Starcraft 2: Defending the Standard 1 Rax FE in TVP
Hey guys for those that don't know me I'm an active Starcraft 2 player and have currently starting writing up short guides on my clan's website to defending standard macro based builds from my experience and research, it is very important for player who want to progress in Starcraft 2 to be capable of standard safe economic based player, I myself am trying to improve effective so I thought it would be a good idea to help others with the same aspiration.
Here is my standard defense of the Terran 1 Rax Fe in TVP against all all-ins I have seen(any other suggestions or changes are welcome from you guys aswell)
The Build Order: (The numbers indicate at what supply to build the buildings)*this is with constant SCV production unless stated otherwise
10 Supply Depot(Scout with the SCV that finishes this)
12 Barracks
13 Supply Depot(Build it, halt the SCV to stop building it and allow the SCV building the barracks to finish it)*this denies scouting if the Protoss player does not scout early and is save practice against hidden Zealot proxies
15 Orbital Command
15 1 Marine when Barracks finishes
16 Drop your 2nd Command Center when you have the resources(Stop SCV/Marine Production until you have the resources)
21 add an addition 2 Barracks, Bunker your Natural, Engineering Bay, Double Refinery(All when you have the resources, keep constant marine and SCV production
You are now have the backbone to go for whatever Tech path or unit composition you desire
Defending the Build
->General Advice
-Hide SCV near Protoss natural and check for Nexus @ 5 mins
-Build 2 bunkers regardless of what you scout. the worst that happens is you have wasted 100 minerals that can be refunded anyway
-Always have some SCV's hotkeyed for quick needed repair
-Engineering bay at 6 minutes(you gonna need it to keep up with Protoss upgrades anyway), Turrets are good to deny scouting aswell as Blink Stalker, Stargate and DT All-ins
- Build Supply depot near edges of the cliffs of your main/natural to spot proxy pylons/prisms/stargate units
->Standard 4 Gate (Saving of chronoboost, lack of expo at 5 mins and 4 gates are the things to notice)
Pretty easy with decent micro and scouting.
Hits after 5:30, normally around 6
Look out for proxy pylons that could give entrance around bunkers (
3 Bunkers @ natural, a ramp at the natural will make it even easier
Hotkey about 5-7 scvs and pull them off the mineral line at your natural and put on auto repair when the attack begins
->Immortal Bust(Double gas, 3 gates and 1 Robo with fast Immortals are key to notice, may also come out of a 1 gate fe)
Same as 4 gate defense, but more bunkers are needed and try focus down immortals
Hits after 8 minutes
->2 Gate Proxy Zealots(No gateway at Protoss main)
Good practice to wall off with a 2nd supply depot, halt your scv and don't complete it unless you scout a need to earlier, when you have 100 minerals free(normally 13/14 supply) is the time to do it, this also denies scouting if you are lucky and puts the toss on edge, simply remember depots and laugh at the easy win you just got
->1 Gate Proxy
Seen it to be quite fashionable for a Protoss to build 1 gate at your natural to delay your expansion or out right kill you with good micro.
Always scout your natural base with your scouting scv before moving and deny the pylon.
remember quick walloff if you don't scout it soon enough
nice now you have already gained a significant advantage proceed normally
->4 Gate with Warp Prism(4 gates and 1 Robo with no expo)
!This is without a doubt the most difficult all-in to hold with 1 rax fe from my experience
Hits after 6:30 mins
Move your expansion at your natural into your main if it is too difficult to defend both areas. remember you are ahead if you survive with 2 OC's
Bunker your main and your natural if you think you can handle both fronts
Best solution is to simply jump the first 8 units with all your marines and pull scvs and take down the prism
->Stargate all-ins(Double Gas is key to notice)
Hits after 6:30 mins
Add turrets with bunkers and always be on the look out for proxy pylons on the edge of your base
->DT all-ins(Double Gas is key to notice)
Do exactly the same as Stargate defense, but I seriously suggest getting marauders and saving some scans up to kill the DT's more effectively
Earliest DT's are 6:30 mins
->Blink Stalker all-ins(Double Gas is key to notice)
Same as Stargate defense, but is probably better to move your natural command center into your main with bases with bigger mains.