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Imperator
United States246 Posts
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FakeSteve[TPR]
Valhalla18444 Posts
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semantics
10040 Posts
Okay update time~~~ A Guide with a lot of formating 14 Gas Speed (ZvP)[14 Extractor Speedlings] For a lot of Zerg players Protoss are either over aggressive or very passive and so harassment is not something that comes into mind when you think about Starcraft 2. There are a lot of all-in games by the lower echelon of players. I am currently a top ranked gold player not moving up to platinum due to wanting to explore the other races and new builds as more patches come out. What my 14 gas into speedlings is strong at is being a solid opening for Zerg verses Protoss and with some small variation can be used in Zerg verses Terran to some success. This is a solid build allowing synergy between unit production and macro for Zerg leading into mid and late game. Purpose: This is a fairly safe build against a 2 gate, it also allows one to scout and harass a passive Protoss.The aim of this build is harassment, strong heavy handed probe harassment to:
Build Order:
Build Order Clarification: Now this plays 2 ways against a passive Protoss which seems to be more popular now of days or against a hyper aggression Protoss which seems have died down so we will be talking first about a passive Protoss. Both variations will be likely transition to building up Mutalisk.
Against High Aggression:Coming Soon! Now with High aggression openings again you will not be scouting till late in the game but usually unless they are super noobing this will not matter too much. The thing to do is fight zealots 1 on 1 in terms of cost 4 lings beats 1 zealot but 1 zealot totally beats 3 lings. So if he has an army of 8 units don't engage unless you have at least 32 zerglings else you will loose the fight badly and he'll still have 4 pretty good zealots to kill you with. anyways it's pretty simple and similar to doing against a defensive player but do not do anything but expand and build zerglings and overlords no drones you need as many lings as possible unless you just killed his army and have a clear advantage. Transition:Coming Soon! Ultralisk Zergling upgraded Replays:Coming Soon!
Low Aggression Strong Turtle: High Aggression Early Fast Attack: High Aggression Mass Attack: VODs:Coming Soon!
Low Aggression Strong Turtle: High Aggression Early Fast Attack: High Aggression Mass Attack: ~~~make judgment calls from your experience after the opening in this build, you get the idea anything after the first part of expanding is pretty much up to when you feel it is right. Remember he can't build anymore units if you kill all his probes :D Still editing and panning out details be up by Monday~~~ Do not be afraid to PM me about anything that sounds weird or is misspelled | ||
Thereisnosaurus
Australia1822 Posts
Hello all, I've been watching the scene for a while and I'm intending to become active in SC2 as a content developer as well as working on my place. I was captured by another poster's interesting ideas about TvZ and thought I'd try a bit of theorycraft myself. This is based off the neo-flash idea of a high tech defensive turtle, with a very strong midgame aerial harass and subsequent push. It takes advantage of several new mechanics terran can use- notably the new versatility of bunkers, hotswitching tech addons and the (I think) underappreciated viking and raven Start up with a pretty standard opening, get your first depot at your ramp and a rax in your main followed by a single gas quite early. Then get a quick E-bay and a bunker while your first marines are building, completing the wall. The moment the ebay finishes go for neosteel frames and get your second depot at the bottom of your ramp, in range of your bunker, starting a wall in front of your natural. You should be pumping marines during this time, adding a reactor to keep the count up. A second Ebay should also go up ASAP and get started on building armor. Around the neosteel frames finishing you should push out into your natural, salvaging your first bunker and building 2 more to add to the 2 depots that should be down there, finishing your wall by floating the first ebay over once it's finished frames. This will give you a front wall with 2 fully upgraded bunkers packed with marines. The aim from here is to tech switch now your front is secure against pretty much any early zerg aggression, with SCVs repairing if necessary, there's not much even mass roaches I think will be able to do against a wall like that if your sim is decent and you get repairs going if they try and bust through the ebay or supply deps. Aim to get your second CC down and expand cleanly. If the zerg is pushing hard and you've taken a few hits go with a PF on your expansion, if not go OC and get the mules going. From the point where you secure your natural wall, you want to get a factory out followed by dual starports. Your first port should go straight onto the first reactor and the second