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    StarCraft II: Wings of Liberty

    Game » consists of 10 releases. Released Jul 27, 2010

    The first chapter in the StarCraft II trilogy focuses on the struggles of the Terran race, as seen through the eyes of Commander Jim Raynor, leader of the rebel group Raynor's Raiders.

    Safe TvT 1-1-1 Push

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    eniram

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    #1  Edited By eniram

    http://www.sc2cheatsheet.com/index/content/safe-tvt-defensive-1-1-1-push

    This opener is very precise, and requires proper resource spending as well as strong micro to maximize the effectiveness of the push. However, it is also a useful build for beginner players as an overall safe style of 1-1-1, making it solid at all levels.

    Build Order:

    10 - Supply Depot

    12 - Barracks

    13 - Refinery

    15 - Orbital Command, marine

    16 - Supply Depot

    18 - Factory

    20 - Refinery

    22 - Supply Depot

    24 - Starport, Tech Lab on Factory

    27 - Tank

    30 - Supply Depot

    32 - Medivac

    34 - Hellion, push out

    37 - Siege Mode

    40 - Viking

    I prefer to wall off to prevent blue flame hellion run-bys. By doing so, you also create indicators to ensure that the build order is executed accurately.

    At 9 supply, rally your Command Center to your ramp, and use that SCV to build your first supply depot. When the depot is finished, send the SCV to scout. Make sure to leave your opponent's base before either he walls off, or his marine completes (then send the scout back to mine).

    Pull an SCV from your mineral line at 12 supply, when you reach 100 minerals, and send it to your ramp. This SCV will build your Barracks, second supply depot, Factory, and Starport. Immediately after one structure is completed, position the SCV to build the next and place it instantly (the only pause will be before the second depot, while you wait to reach 100 minerals). By using this SCV to build all your production, the build flows smoothly, and you do not need to rely upon supply counts.

    *Push Execution:

    This specific 1-1-1 opener accumulates a small force which, when controlled correctly, will at least allow you to break even with your opponent and transition into your mid-game plan safely. Against most builds, however, this push will inflict serious damage by forcing your opponent to pull SCVs to defend. If they fail to pull SCVs, they will often lose the game outright.

    Continuous marine (and SCV) production is crucial to prepare for the push. As soon as your tank is finished, you should begin to move across the map with your army. Rally the medivac and hellion to follow - they'll catch up before you reach your opponent's base. Leave all further units in your base, with the exception of the viking (which you should send to their base) and lift your supply depots to wall off.

    The timing for a blue flame drop hits soon after your army moves out. If they opt for this build and you defend well, your push should end the game or put them massively behind. If they open banshee instead, it will come slightly later. In most cases, they will leave the banshee at their base to defend against your push. You may also win the game entirely against a banshee opener using good micro.

    Once your army reaches their base, you will usually want to elevator into the corner of their main. If they do not have vision of your elevator, you will be able to siege inside their base - usually resulting in an easy win. Your siege mode will complete a few seconds after you would have already dropped inside, but you can usually attack them straight on, then siege once it is complete if they do see your drop. It is important to keep your marines and hellion in front of your tank to prevent it from being sniped, and spread them out to avoid hellion AoE.

    - If they opened blue flame, you should instead have your tank in front of your other units, and focus fire their hellions.

    - If they have a banshee, try not to engage fully with your marines until your viking gets there. Instead, stutter dance back and forth to prevent them from attacking you. Save energy for scans until your raven is out. If they send the banshee to your base rather than using it to defend, buy time with the marines there while you send your viking back.

    - If your opponent fast expanded, you will be able to simply walk into their natural and attack the command center until they are forced to lift it, then move up the ramp and kill them. If they made a bunker, you should elevator to avoid it, and siege inside their base. It is important not to siege below their ramp in an attempt to kill a bunker, as it will give them enough time to produce more units and crush your push.

    - If your opponent opened with a defensive 1-1-1, you should simply break even with them, but try to save your tank, medivac, and viking from being killed, and retreat back to your base.

    Regardless of which of the above builds your opponent decided to open with, proper elevator control is essential. If they immediately pull SCVs, stutter until you're at the edge of their base, then lift and drop down outside to keep from being surrounded. You may have to siege on low ground, and elevator marines only. The later they pull SCVs, the more likely you will be able to siege inside of their main within either production or command center range. If they pull SCVs only after your tank is sieged in place, you should usually keep your force in front and sacrifice your marines/tank for as many SCV kills as possible, then retreat with your viking and medivac. (In this scenario, you should build a bunker at your natural to defend a possible all in counter.)

    Finally, if your opponent opened with an all-in build such as 3-rax, you will usually have to pull back to your base immediately upon seeing their army rather than trying to do damage with your push. If you're lucky enough to get amazing siege placement it may still be worth it to attack, but you should always build a few bunkers in defense.

    Follow Up:

    After the viking, it is important to build a tech lab on your starport right away. The normal follow up to the push is to get a raven as soon as your tech lab is complete to be safe against cloaked banshees, and help in viking/marauder battles later on in the game. You will need to delay tank production to save enough gas to afford the raven, then you can expand all while your push is still happening, or slightly after. In some cases, you may want to opt for another tank and viking instead, if you wish to reinforce your push with more units. In this situation, you may also wish to add more barracks rather than expanding if you're simply trying to finish off the other player. Otherwise, after your raven you can resume tank production and transition into any mid-game plan with your natural up and running and an advantage over your opponent.

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    ShockD

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    #2  Edited By ShockD

    Ok, thanks for the notification.

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    Ravenlight

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    #3  Edited By Ravenlight

    You missed the best part of this build! It's called the Destiny Cloud Fist :D

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