[NEW] Terran LotV builds | terran marine – Vietnamnhanvan

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Jer99

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#1

TvT:

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14 supply
16 barracks
16 gas
19 reactor
19 command center
19 supply depot
20 factory
2x marines
23 gas
4x marines
30 starport
30 tech lab on factory (skip marine 7/8 for siege tank)
31 siege tank (resume non-stop marine production)
40 medivac
47 siege tank
55 medivac
Barracks 2/3

This is a build I’ve been using since Day 1 of the beta, and it’s probably one of the best ones. It’s definitely the most refined build I’ve been able to make, and is an all around solid opening. The basics are:

  • Quick command center to kick-start economy
  • high number of early marines to hold cheese
  • quick factory/starport to help hold against tech pushes

Rather than start making marines with the barracks, you’ll want to start a reactor after it’s done. You’ll have 52 gas at this point so you can start it right away. Maybe it’s vulnerable to a mass proxy barracks strategy, but for any reaper timings you’ll already have double marine production on the way to hold. Follow this up with a 1:40 command center to start the economy. Next up is the factory and second gas timing, I aim for the second gas at around 2:20; this is the timing that will give you 125 gas as soon as your tech lab finishes on the factory. A quick note, skip marines 7 and 8 so that you will have 150/125 for when the tech lab finishes, and as soon as you start the tank start marine production again.

Right after you finish the factory, start the starport with the same SCV. You’ll be slightly behind in gas for the first medivac, but the delay won’t be long and you can start it early on. Optimally I make two siege tanks and two medivacs, and use them for siege tank drops. After both are done, I drop my second and third barracks and start more addons on the factory and starport so that I can start stim/combat shields.

You have many options here. You can either continue to use the siege tanks to harass your enemy while you tech and economy up, or you can use them defensively if you are being attacked. You can also make a big timing push with the two siege tanks, two medivacs, and the ~16 marines you’ll have out at that time.

Build order:14 supply16 barracks16 gas19 reactor19 command center19 supply depot20 factory2x marines23 gas4x marines30 starport30 tech lab on factory (skip marine 7/8 for siege tank)31 siege tank (resume non-stop marine production)40 medivac47 siege tank55 medivacBarracks 2/3This is a build I’ve been using since Day 1 of the beta, and it’s probably one of the best ones. It’s definitely the most refined build I’ve been able to make, and is an all around solid opening. The basics are:Rather than start making marines with the barracks, you’ll want to start a reactorafter it’s done. You’ll have 52 gas at this point so you can start it right away. Maybe it’s vulnerable to a mass proxy barracks strategy, but for any reaper timings you’ll already have double marine production on the way to hold. Follow this up with a 1:40 command center to start the economy. Next up is the factory and second gas timing, I aim for the second gas at around 2:20; this is the timing that will give you 125 gas as soon as your tech lab finishes on the factory. A quick note, skip marines 7 and 8 so that you will have 150/125 for when the tech lab finishes, and as soon as you start the tank start marine production again.Right after you finish the factory, start the starport with the same SCV. You’ll be slightly behind in gas for the first medivac, but the delay won’t be long and you can start it early on. Optimally I make two siege tanks and two medivacs, and use them for siege tank drops. After both are done, I drop my second and third barracks and start more addons on the factory and starport so that I can start stim/combat shields.You have many options here. You can either continue to use the siege tanks to harass your enemy while you tech and economy up, or you can use them defensively if you are being attacked. You can also make a big timing push with the two siege tanks, two medivacs, and the ~16 marines you’ll have out at that time.

TvZ:

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17 CC
18 barracks
19 gas
21 reactor (start 2x marine production)
22 command center
26 factory
31 gas
47 medivac
2x ebay
2x barracks

This is a ragtag variation of the

Use your hellions to prevent creep spread as normal, and behind it make your extra addons and structures from there. Again, I play bio so I dropped more barracks, and all the timings are similar to the HotS 4M playstyle. From here it’s the same, continue your upgrades, float your third command center to the third base location when you are on full 2 base saturation, and start applying pressure when your first two medivcas are out.

