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TvP FE to Early Armory Build used by "By.FlaSh"
Author: TobeSlave
For money maps: No
Difficulty: Advanced
Comments: 5 (Watch for comments!, Add to favorites)
Views: 2664

There are lots of TvP early expansion strategy guides so i wont be talking about that.

What i want to talk about is after you successfully got your double command center with 1 factory.

First Way:
-Make a vulture and upgrade mine (not speed)
-get 1-2 vulture if they are not expanding early
-get 3-4 vulture if they have done an FE (fast expansion) or somewhat early expansion(why make more vultures if the toss FE?because you can use your vulture to plant spider mines on different multis so that when they try to multi in a mid-game then you can send your vultures as fast as you can and counter that expansion)
-If they dont take a faster expansion than it mean t are going really safe (2 gate observer dragoon) or they are going fast reaver or dt
-If they take a fast expansion then it means they are going for a 2 base reaver into carrier(Bisu's build) or just massing
-at about 30-34 population (you would have 2 vulture/mine, 4-6 marines), make a armory and a academy at the same time
-mine in front of your base (life command center,expand) and this would force the protoss to build observer
-after you have gotten your 1-2 or 3-4 vults i would make 2-3 goliaths and UPGRADE WEAPON DAMAGE (i would upgrade my goliath range after spider mine upgrade and siege upgrade) and put up a double scan then i would start making 2 tanks and upgrading siege (right when i finish my first armory i get my second one)
-now what i have to do is defend from a reaver drop or a dt drop and you are going to be well prepared for it because of your goliath and tanks, let goliaths kill only the shuttle first then use your tanks to kill the reaver
-by now i would have 2 factories and i would expand up till 4 factories and make a starport and science facility then i would keep upgrading up to 3/3

Second Way:
-Its basically the same thing but if you feel unsecure that vulture mines are going to be a primary defence for you then make 2 tanks(upgrade siege) then go for goliaths (then goliath range)

Mid-Game:
In Mid-Game your endurance and speed would be very important. What you have to do is vulture rape/constant macro/constant weapon and armor upgrades. Vulture rape on expansion would become easier because you have planted mines in multis and you can see them trying to destroy that spider mine to put up a nexus. Keep your vultures running and slow their 3rd gas multi down. Now at 100 population build command center and get the only-mineral multi.

When to move out/When not to move out/Late Game:
-Reaver to Carrier Strat:
In this strategy toss will only get his natural multi and try to make least amount of gateways and go to stargate then carriers. This is a scary build if you dont scan often, if you scan successfully and see their stargate running or 1-2 carriers then go out with all your units then focus on your goliath production, this is called a "timed rushed" and successfully end the game by containment with tanks/turrets with alot of goliath(because of your early armory build you would have alot of goliaths). If the toss has 3-4 then dont go out and just get your only mineral multi at 100 population. Constant macro and if you see toss's units on the middle of the map then try to kill it because it will force the carriers to come for aid then they would back off because of your upgrades are too strong. Now you are going to fight with your own timing and with your own senses. If you think you got enough gol/tank/vult for his army then pick a fight with the toss if not then macro constantly until you have the right amount of units to fight the toss.
-If the toss is going mass
This one will be easy even though they got their 3rd or 4th gas because their primary strategy is to make alot more gateways which will force the toss to make a late forge making them vulnerable in upgrades which will make it easier to fight with the toss. Their army will be mainly zealots/dragoon/shuttle with zeal/maybe hightemps. There are two times when you could go out with your army. When your 2/2 upgrades are done(or 3/2) or at 180 population. I prefer to go out when your 2/2(or 3/2) upgrades are finished. You can easily counter zealot bombs with goliath so no worries about that.

