TvP Build Order: 2-1-1 Marine-Medivac Timing into Tank push (Terran vs Protoss)
Table of Contents
Introduction
The 2-1-1 is a build which was actually popularised in the Terran vs Zerg match-up, in the first half of 2016. It was a build which quickly became the go-to opener for Bio play in TvZ due to its ability to create early game map control, denying creep and forcing units for the Zerg. The build became very figured out in the match-up, but due to its power it was still successful even if shut down perfectly and was particularly useful due to all of its potential follow-ups.
The build can be applied to the Terran vs Protoss match-up and, in this guide,
we will cover a variation with an offensive Siege Tank follow-up, which makes
this build a difficulty for Protoss players to hold against, especially
punishing very fast third bases. This build works great on maps with a shorter
rush distance by ground, mostly due to the power of the follow-up tank push,
though the initial
Medivac drop can also work well on larger maps, due to
the speed of Medivacs and boosting.
Build Order
As with all of our build orders, constant worker production is assumed unless mentioned otherwise and so all builds are based on supply count timings. Rough in-game timer points have been added at points of the build.
Start with a standard Reaper Expand:
- 14 —
Supply Depot as part of wall (rally first worker made from
Command Center to the ramp);
- 16 —
Barracks #1;
- 16 —
Refinery;
- 17 — worker scout (you are looking to identify a standard
Natural Expansion timing of the Protoss, which starts at 1:25 — lack of a
Nexus means potential cheese);
- 19 —
Orbital Command;
- 19 —
Reaper;
- 20 —
Command Center (generally built on low ground).
Continuation of 2-1-1:
- 21 —
Barracks #2 (keep away from wall, to deny possible scouting by a unit moving up your ramp & in case of early attacks which could force it to move before upgrades complete);
- 21 —
Reactor on Barracks #1, reaper goes across map to scout;
- 22 —
Supply Depot (completes wall);
- 23 —
Refinery;
- 24 —
Factory;
- at this stage,
Marine production begins on Barracks: constant Marine production from here on;
- 26 —
Tech Lab on Barracks #2;
- 31 —
Stimpack research on Barracks Tech Lab;
- 35 —
Starport (built next to Factory, this should be starting instantly as your Factory finishes);
- 35 —
Reactor on Factory
- 40 —
Supply Depot (from here supply depots are omitted from the build order, build as required);
- 43 —
Engineering Bay;
- 46 — swap
Starport onto
Reactor built by
Factory;
- 49 — 2x
Medivacs on Reactored Starport;
- 54 — +1 Attack;
- 56 —
Tech Lab on Factory;
- 57 —
Refinery;
- 61 —
Medivacs complete, lift 15-16
Marines and move across map, in-game time ~4:45
From here the initial build order is completed and you have two full Medivacs on the map to apply pressure.
Significant additions after this time:
- start researching
Combat Shield when
Research Stimpack finishes;
- prioritise your gas onto constant
Siege Tank production, then onto Medivacs;
- as your minerals stack up from full two base saturation you can add on a third
Command Center or
Barracks #3-5, depending on how aggressive you want to be with your follow-up (see later section);
- start +1 Armour when +1 Attack finishes — if the game does not end
with aggression, add one
Engineering Bay and an
Armory when armour upgrade is half way done, to start +2/+2 at the same time.
Scouting & Adjustments
Initial Worker Scout
The initial worker scout has one extremely important job: to confirm the
presence of a Natural Expansion at a standard timing (placed at around 1:25 for
a standard Gate-Gas-Nexus expand, slightly later for some forms of double gas
expand for faster tech or earlier cybernetics core to apply early gateway
pressure (in this case add a bunker.) Upon seeing the Nexus, you can continue
with your build without adjustments.
If you see a lack of Nexus, you next check in the main base for two things:
gas and
Pylon count. If the Protoss has no Nexus and one gas, they are either
going for a high number of
Gateways and attacking early, or potentially hiding
their expansion on the map (95% of the time in this situation, they will have
two gases) The second Pylon of a Protoss player goes down at around 1:50
in-game time. If there is not a second pylon in the main base at this time it
is probably on the map for a proxy.
In the case of a proxy you want to abandon the 2-1-1 build, as additional
Marine production and the fast
Stimpack upgrade is not the strongest way to
defend early aggression. Your scout timing should allow you to build a faster
Engineering Bay instead of the second
Barracks
(to allow for
Missile Turret production against
Oracles and
Dark Templar).
You should add on the
Factory as soon as
possible as well as a second gas when the factory begins, then a
Starport as
the Factory finishes. Generally holding on one base will make your life a lot
easier than defending on two bases, so bunker up on top of your ramp and lift
the natural
Command Center to the main when possible.
Try and scout for the proxy as this information can change how you react. In
most scenarios a Cyclone will be useful for earlier defense against
Oracles,
Siege Tanks will be great vs larger pushes, such as a continued one base play (scout
with
Reaper to confirm). On the
Starport, a viking is a good choice vs
Stargate
pushes and
Liberators a good choice against other ground based attacks.
With the scouting worker you can build an Engineering Bay to block the
natural of your opponent, as a way to keep a continuous scout and information
on when they might try to take the expansion. This can help a lot with knowing
how your opponent is aiming to follow up their aggressive opening.
