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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
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
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]
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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
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
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Polt vs MC on Tal'Darim Altar [IPL4]
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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
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]
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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
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]
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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
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]
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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
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]
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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
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]
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Replay
http://drop.sc/162454
http://drop.sc/162454
MKP vs SaSe on Dual Sight [IPL4]
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Replay
http://drop.sc/162087
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!