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Build order: 10/11 supply depot 12/19 barracks 12/19 refinery 15/19 Orbital command 17/19 Command center on high ground 18/19 supply depot Reactor as soon as reaper finishes Factory @ 100 gas ( Build 3 widow mines ) Starport when factory finishes Build order objectives: Scout common proxy locations on 2 player maps with reaper ( Check for proxy gate since you do not scv scout with this build ) Scout gases and expansion with reaper No expo by 5 min ---> 5:30 engineering bay and bunker at top of main ramp ( You will know to get a turret or not when you scan ) Scan main base @ 6:00 if you see no expansion by ~5:30 ( This will tell you if they are 1 basing you, use reaper to scout for proxies ) Move down right away and build bunker if you see nexus before 5:30 If you see early zealot bunker at main right after command center and 2nd depot Don't lose reaper at all costs ( you need this to see nexus timing ) Push with medivac, try not to lose too many marines and medivac, mines are expendable Scout for tech timing, know if they are going templar or collosus Go up to 3 barracks before 3rd command center ( stimpack and combat shield of 2 tech labs ) After 3 barracks take all refineries at main and natural expansions Add 2 engineering bays after 3rd command center and after starting all 4 refineries, if you don't have one already ( if you built one early on get +1 attack, then add on 2nd engineering bay and armory when +1 armor is half way done ) Responding to 1 base plays ( read everything above first ): Versus 10 gateway pressure: Your reaper should arrive at their base right when the msc and stalker comes out on most 2 player maps, right when you see those two units that early, start a bunker at the top of your main ramp. There is a chance you will run into an early zealot with your reaper, which is also a huge indicator. It is vital to react immediately with a bunker if you see a really early zealot, or the really early stalker/msc when you get to there base. If your reaper misses the zealot ( akilon wastes, neo planet s ), it will arrive at your base about 5-10 seconds before your first two marines are out, usually you will have to pull scvs to deal with this. 10 gate pressure is a bit of a soft counter but with good execution and reaction time you should be fine. I have faced this many times and held as long as I build my cc on the high ground. Factory is also very important as you will need a widow mine to defend your depot(s) that are part of your main ramp wall off. 10 gate is a big investment by the protoss, and if it doesnt do sufficient economic damage they will be behind ( a few worker kills ). Versus a blink stalker all in: Do not get starport, build 1 widow mine then get a tech lab and build siege tanks until you see them expand. Get a missile turret in case of dark templar follow up. Versus a proxy stargate: You will have to run scvs and marines away from a really early oracle ( 10 gate 15 pylon proxy ), if you scout no nexus by 6:00 add on a 2nd bunker at top of main ramp ( assuming you already have one, after scouting that it will likely be proxy ) Maintain constant mine and marine production, tech to starport and get medivac ( for a mine drop, proxy stargate = only oracle for detection ), only build vikings if they do not have an expo. Versus proxy robotics facility: Once again 1 mine then siege tank production, constant marine tank with 2 bunkers at top of main ramp should defend this, use siege tanks to secure expansion when you see them start a nexus. Versus 4/3 gate 1 gas: Get a bunker at top of main ramp and wall off with 2 depots ( assuming that you do not wall off initially ) The only way you will lose to this is if they can bypass your bunker/mines. Replays ( I play on both NA and KR server): http://drop.sc/350337 http://drop.sc/350339 http://drop.sc/350340 My ID on KR server was avilo ( now intense ). Feel free to ask questions about anything I might have missed and/or request replays. I plan on also doing a TvT and TvZ guide on safe macro builds. Follow me on twitter ( To know when I stream or do another awesome guide ): https://twitter.com/Clarityintense Follow my stream ( To know when I stream with commentary ): http://www.twitch.tv/intensesc I also do coach for 10$ an hour, email me if interested: intensesc@gmail.com
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Changes: Added a section on how to react to 10 gate zealot/stalker/msc pressure.
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nice build im going to start using this
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Nice build Intense, glad to see you start putting some content out
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United States4883 Posts
Looks good, man, thanks for the content. I just want to note that reaper openings are AMAZING against proxy gates!!! I've loved opening reapers in this matchup because it makes you virtually immune to proxy gateways, even with no scouting, which is something I enjoy greatly. :D
Reapers are so good.
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Italy12246 Posts
Nice build, but would you mind formatting this to be easier to read?