Reaper Scout
The Reaper scout is your next scout after the initial
SCV. Generally what
the Reaper sees is not going to change your choice of build. The first Protoss
tech building will go down at 2:30-3:00. You are looking for one of three
things:
Robotics Facility /
Twilight Council /
Stargate.
Versus Robotics Facility and
Twilight Council, the build can continue as normal.
An early Twilight Council could mean
Dark Templar, which is one thing you should
prepare for (consider an earlier
Engineering Bay for a
Missile Turret or saving energy
for an initial scan).
Versus Stargate make sure to position marines well for versus
Oracle play.
You can even invest in an earlier
Engineering Bay as well for a turret to help
cover your mineral lines. You will need a
Missile Turret in your mineral lines against
an oracle when you move out just before 5 minutes anyways, as you do not leave
any units at home once the
Medivacs leave to push across the map.
Initial Push
The initial push with 2 Medivacs and around 16
Marines should leave your
base a 4:45-5:00, depending on your execution of the build. This means it
arrives at your opponent's base just as
Stimpack finishes. The most important part
of this push is that you do NOT lose your
Medivacs or trade inefficiently. This
may seem obvious, but the power of the follow-up push is reliant on maintaining
a good unit count initially, unless you were able to deal a large amount of
damage.
The beauty is it will generally be a fairly simple retreat in most scenarios
to lift up your Marines and boost away. The two things that will
shut-down your getaways will be the
Blink upgrade on
Stalkers,
or multiple
Phoenix as a follow-up to
Stargate play. In the
case of an early
Twilight Council, Blink will be finished before
your push arrives, so approach on the ground with your
Medivacs in the
back and boost ready so you can
Stimpack and boost away. Versus
Robotics Facility first into Twilight Council, Blink should finish
around 6 minutes, giving you a minute or so to find openings and deal damage
safely.
You will generally never want to fight within range of a Shield Battery, as
this is the number one way in which a Protoss will be able to create an
efficient trade. Your goal with this first push is to create your own map
presence and to test that they are not being too greedy and cutting corners by
skipping out on units. You can also test their map control, by dropping into
the main base (especially if they have a dark area where you can unload freely)
or by just poking at the front / third base.
Sometimes you can create a good fight by engaging at the third and forcing units to come and protect it — perhaps they run in with one or two units before the rest arrives, allowing for a free pick off. If they have to cancel the third you should back away, you have already put yourself in a great position from this.
If you are dropping into the main, aim to pick off something quick and
easy, which gives you time to then pick-up and leave before units can respond
(think Pylons powering important buildings, or probes which you can kill a few
of in a couple of seconds). Remember that retaining your units is one of the
most important parts of this build and that it is much better to back away from
a fight you cannot win or only trade evenly in, than to fight at all.
Follow-up Tank Push
If your production and build is on point, at around 6:15 you will have two
Siege Tanks and one extra
Medivac, allowing you to move across the map for an
attack just as
Combat Shield is finishing. Behind this push you will be adding
on either a third
Command Center (which you can build in position, due to this
build giving you dominant map control) or a third, fourth, and fifth
Barracks, if
you want to be much more aggressive and keep on attacking with what is
essentially a two base all-in (though you can build a delayed third behind it,
which means you will generally want to delay the Protoss third or deal some
severe economic damage).
The power of this army lies in the Siege Tanks and how great they can be at
supporting
Marines, especially against a
Gateway focused army. As you push, you
will probably find yourself dancing with
Stalkers, perhaps even having to siege
up your Tanks earlier than expected if the Protoss threatens to fight (one
thing to be very careful of in this situation is to not allow Stalkers to blink
forwards and grab a free
Medivac or Tank, keep these important units at the
back of your army. If you can push yourself into a position on the third base,
you should be in a good position to get a cancel or a kill. The danger really
arises when Protoss starts adding some extra tech into their army, such as a
Colossus.
This push is still, really, about patience and knowing your fights and positions. If you can get those Tanks sieged and supporting a stim rush into the third, you will find a lot of success. But be aware — if the Protoss can slow you down a lot and stop you from taking a fighting position (maybe you siege out of range of the third base), then you do not want to stick around forever. The more time passes, the more the Protoss is reinforcing instantly while your own units have to traverse across the map to join your main force, creating more chances for the Protoss to win a fight convincingly and gain a lot of momentum.
The game can continue from here into your standard bio play and all the rest of it, or into that big two base push if that is what you were aiming for. Remember to position well, take the fights you can win and most of all to be patient — there is nothing wrong with heading back home and continuing to macro if you do not feel like the opportunity is there to create the fights you want.
Conclusion
This is a really interesting adaptation of the infamous 2-1-1 TvZ build,
taking the strengths of the traditional 2-1-1 and intertwining them with the
power of typical Siege Tank pushes in the early and early-mid game of TvP. You have
two waves of pressure in which you can find openings and chances to slow your
opponent down while heading into a strong macro follow-up at home or into a
deadly push just minutes later. The build can be quite precise and can take
some practice to get right, especially for figuring out when and where is good
to fight on each map — but is that not part of the fun in StarCraft?
Changelog
- 23 Jan. 2018: Added our first build order: TvP 2-1-1 Marine-Medivac timing into Tank push.
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