and your rax should both get tech labs. Both ports should be pumping a stream of vikings till you have 6 or 7, while your raxx should be putting out marines and your ebays should be getting infantry upgrades. Upgrade raven seeker missiles at your starport techlab. Once your vikings are out, switch back to full bio macro, going up to 3reactor raxxes and one techlab one. Turn your starports over to dedicated raven creation. Use the vikings to alternately go after drones as your first priority and overlords second. Use the slow speed of hydras and roaches against them and force your opponent to keep forces in his bases rather than committing to a full scale breach which at this point you will probably be vulnerable against. Vikings seem to be very strong units without any upgrades- fast 14 damage cannons mean 3 can oneshot a drone and with decent micro you can cut down five or six in a few seconds and then just pop off the moment anything comes close. Their missiles are weaker against zerg, but they massively outrange mutas (9-3) so you may be able to use this to your advantage, I haven't really seen it play out. Against a ling/roach heavy build they will excel, but be somewhat weaker against mass hydras, only succeeding in keeping them back from the front- which is exactly what you want You should be aiming to push out with some 2/2 marines (2 armor is critical with shields as it is the point where hydras go from 5 to 6 hits to kill a marine if at 0 upgrades, which they seem to be most of the time) supported by dropship/raven forces as soon as you hit a critical mass. Support this force with SCV's and build bunkers as you move up, use that tech advantage to pressure chokes, bunkering them up to prevent getting munched by a crackling/lisk army. When you do engage mass hydras, unleash those seeker missiles, which seem to basically be the terran storm. This will really punish shonky micro, and from what I've seen can do some serious damage to massed hydra. In summary this build -pushes out with a very secure early game expansion that zerg will have massive trouble breaking with T1 tech, forcing them to go to T2. -focuses on switching into a heavy aerial harass to make up for the early game lack of pressure, aimed at forcing the zerg to pull back to prevent the hydra timing push that seems so typical in current play, taking advantage of their new lack of manoeuvrability and the versatility of the viking -uses the early game tech choices (double Ebay, quick starports, no money wasted on factory units) to produce a fairly fast and very powerful combo timing push which is capable of crushing mass hydra and securing further expansions so you can lock the zerg down and take advantage of their lack of late game power. Things to remember: - I think this build is solid against most zerg strats at this stage. Once people learn it, it is going to be reasonably easy to counter by mass expanding early and using defensive nyduses. At this stage however it's very, very strong against the strats I've seen so far. It's also very balanced, not requiring oodles of gas for anything other than the ravens since almost all your ground forces are going to be marines with comparably few, if any, marauders. Terran also get the best (and now only) mineral mining speed increase with the mule, and since this is a fairly safe expand you will probably be calling down two all the time, meaning the mineral heavy aspects of the build are catered for. -making sure you get upgrades pronto is a major part of this, those two early bunker upgrades are critical to shutting down early zerg harass and then transitioning to double infantry upgrades early takes advantage of that double investment in ebays. -you need to do at least a decent amount of econ damage with your vikings. Tap a few drones here and there and force defences back into the zerg base. Do try not to lose your vikings as they can be very useful to stop nydus attacks once they become imminent. -Getting ravens with decent energy up to stop the mass hydra bust is also critical. It's a bonus that they provide detection, countering any burrow tricks and banelings with ease. If the game begins to stalemate, you can use them late game to drop a bunch of auto turrets on zerg resource lines perhaps. Potential issues: -resource starvation during the period where you're walling your expansion, expanding there and teching to starports. This is pretty resource intensive, but you won't need much of an army, on the plus side. -issues with vikings. I honestly haven't seen them that much. On paper they seem amazing for the job I have for them here, but responsiveness to micro and speed of their switch out might cause problems -Nydus busts: This seems pretty difficult to counter with anything but siege tanks atm, I'm hoping turrets+ turtle mentality + viking patrols will make it very tricky to pull off on this build -ultra ling: with their cleave, mass marine is quite vulnerable to this, so offensive use of bunkers I think will be critical to soak ultra hits while the rest of your army pounds them. Luckily you should probably be 3/3 upgraded with stim and shields by the time your opponent is 2/1, so your marines should be surprisingly durable, especially if you have a few medivacs as well as ravens. -Upgraded Hydras outrange marines, so someone who goes ahead with a push while you are harassing could feasibly be a pain. If this looks like it may happen, a PF on the CC will probably save you, as will getting some clutch marauders into the bunkers. | ||
