TvT Build order - what do you think of this?

Discussion in 'StarCraft Original' started by wraith_q, Jan 28, 2008.

TvT Build order - what do you think of this?

Discussion in 'StarCraft Original' started by wraith_q, Jan 28, 2008.

  1. wraith_q

    wraith_q New Member

    Joined:
    Nov 28, 2007
    Messages:
    94
    Likes received:
    0
    Trophy points:
    0
    8 Depot (Scout when done)
    10 Barracks
    13 Barracks
    15 Depot
    Refinery when money allows
    Academy+Depot when money allows
    Depot
    Factory
    Factory

    The move to the last two factories comes a bit slowly, mainly because once I have the 2 rax built I start massing marines, after the academy I produce a few medics for support, along with a few firebats, then a dedicated move to dual factories to start massing tanks

    I'm not sure this is a good approach, and even less sure about what to do after the 2 rax.

    What are your thoughts?
     
  2. furrer

    furrer New Member

    Joined:
    Jul 27, 2007
    Messages:
    2,531
    Likes received:
    6
    Trophy points:
    0
    From:
    Denmark
    I think fast 2 factorys with expo is the best, as marines dies to tanks + the new not known unit.
    8 depot
    10 barracks
    11 refinery
    When barrack finish build factory
    When money ready, build second factory
    expand to natural

    Thats my opinion.
    You can check some guides on the net (this is taken from my memory)
    Or you can check some pro matches on youtube (search Klazart (then its with commentary too))
     
  3. Hunter

    Hunter New Member

    Joined:
    Aug 21, 2007
    Messages:
    1,057
    Likes received:
    0
    Trophy points:
    0
    From:
    Hungary,Székesfehérvár
    If you mean by the numbers the number of SCVs than I prefer to use an earlier tactic..
    6 Barracks (countinously producing marines maybe for rush)
    8 Depot
    9 Refinery
    10 Depot
    12 Factory (when it is ready you will sure be able to make sieges, and upgrade)

    I like to place all my buildings to defensive positions, cause they have more hitpoints than units. And if things get hot, than lift it off. Unfortunately it doesn't work against Hydras, but Lings and Zealots can be owned with this.
    Well I succeded with it..
    And sometimes I decide to "expand on the enemy, closing the ways out, preventing it to create early expansions.
     
  4. furrer

    furrer New Member

    Joined:
    Jul 27, 2007
    Messages:
    2,531
    Likes received:
    6
    Trophy points:
    0
    From:
    Denmark
    Hunter that would result in a bad economy.
    This build was found on http://www.starcraft.org/strategies/StratsDB/terran/3046

    Terran 2 fac opening:
    This is a rather more middle of the road opening compared to the previous two. Basically you are expanding faster than the 3 fac vulture rush, but making units faster than the 1 fac expo opening(early on) Do this if you're not feeling confident agaist your opponent.
    Build:
    9 Depot
    11 Barracks (Scout with SCV)
    12 Refinery
    15 Depot
    16 Factory
    19 Factory


    Its a very good build in T against T
     
  5. Hunter

    Hunter New Member

    Joined:
    Aug 21, 2007
    Messages:
    1,057
    Likes received:
    0
    Trophy points:
    0
    From:
    Hungary,Székesfehérvár
    Yes furrer, I know this results a bit of mineral loss at the 10th minute, but my matches are usually 10 minutes long, or much longer. If my attack doesn't suceed, I can use my buildings to hide behind, or secure other expansions.. It gives me a really hard time but I got used to it :)
    The tactics you posted also worth a read. I think I will try them. I am always open for new sollutions.