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Terran vs terranBuild order: zvt baneling break
Zerg vs terran
Fast expansion with terran on steppes of war
General information
This is a pretty safe and easy to execute build order for TvZ. It gives you an economical advantage as well as a decent defence from early and even mid-game aggression. This build can be used on other maps, too, however Steppes of War is arguably the best map for this strategy.
In order to stick to the timings of the different buildings you will need to delay your SCV production a tiny bit. By the time your expansion is constructed you will have one SCV less than if you had built SCVs non-stop, but you will have an expansion!
Execution
all timings given in number of SCVs
10 supply depot
12th SCV is sent to choke
13 barracks
You build it HERE!
15 refinery
only one more SCV sent to gas (total of 2 SCVs gathering gas)
16 Command Center
Build it inside your base next to the cliff so you can fly it over to your expansion.
17 engineering bay at choke
They cannot come through! You have a TIGHT wall. Nothing can come through!
18 supply depot
18 marine
From now on you should be able to produce SCVs and marines (if desired) constantly!
Securing the expansion
As soon as the Command Center lands upgrade it to Planetary Fortress! This is very
important because it will save you from any timing pushes such as Baneling rush.
Build a bunker
Do you have to build a bunker?
No, but it might be very helpful!
This location will be more beneficial if encountering large ground forces, especially melee units. It is close to you choke so units behind your wall will be helping to defend.
Bunker placed in such a manner will protect your workers from any harrass and will be usefull against any mutalisks that might attack. However, it could prove difficult to build the bunker there, if your opponent is circling around your base with his units.
Follow up
This is entirely up to you! At this point you have the economic advantage and the initiative, so you can basically go for whatever you want.
Some possibilities:
If your opponent has missed to make an early expansion, soon you will be pretty far ahead
and you might opt for a fast push with only barracks units.
If your opponent has made mutalisks you might need to remain passive for a little bit
longer so you can pull up some turrets and build more anti-air.
Reminders
Build the Planetary Fortress as soon as your Command Center lands!
Do not forget to send a third SCV to your first gas as soon as the Command Center lands!
This is the reason why you need a Planetary Fortress!
Optimizing
This is not a vital part of the strategy, but might help in certain situations.
- Keep your scouting SCV alive as long as possible. I know this is self-evident, but I wanted to stress it, since it is particularly important with this build order.
- This will keep early zerglings away from your base longer
- If you see that your opponent is massing zerglings or even going for banelings you can add additional marines.
- Have a bunch of SCVs (8-9) hot-keyed (e.g. at nine). In case you face a baneling break you might need to pull them to the choke to stop the zerglings. However, pay attention if there are still some banelings alive, since they will destroy all your SCVs! But most likely there won't be any banelings left due to the strenght of you wall.
Summing Up
Once again the build order, but this time clearly laid out:
10 supply depot
13 barracks
15 refinery (only 2 SCV on gas)
16 Command Centre
17 engineering bay at choke
18 supply depot
18 marine
This strategy can be used on other maps, too. However, the layout of Steppes of War is the best for it to work, since the expansion can be secured easily from the choke and because of the perfect wall in with the engineering bay.
I hope you liked this guide. Good look smashing your opponents with this strategy!