Today we present to you a sample chapter from our constantly updated TGM guide, written by iaguz of team xGKing. He takes a look at how to play TvT in today's metagame, the optimal build order to use and why it works, with reference to the latest builds you see used in today's GSL. iaguz currently sets near the top of the SEA Grandmaster ladder with a very impressive 48-3 record, holding the highest win ratio on SEA at the moment. More information about iaguz and TGM can be found at the bottom of this post.
Korean TvT has roughly 3 opening styles which I will describe below.
1/1/1 opening: Usually aiming to get Banshees and maybe expansions. Can be extremely dangerous early with marine/tank timings and can be a bit hard to read if they have expanded or not.
Gasless opening: 1 rax expand (or the occasional proxy rax marine/scv all in. Sigh) into either more raxes or tech. Is very strong economically but is vulnerable and if disrupted you can fall behind fast. A bit greedy I think.
Reaper opening: There are two main types of reaper play, the style popularized recently by SlayerS with a 5 speed Reaper, 3 hellion drop opening and the reaper expand variant. This guide deals with the expansion.
I favour the reaper expand currently. It combines scouting, aggression, defense, tech and solid timings and has good responses to most opposing build orders. First, a disclaimer. There is no 1 true opening in TvT. All openings have strengths and weaknesses against other openings and there's not much chance you get to know what his opening is exactly. Playing this build will not necessarily make you a better player and nor will it win games by itself. You will not be immune to random dumb losses.
Why hello there!
That aside, I still think it's very strong. Now, to the build order itself.
The Build Order
Food
What to build
10
1st Supply Depot
12
Barracks
13
Refinery
15
Tech Lab as soon barracks done
15
Orbital Command
16
2nd Supply Depot
20
Command Center, Orbital upon completion
22
2nd rax, reactors on completion. Make a lot of marines.
23
3rd rax
6.20 mins
Ebay (cloaked banshees hit at 7.30-40)
7.20-50 mins / 42-46 supply
Factory
Other Build Order Notes:
The first stage is the standard 10 depot, 12 rax, 13 gas, 15 orbital command. You can opt to start the rax on 11 instead of 12, get the gas on 12 and still have a 15 orbital command (thank you +5 second rax building time). Your reaper comes out a few seconds faster, and that's nice. It also allows you to build the orbital command before the second depot and you don't lose too much from getting supply blocked. Either way is fine.
You want to make 3 reapers and a command centre. Between the second and third reaper you can start Combat Shields. When shields finishes, get stim. 3 Reapers is the magic number for harassment as well as it one shots marines / scvs - see game 3 for an example on how to win the game by the 6th minute mark.
Ebay - Based on what you scout try to determine if he is dropping or going banshee and make turrets if needed, earlier if he goes gas first.
Factory - Start this before you start +1 infantry weapons if gas does not permit. You'll want 2 medivacs quickly.
When minerals permit you want to slap down another 2 Barracks. As soon as these rax finish you want to add reactors to them. You're going to want a lot of marines very fast if he's being aggressive.
After the 2 rax start and your natural is becoming and orbital you're going to want another gas and an ebay. Shields will finish so your next 100 gas goes into stim.
From here you're going to want to get a factory for medivacs, and get +1 weapons on your Ebay.
At this point you can opt to add on tanks, get a 3rd or go fast 2/2 upgrades. It's up to you to figure out how you play this part of the game, the build order is essentially done.
Weakness of the build:
The most common thing I have huge trouble with dealing is Gas first cloak banshee. As soon as you scout gas first you should prepare for a much earlier engineering bay.
The proxy thor rush which is something more easily dealt with by tanks, hellions and cloaked banshees (3 things you just don't have) and not expanding but I pretty much never see this build anymore.
If performed right you should be able to deal with standard cloak banshee openings, marine/tank timings, SlayerS style, other FE builds or whatever weird shit gets sent your way.
If he does an early timing / all in stop it as how we suggested in the TvT overview
Early Game
Reacting based on what you scout
WHAT TO DO WITH YOUR UNITS, WHAT YOU'RE SCOUTING FOR AND WHAT YOU HAVE TO REACT AGAINST.
This based is based on getting an economic advantage from the early CC, and at the same time your reaping giving you the perfect scouting information to react. You play like zerg basically but with mules.
SCV Scouting:
With your scv scout for 3 things. First, where is his rax? If you see no rax then he's probably proxied it and you're going to need marauders instead of reapers. Perhaps even a bunker. In this instance you shouldn't bother expanding, just hold off his shitty proxy, steal his gas and do a 1/1/1 cloaked banshee marine/tank timing. He should not be able to hold it.
Second, does his rax have a tech lab on it? If it does he's probably going reapers. You probably won't get to know if he's going SlayerS style or expansion but at least it's something. In this instance, hide the scv on the map somewhere and go take another look later. A second look will hopefully reveal something.
Third, does he have gas? If no gas then thank your God, it's probably a 1 rax gasless FE and you can do a lot of damage to that with 3 reapers. If he has gas, no tech lab on rax then it could be anything but at least we've ruled out a few options.