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Looks good but maybe split it into a BO section and a "reactions" section to make it more clear, and make a few timings more clear such as when you take your 3rd CC. Other than that looks good, this is the standard build but it never hurts to spell it out for newer players who want to see a proper BO and some reps
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On July 22 2013 16:32 Teoita wrote: Nice build, but would you mind formatting this to be easier to read? Sorry Im unfamiliar with code and stuff TT, I tried my best to make it looks neat with what I do know. Bolded some stuff and added sections, thanks for feedback
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Glanced at it and it really looks good! But it's so difficult to read
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On July 22 2013 17:34 Juice! wrote:Glanced at it and it really looks good! But it's so difficult to read
Adding paragraphs would already do a lot i think!
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First of all, a Reaper opening is not safe overall. It can be pressured if not even straight up killed with a 10gate. Furthermore to me it looks like you slightly modified what INnoVation is doing, so its not your opening I believe.
10 – Supply Depot 12 – Barracks 12 – Refinery 15 – Orbital Command 15 – Reaper Pull 1 SCV out of your Refinery 17 – @400 Mins, start 2nd Command Center and Reactor on Barracks 18 – Supply Depot 22 – @100 Gas, start Factory and Bunker (at natural) Put 1 SCV back into Refinery @100% Factory, start Starport and 1 Widow Mine @100% Starport, start Medivac, 2 more Barracks, and 2 more Refineries @100% Medivac, start a Tech lab on both the Factory and the Starport and make an Engineering Bay Benchmark: When your Medivac finishes (@7:20ish), you should have 1 Reaper, 1 Medivac, 1 Widow Mine, 12 Marines, and 33 SCVs. Drop Widow Mine and Marines. @100% 2/3rd Barracks, swap onto the two Tech labs and start Stimpack, Combat Shields, and +1 Attack Start constant Marauder production @50 Gas, start Reactor on Starport @100% Reactor, start constant Medivac production Push out when your first set of Medivacs finish (@10:10ish) with 3 Medivacs, around 6 Marauders and 26 Marines, and 53 SCVs at home.
http://imbabuilds.com/hots-terran/hots-tvp/tvp-innovations-safe-bio-build/
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thats nice naruto lol, seems like you are being a dick for no reason
i like how you wrote out how you respond to each cheese and showed a good way to defend each one, I will have to incorporate some of this into my play ! ~ thx for writing this
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On July 22 2013 17:31 intense555 wrote:Show nested quote +On July 22 2013 16:32 Teoita wrote: Nice build, but would you mind formatting this to be easier to read? Sorry Im unfamiliar with code and stuff TT, I tried my best to make it looks neat with what I do know. Bolded some stuff and added sections, thanks for feedback Some space between paragraphs would help alot indeed, as example, this is what you get with some enters + lists:
Build order:- 10/11 supply depot
- 12/19 barracks
- 12/19 refinery
- 15/19 Orbital command
- 17/19 Command center on high ground
- 18/19 supply depot
- Reactor as soon as reaper finishes
- Factory @ 100 gas ( Build 3 widow mines )
- Starport when factory finishes
Build order objectives:- Scout common proxy locations on 2 player maps with reaper ( Check for proxy gate since you do not scv scout with this build )
- Scout gases and expansion with reaper
- No expo by 5 min ---> 5:30 engineering bay and bunker at top of main ramp ( You will know to get a turret or not when you scan )
- Scan main base @ 6:00 if you see no expansion by ~5:30 ( This will tell you if they are 1 basing you, use reaper to scout for proxies )
- Move down right away and build bunker if you see nexus before 5:30
- If you see early zealot bunker at main right after command center and 2nd depot
- Don't lose reaper at all costs ( you need this to see nexus timing )
- Push with medivac, try not to lose too many marines and medivac, mines are expendable
- Scout for tech timing, know if they are going templar or collosus
- Go up to 3 barracks before 3rd command center ( stimpack and combat shield of 2 tech labs )
- After 3 barracks take all refineries at main and natural expansions
- Add 2 engineering bays after 3rd command center and after starting all 4 refineries, if you don't have one already ( if you built one early on get +1 attack, then add on 2nd engineering bay and armory when +1 armor is half way done )
Responding to 1 base plays ( read everything above first ):- Versus a blink stalker all in:
Do not get starport, build 1 widow mine then get a tech lab and build siege tanks until you see them expand. Get a missile turret in case of dark templar follow up.
