Skyblueone Profile Joined June 2012 Belgium 155 Posts Last Edited: 2014-03-11 15:22:12 #1



First of all sory, for my english, i hope that it will still help some of you.



Introduction:



I would like to share with you a build that I've been doing for quite a against protoss on the ladder with a lot of sucess. It is a gaz 1st that will allow you to do economical damage really early in the game.



But before describing the build in details, let my remind you the state of the TvP match-up.



The 2 most popular openings for the Terrans are the cc 1st and the reaper exapand. Those 2 builds give the terrans a really solid mid game where they can take control of the map with their really mobile forces. But before that the terran is "obliged" to stay in a really defensive postion, letting the protoss do what you wants.



The build that i'm presenting you, gives you a lot of offensive options (forcing your oppenent to do moves that a doesn't really want to do), and a really effective scouting. The flexibility of this build is huge, this mean that you can adapt your game really easily to what the protoss is doing. In other words, with this build you will be able to control the game from the beginning to the end.



My version:







Replay Pack: http://www.mediafire.com/download/odbnm3nb8df1j2k/tuto-replay.rar



Video:

Hi,First of all sory, for my english, i hope that it will still help some of you.I would like to share with you a build that I've been doing for quite a against protoss on the ladder with a lot of sucess. It is a gaz 1st that will allow you to do economical damage really early in the game.But before describing the build in details, let my remind you the state of the TvP match-up.The 2 most popular openings for the Terrans are the cc 1st and the reaper exapand. Those 2 builds give the terrans a really solid mid game where they can take control of the map with their really mobile forces. But before that the terran is "obliged" to stay in a really defensive postion, letting the protoss do what you wants.The build that i'm presenting you, gives you a lot of offensive options (forcing your oppenent to do moves that a doesn't really want to do), and a really effective scouting. The flexibility of this build is huge, this mean that you can adapt your game really easily to what the protoss is doing. In other words, with this build you will be able to control the game from the beginning to the end.



The build:



10-depot

12-gaz

13-rax

15-scout

16-oc, marine, factory

20-starport, depot, 2 hellions, 1 marine



Reacting to all-in:



If you want to play completly safe, I really think that scouting with your 14th scv is really important, it will allow you to scout the entire base of the protoss (pylons, chorno, production, building locations) and keep your scv alive to proxy your starport or come back to check later.



1) One base all-in:



General tips:



-If you see no 2nd nexus always build your cc in your main base in a safe location, if you confirmed the expand build it directly one your natural (otherwise your main will be mine out really fast).



- If you see that the toss is trying to contain use the energy of your oc on your supply to "save" minerals.



- Do not proxy your starport vs a 1 base play.



-Your hellions are the key of your defence so do not cut them, try to drop them while the units of the toss are out of position, it will delay and weaken the agression of the protoss.



If you see 1 gaz, chronos that are spend on the gate/cyber you just build one bunker at the top of your rank, Drop your hellion when the protoss units are at the other side of the map and then produce your 2 marines and one mine at a time. You will kill a lot of probes with your hellions so don't hesitate to play safe and rushing a second bunker and place your scv in auto-reaper next to your bunkers.



If you see no 2nd or 3rd pylone, you just need to build a widow mine before the switch and place it in your mineral line. You can also build a bunker to protect your marines. If you scout that he is going to commit on a one base play, build a few mines (not too much, stop when the voidray number is starting to increase), 1 or 2 viking after your medic (don't lose them), and try to to get a 2 rax with tech lab asap for the stim and combat shield.



If you scout a blink all-in, you will have the time to react to it after your hellion drop, build one tank and 2 marines at the time. Build at least on bunker where the protoss can blink. You don't want to place your tanks or your widow mine (if you have any) at the edge of your base. You want to force him to blink in your base so your tanks are still protected by your bunkers and scv while the blink is on cooldown.





2) Bases all-in:



I'm not really going to talk about allin on 2 bases because it does not really differ from when you do a standard reaper expand or a cc 1st. You just want to buy as much time as possible with your harass and react to what you scout.



Execution:



I'm just going to write down a few tips or facts that can give you ideas on how to play this strat:



-If you see that the protoss is trying to poke you with some kind of zealot/stalker/msc pressure, just rush him with you 1st two or 4 hellions, and defend with your scv, hellion kill probes faster than a stalker and a msc.