Deathfate
Spain555 Posts
After just a week of roach rushes, protoss players have found a proper counter to fend it off, so it is time to use a more economical build that can stop anything that P players throw to you and make the game more macro oriented. Build Order This build order dependes on the 2 current trends of P openings, one is the classic 2 gate push, and the other one the 1 Gate Tech as it was in SC1, but now with the diference that Z player lack of any anti-air at Tier 1 (except of queen) so you must tech almost as fast as your opponent. Opening 9 - ovie 15 - pool 16 - hatch (Note #1) 17 - Extractor (put 3 drones in it asap) 16 - Queen 18 - Overlord Branch 1: vs 1 Gate: 18 - 4 Zerglings (2 Eggs Note #2) 20 - Drone 21 - Queen (Note #3) Start making a lot of drones @100 gas - Lair (at expo as you are making a queen in your main) 26 - Overlord 26 - Extractor (put 3 drones in it asap) 33 - Overlord 34 - Zergling Speed @ 100% Lair or 34/36 - Hydra Den (Note #4) Build Check #1 36 - Roach Warren 39 - Overlord 100 % Hydra den - Start Making tons of HydraLing 48 - Extractor (put 3 drones in it asap) Build Check #2 50 - Hydra Range(Note #5) Branch 2: vs 2 Gate: 18 - Roach Warren 17 - 6 Zerglings (3 Eggs Note #2) 20 - Queen (Note #3) 22 - Drone 24 - 4 Roaches 27 - Overlord 27 - Roach(Total of 5) 28 - Lair Start ONLY Drone production Build Check #3 34 - Over 34 - Extractor(put 3 drones in it asap) 39 - Hydra Den 41 - Roach Speed 41 - Over 100% Hydra Den - Start making hydras 52 - Extractor Build Check #4 Build Order Clarification Early Game Defense If he went 1 gate you wont need it. your 4 lings + 2 queens would be enough. If he goes 2 gate you will have 5 roaches and 6 lings, that and your queen should provide enough defense for you to survive, if he is making a lot of zeals you will need to delay the lair a bit in exchange of 2 more roaches and a few lings. Build Check #1 At 6 minute mark you should have 28 drones, 4 lings, 2 queens and 2 extractors Build Check #2 At 7:15 you should have 10 lings,3 hydras and 30 drones, your goal is to make 44, so try to squeeze some more when you can Build Check #3 At 6 min you should have 5 roaches, 6 lings, 2 queens and 19 drones (in case you didnt have to make more army to stop an all in of zealots) Build Check #4 At 8:15 you should have your firsts hydras finished and 34 drones or so, you goal is 44 drones, so make them when you can. General Notes Note #1: Place your hatch at your natural, also send a drone to scout 1 gate or 2 gate, you NEED this information BEFORE the end of the opening so you can choose one branch or the other, if the map is a 4 player map maybe you should send this drone when you are making your pool. Note #2: Use wisely your lings, first go to his base and force him to make a zeal, take some crucial naga towers and the most important, keep one ling at his front in case he comes out to attack, and also SCOUT FOR HIDDEN PYLONS, if he manages to make some proxy pylon and you are whoring drone you are a dead man Note #3: Right when your queen pops out use spawn larvae on your hatchery and send it to your natural. Note #4: There is a timing attack now, if when your hydra den is half way done see him come out of his base (remember to place your ling there) with 3 zeals, and some sentry/stalker you will need to stop your drone production and make only lings plus a couple of spine crawlers in order to survive, if you manage to delay his attack enough to have hydras out you are in great shape. Note #5: There is another timming attack now with immortals, sentry and zeals. You should have hydras out and enough lings to fend it off, if you see that you cant defend it make a spine crawler but you normally wont need it Transition You should transition to the classic hydra roach ling army and with 4 gases you will be able to get upgrades, i recommend spines and carpace. Also dont forget to expand again when you see the oportunity. Mentality Once you reach lair, start using your overs creep drop to make a path between your bases and the middle of the map, that way hydras will be a lot faster, also try to nydus your 3rd base and your natural to have insta defense. The goal is to have a bigger army than your oponent in the mid game and crush him with it while expanding again. Dont forget that infestors can control colossi, that will make a big diference in the late game. Well this it, hope you give it a try. | ||
Nightmarjoo
United States3359 Posts