- Versus a proxy stargate:
You will have to run scvs and marines away from a really early oracle ( 10 gate 15 pylon proxy ), if you scout no nexus by 6:00 add on a 2nd bunker at top of main ramp ( assuming you already have one, after scouting that it will likely be proxy ) Maintain constant mine and marine production, tech to starport and get medivac ( for a mine drop, proxy stargate = only oracle for detection ), only build vikings if they do not have an expo.
- Versus proxy robotics facility:
Once again 1 mine then siege tank production, constant marine tank with 2 bunkers at top of main ramp should defend this, use siege tanks to secure expansion when you see them start a nexus.
- Versus 4/3 gate 1 gas:
Get a bunker at top of main ramp and wall off with 2 depots ( assuming that you do not wall off initially ) The only way you will lose to this is if they can bypass your bunker/mines.
Replays ( I play on both NA and KR server):http://drop.sc/350337http://drop.sc/350339http://drop.sc/350340My ID on KR server was avilo ( now intense ). Feel free to ask questions about anything I might have missed and/or request replays. I plan on also doing a TvT and TvZ guide on safe macro builds. Follow me on twitter ( To know when I stream or do another awesome guide ):https://twitter.com/ClarityintenseFollow my stream ( To know when I stream with commentary ):http://www.twitch.tv/intensescI also do coach for 10$ an hour, email me if interested: intensesc@gmail.com
@Naruto, doesn't the reaper come only a bit later than your marine would arrive?
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On July 22 2013 17:46 ROOTdrewbie wrote: thats nice naruto lol, seems like you are being a dick for no reason
i like how you wrote out how you respond to each cheese and showed a good way to defend each one, I will have to incorporate some of this into my play ! ~ thx for writing this
Ofcourse I'm the dick here, taking credit for a build that I didn't invent right? Besides his information on your so mentioned reaction to each cheese isn't completely true. The fastest oracle that can hit will give you trouble as he said 'You will have to run scvs and marines away from a really early oracle' which is in no way the response you want to do against it. If you run away from the first oracle (not to mention the lost mining time, it will always damage some scvs or kill marines) the second oracle is there to do additional damage. Until your first mine, its absolutely crazy dangerous and even then it can still kill you.
Thats why this build would get ultimatively better if you scv scout. The reaper comes late so realizing its the earlierst oracle possible might be too late with a reaper. If you send an scv and see absurd low-eco, you can already realize what it is, you can ebay block his natural and let it finish and add a turret. Since he is very low-economy, he cannot afford a ton of units to take his expansion so he either has to take another base or will probably allin which in itself is bad against lots of bunkers + mines.
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On July 22 2013 17:47 Sissors wrote:Show nested quote +On July 22 2013 17:31 intense555 wrote:On July 22 2013 16:32 Teoita wrote: Nice build, but would you mind formatting this to be easier to read? Sorry Im unfamiliar with code and stuff TT, I tried my best to make it looks neat with what I do know. Bolded some stuff and added sections, thanks for feedback Some space between paragraphs would help alot indeed, as example, this is what you get with some enters + lists: Show nested quote +Build order:- 10/11 supply depot
- 12/19 barracks
- 12/19 refinery
- 15/19 Orbital command
- 17/19 Command center on high ground
- 18/19 supply depot
- Reactor as soon as reaper finishes
- Factory @ 100 gas ( Build 3 widow mines )
- Starport when factory finishes
Build order objectives:- Scout common proxy locations on 2 player maps with reaper ( Check for proxy gate since you do not scv scout with this build )
- Scout gases and expansion with reaper
- No expo by 5 min ---> 5:30 engineering bay and bunker at top of main ramp ( You will know to get a turret or not when you scan )
- Scan main base @ 6:00 if you see no expansion by ~5:30 ( This will tell you if they are 1 basing you, use reaper to scout for proxies )
- Move down right away and build bunker if you see nexus before 5:30
- If you see early zealot bunker at main right after command center and 2nd depot
- Don't lose reaper at all costs ( you need this to see nexus timing )
- Push with medivac, try not to lose too many marines and medivac, mines are expendable
- Scout for tech timing, know if they are going templar or collosus
- Go up to 3 barracks before 3rd command center ( stimpack and combat shield of 2 tech labs )
- After 3 barracks take all refineries at main and natural expansions
- Add 2 engineering bays after 3rd command center and after starting all 4 refineries, if you don't have one already ( if you built one early on get +1 attack, then add on 2nd engineering bay and armory when +1 armor is half way done )
Responding to 1 base plays ( read everything above first ):- Versus a blink stalker all in:
Do not get starport, build 1 widow mine then get a tech lab and build siege tanks until you see them expand. Get a missile turret in case of dark templar follow up.
