1 Rax FE (vs. Protoss)
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1 Rax FE (vs. Protoss)
Strategy Information
Creator(s):
Matchups:
TvP
Type:
Opening
Popularized by:
Overview[edit]
The 1 Barracks Fast Expand is a build which aims to create an economic advantage for the Terran, without being as risky as 14 CC. It negates much of the effectiveness of the 12 Nexus build. The build can also be done in response to a Protoss gas steal.
Build Order[edit]
- The Build Order may alternate depending on the circumstances. The first stages of the opening remain similar to most variations. One standard and one safer adaptation are described.
"One Barracks Fast Expand Variations" | ||||
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Execution[edit]
The first few minutes of the opening are straight forward and do not need any further explanation. However, it should be noted that efficient scouting is pivotal for the Build Order. The reaction of Protoss dictates the further path of the Terran Build Order described previously.
- Bunker Timing and Early Defense
If Protoss chooses to play aggressive early on, Terran needs to build two Marines at 16 Supply and the Bunker already at 18 Supply. Early pressure can mean anything from a two Gateway Proxy Zealot rush, which generally hard counters this opening, or a 10/15 Gateway strategy. For the latter, strong Dragoon pressure, the placement of the Bunker plays an important role. It should be built in a way, that Dragoons can not attack the mineral patches of the Natural Expansion, nor should a greater mass of Dragoons be able to simply run past the Bunker. Once the Bunker is under attack, it should be repaired instantly. A rule of thumb suggests that one SCV per Dragoon should be used. However, it is also important to regularly check the repairing workers, as the process of repairing will automatically be cancelled if the Bunker was restored to full health.
- Build Order without Intel
If Protoss is scouted late and therefore scouting information misses, Terran can chose to alter the Build Order for the opening. This is described in the right part of the Build Order Table on top of this chapter. An earlier Engineering Bay enables the Terran to build Turrets soon. One Turret should be placed immediately after finishing close to the Choke Point to detect incoming Dark Templars, another two should shield the Main Base from incoming Reaver harassment and/or Elevator Shuttles.
However, it should be noted that the safe variation also delays any future mid game transition significantly.
- Standard Reactions and Mid Game
In modern Terran vs. Protoss, the Protoss will usually try to put pressure early on against the Terran expansion, before any Siege Tanks are out, while expanding twice in the mean time. Therefore, most Terran players try to transition into the mid-game and prepare for a timed attack, which punishes too greedy expansion behaviour. How this is done and when an attack strikes depends on the Terran player.
It should be noted, that this opening indeed is more an opening, than an overall game plan. Its ulterior motive is to obtain a good economical basis for the early to mid-game transition.
Counters[edit]
Any kind of Proxy Gateway Rushes usually hard counter this Build Order directly. Only in very few scenarios a Terran can still expand off one Barracks against Zealot harassments.
Fast and mostly unscouted Tech Rushes - Dark Templars and Reaver Drops/Elevators - can hard counter the Build Order as well. However, if scouted early on, the Build Order still allows to defend this kind of attack.
A 12 Nexus and 2 Gateway Dragoon Observer Build Orders are mostly inefficient against a One Barrack Expand. They will leave Protoss with a slight disadvantage in the mid game, as the Protoss economy will be slightly weaker than the Terran's.
Notable Maps[edit]
This Build Order can be used on nearly any map. However, wide chokes leading from Natural Expansion into the central area of a map put Terran in a slight disadvantage. For instance the wide entrances on Python enable the Protoss to apply stronger harassment with Dragoons compared to maps like Destination.
Notable Games[edit]
Successful rax FE[edit]
FlaSh | Flash demonstrates some early game aggression while using this build. | ||
free | |||
Date: 2010-04-19 | |||
Roadrunner | Patch: | VOD |
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FlaSh | Flash punishes free for taking early 3rd with a timing push and contain. | ||
free | |||
Date: 2010-09-03 | |||
Grand Line | Patch: | VOD |
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FlaSh | Flash shows how to defend a 2 gate with rax FE and then transitions into dropships. | ||
BeSt | |||
Date: 2010-12-15 | |||
Fortress | Patch: | VOD |
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Failed rax FE for reference[edit]
Kal | Kal exploits the late siege mode fragility of the rax FE with a 1 gate Reaver build which severely sets back Flash. | ||
FlaSh | |||
Date: 2010-12-08 | |||
Aztec | Patch: | VOD |
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Stork | Hiya tries to use his tank to push back the goons before siege mode is done but neglects to pay attention. | ||
HiyA | |||
Date: 2010-12-31 | |||
Pathfinder | Patch: | VOD |
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NonY | Nony uses proxy gateways with dragoon range to break the natural before siege mode is finished, followed by a round of zealots to clean up the SCVs. | ||
IdrA | |||
Date: 2010-02-14 | |||
Fighting Spirit | Patch: | VOD |
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Stork | Flash shows how to 1 rax FE when being gas stolen. Flash eventually loses this game, but the opening is solid. | ||
FlaSh | |||
Date: 2009-12-02 | |||
Heartbreak Ridge | Patch: | VOD |
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Transition into Timing[edit]
FanTaSy | Fantasy transitions into a timing attack with vessels and goliaths. | ||
Stats | |||
Date: 2011-01-08 | |||
Circuit Breaker | Patch: | VOD |
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Bogus | Bogus is able to abuse his strong early economy and open up a timing window when Bisu expands. | ||
Bisu | |||
Date: 2011-12-25 | |||
Sniper Ridge | Patch: | VOD |
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