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Thread: Terran - 2 Raxs Expand
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June 8th, 2011, 12:12 PM #1
Terran - 2 Raxs Expand
Build Type: Safest Terran Expansion Opening
Skill level: Moderate
Build Pro’s: Safest terran opening, the same for all races (unlike the protoss fast expands). You can transition into virtually anything. This build is late game oriented. Unlike most fast expansions, this one doesn’t crumble to pressure (due to the repairable bunkers)
Build countered by: Your forces are immobile, so drops and most mobile builds are a good way to deal with this.
Most powerful in: Late game
Match up: TvZ, TvP, TvT(when you are not facing a 1-1-1 build)
Basic Build Order:
• 10 Depot
• 12 Barracks
• 14 Barracks (#2)
• 16 Depot
• 15 Orbital Command
• ~22-24 Command Center (upgrade it to an orbital command asap)
• 25 Refinery x2
• 25 Depot
• 25 stop marine production
• 27 Bunker x3
Tips:
• Have the SCVs at the expo on auto-repair and on a separate control group.
• As long as you repair the bunkers you can’t be easily defeated
• Make sure that the positioning of the bunkers is good, or else you might loose an unneeded amount of SCVs/units
• If your opponent is on one base, add missile turrets at the front, reasonably fast
• You are on two bases, do not neglect a third one
• If you are expecting an attack, do not hesitate to add more bunkers: you only lose 25 minerals when you salvage them and they can be repaired. They offer a good amount of effective health to your units
Example follow ups:
Due to the fact that you are on 2 bases, you can afford to go the more expensive builds, like mech for example. The MMM is viable as well, but it tests your multitasking.
• Bio Mech
• Mech
• Tank Viking
• MMM
A small tutorial on how to defend your base from all ins:
Spoiler!
Screenshots:
Spoiler!Last edited by Miz; July 19th, 2011 at 02:58 PM.
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June 15th, 2011, 12:38 PM #2





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