- Versus a proxy stargate:
You will have to run scvs and marines away from a really early oracle ( 10 gate 15 pylon proxy ), if you scout no nexus by 6:00 add on a 2nd bunker at top of main ramp ( assuming you already have one, after scouting that it will likely be proxy ) Maintain constant mine and marine production, tech to starport and get medivac ( for a mine drop, proxy stargate = only oracle for detection ), only build vikings if they do not have an expo.
- Versus proxy robotics facility:
Once again 1 mine then siege tank production, constant marine tank with 2 bunkers at top of main ramp should defend this, use siege tanks to secure expansion when you see them start a nexus.
- Versus 4/3 gate 1 gas:
Get a bunker at top of main ramp and wall off with 2 depots ( assuming that you do not wall off initially ) The only way you will lose to this is if they can bypass your bunker/mines.
Replays ( I play on both NA and KR server):http://drop.sc/350337http://drop.sc/350339http://drop.sc/350340My ID on KR server was avilo ( now intense ). Feel free to ask questions about anything I might have missed and/or request replays. I plan on also doing a TvT and TvZ guide on safe macro builds. Follow me on twitter ( To know when I stream or do another awesome guide ):https://twitter.com/ClarityintenseFollow my stream ( To know when I stream with commentary ):http://www.twitch.tv/intensescI also do coach for 10$ an hour, email me if interested: intensesc@gmail.com @Naruto, doesn't the reaper come only a bit later than your marine would arrive?
Depends on your definition of 'only a bit later'. 20 seconds with no additional scouting information early on can be crucial. The zealot would be the crucial part vs a marine, but it can be blocked by a wall and completely shut down by a bunker, your reaper information comes later so you might face zealot+stalker and MSC heading towards you with nothing but a reaper. You will have no marines, but the reactor building.
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On July 22 2013 18:13 NarutO wrote:Show nested quote +On July 22 2013 17:47 Sissors wrote:On July 22 2013 17:31 intense555 wrote:On July 22 2013 16:32 Teoita wrote: Nice build, but would you mind formatting this to be easier to read? Sorry Im unfamiliar with code and stuff TT, I tried my best to make it looks neat with what I do know. Bolded some stuff and added sections, thanks for feedback Some space between paragraphs would help alot indeed, as example, this is what you get with some enters + lists: Build order:- 10/11 supply depot
- 12/19 barracks
- 12/19 refinery
- 15/19 Orbital command
- 17/19 Command center on high ground
- 18/19 supply depot
- Reactor as soon as reaper finishes
- Factory @ 100 gas ( Build 3 widow mines )
- Starport when factory finishes
Build order objectives:- Scout common proxy locations on 2 player maps with reaper ( Check for proxy gate since you do not scv scout with this build )
- Scout gases and expansion with reaper
- No expo by 5 min ---> 5:30 engineering bay and bunker at top of main ramp ( You will know to get a turret or not when you scan )
- Scan main base @ 6:00 if you see no expansion by ~5:30 ( This will tell you if they are 1 basing you, use reaper to scout for proxies )
- Move down right away and build bunker if you see nexus before 5:30
- If you see early zealot bunker at main right after command center and 2nd depot
- Don't lose reaper at all costs ( you need this to see nexus timing )
- Push with medivac, try not to lose too many marines and medivac, mines are expendable
- Scout for tech timing, know if they are going templar or collosus
- Go up to 3 barracks before 3rd command center ( stimpack and combat shield of 2 tech labs )
- After 3 barracks take all refineries at main and natural expansions
- Add 2 engineering bays after 3rd command center and after starting all 4 refineries, if you don't have one already ( if you built one early on get +1 attack, then add on 2nd engineering bay and armory when +1 armor is half way done )
Responding to 1 base plays ( read everything above first ):- Versus a blink stalker all in:
Do not get starport, build 1 widow mine then get a tech lab and build siege tanks until you see them expand. Get a missile turret in case of dark templar follow up.
- Versus a proxy stargate:
You will have to run scvs and marines away from a really early oracle ( 10 gate 15 pylon proxy ), if you scout no nexus by 6:00 add on a 2nd bunker at top of main ramp ( assuming you already have one, after scouting that it will likely be proxy ) Maintain constant mine and marine production, tech to starport and get medivac ( for a mine drop, proxy stargate = only oracle for detection ), only build vikings if they do not have an expo.
