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SC2 build demo TvP: 2rax FE m&m 2200 diamond

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Uploaded by on Nov 30, 2010

combination build demo, and discussion about why TvP wants to be extremely aggressive against protoss (cuz the bigger the army balls, the more aoe hurts).

same build order as TvZ:
benchmarks: 5min armysize: 350
6min armysize: (stim complete) 575
7min armysize: 950
8min armysize: 2000 *** this is the first point at which you will be even/ahead of a 1baser dont fight til now!
9min armysize: 2800
10min armysize: 4075

https://spreadsheets.google.com/ccc?key=0AhMi84dRwntxdGZqNXJDZm1zcS05dEdKZ0h4...

9 refinery (1 guy on gas til 12, then 2 for rest of the 10 minute early game)
10 supply
13 rax
15 2.rax
16 orbital,supply,tech lab,reactor core,stim
27 CC,supply,rax,rax
have one guy make supply depots until your second CC finishes, from then on have 2 guys making depots... get 2 reactor cores on the 2 rax ASAP it is essential, every 25 seconds late you are, is 200 minerals you can't spend

the only times you should stop scv production are: when you supply block at 27, and for about 25 seconds when you are transfering scvs to the second base... once you have your double mules and scvs spread out, you should just baaarely be able to afford each wave of troops and 2 scvs... scvs will come out x2 every 25 seconds (instead of every 17 seconds which is the rate they build at) until you get to about 32 scvs, then u can afford to q them up... once your on 32 scvs you have 16 at each base, every scv past that number will give u a teeny tiny bit less of a return until you get to 44, at which point you wanna drop all 4 geysers and start teching.

thruout this whole mess, 2 scvs on gas gives you enough gas for 1 marauder per wave,and enough left over for stim, then combat shields, then marauder slow, then +1 weapons.


So i color in green any army size at a given benchmark that is within 300-400 of the max possible at that time.. except at 10 mintues most builds are off by 700 from the max... because its just so hard to really spend gas without having to waste a ton of it on tech... this build is off by too much starting just after 6 minutes, and ending when your first round of marines comes out of 3.rax and 4.rax while those rax/reactors are building though, you are vulnerable... so it'd be nice to plop down a bunker right after you start the rax, and salvage it after the reactors finish. but, of course, you can't spare the minerals early and then spend them when u salvage, because early on you need them, and later you are rich. frustrating :)

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Uploader Comments (nosehair16)

  • the replay and the build you are talking about are a little different. You get a 12 rax and 13 gas. (which from playing looks to work better than the 9 gas 13 rax)

  • @MondayHopscotch Thanks. 9gas works better vs noone, but in practice i use 12rax 13gas because it gets me a wallin fast enough to survive a proxy zel or 6pool... but the 9gas opener gets you stim by 5:50, which is important because warpgate tech tends to finish at 6minutes, so if u can do a stim push right before wg finishes, u can win a lot of easy games... this opener on the other hand finishes stim right AFTER wg's finish (6:20 or 6:30 or something) so u lose the advantage

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This video is a response to SC2 TvP: 3000 diamond
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  • I've been tossing up whether to do the 1 rax FE or 2 rax FE and I think this video has persuaded me to learn the 2 rax FE. It definitely looks a lot easier to hold off early attacks and also allows for a bit of early aggression by Terran that can catch a Protoss off guard if they're going for super hard tech.

    The only thing I'm questioning is the gas at 9..seems rather unorthodox

  • you just answered all my questions about TvP and TvZ diamond level play, thanks!

  • nice!

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