Terran B2GM 2023: 1-1-1 Strategy Guide
Terran B2GM 2023: 1-1-1 Strategy Guide
The difference between this and my 2021 Terran B2GM is this one focuses on a 1-1-1
(1 barracks, 1 factory, 1 starport) opening all the way to GM. Whilst my previous B2GM
started off with a 3-rax opening this one gets into tanks and other higher tech units
much faster and is easier to defend just about any cheese or rush that comes your
way.
Control Groups:
1. Army
2. Secondary army (scv scout in earlygame)
3. Drop Defense/Drop Key
4. Command Centres
5. Barracks
6. Factories + Starports
a. I chose to split my production up a little, but many pros just put all 3
types of production all on the one key. A few have a separate key for
barracks, factories and starports
b. I use the small side mouse buttons to tab forwards and back
7.
8.
9. Engi bays/armouries (upgrades)
a. Some players put these with their production
10. DUMPING KEY - Showed how to use ~ as a dumping Key
I don’t actually use these, I use the core - a very advanced keyboard layout that
takes quite a bit of research to set up and learn to use correctly and hence I
don’t recommend it for most players. If you really want to learn more about it:
PiG uses "TheCore" hotkey layout (The Core+ Version):
http://www.teamliquid.net/forum/sc2-strategy/341878-thecore-advanced-
keyboard-layout ||| Join this discord for help and discussion on the core
https://discord.gg/Uw3vX8r (ONLY ADVISED FOR HARDCORE NERDS AND
LIFELONG LEARNERS)
CHANGE THE LIFT KEY - Z
Make patrol Q
Rough Plan:
1-1-1 Opening (1 rax, 1 factory, 1 starport)
Safety tank + bunker as standard
2-base marine tank push
Starting Build
14 depot
16 rax
o Reactor
o Marine production
16 gas + send SCV across the map
19 orbital + reactor
19 Command Center
20 depot
21 factory
o Tech Lab
o Siege tank production
22 2nd gas
23 bunker
@factory finishing: Starport
o Viking → use to fly through enemy main base
o Reactor
o Medivac production
4 Barracks
o 2 tech labs, 2 reactors
o Stim, shields, then concussive
o Mix of marauder and marine production
Ebay + 3rd/4th gas
o +1 weapons upgrade
Basic Scouting:
Are there buildings in their base? If not they’re proxying us and we will respond:
o Bunker on highground + full wall, then resume build (with CC on
highground)
o If they have the fastest possible spawning pool (finishes about 1:00,
then you can do the same response)
Then hide SCV behind their natural and check if no natural at 3:30
o No natural at 3:30 = scan their main to see what they’re doing, 1-base
play has a lot of options. Check for proxies
Attack Timings:
When stim, shields, +1 attack are finished and you have 3+ siege tanks and 2+
medivacs, move out and try to kill them
If it doesn’t win the game go again once you have another army with 3+ tanks
together
If that doesn’t work you can try round 3, or just GG if you think you don’t have a
chance
Silver part 1
3 games how to set up the push (just sieging right in range of the enemy
army and stim a moving up to this point)
You CAN hit 45 workers by 5:30 - but more important than hitting this “perfect” point is
just getting better every game you play. Same thing with we CAN hit the attack at
maybe like, 8:00? But more important is just hitting a little faster every game we play.
So getting it from 11m, to 10:30, to 10:00, then 9:30 etc.
Reaction to 1-base BC
You should scout this when you see no expand at 3:30 and drop a scan - fusion
core is the tell
Lift barracks and build new reactor
Swap starport onto reactor and pump vikings
Cancel tanks/build cyclones
14 depot
16 rax
o Reactor
o Marine production
16 gas + send SCV across the map
19 orbital + reactor
19 Command Center
20 depot
21 factory
o Tech Lab
o Siege tank
o Pause until 4rax starts
o Resume tank production
22 2nd gas
23 bunker
@factory finishing: Starport
o Viking → use to fly through enemy main base
o Reactor
o Pause until 4rax starts
o Resume medivac production
4 Barracks
o 2 tech labs, 2 reactors
o Stim, shields, then concussive
o Mix of marauder and marine production
Ebay + 3rd/4th gas
o +1 weapons upgrade
Shift de-selecting
All we’re doing is giving all our current selection a command, de-selecting the
units we want to carry out that command, then giving a new command.
We’re using shift + left click on a portrait in the wireframe at the bottom of the
screen to remove these units.
We will remake our control group afterwards to remove any units that got
special orders out of our army. This way we don’t accidentally cancel those
orders when we select our army and tell it to move somewhere.
