Siege expand, the most basic TvP build you should know
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The most basic Build order in the match up is called the "siege expand"
9 Supply
11 Barracks "try to make a marine after building a factory"
12 Refinery
15 Supply "take 2 scvs off gas when you aquire 100 gas"
16 Factory "when the factory is 65% done, add 2 scvs back to gas
21 CC
*Research Siege mode and make an ebay after your command center.
9 Supply
11 Barracks "try to make a marine after building a factory"
12 Refinery
15 Supply "take 2 scvs off gas when you aquire 100 gas"
16 Factory "when the factory is 65% done, add 2 scvs back to gas
21 CC
*Research Siege mode and make an ebay after your command center.
TvP Placement
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Try to have your marines on top of the ramp, because the protoss dragoons can't see up the ramp very well and will miss fire somtimes. You can use your floating barrack in order to cover your marines.
Keep the tank behind the marines, and if the dragoons try to directly fire at it. Just simply move it back and the marines will continue to fire.
Keeping a tank or 2 on the high ground will protect you from these kinds of attacks all game.
If pressure is too strong, you can pull scvs in order to block the ramp or just fight back
spider mines are free, use them when you can. A good terran is a terran who mines the map very well.
Mines will
-Provide Vision
-Slow down reinforcments
-Slow down expanding
-Kill units
-If you mine well, you may even prevent your opponent from running away.
Building turrets will kill flying units like shuttles and observers. They will also bug the dragoons to attack the turrets instead of attacking the siege tanks directly.
Try to have supply depots and a floating barrack in your push.
Buildings, mines and turrets don't allow protoss to engage terran smoothly at all.
When you don't yet have seige mode and you are either defending or FD.
The correct way to fight is to keep your tank from getting hit by the goons while your marines are firing. If your army isn't together dragoons can easily pick off marines.
If your tank is too exposed, the dragoons will easily kill the tank.
Pull the tank back when in danger but keep it in firing range.
Keep your marines and tanks in good formation.
Scvs can speed ahead of goons and slow down their retreat. They can also repair
Keep the tank behind the marines, and if the dragoons try to directly fire at it. Just simply move it back and the marines will continue to fire.
Keeping a tank or 2 on the high ground will protect you from these kinds of attacks all game.
If pressure is too strong, you can pull scvs in order to block the ramp or just fight back
spider mines are free, use them when you can. A good terran is a terran who mines the map very well.
Mines will
-Provide Vision
-Slow down reinforcments
-Slow down expanding
-Kill units
-If you mine well, you may even prevent your opponent from running away.
Building turrets will kill flying units like shuttles and observers. They will also bug the dragoons to attack the turrets instead of attacking the siege tanks directly.
Try to have supply depots and a floating barrack in your push.
Buildings, mines and turrets don't allow protoss to engage terran smoothly at all.
When you don't yet have seige mode and you are either defending or FD.
The correct way to fight is to keep your tank from getting hit by the goons while your marines are firing. If your army isn't together dragoons can easily pick off marines.
If your tank is too exposed, the dragoons will easily kill the tank.
Pull the tank back when in danger but keep it in firing range.
Keep your marines and tanks in good formation.
Scvs can speed ahead of goons and slow down their retreat. They can also repair
Tactics, what to expect
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Scouting is very crucial in all match ups including TvP.
A spinning cybernetics core means that the protoss is upgrading the range of dragoons. So he won't be getting any other tech for a bit of time and teching to the next level might not be a good idea without first making another nexus.
Stay sharp, protoss can always cancel the upgrade to trick terran and go for either a Reaver or Dark Templar, so keep your scv alive as long as possible. If he plans to go for an aggressive build, your scouting scv will delay it, just as long as it stays alive.
Having 2 gateways before a nexus might mean, toss is going for an aggressive opening and terran's FD and 2 gates will have a problem against this.
If you notice this, try to go for an economic safe build instead, because in the long run it will pay off.
A good rule of thumb is to always count how many pylons a protoss has in his base.
For every supply depot that you have, protoss should have the same amount.
If you search his base and can't find another pylon, it is most likely somwhere else maybe he wants to proxy DT or Reaver.
Other notes
If you notice protoss is always expanding, don't be surprised.
Protoss needs to have atleast 1 more base than terran in order to keep up with him in army size and economy.
Science vessels will emp templars and arbiters and can also defence matrix tanks in front of your army.
Try to lay mines everywhere, but try to mine them at choke points mainly. You can also try to keep the main choke of your oppenent mined up in order to prevent fast reinforcements.
When a protoss is staying on 2 bases while you are going for a heavy 5 factory push, it might be best to take a 3rd because protoss knows about your push and is pumping units from just two bases to overwhelm you. Think of it like an FD vs a 2 gate goon.
If you go for an early expansion either a 1 rax fe or a 21 cc, toss will most likely go for a fast 3rd. Somtimes you can punish this by going for an early 3 factory timing attack, however if toss has a good composition of units such as, more zealots to take care of your tanks or more goons to take care of your vultures, you may be out of luck. A dark templar may also prevent you from doing well.
Try to have 3 turrets, 1 in your main another in your expansion and another at your choke or your choke's cliff.
When slowley pushing out towards the protoss's natural or an expansion. Try to scan the surrounding areas or use vultures to scout out and quickly siege. The protoss will only engage the terran army if it is moving or unsieged.
If a zealot is in the mix of an early game attack, try to get rid of him first.
If you have anymore please post down below
Coming soon
How to deal with Reaver
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