- Versus proxy robotics facility:
Once again 1 mine then siege tank production, constant marine tank with 2 bunkers at top of main ramp should defend this, use siege tanks to secure expansion when you see them start a nexus.
- Versus 4/3 gate 1 gas:
Get a bunker at top of main ramp and wall off with 2 depots ( assuming that you do not wall off initially ) The only way you will lose to this is if they can bypass your bunker/mines.
Replays ( I play on both NA and KR server):http://drop.sc/350337http://drop.sc/350339http://drop.sc/350340My ID on KR server was avilo ( now intense ). Feel free to ask questions about anything I might have missed and/or request replays. I plan on also doing a TvT and TvZ guide on safe macro builds. Follow me on twitter ( To know when I stream or do another awesome guide ):https://twitter.com/ClarityintenseFollow my stream ( To know when I stream with commentary ):http://www.twitch.tv/intensescI also do coach for 10$ an hour, email me if interested: intensesc@gmail.com @Naruto, doesn't the reaper come only a bit later than your marine would arrive? Depends on your definition of 'only a bit later'. 20 seconds with no additional scouting information early on can be crucial. The zealot would be the crucial part vs a marine, but it can be blocked by a wall and completely shut down by a bunker, your reaper information comes later so you might face zealot+stalker and MSC heading towards you with nothing but a reaper. You will have no marines, but the reactor building. Ah yeah, but that is mainly due to the lack of scouting, which indeed this opening has, but is that inherent to a reaper opening? If you would scout with an SCV, is it that much worse to have a reaper vs a fast zealot, instead of 1.5 marines?
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On July 22 2013 18:11 NarutO wrote:Show nested quote +On July 22 2013 17:46 ROOTdrewbie wrote: thats nice naruto lol, seems like you are being a dick for no reason
i like how you wrote out how you respond to each cheese and showed a good way to defend each one, I will have to incorporate some of this into my play ! ~ thx for writing this
Ofcourse I'm the dick here, taking credit for a build that I didn't invent right? Besides his information on your so mentioned reaction to each cheese isn't completely true. The fastest oracle that can hit will give you trouble as he said 'You will have to run scvs and marines away from a really early oracle' which is in no way the response you want to do against it. If you run away from the first oracle (not to mention the lost mining time, it will always damage some scvs or kill marines) the second oracle is there to do additional damage. Until your first mine, its absolutely crazy dangerous and even then it can still kill you. Thats why this build would get ultimatively better if you scv scout. The reaper comes late so realizing its the earlierst oracle possible might be too late with a reaper. If you send an scv and see absurd low-eco, you can already realize what it is, you can ebay block his natural and let it finish and add a turret. Since he is very low-economy, he cannot afford a ton of units to take his expansion so he either has to take another base or will probably allin which in itself is bad against lots of bunkers + mines.
Unless I am mistaken I don't see him saying he created this build. He just wrote a guide, I don't see "this is a build I invented here you go guys!".
I mean if you aren't allowed to write guides based on someone else s play then there would be almost no guides ever.
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On July 22 2013 15:51 intense555 wrote: Scout common proxy locations on 2 player maps with reaper ( Check for proxy gate since you do not scv scout with this build )
Skipping an early SCV scout is a huge risk when going Reaper reactor expand, you will encounter lots of build order losses against 8-10 gate, proxy gate(s) or 3'25 proxy Stargates; naturally, if you SCV scout you can take the appropriate measures to defend all of this in time. Even scouting once the rax is done is too late to deviate efficiently against proxy gate (see for instance Bogus vs Best, Neo Planet S, SPL). The Oracle will be there in your mineral line before the first Mine is complete, so you need either a bunk or a 4'10 EB to hold the fastest proxy Oracles, but the Reaper won't always be able to tell in time; plus you have no intel during the time he's searching so you might worry for nothing while he went Nex first or his zeal/stalks/MSC poke is moving on the map. Running SCVs and Marines is out of question since the Oracle, being faster, will just shift focus your Marines and the Voidray follow-up will simply kill you because you lost your first Marines (e. g. HeroMarine vs Genius, Star Station, WCS Qualifiers).
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Intense very solid TvP, highly recommend and GJ with the guide.
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Hi there,
Thanks for your build order. I've used a similar build for quite some time, but nowadays I tend to get an engineering bay instead of a factory, and then I get double rax->factory-> Startport -> etc.. This builds up to a 1-1 10 minute timing instead of a 1-0 timing. Also, i can get early turrets if needed.
Could you tell me the main all-ins I should be afraid of, the ones your build stops and that my version doesnt?
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