On February 23 2010 22:54 Thereisnosaurus wrote: Not going to post this in SBN as I do not have the beta and am unsure of the timing. If someone would like to study and try it I would be much gratified :D Hello all, I've been watching the scene for a while and I'm intending to become active in SC2 as a content developer as well as working on my place. I was captured by another poster's interesting ideas about TvZ and thought I'd try a bit of theorycraft myself. This is based off the neo-flash idea of a high tech defensive turtle, with a very strong midgame aerial harass and subsequent push. It takes advantage of several new mechanics terran can use- notably the new versatility of bunkers, hotswitching tech addons and the (I think) underappreciated viking and raven Start up with a pretty standard opening, get your first depot at your ramp and a rax in your main followed by a single gas quite early. Then get a quick E-bay and a bunker while your first marines are building, completing the wall. The moment the ebay finishes go for neosteel frames and get your second depot at the bottom of your ramp, in range of your bunker, starting a wall in front of your natural. You should be pumping marines during this time, adding a reactor to keep the count up. A second Ebay should also go up ASAP and get started on building armor. Around the neosteel frames finishing you should push out into your natural, salvaging your first bunker and building 2 more to add to the 2 depots that should be down there, finishing your wall by floating the first ebay over once it's finished frames. This will give you a front wall with 2 fully upgraded bunkers packed with marines. The aim from here is to tech switch now your front is secure against pretty much any early zerg aggression, with SCVs repairing if necessary, there's not much even mass roaches I think will be able to do against a wall like that if your sim is decent and you get repairs going if they try and bust through the ebay or supply deps. Aim to get your second CC down and expand cleanly. If the zerg is pushing hard and you've taken a few hits go with a PF on your expansion, if not go OC and get the mules going. From the point where you secure your natural wall, you want to get a factory out followed by dual starports. Your first port should go straight onto the first reactor and the second and your rax should both get tech labs. Both ports should be pumping a stream of vikings till you have 6 or 7, while your raxx should be putting out marines and your ebays should be getting infantry upgrades. Upgrade raven seeker missiles at your starport techlab. Once your vikings are out, switch back to full bio macro, going up to 3reactor raxxes and one techlab one. Turn your starports over to dedicated raven creation. Use the vikings to alternately go after drones as your first priority and overlords second. Use the slow speed of hydras and roaches against them and force your opponent to keep forces in his bases rather than committing to a full scale breach which at this point you will probably be vulnerable against. Vikings seem to be very strong units without any upgrades- fast 14 damage cannons mean 3 can oneshot a drone and with decent micro you can cut down five or six in a few seconds and then just pop off the moment anything comes close. Their missiles are weaker against zerg, but they massively outrange mutas (9-3) so you may be able to use this to your advantage, I haven't really seen it play out. Against a ling/roach heavy build they will excel, but be somewhat weaker against mass hydras, only succeeding in keeping them back from the front- which is exactly what you want You should be aiming to push out with some 2/2 marines (2 armor is critical with shields as it is the point where hydras go from 5 to 6 hits to kill a marine if at 0 upgrades, which they seem to be most of the time) supported by dropship/raven forces as soon as you hit a critical mass. Support this force with SCV's and build bunkers as you move up, use that tech advantage to pressure chokes, bunkering them up to prevent getting munched by a crackling/lisk army. When you do engage mass hydras, unleash those seeker missiles, which seem to basically be the terran storm. This will really punish shonky micro, and from what I've seen can do some serious damage to massed hydra. In summary this build -pushes out with a very secure early game expansion that zerg will have massive trouble breaking with T1 tech, forcing them to go to T2. -focuses on switching into a heavy aerial harass to make up for the early game lack of pressure, aimed at forcing the zerg to pull back to prevent the hydra timing push that seems so typical in current play, taking advantage of their new lack of manoeuvrability and the versatility of the viking -uses the early game tech choices (double Ebay, quick starports, no money wasted on factory units) to produce a fairly fast and very powerful combo timing push which is capable of crushing mass hydra and securing further expansions so you can lock the zerg down and take advantage of their lack of late game power. Things to remember: - I think this build is solid against most zerg strats at this stage. Once people learn it, it is going to be reasonably easy to counter by mass expanding early and using defensive nyduses. At this stage however