Build order:17 CC18 barracks19 gas21 reactor (start 2x marine production)22 command center26 factory31 gas47 medivac2x ebay2x barracksThis is a ragtag variation of the 4M opening from HotS. Still needs a lot of ironing, but the gas timings line up well with +1+1 and bio upgrades. Scouting early on here is key. You need to know if they are going for an early bust, and that will decide whether or not you can drop the early reactor or not. After four marines you can swap the factory onto the reactor and start double hellion production, and continue on with 4M from there. It’s important to get an early second gas so that you can afford +1/+1 and stim at the same time.Use your hellions to prevent creep spread as normal, and behind it make your extra addons and structures from there. Again, I play bio so I dropped more barracks, and all the timings are similar to the HotS 4M playstyle. From here it’s the same, continue your upgrades, float your third command center to the third base location when you are on full 2 base saturation, and start applying pressure when your first two medivcas are out.

TvP:

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Build order:

14 depot
16 barracks
16 gas
19 reactor
19 command center
20 factory
2x marines
30 widow mine
32 starport
38 gas
38 widow mine (tech lab when finished)
45 medivac (tech lab when finished)
2x barracks

Notice anything similar? This build is almost identical to the TvT opening, with the first difference coming at the gas timing. This build is just a widow mine drop, with lots of marines to compliment. Get the early reactor for big marine production, follow it up with a factory and two widow mines, and a starport and a medivac. This will gear you up for two widow mines and four marines in a dropship, while you have a decent chunk of marines back at home to defend.

After the two widow mines and single medivac are done, drop tech labs on the factory and starport and start your 2nd and 3rd barracks so that you can start bio upgrades. I haven’t played around with variations from here, so you can either drop a third command center, or go with the 4/5 barracks before third and play from there.

Hopefully this helps you Terrans get a little kickstart in the expansions! There will be more to come when we figure out more precise timings and play the game more, stay tuned!

Hey guys! Been playing a lot of LotV today and i’ve been tinkering with some builds. I’ve been able to rough down one per match up, and have had good records with them. They are in no way optimal yet, but hopefully these can give you basic openings for the time being.Hopefully this helps you Terrans get a little kickstart in the expansions! There will be more to come when we figure out more precise timings and play the game more, stay tuned!

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TaeJa #1 || @TL_Jer99 || “seeker seeked out his seeking”

PinheadXXXXXX

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#2

I’m skeptical about playing a mine drop opening in TvP. I find it difficult to hold really aggressive stalker disruptor play if you don’t have the bio army and production you’d have from a CC first opening (which is now even stronger–you can afford 3 barracks and a gas before you build your orbitals.)

In your TvZ build how do you hold ravager pushes without a banshee or very much bio?

Taeja the one true Byunjwa~

Jer99

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#3

These were just from 13 games, I haven’t had a chance to play vs. everything yet so they won’t be fullproof at all, this was just to give some baseline builds for people who haven’t been able to find anything.

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TaeJa #1 || @TL_Jer99 || “seeker seeked out his seeking”

Golgotha

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#4

Do you have a fast CC going for double liberator with widow mines build? a build that I can use in all 3 matchups

Krugessin

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54 Posts

#5

Thank you extra much for also including the early game plans with the builds, it’s somewhere to start and I immediately feel less lost even if it probably turns out I have to adjust everything to my skill level. *cough*

Pursuit_

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#6

I’m pretty sure opening Hellion Banshee is necessary because of ravager timings, and CC first is super vulnerable to a lot of builds- like 1 base baneling bust- even if you see them coming in the new economy. 1 base baneling bust hits at 3:10, which is before your factory or reactor are even done with cc first. Which isn’t to say you can’t do it, but you’re basically just accepting an autoloss vs this.

In Somnis Veritas

PinheadXXXXXX

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#7

On November 12 2015 14:01 Pursuit_ wrote:
I’m pretty sure opening Hellion Banshee is necessary because of ravager timings, and CC first is super vulnerable to a lot of builds- like 1 base baneling bust- even if you see them coming in the new economy. 1 base baneling bust hits at 3:10, which is before your factory or reactor are even done with cc first. Which isn’t to say you can’t do it, but you’re basically just accepting an autoloss vs this.

