Hello everyone! I'm aLtMrFool. I'm an in SEA aspiring to be a top-tier terran player.
I'm currently doing duty in a deserted island and I'm really bored so I'm here to bring terrans some sanctuary and happiness(hopefully) admist the hype of PvT IMBA that almost any korean terrans have been exclaiming while MVPGenius, just having 3-0ed alive like alive was a scrub said in his interview "TvP , T is imba..". Terrans like MKP and gumiho have been doing variations of builds that can end the game before 200-200 food but those builds are insanely hard to execute - it requires a great amount of scouting and knowing when to attack, how to attack and what to do when you see different things --> Really hard to execute and would take a ton of practise.
But fear not fellow Terrans! Here is a varation of a 1-1-1 build that SlayersMMA and EmpireKas did in IEM KIEV against protosses esp on maps where there is close air spawn.
Maps good for this build:
Shakuras pleatue
Shattered temple
Metalopolis
Maps OK for this build:
Antiga shipyard
You can do this build on any other map too if you please but the effect may not be as good as you'd want it to be.
Ok here's the build!
10 supply
12 rax
13 gas
14 (optional) supply depot to block entrance to deny scouting and gas steal + scout opponent
15/16 orbital command ( depends on whether you buy into 15 or 16 )
From here, food count stopped because things can start dying, assume constant SCV production and depots to deny supply cap.
@100% 1st gas - 3 workers on gas
@100% rax - start producing marines non-stop
@100 gas - factory.
@factory 0% - 2nd gas
@50 gas after factory (or 2-3, usually 3 marines) - reactor on barracks
@100% 2nd gas - 3 SCV on gas
@100% factory - starport + constant hellion production
@100% reactor on barracks - start producing marines non-stop till the end of time
@100% starport - ONE MEDIVAC (this will be the ONLY medivac you will be producing as this build is very all-inish)
@100% medivac - techlab on starport + techlab on factory
@0% techlabs - build an additional barracks
* this is where you start your first attack. If you're learning this build, this will be your first checkpoint
- you should have, at this point, 7-8 marines(depends on how many marines toss can kill with stalker), 3 hellions and 1 medivac. Look below after build on how to execute attack #1.
**IMPT : READ - cut SCV production at 24 SCVs- this is an all in build, you do not need more than 24 SCVs!
@100% techlab on starport - Raven (this is so important I can't stress how much you need this)
@100% techlab on factory - start tank production ( NOTE: DO NOT, I REPEAT, DO NOT start siege mode production!)
@100% clean barracks - 100% uptime on marine production
@100% raven - constant banshee production (you do not need cloak in this variation of the 1-1-1)
@0% of 4th tank (note, important timing) - start siege mode production as soon as gas allows without cutting banshee and marine production. However, if you've been harassed or what not, siege mode > additional banshees.
@100% of 4th tank - pull 8 SCVs off minerals and put them on auto repair
*** This is when you do your all-in attack and there's no turning back! Make or break!
- At this time, you should have 16-24 marines, 0-3 hellions, 2-3 banshees, 4 tanks and 0-1 medivac
Read below for execution of attacks, what to do before you get 4 tanks and control groups for different attacks and harassment.
**** Note : you did do an all-in build and if you lose, gg out and do not BM your opponent! Lose with pride or win with pride too xD
-Im currently in a isolated island and there is no way I can upload any replays! However, if you guys want them, just request them in this thread, ill happily put them up when I next go home!
Ok, here is where I start discussing how-to do this build, you'll need to have very good execution in order for this build to work.
Attack no 1 : 7-8 marines, 3 hellions, 1 medivac
Attack variation 1 of attack no 1:
3 hellions in medivac, 8 marines on foot
- 8 marines march straight to enemy's natural / base to distract and/or stall for time
- 3 hellions dropped into enemy's base (prefarably out of sight) to roast as much probes as possible!
* consideration 1 - you should always try to keep your medivac and hellions alive for this variation. If you lose them, no biggie but its always good to have them. The point of these hellions is to roast as many probes as possible, they're not on a suicide mission!
