[PvT] 23 Nexus Basic Build Order and Scouting Tips
Author: DoodleDoodle
PvT 23 nex build order
23 nexus is a very standard PvT opener that allows you to deal with pretty much any build.
This article is mainly going to focus on the first 6-7 minutes of the game. 23 nex – robo – 2nd gate into 3rd nexus is the main build path and from there you can choose between Arbiter tech and speed Shuttle, which ever suits your preference.
Early game build order:
- 8/9 pylon
- 10/17 gateway
- 12/17 gas
- 13/17 core and scout
- 15/17 pylon
- 17/25 1st goon
- 21/25 2nd goon and halt probe production
- 23/25 nexus and a pylon at nat
- 23/25 2 probes or 3rd goon
- 25/33 robo
- 30/33 2nd gateway and transfer 7-8 probes to nat
- 34/42 pylon and observatory
- 42/50 obs and add a pylon
- Between 6:00~6:30, take 3rd nexus at around 57 supplies. You should have 8 goons out in total.
So… what am I exactly scouting?
1) If the scout SCV arrives between 2:10~2:20 (first scout), good chance of Rax FE (or BBS). If the scout SCV arrives between 2:20~2:30 (first scout), good chance of Factory opening.
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If the scout scv gets in your base around 2:30 and your probe didn’t run into that scv on its way, you can guess where the opponent is located.
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his is assuming that T follows the standard scout time. If T gives no shit about optimization, this timing won’t work so consider this as a guideline but this can’t 100% confirm Terran’s build. This might be more common in lower ranks where Terran decides to send scout at 10/18 just because they felt like to and etc…
2) Send out your first goon as soon as it’s out to scout. It’s okay to hit the scv 2-3 times if you ran into it but don’t chase it down. If your probe didn’t first scout T base, send your goon to the other side of the map to complete the scouting. If you already found where the opponent is located, send your goon to their nat immediately to check marine count/ bunker timing and if it’s vulture first or tank first.
3) If Terran is looking to take the nat, marines and scvs should be at the nat between 3:30~3:40. If you don’t see any units at their nat, suspect FD/2 Fact/ 1 Fac 1Port. In this case, make another goon at 23/25 instead of probes.
- If it’s cross spawn, it’s safe to make probes at 23/25 regardless of what you scout.
4) Even if you see marines or even a bunker at the nat, it still doesn’t guarantee they made cc. After 3:50, shove the goon in into the bunker range to check cc. If you don’t see a cc by then, add 2 gateways at 29-30/33 and prioritize goon over probes.
5) Leave 1 goon in front of their nat to check when the opponent is moving out (You can pretty much confirm the opponent’s build by looking at the timing and the number of tanks). If you see no movement even after 5:00, bring your goons back to the main because it could be 1 fact 1 port build.
6) If you confirmed nat cc around 3:40, make 2 probes at 23/25 and follow the build order. Keep in mind that the 5th and 6th goons should remain in the base to defend vulture drop and the rest of the goons guard your nat.
Okay, I see what I should be scouting.. but how do I stop them?
1) BBS (2:45, 5 marines): defend with 1 goon and 12 probes.
- Try to surround the marines with the probes.
- Leave your scout probe at your 3rd location or any other expo locations that isn’t your nat so you can mineral walk the probes.
2) FD (4:30, 1 tank 6 marines): defend with 4 goons at your nat after range is done.
- Reminder: make a goon at 23/25 if you couldn’t confirm nat cc between 3:30~3:40.
- Pull probes to surround the marines.
3) 2 Tank FD (5:00, 2 tank 6-8 marines): defend with 5 goons at your nat.
- Terran sacrificed their econ a lot so make a battery at your nat.
4) 2 Fact (5:00, 3 tank 4 marines): 4-5 goons with range. Defend at your nat and wait for the reinforcement. Fight when you have 7 goons.
5) Fact cc, 2 tank with 6 marines (5:00): need to defend at the nat. Buy some time with shield battery when you have 4 goons. Pretty much safe when you have 6 goons. Do not lose probes against this.
6) Rax FE into 3 tank rush (6:10): defend with 8 goons. Seal off your nat with pylons and other buildings before you jump onto the tanks. Terran is gonna try vulture runby.
7) Rax FE into 5 tanks (6:40): defend with 10 goons. Your goal is to take out all the tanks even if it means you lose all your goons. Their reinforcement will be vultures so seal off your nat before you jump on the tanks.
In short, at 23/25 you make a goon if you couldn’t confirm nat cc around 3:40 (except cross spawn). Poke again with your goon after 3:50. If there is no cc, it’s time to make gateways and pump out goons. Your expansion was faster, so just defend whatever the opponent is about to throw at you and you will come out ahead if you manage to defend.
If you saw cc at 3:40, just follow the rest of build order and be ready to defend vulture drop or 3-5 tank push. After taking the third, you will get to choose between arbiter/ speed shuttle and simple gateway man.