Table of Contents
- 1. Introduction
- 2. Build Order
- +
- 3.1. Initial Worker Scout
- 3.2. Reaper Scout
- 4. Initial Push
- 5. Follow-up Tank Push
- 6. Conclusion
- 7. Changelog
1.
Introduction
The 2-1-1 is a build which was actually popularised in the Terran vs Zergmatch-up, in the first half of 2016. It was a build which quickly became thego-to opener for Bio play in TvZ due to its ability to create early game mapcontrol, denying creep and forcing units for the Zerg. The build became veryfigured out in the match-up, but due to its power it was still successful evenif shut down perfectly and was particularly useful due to all of its potentialfollow-ups.
The build can be applied to the Terran vs Protoss match-up and, in this guide,we will cover a variation with an offensive Siege Tank follow-up, which makesthis build a difficulty for Protoss players to hold against, especiallypunishing very fast third bases. This build works great on maps with a shorterrush distance by ground, mostly due to the power of the follow-up tank push,though the initial
Medivac drop can also work well on larger maps, due tothe speed of Medivacs and boosting.
2.
Build Order
As with all of our build orders, constant worker production is assumedunless mentioned otherwise and so all builds are based on supply count timings.Rough in-game timer points have been added at points of the build.
Start with a standard Reaper Expand:
- 14 —
Supply Depot as part of wall (rally first worker made from
Command Center to the ramp);
- 16 —
Barracks #1;
- 16 —
Refinery;
- 17 — worker scout (you are looking to identify a standardNatural Expansion timing of the Protoss, which starts at 1:25 — lack of a
Nexus means potential cheese);
- 19 —
Orbital Command;
- 19 —
Reaper;
- 20 —
Command Center (generally built on low ground).
Continuation of 2-1-1:
- 21 —
Barracks #2 (keep away from wall, to denypossible scouting by a unit moving up your ramp & in case of early attackswhich could force it to move before upgrades complete);
- 21 —
Reactor on Barracks #1, reaper goes across map to scout;
- 22 —
Supply Depot (completes wall);
- 23 —
Refinery;
- 24 —
Factory;
- at this stage,
Marine production begins on Barracks: constant Marine production from here on;
- 26 —
Tech Lab on Barracks #2;
- 31 —
Stimpack research on Barracks Tech Lab;
- 35 —
Starport (built next to Factory, this should be starting instantly as your Factory finishes);
- 35 —
Reactor on Factory
- 40 —
Supply Depot (from here supply depots are omitted from the build order, build as required);
- 43 —
Engineering Bay;
- 46 — swap
Starport onto
Reactor built by
Factory;
- 49 — 2x
Medivacs on Reactored Starport;
- 54 — +1 Attack;
- 56 —
Tech Lab on Factory;
- 57 —
Refinery;
- 61 —
Medivacs complete, lift 15-16
Marines and move across map, in-game time ~4:45
From here the initial build order is completed and you have two full Medivacs on the map to apply pressure.
Significant additions after this time:
- start researching
Combat Shield when
Research Stimpack finishes;
- prioritise your gas onto constant
Siege Tank production, then onto Medivacs;
- as your minerals stack up from full two base saturation you can add on a third
Command Center or
Barracks #3-5, depending on how aggressive you want to bewith your follow-up (see later section);
- start +1 Armour when +1 Attack finishes — if the game does not endwith aggression, add one
Engineering Bay and an
Armory when armour upgrade ishalf way done, to start +2/+2 at the same time.
3.
Scouting & Adjustments
3.1.
Initial Worker Scout
The initial worker scout has one extremely important job: to confirm thepresence of a Natural Expansion at a standard timing (placed at around 1:25 fora standard Gate-Gas-Nexus expand, slightly later for some forms of double gasexpand for faster tech or earlier cybernetics core to apply early gatewaypressure (in this case add a bunker.) Upon seeing the Nexus, you can continuewith your build without adjustments.
If you see a lack of Nexus, you next check in the main base for two things:gas and
Pylon count. If the Protoss has no Nexus and one gas, they are eithergoing for a high number of
Gateways and attacking early, or potentially hidingtheir expansion on the map (95% of the time in this situation, they will havetwo gases) The second Pylon of a Protoss player goes down at around 1:50in-game time. If there is not a second pylon in the main base at this time itis probably on the map for a proxy.
In the case of a proxy you want to abandon the 2-1-1 build, as additional Marine production and the fast
Stimpack upgrade is not the strongest way todefend early aggression. Your scout timing should allow you to build a faster
Engineering Bay instead of the second
Barracks(to allow for
Missile Turret production against
Oracles and
Dark Templar).You should add on the
Factory as soon aspossible as well as a second gas when the factory begins, then a
Starport asthe Factory finishes. Generally holding on one base will make your life a loteasier than defending on two bases, so bunker up on top of your ramp and liftthe natural
Command Center to the main when possible.
Try and scout for the proxy as this information can change how you react. Inmost scenarios a Cyclone will be useful for earlier defense against
Oracles,
Siege Tanks will be great vs larger pushes, such as a continued one base play (scoutwith
Reaper to confirm). On the
Starport, a viking is a good choice vs
Stargatepushes and
Liberators a good choice against other ground based attacks.
With the scouting worker you can build an Engineering Bay to block thenatural of your opponent, as a way to keep a continuous scout and informationon when they might try to take the expansion. This can help a lot with knowinghow your opponent is aiming to follow up their aggressive opening.