* consideration 2 - the marines can either send their lifes or run back as soon as the protoss realise that the main force is NOT the marines, but the hellions. IF the protoss kills the marines and ignores the hellions, let the marines die and continue micro-ing your hellions for probe kills if possible, micro your marines to kill sentries / probes ( highest priority )
** when to consider this form of attack?
- no signs of any expansion or any form of fast expansion
- toss did not make more than 1 stalker ( aka minimal stalker count ) and you killed his stalker that is stationed outside your wall
- enemy makes zealots only and your marines can happily kill a few of them and serve as distraction
Attack variation 2 of attack no 1:
3 hellions on foot, 8 marines in medivac
- 8 marines dropped into enemy's base behind the mineral lines to kill as many probes as possible and when the opponent reacts to this by bringing probes away to natural / some corner of his base with units, use the marines to kill in order of priority
1 sentries
2 zealots
3 stalkers
- At the same time, send hellions into natural to roast free probes and / or to the probes running away from marines and get out asap!
*consideration 1: keep marines and medivac alive as much as possible! Use medivac drop / pick up micro to keep marines alive and kill as much as you can! Your medivac should survive and if you lose it it is quite severe
*consideration 2: your hellions do not need to kill as many probes as in variation 1 because. Some share of the damage can be done by marines!
** when to consider this variation?
- when opponent is clearly doing a 1 gate FE or any other form of fast expansion!
- when opponent has sent a lot of probes to natural! Probes roasting fest!
However, with current metagame favouring 1 gate FE, I recommend variation 2 as it will be more deadly!
Ok, so now that you have done damage with attack #1, you have some time before your all-in hits.
Here's a list of what you can do
1: continue dropping your hellions around ( which is why medivac needs to survive and be repaired in both variations ) looking for holes to kill probes!
2: remember we made banshees? If multitasking allows for it, drop hellions, distract and use banshees to kill probes! Or the other way around!
3: or, the banshees can kill sentries, it takes 4 hits and sentries are key to defending against a 1-1-1
4: pick out as many units with minimal losses as much as possible
This is what you CAN do while waiting for your all-in timing push!
Now, for attack #2 which is the kill-or-be-killed attack! There is only this variation in this variation out of the 93994 variations of 1-1-1 available!
Attack #2
** when to consider this attack? ALWAYS
If you've followed the guide through, you should have a force of 1 raven, 4 tanks, 2 or more banshees, 1 medivac, 16-24 marines, 0-3 hellions, 8 SCVs.
Here's how you can and should put your hotkeys of units
Group 1 : marines + tanks + ravens + medivac
Group 2 : banshees
Group 3 : SCVs
Group W : Hellions ( if applicable )
Proceed as ala any other 1-1-1 push!
Considerations you should put foward while doing the push
1: try not to drop PDD until when you're at his natural, if he's good he'll bait you by fighting you in the middle of the map.
* how to avoid dropping unnesecary PDDs- this might sound contradictory but, send tanks in front with SCVs directly behind to repair them upon being attacked, banshees and marines and tanks unsieged can make good work of stalkers / sentries without tanks dying due to repair
2: once you've gotten a position entrenched in opponents' natural or nearby, drop PDDs strategically at where you want them most
3: marines are meant to be the bulk of the damage dealer, just a-click
4: tanks are meant to be stalker killers, but you can ignore them if you do not have the APM
5: raven should be kept behind your army once it's PDD is deployed and you can add a auto-turret or another PDD in the near future if the game has not ended
6: SCVs can either be put on hold-position to block zealots, a-moved to tank damage or made to build bunkers to block enemy unit pathing.
7: banshees are the one requiring the most management here. Here's the priority list of what to kill with banshees
*immortals/sentries followed by stalkers then zealots
Banshees actually make fast work of sentries and immortal shields
8: hellions, you actually have 2 choices with them!
