So what's the fastest and most effective terran rush in SC2 ?
I tried building reapers fast, but most of the times I get owned, especially by zergs :s
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Against Protoss, your best bet is the 1/1/1 all-in.
A Cloak Banshee opening into Siege Tank Reactor-Marine all-in was famous amongst Protoss known as errorously as the 1/1/1, this variation masses Marines and adds Siege Tanks and attacks when Siege Tank (2) finishes; usually around the 10 min mark; when Protoss are quick teching to Colossus.
Using Banshees to force a large amount of Stalkers, Terran then masses Marines with a few Siege Tanks to overwhelm the Stalker-heavy forces of Protoss.
10 - Supply Depot 12 - Refinery (1) 13 - Barracks 16 - Orbital Command + Factory 16 - Marine (1) + Supply Depot 20 - Starport + Hellion (1 only) @100% Hellion (1) - Tech Lab (1) > Banshees (to 2) 23 - Refinery (2) + Supply Depot 30 - Barracks > Reactor + Supply Depot 32 - Factory > Tech Lab (2) 39 - Siege Tanks + Supply Depot 52 - Siege Tech > @100% - Attack
A 6- or 3-Rax all-in rush is what you're looking for...simple, fast, cheap.
the 6-rax produces an obscene number of marines very early on, and while it does do damage to your own economy, you can transition if need be, should you do equivalent damage to your opponent.
The 3-rax relies on using the supply depot drop-down as well as using scv's to tank damage, and therefore is the very definition of all-in...should you lose your push, there's no coming back.
Something I've found to be fairly effective is a 2 reaper rush.Drop a tech lab before my first marine (assuming I've scouted their base already and know I won't get 6 pooled or something similar) and get 2 quick reapers. I don't train another reaper the whole rest of the game - that rax just trains marauders. A second rax goes up with reactor, and a third, fourth, etc... keep pumping up the rax. The two reapers, as soon as they're both up, go off to hit the opponent's mineral line. Best expected scenario, they were busy/slow to respond and you get 10 or 12. Certainly worth it, since you were going to pump marauders anyway. Typical scenario you get 5 or 6 before their army forces you back - still worth it in my books. Worst case you get spotted before you hit the mineral line. At this point you can hop back down, micro around (split them up if you need to) and scout their base. Might as well...
If I take out 7 or more workers with the 2 reaper rush, I can always get my expo up 2 or more minutes before my opponent. If they made it out alive (I never engage the army unless it's 1 zealot or 2 lings) then they can also go with my first push of 8-12 marine/marauder. It's not an immediate game winning rush, but it's fast and effective.
You're looking at something like
* 10 supply depot * 12 rax * 13ish gas (I kind of wing it, I'd have to do some math to determine optimal placement.) * Tech Lab asap on rax * 2 reapers asap on tech'd rax