Is 1 base baneling bust any harder to defend in LotV than in HotS? Because if it isn’t, then CC first is fine.

Hellion banshee seems mandatory but I’ve seen a few pros do more bio-heavy builds instead.

Is 1 base baneling bust any harder to defend in LotV than in HotS? Because if it isn’t, then CC first is fine.Hellion banshee seems mandatory but I’ve seen a few pros do more bio-heavy builds instead.

Taeja the one true Byunjwa~

Pursuit_

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Last Edited: 2015-11-12 06:49:54

#8

On November 12 2015 15:24 PinheadXXXXXX wrote:
Show nested quote +

On November 12 2015 14:01 Pursuit_ wrote:
I’m pretty sure opening Hellion Banshee is necessary because of ravager timings, and CC first is super vulnerable to a lot of builds- like 1 base baneling bust- even if you see them coming in the new economy. 1 base baneling bust hits at 3:10, which is before your factory or reactor are even done with cc first. Which isn’t to say you can’t do it, but you’re basically just accepting an autoloss vs this.

Is 1 base baneling bust any harder to defend in LotV than in HotS? Because if it isn’t, then CC first is fine.

Hellion banshee seems mandatory but I’ve seen a few pros do more bio-heavy builds instead.

Is 1 base baneling bust any harder to defend in LotV than in HotS? Because if it isn’t, then CC first is fine.Hellion banshee seems mandatory but I’ve seen a few pros do more bio-heavy builds instead.

Like I said, your factory isn’t even finished when it hits. It’s like 2/3 done iirc. In HotS your first two hellions were popping when the banelings hit. And to me it looked like the LotV one hits with a lot more lings, but I could be wrong.

It takes a little over 2 minutes and 40 seconds to build a barracks, factory + reactor and 2 hellions. 1 base baneling bust hits at 3:10. CC first makes it very difficult to hold.

Like I said, your factory isn’t even finished when it hits. It’s like 2/3 done iirc. In HotS your first two hellions were popping when the banelings hit. And to me it looked like the LotV one hits with a lot more lings, but I could be wrong.It takes a little over 2 minutes and 40 seconds to build a barracks, factory + reactor and 2 hellions. 1 base baneling bust hits at 3:10. CC first makes it very difficult to hold.

In Somnis Veritas

Jer99

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#9

On November 12 2015 12:20 Golgotha wrote:
Do you have a fast CC going for double liberator with widow mines build? a build that I can use in all 3 matchups

I haven’t played around with liberators yet, I’ve just been keeping things relatively simple until I figure out more precise timings.

I haven’t played around with liberators yet, I’ve just been keeping things relatively simple until I figure out more precise timings.

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TaeJa #1 || @TL_Jer99 || “seeker seeked out his seeking”

LoneYoShi

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Last Edited: 2015-11-12 12:33:11

#10

I’m not too fond of going CC first against Z. I have only tried it twice (what a sample size, I know :D), but I feel like it gives Z’s way too much comfort early on.

What I’m currently doing to (some) success has been going gas first into reactor helions (while fitting a CC somewhere in there), and then add a 3rd CC soon after (and getting a viking). From then on, you add more barracks, Ebays, etc etc. It’s safer: you have your helions earlier and you can kill OL’s (so no Nydus shenanigans). You can also put more pressure on the Z, and whle you generally can’t stop the 3rd from going up, you should be able to prevent your opponent from droning it up super early. The only thing I haven’t managed to nail down so far is the gas timings and the upgrades.

Maybe it puts you slightly behind economically, but it gives you control over the early game.

Edit: woops, I almost forgot: Thanks Jer for giving us those tips 🙂

FromtheAbysS

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#11

Some interesting builds right there. I use to do “Racks reactor CC into Factory Spatio” in TvT. It is a good opening. Once I have been crushed by a “1base 2 Racks reapers” unscouted…a real a slaughterhouse ! (tank was not yet pop out)

I do think to myself : what’s about gaz 15 ?
I saw Bomber did it on his stream in every matchup. On LoTV it is interessting because it doesn’t delay your fast CC, and you have 50 gaz for reaper just when the racks is done.