it's very, very strong against the strats I've seen so far. It's also very balanced, not requiring oodles of gas for anything other than the ravens since almost all your ground forces are going to be marines with comparably few, if any, marauders. Terran also get the best (and now only) mineral mining speed increase with the mule, and since this is a fairly safe expand you will probably be calling down two all the time, meaning the mineral heavy aspects of the build are catered for. -making sure you get upgrades pronto is a major part of this, those two early bunker upgrades are critical to shutting down early zerg harass and then transitioning to double infantry upgrades early takes advantage of that double investment in ebays. -you need to do at least a decent amount of econ damage with your vikings. Tap a few drones here and there and force defences back into the zerg base. Do try not to lose your vikings as they can be very useful to stop nydus attacks once they become imminent. -Getting ravens with decent energy up to stop the mass hydra bust is also critical. It's a bonus that they provide detection, countering any burrow tricks and banelings with ease. If the game begins to stalemate, you can use them late game to drop a bunch of auto turrets on zerg resource lines perhaps. Potential issues: -resource starvation during the period where you're walling your expansion, expanding there and teching to starports. This is pretty resource intensive, but you won't need much of an army, on the plus side. -issues with vikings. I honestly haven't seen them that much. On paper they seem amazing for the job I have for them here, but responsiveness to micro and speed of their switch out might cause problems -Nydus busts: This seems pretty difficult to counter with anything but siege tanks atm, I'm hoping turrets+ turtle mentality + viking patrols will make it very tricky to pull off on this build -ultra ling: with their cleave, mass marine is quite vulnerable to this, so offensive use of bunkers I think will be critical to soak ultra hits while the rest of your army pounds them. Luckily you should probably be 3/3 upgraded with stim and shields by the time your opponent is 2/1, so your marines should be surprisingly durable, especially if you have a few medivacs as well as ravens. -Upgraded Hydras outrange marines, so someone who goes ahead with a push while you are harassing could feasibly be a pain. If this looks like it may happen, a PF on the CC will probably save you, as will getting some clutch marauders into the bunkers. Have fun vs moving burrowed roaches in your main. | ||
Pokebunny
United States10654 Posts
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Thereisnosaurus
Australia1822 Posts
Have fun vs moving burrowed roaches in your main. Yeah, I noticed they can move through submerged supply depots recently, so I'd like to throw a question out- can they burrow through *non* submerged buildings? Ideally my build has a tight wall in, and so burrowed roaches *will not* be able to get through into the main if they can't, but if they can it does make it a lot more tricky against roach builds. Ofc, there's an easy fix, a single turret could provide detection to your wall. 100 minerals that I wouldn't otherwise spend, but it's there- it's not like you can't throw one up if you see the roach warren go down. | ||
diehilde
Germany1596 Posts
On February 24 2010 12:53 Thereisnosaurus wrote: Yeah, I noticed they can move through submerged supply depots recently, so I'd like to throw a question out- can they burrow through *non* submerged buildings? Ideally my build has a tight wall in, and so burrowed roaches *will not* be able to get through into the main if they can't, but if they can it does make it a lot more tricky against roach builds. Ofc, there's an easy fix, a single turret could provide detection to your wall. 100 minerals that I wouldn't otherwise spend, but it's there- it's not like you can't throw one up if you see the roach warren go down. problem is a ton of roaches are gonna 1 shot your depot, so they just gonna unburrow briefly and kill the depot and proceed to tunnel into your main. Another problem I see with your build is that it will horribly lose against mass banelings thrown into the mix of hydra/ling. But I cant really comment as in depth on ZvT as on ZvP/ZvZ yet since I have only gotten 1 good T opponent (he killed me with hellions only, running by 3 spine crawlers and killing all my drones like nothing) | ||
Nightmarjoo
United States3359 Posts
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Thereisnosaurus
Australia1822 Posts
