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TvZ Fast Expansion Terran, 1barrack double command center
Author: TobeSlave
For money maps: No
Difficulty: Intermediate
Comments: 5 (Watch for comments!, Add to favorites)
Views: 2404

1 Barrack 2 CC Quick Overview

9/10 supply depot
11/18 barrack
14/18 command center
15/18 marine/supply depot
16/18 marines
21/26 refinery
26/26 academy
-You have to continually make marines and scvs
-lift command center then make 0-1 bunker after scv scouting more zerglings or more drones
-I usually expand my 2nd and 3rd barracks when I finish my academy
-Right when I finish my 3rd barrack I make a engineering bay and I take a route to teching(factory then starport then science facility) or massing up to 7 barracks and dual engineering bay (just like FireBatHero)
Late Game (Massing Units and Buildings)
8-10 barracks
1-3 Factories
1-2 Starports

Hot Keys
Early Game Unit Capacity
1 Marine/Bat 12
2 Marine/Bat 6-12
3 Medic 3-6
4 Tanks 2-4
5 Vessel 1-2
6 Barrack
7 Barrack
8 Factory
9 Scan
0 Scan
Late Game
1 Marine/Bat 12
2 Marine/Bat 12
3 Marine/Bat 12
4 Medic 12
5 Tanks 6-12
6 Vessels 6-8
7 Barrack
8 Barrack/Extra Marine ?-12
9 Scan/Extra Marine ?-12
0 Scan/Extra Marine ?-12




Expansion
When you are in the middle game (about 24-32 Marine/Bat, 4-6 tanks, 2-3 vessels) you can take two roots which are expand and attack or expand and defend (your third expansion is usually an only-mineral expansion, don’t take the risk and take gas/mineral expansion). I usually take the first one to harass the zerg’s extra expansion/and usually have center map fights. You can drop them time to time with 1-3 dropships.

Extra Notes
With your marine/bat/medic in an early game don’t go out of your base too far (like near the zerg’s sunkens) because it’s always good to keep your unit capacity high because this is a macro based strategy. Try to kill some of the zerg’s unit but don’t over do it by loosing all your units. So basically your mission in an early/middle game would be trying to lower the unit capacity of the zerg. Most of the early games would be micro and just keep on making units and expanding your buildings. Always remember that obtaining the center is very important because if the terran looses the center than dark swarm could get very offensive to the terran. If you get to destroy one of the zerg’s extra expansion then the timing of the defiler would be slowed done and be late and you get the advantage of attacking or getting an extra multi.

Practice
Practice with your computer/AI by memorizing your build order and your macro. Practice your macro and hot key all your units and move/use/attack them and get used to moving large amounts of units. Moving large amount of units and practicing/learning how to use them well is the point of practicing this strategy (because this is a macro-based strategy). Computer/AI wouldn’t play like humans but at least you can practice your macro. When you think you got it all covered then go battlenet and play random people so that you can practice your micro/macro at the same time.

Anti Zerg Strategies
-to find out what the zerg is going to do you always have to scan their base and see their tech/or send an scv (remember, these two anti strategies could be used for both zerg strategies)
• 3 Hatchery mutal harass to lurker expand (advantage of zerg: more money, better off in late game)
Anti: 7 barracks/dual Engineering bay (turrets) with more marine/medic then late factory/starport/science facility and add tanks, this will be the famous FBH’s (FireBatHero) 7 barrack BO against 3 hatch mutal tech but this has a disadvantage of late teching
• 2-3 Hatchery fast lurker to late mutal combo all-in attack/harass late expand (advantage of zerg: very offensive in the beginning, could end the game with timed attack)
Anti: 3 Barrack/2 Engineering bay (dual upgrades), faster tech
(factory/starport/science facility) and add more tanks, this you can choose to either double factory mass tanks like iloveoov or to SK terran and go double starport
Scouting
After you have successfully lifted off your command center and made one bunker and have about 4-6 marines continually sending scvs time to time to know if they are going to mass their zergling and rush you and finish you off or just making more drones. How this is done is bring an scv in front of the sunken line and don’t go any further. If they come out with more zerglings then expect then prepare for defence. If they just kill your scvs with not a lot of zerglings then just do what you were doing.
-if the zerg gets an earlier speed legs for zerglings then that might mean they are going to try to end the game with them

Right when I get my scan (right after you made academy attach scanner) I scan their base to see if they are going mutal or lurker. Most of the players these days go mutal (because of Savior or Jaedong) and when if I pick the route of 3 barrack teching then all I have to do is make certain amounts of turrets (2-3 turrets for each command center if they are not good at mutal control, 4-5 turrets for each command center if they are good at mutal control) and defend until I tech up to science vessels I go out with bionic/mass tank or my bionic/mass science vessel which is sk terran. But what I don’t want you to do is to make excessive amounts of turrets or you will not have enough marine/medics coming out of 3 barracks.

Videos(these videos show 1barrack 2 command center fast expand)
FBH's 7 barrack BO against Savior:
http://youtube.com/watch?v=f7XP28IFUhI
-you will see FBH bring his fake army into savior's 2nd expansion so that savior brings his concentration on defending his 2nd expansion but FBH brings his real army to savior's main

Sea[Shield]'s 3barrack to tech into late game: http://youtube.com/watch?v=ed68_t6SWrY
-continuous scv scouting then middle map fights

Flash's Micro against Rumble's lurker tech:
http://youtube.com/watch?v=63_cFLdANiM
-this shows why zerg should go to 3 hatch mutal tech
-amazing micro, watch and learn
-more micro against lurkers,more tanks against lurkers


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Other Submissions:
1 TvP FE to Early Armory Build used by "By.FlaSh" (Strategies)

1, Ahzz (Section Moderator)
Date: Feb 20, 2008
Time: 08:28 AM
 
Excellent strategy. You clearly know what you're talking about. I look forward to seeing more content from you!

2, DashRendaer
Date: Feb 21, 2008
Time: 01:54 AM
 
Why are there two times for each building? Is it two alternate timings or a range or what?

3, XeroX
Date: Feb 22, 2008
Time: 02:05 AM
 
this is a nice strat i play terran and i´ve done this, it sure works, however it´s risky if ur opponent tries a rush. I'm not really sure why did u put those hkeys? maybe someone else uses different hkeys.
Exc.

4, Ahzz (Section Moderator)
Date: Feb 24, 2008
Time: 05:44 AM
 
nono xerox, these hotkeys are very common and used by just about everyone cuz of their efficiency. A little differences there may be but not much

5, ILOVELAMP
Date: Mar 22, 2008
Time: 12:02 PM
 
I'm back, be afraid.

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