-3 shots of a hellion kill a probe



-You can engage one stalker with 4 hellions



-Hellions are great against sentries



-An scv in auto-repair can repair while being in a medic, so what you can do is do a first assault with 4 hellions. Try to keep 3 alive and try to find a new angle while your hellions and being repaired to full health.



-I like to "park" my medic at the edge of the range of the photon overcharge, so if i see that a can't do anymore damage with my hellions a can just save them at the last second with the boost and keep my medic alive.



-Don't spam the boost of your medic



-If you lose your hellions for probes you can can continue the harass with some 8 marines or 6 marines one widow mine or one widow mines drop with the 1st same medic.



Transitions:



Ok so, you just dropped some hellions in the mineral line of your oppenent, but what know? Indeed, hellion just don't destroy buildings and you will need a transition. the good think is that with a 1-1-1 any option is possible, you can do whatever you like. I will give you 3 examples of the most commom way to continue and finnish the game





1) The most "classic" way to continue the game would be to go back on a standard configuration: a second base, 3 rax, 1 starport, and an ebay. With that transistion you will be able to hit a decent stim/medic/+1 attack timing. This what I like to do in most of my games.



For that you need to cut your hellions production after 4 (you can sometime decide to build 6 of them). Build your 2 second cc, one mine, 2 marine and a second rax. After the mine build a tech lab opn your factory to gain half a minute on your stim timing. After that you can use your factory to build a reactor for your starport. You can also decide to build a 2nd medic while the reactor is in construction.



2) One base all-in. I didn't try this a lot on the ladder, but if you think about it, this makes a lot of sense, a lot of protoss will use canon overchage to defend agaisn't your drop, they will also use their observer defensively . If you are able to bait enough of them, your all-in can suprise him a lot. More it's bad, more it's good: the power of the meta!



For that, instead of building a second cc, build 3 more rax, and start producing 3 marines,1 marauder and one medic at a time. You can also use your factory to build some hellions or some mines with your extra money. Pull your scv when your are ready and putt them in auto repair while a-moving in the natural of the protoss. I don't think that this is the most efficient way to win games but it can be really fun, i'll try to add a replay.



3) The mech transition. This is a really cool opening for a mech transition, you will however need to cut the production of hellion for a while if you want your 2nd cc at a decent timing. I'm not a really good mech player so i suggest you to check the game of Maru below.





Pros doing this build:



1) Maru version:



