TvZ
The build I'm using here is based on MKPs bio style in this matchup. The specifics vary from game to game, but the idea is to open with an economic 2 rax, expand behind it, and progress into the mid game with extra rax and a marine/marauder timing attack. This attack can utilize as little as combat shield, and as much as combat shield, stim and +1/+1, but is usually done with combat shield and stim. Rule of thumb is that if the zerg is able to be greedy after the 2 rax the attack needs to come faster, as every moment that goes by gives him many more resources to defend.
Transitioning into the mid game is fairly simple with this build, as overall goals are to establish a third, take some additional gas, get some medivacs out and keep upgrades going. Tanks are the last priority here, and because of this I'm often creating 2 at a time to help catch up. Tank numbers are a big part of what I sacrifice to make the earlier attacks effective, and these numbers are often important for holding off lair based zerg aggression, even maintaining some usefulness as ultras begin to roll in.
TvZ late game feels very much based around responding to the zerg's chosen tech; however, this build is able to use infrastructure already in place to either defeat ultralisks with proper micro using marauders from the tech lab rax, or delay broodlords using the mobility of the primarily bio force to counterattack.
TvP
The build I use in this matchup begins with a 1 rax expand and is designed to strike the protoss player with a massive timing attack using stim, +1, combat shield, 4 medivacs and a lot of marines and marauders. This attack, which hits around the 11-12 minute mark, will almost always force the protoss to reveal his tech route. From there I can take a third base, and throw down the appropriate counter tech. This timing can also occasionally be delayed in order to incorporate the additional tech, for example if a 2 base colossus timing is spotted. Transitioning later is fairly simple, simply insure that all tech is available, that expansions are consistently coming down, and that plenty of infrastructure is being placed for remaxing quickly in the late game (I find this to be the most difficult component.)
TvT
I'm less sure about this build's effectiveness than the others, especially because it's the oldest of the three. I used to be using what was essentially a modified 1-1-1, but decided that that was not giving me enough experience to learn to play a standard TvT. The idea of this build is similar to the protoss build, in that a heavy early-mid game timing attack is used. This attack uses combat shield, stim, +1, 2 medivacs, and a lot of marines. If carefully used, it is safe against most standard terran aggression, and frequently will crush builds that try to be fancy with drop/banshee use. From here, tanks are added and the build swiftly transitions into standard marine/tank play. In late game scenarios I've been experimenting with transitions into viking/raven/BC, which seems to work if I can be aggressive with drops and properly trade supply as the transition is made.
You may notice that all of these builds utilize bio based aggression, especially in the early parts of the mid game. The similarity is very intentional, as was discussed yesterday. Not one of these builds is an all-in, and all have transitions through a game of SC2, also as was discussed yesterday. Going forward, I plan to add builds that at first have minor adjustments, in particular the utilization of more units at different parts of the game, and later begin to add in more styles such as very passive macro play and cheese. This is the kind of method that I feel all of you that are struggling to improve like me should use, finding a style that fits and learning the ins and outs of it as best as you can before moving on.
I haven't decided yet what I'll be writing tomorrow, but I am considering talking about what areas I was able to improve on that helped early in my play, and what I am still needing to work on now. This could help give everyone reading an idea of what areas of their own play they should be examining a little more closely.