Gas Steal
Just take gas at normal time but on your natural
Send some marines to clear the assimilator at some point
just continue normal build
14 depot
16 rax
o Reactor
o Marine production
16 gas + send SCV across the map
19 orbital + reactor
19 Command Center
20 depot
21 factory
o Tech Lab
o Siege tank
o Swap off and build reactor
o Swap off and build tech lab
o Tank production
Don’t forget to start gary building depots!
22 2nd gas
23 bunker
@factory finishing: Starport
o Viking → use to fly through enemy main base
o Reactor
o Swap off and build reactor
o Medivac production
Build 4-barracks
o Build on reactors/techlab, 1 builds its own tech lab
o Bruce can join gary soon after this
o Stim + Shields
Ebay + 3rd/4th gas
o +1 weapons upgrade
Note we may get distracted/excited by using reaper harass. This is great practice for
finding mental tactics to stay centered, calm and organised no matter what interactions
are happening in the game. We’ll naturally not be perfect on multi-tasking when
starting, but being able to bounce between opening macro and reaper micro is really
good practice for becoming a stronger SC2 player. Our ability to split our attention
effectively is such an important skill and this is where that journey can really take a step
up.
Note: Some rushes and early pressures will be harder/more technical to defend
(reactor marine production is delayed by 50 seconds
50 seconds after rax finishes - with this build you have 1 reaper + 1 marine
(technically safer) as opposed to 2 marines with the reactor first build.
82 seconds - you have a reactor and 1 reaper 1 marine, whereas the reactor
first build at that point already had 6 marines. This is the window where you’re
wayyy more vulnerable with this build (about 3:30 ingame timer)
14 depot
16 rax
o Reaper
o Marine
o Reactor
o Marine production
16 gas + send SCV across the map
19 orbital + reactor
19 Command Center
20 depot
21 factory
o Tech Lab
o Siege tank
o Swap off and build reactor
o Swap off and build REACTOR
o Widow mine production
Don’t forget to start gary building depots!
22 2nd gas
23 bunker
@factory finishing: Starport
o Liberator → harass
o Reactor
o Swap off and build reactor
o Medivac production
Build 4-barracks
o Build on reactors/techlab, 1 builds its own tech lab
o Bruce can join gary soon after this
o Stim + Shields
Ebay + 3rd/4th gas
o +1 weapons upgrade
TvZ Notes:
o Remember to use widow mines scattered on the map and on different
paths to spot and weaken enemy runby attempts. Only at a very high
level will the enemy have multiple armies each with their own overseers
running around cleaning these up.
o Always send a single dropship out of marines the moment a medivac is
ready. This makes it much harder for the zerg to ambush you on the
map.
o Your aim is to make the game very awkward for your opponent, don’t
tunnel vision on army for TOO long. If you float a few thousand
resources remember to jump home occasionally and build 2-3 command
centres. If you can get away with building them on location and making
them immediately into PFs that’s way easier on attention then having to
float them each out to different locations.
Note: So now you understand that expanding on location is great
IF the enemy is very defensive. Whereas if they’re very
aggressive you should expand safely at home and float them
out.
o This style will force us to make sure we don’t use F2 too much. You
need to control your:
Main army chilling outside their creep - never breaking its pre-
spread, and just pressing stim and letting it fight on its own
whenever the ling-bane engages.
Your drops in the back will always be sent in periodically to
threaten multiple angles, never NEEDING to do damage, but
simply needing to exist to overload your opponent.
Thirdly your units at your rally at home, defending backstab
attempts and periodically reinforcing the frontline.
o Always leave safety tank at home covering 3rd base/front of natural from
the safety of the main
If overrun at 3rd - just grab SCVs, mineral walk to natural, then
send them back after defending
TvP Notes:
The Bunker before 2nd gas optimisation to be ready for chrono’d adept
o If they make a zealot first make it even earlier right after starting 2nd
depot
You can spot a zealot being built by seeing the gateway lights
are shining BEFORE the cyber core is finished (lights =
production. Only unit available pre-cyber core = zealot).
Swap to widow mines vs heavy zealot styles
14 depot
16 rax
o Reaper
o Marine
o Reactor
o Marine production
16 gas + send SCV across the map
19 orbital + reactor
19 Command Center
20 depot
22 factory
o Tech Lab
o Siege tank
o Swap off and build reactor
o Swap off and build tech lab
o Tank production
Don’t forget to start gary building depots!
