build order, if someone can find me a replay of MKP or Polt executing a different version, I'll include it in the guide. This is not a build order I invented, so I'm not really sure what changing stuff around in it would do for its viability.



Yes, 14 gas works just fine but the economical difference is minor. You can, if you wanna be sneaky, actually throw up a supply at 13 food to block the ramp and then the refinery. You will delay your timing by mere seconds but he will have no way of knowing that you built a gas (he will expect gasless exp and therefore, hopefully, not build gateway #2 and #3).

I have been experimenting abit with the idea that you actually can build 2 rax and a gas BEFORE orbital and still not delay it at all, if you just do a 16 (17 with rin) orbital instead of 15 (16 with rin). However, I haven't really managed to create a stronger build, it amounts to exactly the same pretty much and you don't really gain anything on it, just a tighter build.


Did you read the guide? You should check out the build order I have listed in the guide, and download the first replay, MKP vs JYP. The BO is 2 rax and a gas before Orbital without delay, just as you proposition here.


Ah yes, clearly strategies have evoled without my help and behind my back as well. My bad.
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
Last Edited: 2012-05-31 13:44:49
May 31 2012 13:43 GMT
#15
Np man that's just proof it was good advice!

EDIT: do feel free to check out the other parts of my guide on variations, transitions, and execution, and offer any advice you may have.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
vBr
Profile Joined July 2011
Sweden193 Posts
May 31 2012 13:49 GMT
#16
On May 31 2012 22:43 Blazinghand wrote:
Np man that's just proof it was good advice!

EDIT: do feel free to check out the other parts of my guide on variations, transitions, and execution, and offer any advice you may have.



Scroll-up! I think an important part that you might want to add is the mentality. This isn't a strategy that should win you the game (although naturally it can). Instead it is a cool way for you to take control of the game and forcing the protoss out of his natural habitat (sitting behind 4 sentries on a ramp that you can't possibly take regardless of how many units you have).

Other than that, it's an accurate guide. I have once seen someone do this as an opener and follow it up with tanks, like you implied, and I think that it's possibly something that could be looked upon. This build attacks around 5:30-6:00 and teching to tanks behind it might allow a 9 min siege push with stim.
netherh
Profile Blog Joined November 2011
United Kingdom333 Posts
Last Edited: 2012-05-31 14:12:09
May 31 2012 13:50 GMT
#17
On May 31 2012 21:49 Blazinghand wrote:
Q: Is there a reason for the 17 OC?
A: This is what MKP does, and I think he does it for the stronger economy. You see some people going for a 15-worker OC sometimes, but the 17 OC means you have 16 workers and 1 marine building, and doesn't cut workers (whereas an OC with 15 workers has to briefly cut workers to start the OC). It's considered more economical.


I was experimenting with 2 rax lately, and found I could only ever get the first marauder at 5:15, whereas Polt's was always out at 5:00. It turns out that he got his out earlier because of two things:

Getting the 15 (/16) OC instead of 17 OC - that way the 2nd barracks is quite a bit earlier.
Getting the second supply depot after the first SCV from the orbital command - it lines up perfectly with the reactor finishing, which is exactly when you need the supply.

Anyway, just to point out that there's also an advantage to preferring the earlier OC.

EDIT: Oh wait, you're talking about the MKP 2 racks before OC... MKP's first marauder comes out at 4:30 (+ 3 marines instead of 5).

I consider Polt's version to be more standard (it's the one Illusion does too, I think), but maybe that's just because I've never seen anyone except MKP do 2 racks before OC version.

The replays I used to learn these 2 variations were Polt vs Bling on Cloud Kingdom (Winter Assembly, Group H), and MKP vs Parting on Tal'Darim Altar (Winter Arena, Winners 4).
Douillos
Profile Joined May 2010
France3195 Posts
May 31 2012 13:51 GMT
#18
You sir, are a BAWSS. Thanks for this guide!
Look a giraffe! Look a fist!!
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
Last Edited: 2012-05-31 13:53:14
May 31 2012 13:52 GMT
#19
EDIT-- Nvm, misunderstood an above post.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
chestnutcc
Profile Joined July 2011
India429 Posts
May 31 2012 13:59 GMT
#20
Nice OP, the MKP variant has been lacking a guide.

For the tosses, I'd like to reiterate from other discussions and posters: This build is scouted by seeing a gas and a lack of a second depot, you don't really need to see the second rax.

Also, I think the 1 rax gasless FE is perfectly safe against cheese with scouting and bunkers (also more , especially marine heavy variants.
1 2 3 4 5 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 12h 44m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Hui .280
Nathanias 219
BRAT_OK 48
ForJumy 31
MindelVK 0
StarCraft: Brood War
Sexy 26
Bale 7
Counter-Strike
Fnx 1131
Foxcn311
Super Smash Bros
AZ_Axe75
Liquid`Ken10
Heroes of the Storm
Liquid`Hasu489
Other Games
tarik_tv6773
summit1g4062
Grubby3592
FrodaN1518
C9.Mang0150
Sick45
Organizations
Other Games
BasetradeTV16
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 21 non-featured ]
StarCraft 2
• davetesta74
• StrangeGG 60
• HeavenSC 41
• poizon28 39
• musti20045 37
• Migwel
• sooper7s
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• 80smullet 43
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota22653
League of Legends
• Doublelift2232
• TFBlade832
Other Games
• imaqtpie1275
• Shiphtur408
Upcoming Events
Esports World Cup
12h 44m
Reynor vs Zoun
Solar vs SHIN
Classic vs ShoWTimE
Cure vs Rogue
Esports World Cup
1d 13h
CranKy Ducklings
2 days
BSL20 Non-Korean Champi…
2 days
CSO Cup
2 days
BSL20 Non-Korean Champi…
2 days
Bonyth vs Sziky
Dewalt vs Hawk
Hawk vs QiaoGege
Sziky vs Dewalt
Mihu vs Bonyth
Zhanhun vs QiaoGege
QiaoGege vs Fengzi
FEL
3 days
BSL20 Non-Korean Champi…
3 days
BSL20 Non-Korean Champi…
3 days
Bonyth vs Zhanhun
Dewalt vs Mihu
Hawk vs Sziky
Sziky vs QiaoGege
Mihu vs Hawk
Zhanhun vs Dewalt
Fengzi vs Bonyth
Sparkling Tuna Cup
5 days
[ Show More ]
Online Event
5 days
uThermal 2v2 Circuit
6 days
Liquipedia Results

Completed

CSL Xiamen Invitational
Championship of Russia 2025
Murky Cup #2

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL20 Non-Korean Championship
Esports World Cup 2025
CC Div. A S7
Underdog Cup #2
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25

Upcoming

CSLPRO Last Chance 2025
ASL Season 20: Qualifier #1
ASL Season 20: Qualifier #2
ASL Season 20
CSLPRO Chat StarLAN 3
BSL Season 21
RSL Revival: Season 2
Maestros of the Game
SEL Season 2 Championship
uThermal 2v2 Main Event
FEL Cracov 2025
HCC Europe
ESL Pro League S22
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
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.