Reaper Scouting:
Your first reaper can get into the enemy's base and take a good look around. You might even get an scv kill or two. Great! Each map has common and uncommon points of entry for a reaper. Generally the common ones get covered by marines after he scouts you going reapers. So we're going to have to be a bit clever with it.
Take Shakuras Plateau as an example. The backdoor entrance for reapers is very common and there are almost always marines there. But the smaller juts to the left and right of the main ramp are not. It is safer to put reapers up there. I exploit this in my Shakuras replay below and can infer a cloaked banshee opening from my opponent with the scouting I get from it.
Another way to get a reaper scout through is to try and combine it with and SCV. You can move an SCV to the bottom of a cliff and if he doesn't get shot you know it's safe to jump up. Much better then jumping up 1 reaper, getting shot and dying when you try and jump it back down.
Posted again for emphasis on how awesome this build is
After this you'll get 2 more reapers. 3 Reapers together can 1 shot a marine or an SCV which makes them a potent harassment force against a vulnerable opponent. But most of the time you'll not be able to get these through a competent opponent. That's fine. A few reapers can maintain map control against marines and hellions, hold onto the towers, scout potential incoming forces, sit on possible drop lanes so you can see drops coming and be a potential back stabbing force for later in the game. I generally only try and get really aggressive with reapers early against a 1 rax Gasless FE-ing opponent. There's tons of ways to get value out of them besides.
Below is a replay where I use 3 reapers to cripple a 1 rax FE Terran. He tries to take his natural immediately and has his marines too spread out. 3 Reapers pretty much cripple him.
Game 3
He takes a quick expansion as well and is punished by the mobility of my reapers, allowing me to basically do the same thing as he did (quick expand) but I get to punish him for it.
Against other reaper openings I tend to be defensive with my reapers. If they are going for the SlayerS style then it's important to have maximum defense at home. And if they're also going reaper expand then we just did the exact same build and hopefully I can get a few of his reapers and take map control. Either way, keep your command centre in your base and move it out once you know it's safe! The SlayerS style is incredibly good against a Terran who is trying to defend 2 bases from darting speed reapers. Save yourself some hassle and dead scvs and just wait it out a bit. My second replay on Antiga Shipyard shows me defeating the SlayerS style with this build.
Against banshee openings, I tend to build perhaps more turrets then necessary and use almost no scans. I hate using scans instead of mules against Banshees. Scans cost a mule which costs 270 minerals (... kinda) which is almost 3 turrets. So just make a ton of turrets! When you're out on the map then it's fine to use scans because nothing else will kill the bastards. This happens on both games in the replay below.
Well microed banshees are incredibly hard to deal with though. They don't have to kill many scvs to achieve economic parity and without access to vikings they're damn near unstoppable. Really good turret placement and good marine kiting to mitigate as much damage as you can.
Middle - Late Game
SO WE GOT 2 MEDIVACS. WHAT NOW?
We've survived his opening play, whatever it was, and now we have about 20 marines out and 2 medivacs. Depending on what he did, we should probably try and get aggressive now. Good drops hurt. A lot. If he opened reaper expand or 1 gas fe and you haven't seen anything out of him then it's very possible he's also trying to drop you which could get... awkward. But generally you'll want to try and see what he's doing exactly and try and get as much damage done with your units. This is the point in the game where it's very safe to be out on the map and where you'll want to try and start ending the game however you can.
SO HOW DO WE PLAY THE REST OF THE GAME?
This question is a bit too open ended to be answered simply. You can add tanks, take a quick 3rd, go fast 2/2 and play pure bio (not really recommended but it's an option) it depends alot on what your opponent is doing. Generally you want to use the mobility of your units (Marines + Dropships) to raze mineral lines with their super high DPS / carry out multi-prong attacks while at the same time building up your army and handling his drops well yourself.
I hope you enjoyed reading my standard opener into midgame for TvT in 1.4.3 and for a more detailed analysis I would recommend checking the rest of TGM out.
Here are some sample replays of common situations below. For more examples of this build you can watch GSL as it's very popular with Korean GSL level Terrans.
Game 1
He opts to do quick banshees into a early marine/tank push.
Game 2
He opts to do an early hellion / reaper drop. Marauders save the day and game transitions into the standard marine/medivac game.
Game 3
He takes a quick expansion as well and is punished by the mobility of my reapers, allowing me to basically do the same thing as he did (quick expand) but I get to punish him for it.
- iaguz
About iaguz: iaguz is player sponsored by Xeria Gaming as well as a coach for The Grandmaster Manual. He was most recently seen representing SEA at IEM Guangzhou where he won the "Baller Award" for being the Gimli Terran. To find out more about his coaching rates please go here. You can watch his stream at www.twitch.tv/xGKingiaguz
About TGM: For more information on how to approach the middle - late game you can subscribe to The Grandmaster Manual where each chapter matchup is broken down in detail with replays, build orders and images just like above, by the best players in SEA. The above constitutes less than 5% of the Terran section alone. For more samples, testimonials and information go here!
Last edited by ROOT`iaguz; Wed, 4th-Jan-2012 at 3:16 PM.
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