22 bunker
23 2nd gas
@factory finishing: Starport
o Medivac → 8 marine drop harass
o Reactor
o Swap off and build reactor
o Medivac production
Build 4-barracks
o Build on reactors/techlab, 1 builds its own tech lab
o Bruce can join gary soon after this
o Stim + Shields
Ebay + 3rd/4th gas
o +1 weapons upgrade
TvT Notes:
Let’s open up with an 8 marine drop to be a bit more active in the early stage
and get some experience with a different form of opening harassment +
scouting
Proxy VR Response
o Build vikings/marines/cyclones
o Bunker on highground and fall back to highground if necessary
o Add 2nd starport next to barracks + 3rd/4th gas
Mass vikings and keep them back and group them up, get a
critical mass where you can just gun them down in 1-2 volleys
o Build extra depots in the back, especially if depots are getting sniped
Summary:
Reaper expand into 2 marines before reactor
Bunker before 2nd gas
2 cyclones + medivac + push
o move marines out ahead and try to sneak them across without spotted if
possible
Use first cyclone to clear adept
2nd + 3rd rax
Raven + tank
Swap addons around and play biomine
3rd/4th gas + ebay
4th + 5th rax for simpler 2-base push follow-up, or 3rd CC for macro variation
o Start with the 2-base all-in followup
Build:
16 rax
o Reaper
o Marine
o Reactor
o Swap off
o Chill for a bit
o Build tech lab + marines and stim
o Shields
16 gas
19 orbital + reaper + send SCV to scout if they expanded
o If 16 pool timing keep reaper at home for a little bit before scouting
20 CC on natural
20/21 depot (this guy is your main builder)
Factory
o Swap onto reactor
o 6 hellions
o Swap off and build reactor
o Mine production
@400 minerals 3rd CC
Starport + 2nd gas
o Liberator
o Reactor
o Swap off and build reactor
o Medivac production
2nd + 3rd rax
Double ebay
3rd/4th gas
4th + 5th rax
Armoury
Advanced Habits:
Each scv having a set task in the build
o Depot scv builds barracks, then factory, then starport, then becomes
depot builder
Rally gas scv to inside of geyser
Benchmark first barracks/reaper
o marine/reactor/reaper should start at 1:28
Depots in a consistent location
o If you’re not walling off always build them in a big fat grid near the ebays
so that’s a common area you visit to add depots and check ups
Build
16 rax
o 2xreaper
o Reactor
o Marine production
16 gas
17 2nd gas 0:55
@100gas → Factory + Pull 3 workers off gas (20 supply)
o Hellion
o Cyclone
o Tech lab
o Tank production
19 Orbital
20 2nd depot
@400 minerals CC (~2:20) + put back on gas fully
Starport + depot
o Tech lab
o Raven + interference matrix
o Raven
3rd gas (CC should be about 75% complete when starting)
Transition after Opener:
o 3rd CC
o 2nd + 3rd rax
o Double ebay
o 3rd/4th gas
o 4th + 5th rax
o Armoury
o 2nd factory
o 4th CC
o 3 more barracks
o 2 more starports
o ^Note: these last 3 points are really only if you’re happy playing a longer
and slower TvT. Just focusing on 2 factory, 5-rax production and really
focusing on engagements as the main priority is an easier path to
immediate improvement and winning.
Talk about writing out your builds and defining plans a lot more as a way to improve
with our own builds/variations and in general deal with being stuck or lost in a matchup:
TvZ
Opening Build
X
Standard Composition
Pre-Planned Attack timings
Lessons:
The decisive pressure of fast 8-rax is really nice for putting zerg on the backfoot
Once we have a bunch of marauders it’s really nice because we can just ctrl
click micro our marines back and its a really simple easy form of micro with
massive effect
Press “STOP” on your medivacs to stop unloading if they’re unloading on top of
ling-bane
Attacking multiple locations is absolutely key for bio-mine styles
Constantly producing off our control groups in between and after every single
skirmish meant we always had a new army at home to deal with runbys
Gary and Bruce should wall off all entrances to your 3rd
If they keep doing runbys and backstabs constantly add a bunker at your 3rd
and put widow mines on all the attack paths to spot their army movements
coming across the map
TvP
Fleshing out the same build from Diamond Part 1. This plan was good we just need a
lot more games. This plan was good we just need a lot more games to show different
variations and solve problems as they arise
Lessons:
Vs colossus attacking the 3rd whilst dropping the main repeatedly to force them
to split up is massive
Add an armoury to make widow mines invisible and keep killing observers with
ravens and then scans
o This just creates a nightmare for the protoss as widow mines get left all
over their bases and inbetween their bases even after they “Hold” your
push
Lift the main to the 3rd to keep your mining steady and prolong the endless 2-
base push
Defending 2-base chargelot prism attack
Extra bunkers
Viking to defend prism in the main
Pull everything back to a central defence around your ramp/bunkers/walloff -
don’t get split up and spread out
o Make sure you hide behind your buildings and sit on ramps/in choke
points where the zealots can’t surround
Try to walloff the front
Focus on marine marine production over everything else (ok to build marauders
on tech lab rax)
Once you get a critical number of units together the zealots struggle
o Once you get stim, shields etc. and a good mine count the zealots fall
off super hard
TvT
Fleshing out the same build from Diamond Part 1. This plan was good we just need a
lot more games to show different variations and solve problems as they arise
Benchmark Radhuset
6:22 outside enemy natural with
o 3 tanks, 1 cyclone, 2 ravens, 2 vikings, 1 hellion, 8 marines
Rapid Fire
Lessons:
Staying on 5-rax, 2 factory and focusing more on army is a nice way to take
CONTROL of the matchup
Getting forward positions is always key in this matchup, it puts pressure on the
opponent to do something about it, and allows us to maneuver and find
openings
TvRandom
Send a scout across the map at the very start of the game - this will spot their
race in time for you to follow your normal build, you’ll just be slightly behind on
minerals.