Jer99

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#12

I did get beat by a proxy 2 rax reaper as well, but this was because I was unfamiliar with the timings. Now that I know the timing, I can adjust with a bunker while waiting for my tanks.

Scouting is key here; I send my SCV just after i start my barracks. No gas = proxy 4 rax marine, gas = proxy 2 rax reaper. Bunker the ramp to your main if it’s a gasless proxy, the marines will be at your natural before you can get the bunker up. If it’s a proxy reaper, you might be able to bunker the natural but I’ll have to check the timing.

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TaeJa #1 || @TL_Jer99 || “seeker seeked out his seeking”

Tenks

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#13

In it’s present state is there a reason to build Cyclones?

Wat

Makro

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#14

On November 13 2015 03:50 Tenks wrote:
In it’s present state is there a reason to build Cyclones?

that’s what i’m wondering

that’s what i’m wondering

Matthew 5:10 “Blessed are those who are persecuted because of shitposting, for theirs is the kingdom of heaven”.

Pursuit_

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#15

On November 13 2015 03:50 Tenks wrote:
In it’s present state is there a reason to build Cyclones?

From my reasoning, no. Theyre ‘okay’ as a defensive early unit against Protoss, but that’s about it.

From my reasoning, no. Theyre ‘okay’ as a defensive early unit against Protoss, but that’s about it.

In Somnis Veritas

Tenks

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#16

To really be safe in TvT are you pretty much forced into 1/1/1?

Wat

Charoisaur

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#17

On November 13 2015 04:56 Pursuit_ wrote:
Show nested quote +

On November 13 2015 03:50 Tenks wrote:
In it’s present state is there a reason to build Cyclones?

From my reasoning, no. Theyre ‘okay’ as a defensive early unit against Protoss, but that’s about it.

From my reasoning, no. Theyre ‘okay’ as a defensive early unit against Protoss, but that’s about it.

hellion cyclone openings seem pretty strong imo. Just need to stop cyclone production at some point because they don’t scale well in the lategame.

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hellion cyclone openings seem pretty strong imo. Just need to stop cyclone production at some point because they don’t scale well in the lategame.

Many of the coolest moments in sc2 happen due to worker harassment

Ctone23

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#18

On November 13 2015 05:09 Tenks wrote:
To really be safe in TvT are you pretty much forced into 1/1/1?

Not necessarily, with good positioning i’ve had success in defending the dreaded tank drops with nothing but marines after a macro opening.

Not necessarily, with good positioning i’ve had success in defending the dreaded tank drops with nothing but marines after a macro opening.

Tenks

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#19

On November 13 2015 05:24 Ctone23 wrote:
Show nested quote +

On November 13 2015 05:09 Tenks wrote:
To really be safe in TvT are you pretty much forced into 1/1/1?

Not necessarily, with good positioning i’ve had success in defending the dreaded tank drops with nothing but marines after a macro opening.

Not necessarily, with good positioning i’ve had success in defending the dreaded tank drops with nothing but marines after a macro opening.

My concern mostly lies with Liberator openings and not having Vikings

My concern mostly lies with Liberator openings and not having Vikings

Wat

Pursuit_

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#20

On November 13 2015 05:09 Tenks wrote:
To really be safe in TvT are you pretty much forced into 1/1/1?

It’s basically the same as HotS in this regard, 1/1/1 is just superior to bio openings.

It’s basically the same as HotS in this regard, 1/1/1 is just superior to bio openings.

In Somnis Veritas

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[NEW] TvP Build Order: 2-1-1 Marine-Medivac Timing into Tank push (Terran vs Protoss) | terran marine – Vietnamnhanvan

Table of Contents

1.

Introduction

The 2-1-1 is a build which was actually popularised in the Terran vs Zerg
match-up, in the first half of 2016. It was a build which quickly became the
go-to opener for Bio play in TvZ due to its ability to create early game map
control, denying creep and forcing units for the Zerg. The build became very
figured out in the match-up, but due to its power it was still successful even
if shut down perfectly and was particularly useful due to all of its potential
follow-ups.