10-depot12-gaz13-rax15-scout16-oc, marine, factory20-starport, depot, 2 hellions, 1 marineIf you want to play completly safe, I really think that scouting with your 14th scv is really important, it will allow you to scout the entire base of the protoss (pylons, chorno, production, building locations) and keep your scv alive to proxy your starport or come back to check later.1) One base all-in:General tips:-If you see no 2nd nexusbuild your cc in your main base in a safe location, if you confirmed the expand build it directly one your natural (otherwise your main will be mine out really fast).- If you see that the toss is trying to contain use the energy of your oc on your supply to "save" minerals.- Do not proxy your starport vs a 1 base play.-Your hellions are the key of your defence so do not cut them, try to drop them while the units of the toss are out of position, it will delay and weaken the agression of the protoss.If you see 1 gaz, chronos that are spend on the gate/cyber you just build one bunker at the top of your rank, Drop your hellion when the protoss units are at the other side of the map and then produce your 2 marines and one mine at a time. You will kill a lot of probes with your hellions so don't hesitate to play safe and rushing a second bunker and place your scv in auto-reaper next to your bunkers.If you see no 2nd or 3rd pylone, you just need to build a widow mine before the switch and place it in your mineral line. You can also build a bunker to protect your marines. If you scout that he is going to commit on a one base play, build a few mines (not too much, stop when the voidray number is starting to increase), 1 or 2 viking after your medic (don't lose them), and try to to get a 2 rax with tech lab asap for the stim and combat shield.If you scout a blink all-in, you will have the time to react to it after your hellion drop, build one tank and 2 marines at the time. Build at least on bunker where the protoss can blink. You don't want to place your tanks or your widow mine (if you have any) at the edge of your base. You want to force him to blink in your base so your tanks are still protected by your bunkers and scv while the blink is on cooldown.2) Bases all-in:I'm not really going to talk about allin on 2 bases because it does not really differ from when you do a standard reaper expand or a cc 1st. You just want to buy as much time as possible with your harass and react to what you scout.I'm just going to write down a few tips or facts that can give you ideas on how to play this strat:-If you see that the protoss is trying to poke you with some kind of zealot/stalker/msc pressure, just rush him with you 1st two or 4 hellions, and defend with your scv, hellion kill probes faster than a stalker and a msc.-3 shots of a hellion kill a probe-You can engage one stalker with 4 hellions-Hellions are great against sentries-An scv in auto-repair can repair while being in a medic, so what you can do is do a first assault with 4 hellions. Try to keep 3 alive and try to find a new angle while your hellions and being repaired to full health.-I like to "park" my medic at the edge of the range of the photon overcharge, so if i see that a can't do anymore damage with my hellions a can just save them at the last second with the boost and keep my medic alive.-Don't spam the boost of your medic-If you lose your hellions for probes you can can continue the harass with some 8 marines or 6 marines one widow mine or one widow mines drop with the 1st same medic.Ok so, you just dropped some hellions in the mineral line of your oppenent, but what know? Indeed, hellion just don't destroy buildings and you will need a transition. the good think is that with a 1-1-1 any option is possible, you can do whatever you like. I will give you 3 examples of the most commom way to continue and finnish the game1) The most "classic" way to continue the game would be to go back on a standard configuration: a second base, 3 rax, 1 starport, and an ebay. With that transistion you will be able to hit a decent stim/medic/+1 attack timing. This what I like to do in most of my games.For that you need to cut your hellions production after 4 (you can sometime decide to build 6 of them). Build your 2 second cc, one mine, 2 marine and a second rax. After the mine build a tech lab opn your factory to gain half a minute on your stim timing. After that you can use your factory to build a reactor for your starport. You can also decide to build a 2nd medic while the reactor is in construction.2) One base all-in. I didn't try this a lot on the ladder, but if you think about it, this makes a lot of sense, a lot of protoss will use canon overchage to defend agaisn't your drop, they will also use their observer defensively . If you are able to bait enough of them, your all-in can suprise him a lot. More it's bad, more it's good: the power of the meta!For that, instead of building a second cc, build 3 more rax, and start producing 3 marines,1 marauder and one medic at a time. You can also use your factory to build some hellions or some mines with your extra money. Pull your scv when your are ready and putt them in auto repair while a-moving in the natural of the protoss. I don't think that this is the most efficient way to win games but it can be really fun, i'll try to add a replay.3) The mech transition. This is a really cool opening for a mech transition, you will however need to cut the production of hellion for a while if you want your 2nd cc at a decent timing. I'm not a really good mech player so i suggest you to check the game of Maru below.



2) TY version:











build order:



-1st gaz at 1min25

-13 rax (1min55)/you can wall with it to deny late probe scout.

-factory (3min)

-one marine then oc (don't cut the marine prod)

-scout with the scv that build the barrack

-2nd depot to finish the wall

-@ 100% factory: make a starport and a widow mine

-3rd depot

-after the widow mine build a hellion and a medic asap, and then your 4 th depot

Benchmark: at 5 min35 you have 6 marine and one mine in your medic and 2 hellions.

Note- after your 2 hellions build another mine

Execution: force a canon, overchage by dropping your marines and mine at the top of the protoss ramp, then move back to his natural where you can regroup with your 2 hellions and build a bunker with your scouting scv.

-6min45: 2 nd cc and 2nd medic

-use that 2nd medic to reinforce your push with marine/mine and build a reator on your rax.

-do not cut the marine or scv production.









If you have some vod of any others pros, pls tell me



If you have any remarks or questions please go ahead. -1st gaz at 1min25-13 rax (1min55)/you can wall with it to deny late probe scout.-factory (3min)-one marine then oc (don't cut the marine prod)-scout with the scv that build the barrack-2nd depot to finish the wall-@ 100% factory: make a starport and a widow mine-3rd depot-after the widow mine build a hellion and a medic asap, and then your 4 th depotat 5 min35 you have 6 marine and one mine in your medic and 2 hellions.Note- after your 2 hellions build another mineforce a canon, overchage by dropping your marines and mine at the top of the protoss ramp, then move back to his natural where you can regroup with your 2 hellions and build a bunker with your scouting scv.-6min45: 2 nd cc and 2nd medic-use that 2nd medic to reinforce your push with marine/mine and build a reator on your rax.-do not cut the marine or scv production.If you have some vod of any others pros, pls tell meIf you have any remarks or questions please go ahead.