TvZ
TvT
Maintaining pressure
It’s easier to just dive with your hellion lib, see what you can do, and go back to
perfect macro
The problem is if they crush your pressure, they have map control until your
double drop arrives
In that window they can:
o Spread creep like a mother trucker
o They can inject perfectly
o Hit their upgrades on time for once
o Take a 5th base
o Set up ling backstabs
So there’s something to be said for just keeping your units alive and poking and
prodding for small damage without ever overcommitting or losing units. This is
the holy grail of TvZ, it’s just very hard to execute. You have to find your own
balance as a player between overcommitting to micro and shitting the bed on
your macro back home VS being too passive or SIMPLE with your harassment
(single dive and lose all units) and letting the zerg get out of control.
Also remember that even if you lose your units for a bad trade, if your double
drop next pressure isn’t too late, you can still disrupt the zerg in a very big,
meaningful way.
TvP
1rax expand no scv scout
Barracks
o Reaper (check for proxies then join marines to intercept adept before
going scouting)
o 2xmarines
o Reactor
2nd depot
Factory
o 2x mines
o Tech lab
o Tank
o Swap off and build reactor
o Mine production
SKIP BUNKER
2nd gas
Starport
o Medivac
o Tech lab
o Raven
o Swap off and build reactor
o Medivac production
2nd + 3rd rax
o Swap onto addons from starport/factory
Ebay + 3rd/4th gas
3rd CC
4th + 5th rax
o Tech lab + reactor
Ghost academy + swap to vikings after 4 medivacs
2nd starport + swap onto factory reactor, factory swaps off and builds new
reactor
Transition:
4th CC + 5th/6th gases
3 more barracks (you can delay this till after fusion core and get faster libs, is a
perfectly fine way of doing it if you prefer faster liberators)
Fusion core
o Lib range
o Medivac energy upgrade
Ghost micro
Use tab (i have tab on my small side mouse buttons)
o STIM
o TAB
o EMP
o Tab back to stim when needed
Occasionally you can control click the ghosts and run them forwards to EMP
VS Storm
Pre-spread
Try to EMP high templar
Stutter step a group of units to bait them in
Once storm is all gone, just keep steadily attacking and picking good
engagements, never give them a chance to warp in new HT and gather energy
for storm
Vs Phoenix Colossus
If you spot stargate into phoenix colossus early, you can do the 3CC response
into a big 3 base tank viking push
o Tells: - super fast ROBO + SG (pre 3:30 robo after SG)
Reaction
o 3rd CC (HIDE in back if possible)
o Factory
Widow mine
Cyclone
Tech lab
Swap off and build new tech lab
Tank production
o Starport
1-2 vikings
Tech lab
Swap off and build reactor
2 medivacs
Viking production
o Get a cyclone and a viking + marines for defence in main base
o 6 marines in natural mineral line defending there + widow mine
assuming you already built one
o 2nd + 3rd rax
o Single ebay
Both upgrades slowly working
o 4th and 5th barracks
o Pump bio, tanks, vikings
o Only saturate minerals on your 3rd, don’t need to fully saturate it, just 12
workers is ok
o Bring 6 workers with push and build turrets if they keep building phoenix,
but mostly bunkers and repair if they’ve swapped to charge/ground
composition
Make sure you always push a side that doesnt have a ramp so
you can bunker crawl
o Rally to the front and keep hammering with this big attack, need to at
least kill their 3rd.
Vs 2-gate
Bunker on highground
Make cyclones/tank
Drop mules + rally SCVs to main base
Retake natural
TvT
More consistent liberator-tank-viking crawls to break through defensive
positions
Faster 2nd and 3rd starport
o Get viking control
o Add libs + fusion core for range
o Leapfrog tank/viking/lib forwards