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Builds from last night part 2

Blogs > MGCoach
Post a Reply
MGCoach
Profile Blog Joined July 2012
United States22 Posts
August 08 2012 22:28 GMT
#1
Here is Jjakji's 2 port banshee vs Leenock in game 4 that I HIGHLY recommend people try to mix in every once in a while. I'm going to provide an alternative version (MMA's version) soon :D

I want to point out, that last night Reality used a near identical push to what I recommended earlier that night vs SlayerS_YuGiOh in game 2 on cloud kingdom and almost instantly won the game with it. Everyone should check it out!

Jjakji's 2port banshee after expand:

12 rax

13 gas

make 1-2 marines while the factory is building

start your factory when you have 100 gas

start a reactor on the rax when you have your next 50

start a CC at your natural

swap the factory to the reactor made by the rax

start 2 hellions with your remaining minerals

start a second gas with your next 75

when your CC is almost done, start 2 starports.

put a bunker at your natural after you start hellions # 3 and 4 (you only need to make like 6 hellions)

after hellions 5 and 6 swap the factory off the reactor and put your rax back onto it (continue churning out marines)

when your starports finish start 2 techlabs

start cloak FIRST before you churn out any banshees

rally your first two banshees in your own base - keep them hidden

when your first two banshees finish start a techlab on your factory

while banshees 3 and 4 are building make another rax

when banshees 3 and 4 are almost done move out with your first two banshees and rally 3 and 4 to your first two.

This should hit at around 9:50 with the first two banshees and around 10 with the next two. Unless they scouted the 2port super early on you should probably make banshees 5 and 6 (rally to your first 4).

If you see a spire, make an ebay right away - but this attack should hit before mutas finish (even if the zerg doesn’t take a fast 3rd).

During your attack start 2 more rax or a fast 3rd cc, and go standard from here on out!

*****
Provocateur
Profile Joined October 2010
Sweden1665 Posts
August 08 2012 23:17 GMT
#2
Cool stuff, thanks for the summary of the build, will definitely try throwing this out there as a part of my toolbox
MGCoach
Profile Blog Joined July 2012
United States22 Posts
August 08 2012 23:37 GMT
#3
On August 09 2012 08:17 Provocateur wrote:
Cool stuff, thanks for the summary of the build, will definitely try throwing this out there as a part of my toolbox


I'm glad you like it! I will provide the MMA version soon, but I want to get set up for tonight's stream :D I will make a reddit thread for all this, but in 1-2 hours we will be doing master's/GM level coaching again, but for PvT this time, and after that another session but for ZvP :3

Tonight's players are: MGBubba (Z), MGPsych (T), and MGNoMi (P).

Please tune in if you can, and if not - please tell your friends! :D
MGCoach
Profile Blog Joined July 2012
United States22 Posts
Last Edited: 2012-08-09 00:36:49
August 09 2012 00:36 GMT
#4
Also, it should go without saying, but a crucial part of this build is denying scouting overlords

I've seen/thought of variations where a viking is made first to clear overlords on the map, but I don't particularly like it since it signifies the timing/existance of one's starport(s) :O

I think, ideally, one would just spread marines around the perimeter of the base, and only keep 1-2 marines at the bunker at the front to deter zergling harassment/scouting. A big part of this build is the surprise factor involved, and if it goes unscouted, it can be absolutely deadly.

A slight weakness of the build is mutas, but this hits before mutas, and if you do reasonable damage before losing the banshees you will be fine. Ideally, you'd do -some- damage and keep the banshees alive, however. :D
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