The build can be applied to the Terran vs Protoss match-up and, in this guide,
we will cover a variation with an offensive Siege Tank follow-up, which makes
this build a difficulty for Protoss players to hold against, especially
punishing very fast third bases. This build works great on maps with a shorter
rush distance by ground, mostly due to the power of the follow-up tank push,
though the initial Medivac drop can also work well on larger maps, due to
the speed of Medivacs and boosting.

2.

Build Order

As with all of our build orders, constant worker production is assumed
unless mentioned otherwise and so all builds are based on supply count timings.
Rough in-game timer points have been added at points of the build.

Start with a standard Reaper Expand:

  • 14

  • 16

  • 16

  • 17 — worker scout (you are looking to identify a standard
    Natural Expansion timing of the Protoss, which starts at 1:25 — lack of a

  • 19

  • 19

  • 20

Continuation of 2-1-1:

  • 21

  • 21

  • 22

  • 23

  • 24

  • at this stage,

  • 26

  • 31

  • 35

  • 35

  • 40

  • 43

  • 46 — swap

  • 49 — 2x

  • 54 — +1 Attack;
  • 56

  • 57

  • 61

    ~

    4:45

From here the initial build order is completed and you have two full Medivacs on the map to apply pressure.

Significant additions after this time:

  • start researching

  • prioritise your gas onto constant

  • as your minerals stack up from full two base saturation you can add on a third

    later section);

  • start +1 Armour when +1 Attack finishes — if the game does not end
    with aggression, add one

3.

Scouting & Adjustments

3.1.

Initial Worker Scout

The initial worker scout has one extremely important job: to confirm the
presence of a Natural Expansion at a standard timing (placed at around 1:25 for
a standard Gate-Gas-Nexus expand, slightly later for some forms of double gas
expand for faster tech or earlier cybernetics core to apply early gateway
pressure (in this case add a bunker.) Upon seeing the Nexus, you can continue
with your build without adjustments.

If you see a lack of Nexus, you next check in the main base for two things:
gas and Pylon count. If the Protoss has no Nexus and one gas, they are either
going for a high number of Gateways and attacking early, or potentially hiding
their expansion on the map (95% of the time in this situation, they will have
two gases) The second Pylon of a Protoss player goes down at around 1:50
in-game time. If there is not a second pylon in the main base at this time it
is probably on the map for a proxy.

In the case of a proxy you want to abandon the 2-1-1 build, as additional
Marine production and the fast Stimpack upgrade is not the strongest way to
defend early aggression. Your scout timing should allow you to build a faster
Engineering Bay instead of the second Barracks
(to allow for Missile Turret production against Oracles and Dark Templar).
You should add on the Factory as soon as
possible as well as a second gas when the factory begins, then a Starport as
the Factory finishes. Generally holding on one base will make your life a lot
easier than defending on two bases, so bunker up on top of your ramp and lift
the natural Command Center to the main when possible.

Try and scout for the proxy as this information can change how you react. In
most scenarios a Cyclone will be useful for earlier defense against Oracles,
Siege Tanks will be great vs larger pushes, such as a continued one base play (scout
with Reaper to confirm). On the Starport, a viking is a good choice vs Stargate
pushes and Liberators a good choice against other ground based attacks.

With the scouting worker you can build an Engineering Bay to block the
natural of your opponent, as a way to keep a continuous scout and information
on when they might try to take the expansion. This can help a lot with knowing
how your opponent is aiming to follow up their aggressive opening.

3.2.

Reaper Scout

The Reaper scout is your next scout after the initial SCV. Generally what
the Reaper sees is not going to change your choice of build. The first Protoss
tech building will go down at 2:30-3:00. You are looking for one of three
things: Robotics Facility / Twilight Council / Stargate.

Versus Robotics Facility and Twilight Council, the build can continue as normal.
An early Twilight Council could mean Dark Templar, which is one thing you should
prepare for (consider an earlier Engineering Bay for a Missile Turret or saving energy
for an initial scan).