- load them into the medivac (in this case instead of medivac in group 1, group it with hellions in group W) and drop it into the main while the fight ensues at the natural
- do not load them and use them to kill zealots / probes along with main force as medivac in this case can double-up as a healer / micro-bot ( load/unload marines to protect them from fatal blows )
With this, this brings me to the end of this guide that I typed at a duty while I was bored and I wish all you terrans best of luck in beating protosses at the grim time! Again, upon request, I will upload some replays here of me executing the build against players. I must note that I have not executed this build past 10 times and all the above is what I remember and have disected from the build when I tried to learn it. By no means am I a top-tier terran who can do whatever I said above, I am still practising to execute this build at its best and I'm still quite bad at it. I hope you guys enjoy.
-Edit-
As per request, here are some replays but I must stress that those are between my 1-10th try doing this build and it'll be far from perfect, alot of mistakes but nonetheless successful.
*Take note of reactor after 3 marines though.. my build order a little screwed cause i did it on a phone and well on a deserted island TT, thanks rossi for the correction though*
-Edit
Cheers!
Regards, aLtMrFool.
PS. I did this on my phone so I'm sorry, the formatting must suck like hell. Its also a wall of text but I hope you guys found it useful as I'm just trying to help out by giving a free guide here!
Edit 1 - Optimised build with reactor, thanks to rossi's correction which prompted me to check my BO in game which is actually what he suggested
Edit 2 (to come - mini-guide on how to deter stalker harass and potentially kill stalker)
Last edited by aLtMrFool; Mon, 27th-Feb-2012 at 11:59 AM.
Reason: I mis-did the guide... I realised I made reactor after 3 marines and not after 8 from my replays.. curse the stupid island :P destroyed my brain cells
hmm. your build skips a bunker. wont the stalker get alot of free marine kills?
Yes and no
Yes if you do not know how to deal with it but
No if you know how to deal with it, ill update this thread with a mini guide on how to deny initial stalker harassment and potentially killing the stalker when I get home.. Probably in about 2-3 days from now though! For now, just enjoy the freebie first xD
You should always get the bunker, if you get allin'd you can't afford not too :P
Apart from that, great guide! Sure to win you a LOT of games since most protoss can't defend hellions/drops very well.
Just be aware that if you do no damage with your medivac/hellions that your allin is much less potent, although it's hard to not get anything done
some points i'd like to make, Great guide btw, i do a similar build quite often.
1. I prefer to make a reactor on my barracks after 3 marines, timings work out to be exactly the same, and you have a reactor! Increased efficiency!
2. One thing i try to make sure of is that i do not poke with my helions and/or medivac, try and limit the protosses knowedge of your tech and intent as much as possible.
3. You don't have to attack with the marines at all, If you're sure its a 1 gate expansion i recommend it, however merely poking to the tower with your marines whilst flying in the drop at the same time can be all the distraction and damage you need.
4. Refrain from doing this build if scouting 2 gas and/or not scouting a 3rd pylon inside the protoss's base.
5. Although 1/1/1 ing is a simple strategy there are many important elements which must be understood to be successful against competent players. One of which is the fact that should be well known as a terran vs protoss or zerg is that the same timing will not work every game! Thus although hitting with the 4 tanks as mentioned in this BO is a strong timing, i prefer to play a more reactive game. A simple example that i constantly bring up, is not to be afraid to delay your attack and add simple tech such as combat shields or stim if you scout your opponent sitting on immortal zealot. A great example of this would be Puma vs Titan tonight on Shakuras at Assembly.
6. Another tip regarding the hotkeys Mrfool suggest, always ALWAYS keep your tanks on a seperate hotkey.
I normally use
1. Entire Army (not including raven banshee)
2. Raven Banshee
`. Tanks
7. I agree with the comments, you don't have to get a bunker, however at lower levels this is much safer.
8. Not sure if i misread but make sure you harass with the banshees you produce post raven.
Great guide! All the more so if it's done on a phone! Gonna practise this! Need more variations apart from the usual 2 rax or 1 rax expand. TvP is sucha nightmare right now.
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