@damenmofa: the missile turret counters the snipe strat, also, it will take a hell of a lot of roaches to one tap a supply depot. 13 damage (16-3) per roach would require 27 roaches to one hit a depot, and 14 to do it in two volleys. this is assuming they all unborrow in range. In that time, they're going to have am minimum 12 marines wailing on them unpunished, plus whatever you have standing directly behind your bunker line. Doable, but tricky. I agree though that mass banelings would make a mess of the front wall if handled correctly, though this wouldn't be very resource efficient. Once the army moves out, it should have enough critical mass to be able to counter any banelings, and is also going to be supported by ravens so they can't be ambushed. This is all theory though. I just get the feeling that this is a solid build to take on all comers as it's very versatile defensively has a lot of mid-late game offensive options. like any build, it has counters, but the simple ones seem to be easy enough to adapt to, and the tricky ones are unlikely to come out in anything but really high level play | ||
semantics
10040 Posts
why do you need roaches to go unit walls when you can use banelings to blow them up much quicker! | ||
Rkie
United States1278 Posts
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Mystlord
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United States10264 Posts
On February 24 2010 15:42 Thereisnosaurus wrote: Really? Wow. Ok, perhaps I underestimated the roaches. I've never seen them burrow under a building that wasn't a lowered SD, and I've certainly never seen them go up cliffs. Can someone confirm or deny this? Denied. Burrowed units have the same properties as unburrowed units. Burrowed roaches and Infestors CANNOT pass under buildings, nor can they go over cliffs. However, they can go "under" a submerged supply depot, which I find funny but ok ![]() | ||
semantics
10040 Posts
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b0lt
United States789 Posts
On February 25 2010 13:56 Mystlord wrote: Denied. Burrowed units have the same properties as unburrowed units. Burrowed roaches and Infestors CANNOT pass under buildings, nor can they go over cliffs. However, they can go "under" a submerged supply depot, which I find funny but ok ![]() Do they still collide with units? (i.e. is my gateway walloff with a blocking zealot safe against it) | ||
onmach
United States1241 Posts
I like the idea of burrowed roaches, but it seems like all they have to do is lay down a cannon or two or a single well placed turret and your investment in burrow (150,150 I think) becomes worthless as an early push tactic. Attempting to snipe the cannon will just get you murdered by his other troops. If you can get in though, then it's pretty awesome. | ||
Wire
United States494 Posts
On February 25 2010 13:56 Mystlord wrote: Denied. Burrowed units have the same properties as unburrowed units. Burrowed roaches and Infestors CANNOT pass under buildings, nor can they go over cliffs. However, they can go "under" a submerged supply depot, which I find funny but ok ![]() um..as i recall on more than one occasion roaches have snuck in under my ling tight wall and magically appeared to destroy all my scvs and leave me crying. thats why i now insist on a turret next to my choke. | ||
Pokebunny
United States10654 Posts
On February 26 2010 08:35 Wire wrote: um..as i recall on more than one occasion roaches have snuck in under my ling tight wall and magically appeared to destroy all my scvs and leave me crying. thats why i now insist on a turret next to my choke. you sure it isnt nydus? | ||
blowies
United States3 Posts
I do not have the beta—hence I’m taking the time to write this build order in hopes of perfecting it. So..I don’t have exact unit count but have watched enough replays to understand what is capable. This build order is going to be your standard Terran play style with a couple of variations depending on scouting. Terran are very weak early game giving up map control and need to dictate the flow of the game as soon as possible. This build order takes into affect that you have a general understanding… i.e. using Mule on energy etc. STAGE 1 Start out with your standard build - supply depot rax (Wall yourself in correctly with a tech lab add-on) refinery orbital command supply *Start producing Reapers (4) Objective and Mindset: This is a crucial time in the game. You need to be very effective with the Reapers. Do not engage in any unit combat outside of scv/drone/probe. Your job with the 4 reapers are to slow down there production and disorient your opponent to effect their timing. Once you have done the best job with your 4 reapers… place them strategically around the map. (i.e. scouting their natural expansion and at watch towers.) KEEP THEM ALIVE! --Don’t go back up a cliff to the same spot you did 15-20 seconds ago and think that the enemy is stupid enough not to leave a unit there. You want them to invest units in defense--you have accomplished the objective. Conclusion: Hopefully with your Reaper harass you were able change your enemies mindset of the game and get them to slow down their tech to produce more units to defend and combat your reapers. With the Reaper harass you have now taken back control of the map. You have a clear vision of what is happening and have paranoid your opponent to possibly take precautions to eliminate your harass. Continued Build Order – Supply Depot(s) Refinery Factory (tech lab add-on) Starport, swap with factory tech lab. Build tech lab on Factory. *Produce (1 )Siege Tank and