Why this strategy is SO intelligent/great:
This is build is so good because its a counter build for almost anything and everything. Dt can be scanned, reaver/shuttle can be killed by gol/tank and you don’t have to waste money on turrets which mean you have goliaths which could help you push out stronger with more units (which means you can get an earlier only-mineral multi) than the usual tvp build. Whats so great about this build is +1 upgrades very early on which makes the mechanic units so strong in the beginning and throughout the end. Another thing about this build is the early science facility which makes arbiter vulnerable and could be easily beaten by the science vessel’s emp shockwave. Another thing about this build is very early scan allows you to pick off those sneaky observers so that the protoss doesn’t know if you going to push or not and you could scan his base very often to see what he is doing (usually to see carriers or arbiters, if not than his unit capacity). Carriers would be easily countered by your goliaths(SCAN OFTEN!)

Other people's comment:
The defining feature of his TvP is his fast Armory and Goliath use. Given the extensive Protoss mimicry in recent times (thanks Bisu) the most popular PvT build today is 2 base -> reaver. This build picked up mid way through 2006 with Bisu tearing up Shinhan S2 OSL with his highly aggressive PvT style. He along with the new age Protoss (Much/Free) used the 2 base reaver build extensively and that has brought them many wins.

Flash’s build counters that perfectly. He generally builds around 3~4 vultures with tanks then adds an armory. He then produces 3~4 Goliaths (or more on Katrina) which he uses to prevent any harass from dealing damage to him. He also uses these goliaths for killing shuttles when they try to zeal bomb him. In my opinion, its about time Terran’s started doing this as I have noted that a few goliaths are immensely effective against Protoss.

But with the fast armory comes fast upgrades. Flash knows that +1 weapons is an insanely cheap upgrade for the effects it has. Protoss tend to build a late forge to maximize gateway production, this came about from the macro age of Pusan/Anytime. Thus, Protoss are often ill equipped to go into an upgrade war. +1 Weapons adds 5 damage to sieged tanks, +3 to normal tanks, +2 to vultures and +2 to goliaths (subtract armor twice due to two hit system). Those kinds of upgrades overwhelm the pathetic +1 armor upgrade (and the over priced +1 shield).

Lastly, the Flash build continues to focus on upgrades throughout, abusing the strength of +2. This means that he has a science facilty/starport lying around relatively early on. This gives him the edge against any kind of Arbiter late game antics. The Flash build really is equipped as an all-purpose anti-protoss build. Coupled with Flash’s awesome goliath control he is an all purpose protoss killing machine.

If you still dont get what im saying then here are some videos:

http://www.youtube.com/watch?v=Lu2bN63-CFU
-Bisu goes to arbiters = emp use!

http://gsi.gomtv.com/vod/81
-Stork goes to carrier but goliath upgrades too strong!


Out of 5 voters, most think this strategy is Exceptional!

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Other Submissions:
1 TvZ Fast Expansion Terran, 1barrack double command (Strategies)

1, lammas (Section Moderator)
Date: Mar 17, 2008
Time: 09:44 PM
 
I think that you could also mention about the late game situations this build leads into and the limitations of this build.

I much prefer opening with standard fdterran, skipping a tank can put you in so shitty spots vs toss players who have decent UC. Also fdterran is nice build cause it allows some more knowledge about your opponents play than just mining expansion and then sitting inside.

and btw I dont see why to make more vultures if he fast expands?

anyways very nice strat!

2, Ahzz (Section Moderator)
Date: Mar 23, 2008
Time: 06:44 AM
 
nice job once again

3, kirbythegod
Date: Mar 26, 2008
Time: 03:13 AM
 
a powerful strat I must say....prob counterable by big storm drops and toss ups, since toss can get ups rolling long before terran.

However, since siege tanks are by nature rigged....it will work.

excellent strat

4, Ahzz (Section Moderator)
Date: Mar 26, 2008
Time: 03:45 AM
 
they're not rigged. you just suck and refuse to listen to anyone telling you something else

5, lyye
Date: Mar 30, 2008
Time: 10:30 PM
 
This looks cool I'm gonna try it...

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