The Reaper scout is your next scout after the initial
SCV. Generally whatthe Reaper sees is not going to change your choice of build. The first Protosstech building will go down at 2:30-3:00. You are looking for one of threethings:
Robotics Facility /
Twilight Council /
Stargate.
Versus Robotics Facility and
Twilight Council, the build can continue as normal.An early Twilight Council could mean
Dark Templar, which is one thing you shouldprepare for (consider an earlier
Engineering Bay for a
Missile Turret or saving energyfor an initial scan).
Versus Stargate make sure to position marines well for versus
Oracle play.You can even invest in an earlier
Engineering Bay as well for a turret to helpcover your mineral lines. You will need a
Missile Turret in your mineral lines againstan oracle when you move out just before 5 minutes anyways, as you do not leaveany units at home once the
Medivacs leave to push across the map.
4.
Initial Push
The initial push with 2 Medivacs and around 16
Marines should leave yourbase a 4:45-5:00, depending on your execution of the build. This means itarrives at your opponent's base just as
Stimpack finishes. The most important partof this push is that you do NOT lose your
Medivacs or trade inefficiently. Thismay seem obvious, but the power of the follow-up push is reliant on maintaininga good unit count initially, unless you were able to deal a large amount ofdamage.
The beauty is it will generally be a fairly simple retreat in most scenariosto lift up your Marines and boost away. The two things that willshut-down your getaways will be the
Blink upgrade on
Stalkers,or multiple
Phoenix as a follow-up to
Stargate play. In thecase of an early
Twilight Council, Blink will be finished beforeyour push arrives, so approach on the ground with your
Medivacs in theback and boost ready so you can
Stimpack and boost away. Versus
Robotics Facility first into Twilight Council, Blink should finisharound 6 minutes, giving you a minute or so to find openings and deal damagesafely.
You will generally never want to fight within range of a Shield Battery, asthis is the number one way in which a Protoss will be able to create anefficient trade. Your goal with this first push is to create your own mappresence and to test that they are not being too greedy and cutting corners byskipping out on units. You can also test their map control, by dropping intothe main base (especially if they have a dark area where you can unload freely)or by just poking at the front / third base.
Sometimes you can create a good fight by engaging at the third and forcingunits to come and protect it — perhaps they run in with one or two units beforethe rest arrives, allowing for a free pick off. If they have to cancel thethird you should back away, you have already put yourself in a great positionfrom this.
If you are dropping into the main, aim to pick off something quick andeasy, which gives you time to then pick-up and leave before units can respond(think Pylons powering important buildings, or probes which you can kill a fewof in a couple of seconds). Remember that retaining your units is one of themost important parts of this build and that it is much better to back away froma fight you cannot win or only trade evenly in, than to fight at all.
5.
Follow-up Tank Push
If your production and build is on point, at around 6:15 you will have two Siege Tanks and one extra
Medivac, allowing you to move across the map for anattack just as
Combat Shield is finishing. Behind this push you will be addingon either a third
Command Center (which you can build in position, due to thisbuild giving you dominant map control) or a third, fourth, and fifth
Barracks, ifyou want to be much more aggressive and keep on attacking with what isessentially a two base all-in (though you can build a delayed third behind it,which means you will generally want to delay the Protoss third or deal somesevere economic damage).
The power of this army lies in the Siege Tanks and how great they can be atsupporting
Marines, especially against a
Gateway focused army. As you push, youwill probably find yourself dancing with
Stalkers, perhaps even having to siegeup your Tanks earlier than expected if the Protoss threatens to fight (onething to be very careful of in this situation is to not allow Stalkers to blinkforwards and grab a free
Medivac or Tank, keep these important units at theback of your army. If you can push yourself into a position on the third base,you should be in a good position to get a cancel or a kill. The danger reallyarises when Protoss starts adding some extra tech into their army, such as a
Colossus.
This push is still, really, about patience and knowing your fights andpositions. If you can get those Tanks sieged and supporting a stim rush into thethird, you will find a lot of success. But be aware — if the Protoss can slowyou down a lot and stop you from taking a fighting position (maybe you siegeout of range of the third base), then you do not want to stick around forever.The more time passes, the more the Protoss is reinforcing instantly while yourown units have to traverse across the map to join your main force, creatingmore chances for the Protoss to win a fight convincingly and gain a lot ofmomentum.
The game can continue from here into your standard bio play and all the restof it, or into that big two base push if that is what you were aiming for.Remember to position well, take the fights you can win and most of all to bepatient — there is nothing wrong with heading back home and continuing to macroif you do not feel like the opportunity is there to create the fights you want.
6.
Conclusion
This is a really interesting adaptation of the infamous 2-1-1 TvZ build,taking the strengths of the traditional 2-1-1 and intertwining them with thepower of typical Siege Tank pushes in the early and early-mid game of TvP. You havetwo waves of pressure in which you can find openings and chances to slow youropponent down while heading into a strong macro follow-up at home or into adeadly push just minutes later. The build can be quite precise and can takesome practice to get right, especially for figuring out when and where is goodto fight on each map — but is that not part of the fun in StarCraft?
7.
Changelog
- 23 Jan. 2018: Added our first build order: TvP 2-1-1 Marine-Medivac timing into Tank push.
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