Versus Stargate make sure to position marines well for versus Oracle play.
You can even invest in an earlier Engineering Bay as well for a turret to help
cover your mineral lines. You will need a Missile Turret in your mineral lines against
an oracle when you move out just before 5 minutes anyways, as you do not leave
any units at home once the Medivacs leave to push across the map.

4.

Initial Push

The initial push with 2 Medivacs and around 16 Marines should leave your
base a 4:45-5:00, depending on your execution of the build. This means it
arrives at your opponent’s base just as Stimpack finishes. The most important part
of this push is that you do NOT lose your Medivacs or trade inefficiently. This
may seem obvious, but the power of the follow-up push is reliant on maintaining
a good unit count initially, unless you were able to deal a large amount of
damage.

The beauty is it will generally be a fairly simple retreat in most scenarios
to lift up your Marines and boost away. The two things that will
shut-down your getaways will be the Blink upgrade on Stalkers,
or multiple Phoenix as a follow-up to Stargate play. In the
case of an early Twilight Council, Blink will be finished before
your push arrives, so approach on the ground with your Medivacs in the
back and boost ready so you can Stimpack and boost away. Versus
Robotics Facility first into Twilight Council, Blink should finish
around 6 minutes, giving you a minute or so to find openings and deal damage
safely.

You will generally never want to fight within range of a Shield Battery, as
this is the number one way in which a Protoss will be able to create an
efficient trade. Your goal with this first push is to create your own map
presence and to test that they are not being too greedy and cutting corners by
skipping out on units. You can also test their map control, by dropping into
the main base (especially if they have a dark area where you can unload freely)
or by just poking at the front / third base.

Sometimes you can create a good fight by engaging at the third and forcing
units to come and protect it — perhaps they run in with one or two units before
the rest arrives, allowing for a free pick off. If they have to cancel the
third you should back away, you have already put yourself in a great position
from this.

If you are dropping into the main, aim to pick off something quick and
easy, which gives you time to then pick-up and leave before units can respond
(think Pylons powering important buildings, or probes which you can kill a few
of in a couple of seconds). Remember that retaining your units is one of the
most important parts of this build and that it is much better to back away from
a fight you cannot win or only trade evenly in, than to fight at all.

5.

Follow-up Tank Push

If your production and build is on point, at around 6:15 you will have two
Siege Tanks and one extra Medivac, allowing you to move across the map for an
attack just as Combat Shield is finishing. Behind this push you will be adding
on either a third Command Center (which you can build in position, due to this
build giving you dominant map control) or a third, fourth, and fifth Barracks, if
you want to be much more aggressive and keep on attacking with what is
essentially a two base all-in (though you can build a delayed third behind it,
which means you will generally want to delay the Protoss third or deal some
severe economic damage).

The power of this army lies in the Siege Tanks and how great they can be at
supporting Marines, especially against a Gateway focused army. As you push, you
will probably find yourself dancing with Stalkers, perhaps even having to siege
up your Tanks earlier than expected if the Protoss threatens to fight (one
thing to be very careful of in this situation is to not allow Stalkers to blink
forwards and grab a free Medivac or Tank, keep these important units at the
back of your army. If you can push yourself into a position on the third base,
you should be in a good position to get a cancel or a kill. The danger really
arises when Protoss starts adding some extra tech into their army, such as a
Colossus.

This push is still, really, about patience and knowing your fights and
positions. If you can get those Tanks sieged and supporting a stim rush into the
third, you will find a lot of success. But be aware — if the Protoss can slow
you down a lot and stop you from taking a fighting position (maybe you siege
out of range of the third base), then you do not want to stick around forever.
The more time passes, the more the Protoss is reinforcing instantly while your
own units have to traverse across the map to join your main force, creating
more chances for the Protoss to win a fight convincingly and gain a lot of
momentum.

The game can continue from here into your standard bio play and all the rest
of it, or into that big two base push if that is what you were aiming for.
Remember to position well, take the fights you can win and most of all to be
patient — there is nothing wrong with heading back home and continuing to macro
if you do not feel like the opportunity is there to create the fights you want.