research siege, be sure to place it far enough away from ranged attacks at your main entrance. *Produce a handful of (5) Marines and (5) Marauders Starport, Start producing immediately once you swap to tech lab-- 4 Banshees and prepare for enemy push, you might not get them all out in time to defend. If you were able to delay the enemy with your harass-- Ideally you want to have an army of this size. 4 reapers, 1 siege tank, 4-5 marines, 4-5 marauders, and 4 banshees. Mindset: Most likely with the Reaper harass, Protoss has over compensated early units like stalker, sentry and zealot. Your Superior air units will dominate the mid game push with some well timed micro. You must stop this mid game push by focus firing the anti-air units first. Many times terran players die to mid-game Protoss pushes because they lose those initial reapers. Having the reaper scouts gives you enough time to position yourself for the push. I believe that Terran is at a disadvantage at this stage of the game unless your reapers put a hurt on your opponent. But you are not overly committing those units so unless your opponent is terrible. Don’t count on an advantage on your opponent. Your advantage comes after you survive your opponent’s mid-game push. Once you have all 4 banshee out you are now in control of the game. You can go harass the enemy with your air units giving you time to expand to your natural and start pumping marines and marauders. STAGE 2 Expanding is the top priority here. And at this point you go into macro mode. Build 2 more rax, one with tech lab and one with reactor, Upgrade stim and marine hp bonus. Build Engineering Bay and start to upgrade. Swap the starport for the rax with the reactor and start double producing medivacs. With your new found army thanks to your boost to your economy from your natural expansion. It’s time to play a little game of cat-and-mouse. Push with your marauders/marine/banshee army to the middle of the map taking map control. Scan your enemy to examine base defense and tech. Most likely your opponent has either expanded or counter teching your banshees. Your intentions are not to push into protoss’s main or even there expansion. You basically are just pushing the protoss force back into their base and again having them make more inferior units with them anticipating an attack. These are the subtle movements that are key to success. Terran isn’t about overpowering your opponent it is about wearing them down. After taking map control of the middle of the map, Retreat and start up your second expansion with refineries. Your army is not quite ready to finish off the enemy. But we’re not going to play chicken all game. So pack up your marines/marauders in your medivacs and drop on their main mineral line. Most likely they still have a few units back there waiting for those pesky reapers to reappear. Make sure you got 3-4 Medivacs full of marines and marauders and take out the existing units and do as much damage as you can to their production. Once you see their army come close to you pack up and go home. ***There are a couple scenarios that could happen there because they might have scouted your second expo and move there force so the drop could really do some serious damage. Hopefully your cat-and-mouse act pushed them off enough to leave your second base unnoticed. If they take out your expo and head to your main be sure to get back asap. After the drop, expand again. By this time you have 3 expansions and are mass producing and upgrading your existing units. Depending on how much air your enemy has you might want to add another Starport and a few Vikings to focus fire. Build 2 more Factories and start to control the ground game with siege tanks. Continue to upgrade and mass marines and marauders. Make a Ghost Academy and Produce a couple Ghost for EMP. Build a couple Nighthawks. At this stage of the game, you have harassed the enemy a couple different times and have made a successful drop on their main while defending against their mid game push. You are now at an advantage and should start to contain your opponent from expanding. When engaging in battles --be sure to use the medivacs to take the high ground for some of your marines spreading out your army. Use the marauders to slow your opponent down while your siege tanks plug away demolishing your opponent. Be sure to get a well timed EMP on the enemy’s main force and pop stim. So to recap what the keys to this build/strat are: 1. Reaper harass not over committing and securing the map. 2. Out tech your opponent Mid game with Banshees delaying or foiling there timing and map control. 3. Cat and Mouse push your opponent off your natural expo and gain time and map control. 4. M/M drop Enemy main hurting economy and buying more time. Again not over committing your units. 5. Expand more than your opponent to ensure economical advantage. 6. Strategically use your units and terrain to win positional battles. I think this build is very practical and hope you enjoyed my thought process and have much success. | ||
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