14 CC (vs. Terran)

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[e][h]Terran14 CC (vs. Terran)
14 CC is risky.
Strategy Information
Popularized by:

14 CC is the most risky non cheese opening a Terran player may choose. Although a rare opening it is totally feasible depending on the circumstances and map.

Build Order[edit]

Flash's 14 Command Center[edit]

(Note: form a partial wall at your natural with the barracks, 2nd depot, and bunker)

fantasy's 13 Command Center[edit]

Build Order Clarification[edit]

Countered By[edit]

Hard Counters[edit]

  • Proxy 5 Rax
  • Proxy 8 Rax
  • Barracks Barracks Supply (BBS)
  • Double Expand (Map dependent)

Soft Counters[edit]

  • None

Counter To[edit]

Hard Counters[edit]

Soft Counters[edit]

1 Fact FE

Notable Maps[edit]




This build can be successful against 1 Rax FE because marines are very slow and the high HP of your SCVs + the option of a bunker allows for easy defense against a bunker rush. If your opponent made a proxy rax (which can be fairly common now), they will have a better chance to counter your build. After surviving the early game you'll be in a significant advantage economically, so using this to get map control/a contain while securing a faster third base is a priority.


The 2 most used transitions after successfully executing the 14 CC build are following with 2 Port Wraith, or following with Factories (which can expand into an array of styles such as Tank/Goliath, Tank/Vulture etc.).



14 CC: https://tl.net/replay/download.php?replay=1412

13 CC: https://tl.net/replay/download.php?replay=1757 https://tl.net/replay/download.php?replay=1755