6.

Conclusion

This is a really interesting adaptation of the infamous 2-1-1 TvZ build,
taking the strengths of the traditional 2-1-1 and intertwining them with the
power of typical Siege Tank pushes in the early and early-mid game of TvP. You have
two waves of pressure in which you can find openings and chances to slow your
opponent down while heading into a strong macro follow-up at home or into a
deadly push just minutes later. The build can be quite precise and can take
some practice to get right, especially for figuring out when and where is good
to fight on each map — but is that not part of the fun in StarCraft?

7.

Changelog

  • 23 Jan. 2018: Added our first build order: TvP 2-1-1 Marine-Medivac timing into Tank push.

+ show all entries

– show only first 2 entries


Constant Marine Splits! – Maru vs Impact – Starcraft 2


Maru vs Impact in a tense Terran vs Zerg, both players displaying some awesome micro. During the GSL Code S 2019 (http://twitch.tv/GSL)
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Thank you for watching our videos! Subscribe for more StarCraft 2: Legacy of the void highlights. We also upload other content, such as trailers \u0026 montages.
StarCraft 2: Legacy of the Void is a standalone expansion pack to the military science fiction realtime strategy game StarCraft 2: Wings of Liberty, and the third part of the StarCraft 2 trilogy developed by Blizzard Entertainment. On this channel you will find Starcraft funny moments, micro, highlights, plays and a lot more! starcraft 2 vods

นอกจากการดูบทความนี้แล้ว คุณยังสามารถดูข้อมูลที่เป็นประโยชน์อื่นๆ อีกมากมายที่เราให้ไว้ที่นี่: ดูเพิ่มเติม

Constant Marine Splits! - Maru vs Impact - Starcraft 2

TERRAN MARINE -VS- SPACE MARINE! – Star Craft VS 40K


Star craft and warhammer 40k have their epic versions of the space marine! with them going head to head, who will win?
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TERRAN MARINE -VS- SPACE MARINE! - Star Craft VS 40K

Maru Builds the Ultimate Terran Wall – Starcraft 2: Maru vs. Zest


Maru vs. Zest in an absolute masterclass Terran vs Protoss, with Maru going for planetary fortresses, missile turrets, vikings and building the ultimate terran wall.
Watch the Starcraft 2 ESL Pro Tour 2021: http://twitch.tv/esl_sc2
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► SUBSCRIBE to SC2HL! http://bit.ly/SC2HLsubscribe

Thank you for watching our videos! Subscribe for more StarCraft 2: Legacy of the void highlights. We also upload other content, such as trailers \u0026 montages.
StarCraft 2: Legacy of the Void is a standalone expansion pack to the military science fiction realtime strategy game StarCraft 2: Wings of Liberty, and the third part of the StarCraft 2 trilogy developed by Blizzard Entertainment. On this channel you will find Starcraft funny moments, micro, highlights, plays and a lot more! starcraft 2 vods

Maru Builds the Ultimate Terran Wall - Starcraft 2: Maru vs. Zest

Best of Terran Marine 4.0


This is the FOURTH installment of Best of Terran Marine. Please enjoy this as thoroughly as possible, as I went and took the editor ALMOST as far as I could take it. Please share this with people if possible, but I’m not worried about subs or likes. Please give good criticism if you wish to see another.

Best of Terran Marine 4.0

Starcraft II HD Cinematic – Better Marine


The epic suitup sequence of Tychus Findlay with Mengsk voice overlay.\r
\r
This is extracted from the Starcraft II game files and NOT FRAPSed, and therefore the best possible quality. Title is from the filename found within.

Starcraft II HD Cinematic - Better Marine

นอกจากการดูบทความนี้แล้ว คุณยังสามารถดูข้อมูลที่เป็นประโยชน์อื่นๆ อีกมากมายที่เราให้ไว้ที่นี่: ดูบทความเพิ่มเติมในหมวดหมู่Wiki

ขอบคุณมากสำหรับการดูหัวข้อโพสต์ terran marine

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