Basically what I'm looking for is help to make it readable so that someone who doesn't have a clue about the build can read this and understand the basic plan of this particular style, which today is the cloak banshee FE
Cloak Banshee FE Build Order
Polt vs Taeja @ Neo Planet S
http://wcs.battle.net/sc2/en/matches/polt-vs-taeja-65/game-1
http://wcs.battle.net/sc2/en/matches/polt-vs-taeja-66/game-3
10 depot
12 rax
13 gas
15 orbital
16 depot
18 factory
19 gas
22 depot
!1! scv scout
24 starport & tech lab on factory --> @100% tech lab to starport and start 1 banshee & cloak & widow mine
26 reactor on rax
28 depot
35 cc (in main base)
40 tech lab factory
!2! cloak banshee harass
53 2nd rax on reactor, 3rd rax & switch reactor rax to starport tech lab addon and start stim
70 3rd gas & start 1x medvac production
{10:30}!3! marine tank viking/raven poke
77 3rd cc --> @100% orbital & 4th and 5th rax & reactor on starport
86 reactor on 3rd rax & x2 engi bay & 4th gas
129 2nd factory & sensor tower @ third base and turret right outside sensor tower range
{13:00}!4! marine tank move out
{16:00}!5! marine tank posturing
Start 4th base
!1! scv scout
On a 2 player map, send the scv when banshee starts. On a 4 player map, send scv after rax. With the scv, look for reactor rax FE, fast banshee FE, or banshee FE
!2! cloak banshee harass
Use the cloak banshee to see what the terran opened with; reactor rax FE, fast banshee FE, banshee FE, or fast stim. The goal of the banshee is to obtain scouting information, to STAY ALIVE to rescout later on, and to pick off marines, scvs, and/or forcing turrets.
-scout terran opener (take super fast third or do a 2 base timing attack)
-keep banshee ALIVE!!! for rescout later
- pick off scvs, marines, force turrets
!3! 1 raven/1 viking/2 siege tank poke
You should only poke the terran base if you did more damage with your banshee opening than your opponent, or you scout a fast 3OC build with your banshee. When you poke, try to pick off a siege tank with 2HSM. If the cloak banshee scouts a delayed tech lab on the factory, move out with 1 raven/1 viking/marines and poke terran.
!4! marine tank move out
{13:00} If the other terran does late stim 3OC opener, move out at this time to his third base and delay the expansion. Against other 2 base aggressive builds such as fast stim, take third base and prepare against possible drops and attacks (sensor towers and army positioning)
!5! marine tank posturing (7 tanks)
Move to the possible 4th base location of the terran and siege up to deny expanding there. Try to trade bio for tanks while keeping your tank count up. After securing a 4th base, split the marine-tank army in half for maximum army positioning advantage with 6-8 tanks in each army. Add a 3rd factory to keep pumping additional tanks after a 4th base is taken