| Traditionally the Terran race is not very good at fast | | | | your gas supply. |
| expanding because marines are so easy to kill and | | | | One crazy thing that you should do with this strategy |
| not very mobile. Most Terran players wall themselves | | | | is use the first energy you have on your Orbital |
| in immediately so they don't have to worry about | | | | Command (main base) to call down extra supply onto |
| early pressure. But if you want to expand early and | | | | your first depot ASAP. This will save you an |
| get 2 bases up and running fast how do you do it? | | | | immediate 100 minerals plus the build time of a supply |
| One way to do it is to build one barracks then save | | | | depot and will allow you to keep producing units right |
| up for your next command center right away. But | | | | away without pulling an SCV from mining. |
| this pretty much only works against other players | | | | When your CC is done upgrade it to an Orbital |
| (mostly Zerg) who are fast expanding as well. Just a | | | | Command immediately. Once that is finished it's time |
| few early units to your base will defeat you because | | | | to move out, so grab two SCV's and build two |
| you have practically nothing to defend with. | | | | bunkers at your expansion's choke point. Fill them |
| Here's a strategy from TheLittleOne that is a great | | | | with marines and you should be fairly safe from any |
| way to secure that second base without fear of | | | | first push that your opponent will throw at you. |
| losing flat out to early aggression. It focuses on | | | | At this point you'll have 3 barracks producing marines |
| getting a couple barracks right away and getting | | | | so your army will grow quite fast. Since marines are |
| some early marines out to help secure your | | | | so vulnerable though, if you get some early pressure |
| expansion and bunker up defense to prevent losing all | | | | it's a good idea to pull a couple SCV's off the line to |
| those fragile infantry units. | | | | help absorb damage. Sure you may lose them, but |
| You'll want to use a relatively normal starting build to | | | | since you'll have your second base up so fast you'll |
| implement this strategy, the only thing different is | | | | quickly regain the economic advantage. |
| that you won't be getting a refinery for awhile plus | | | | Using this strategy will allow you to get your second |
| another trick I'll share in a second. You need a LOT | | | | base extremely fast, usually within the first 6 minutes |
| of minerals to get this done efficiently so you'll focus | | | | of the game. Plus if you do get delayed and can't |
| on defense that doesn't require any gas to produce: | | | | quite put your CC down right away, you can start |
| marines & bunkers. | | | | casting MULE's on your current mineral line to give |
| Build your first supply depot as normal, then your | | | | your income a nice boost. |
| barracks, but instead of a refinery next, save up | | | | Remember, just two MULEs will pay for your new |
| your minerals to get your second Command Center. | | | | Orbital Command (which costs 550 minerals total), so |
| It's a good idea to build these buildings at your choke | | | | it's not a huge deal if you can't land it at your expo |
| so you can wall off and prevent any extremely early | | | | immediately. When you do get the chance to |
| rushes that you might run into. | | | | expand, don't forget to transfer half your workers to |
| Obviously you should scout your opponent and if you | | | | the expansion. |
| see that he's doing some sort of early cheese then I | | | | Once you're up and running it's time to continue with |
| would recommend you don't do the early expand, | | | | the strategy appropriate for the matchup you're in. |
| just build up a defense and win the macro battle. | | | | Since you already have 3 barracks, you can transition |
| Assuming everything is normal though, you've already | | | | very well into a marine & marauder infantry ball. |
| got your early second CC building, so now keep | | | | If you're into early expanding, this build order should |
| pumping SCV's (as usual) and train one marine. | | | | give you a good framework to start from. If you |
| You won't be building any addons to your barracks, | | | | find a weakness in it against a certain matchup, try |
| so just save those resources. When you can, add on | | | | to figure out a way to tweak it a little to survive. |
| two more barracks to your base so you can get | | | | Since this is such an early second base, you'll be in |
| some good unit production going. Now start training | | | | great shape if you can survive the first few minutes |
| marines and get your first refinery to start building up | | | | of the game. |