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Hey, through some testing vs PC I've come up with this build.
I'm only in silver league, but managed to get quite some points with this by beating Platinum players. It's designed as an all purpose build, but I've only put it to good use in TvT yet. Basically you get Stimpack+Combatshield+2Medivac Timing Push. It's easily adaptible to certain things. You can Build some more Marauders and get Stim/Shield Later and play it as a drop with 4 Medivacs. This can be followed up by Siegetank+Expansion for example.
Here's the build order and some replays, the one versus PC is the one where i dont screw up and the timing lines up quite nicely:
10 Depot (send SCV at around 60 Minerals at 9 supply, with the 10th SCV already in queue) 12 Barracks 13 Refinery 15 Orbital Command 15 Tech Lab at first Barracks 15 Depot After 2 Marauders produce Marines instead 21 Barracks 22 Depot 23 Gas 25 Stim 27 Reactor at second Barracks 29 Depot 30 Factory 40 Reactor at Factory + Starport (Lift the Starport over to the Reactor and then pump Medivacs) 45 Combat Shield Go and add Techlab to Factory get Siegemode and Expansion
depending on what you scout you can also go vikings etc.
I'll add some replays:
vs PC vs Platinum Terran
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On April 07 2010 00:04 BlasiuS wrote: 1base Hellion/Marauder timing attack
Saw this in a thread and liked it, not sure how viable it is at the top but I've beaten rank #1 gold players with it.
10 depot 12 rax 13 refinery (3 on gas when it's done) 15 OC 1-2 marines (make more if a rush is coming) tech lab 2nd barracks @ 100 gas, Factory @ 50 gas, pre-build reactor on the 2nd barracks @ 100% factory & 100% reactor, lift factory and put it on reactor core 2nd tech lab on 2nd barracks Pump marauder from 2 rax, pump hellion from reactor factory
Attack when you have either 4 hellions or 6 hellions. Depending on what opponent is getting and how effective your attack is, you can either expand or tech to starport (e.g. if you see mass roach then get banshee, if you see hydra then get infernal pre-igniter upgrade, if you see mutas switch factory onto a tech lab and get armory for thors, if you see mass spine crawler then expand, etc.)
This seems to be very effective on maps with a hard-to-defend nat, i.e. scrap station, desert oasis, to a lesser extent kulas ravine. If zerg did an FE, this attack will come before mutas if they went spire, and will come right as they begin hydra production if they went hydra den.
with patch 8 marauder changes I'm not sure how well this works now, if at all 
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Hi guys how to know if someone actually used one of the builds mentioned? Besides what is the best source of VODs - youtube or here?
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Hi guys how to know if someone actually used one of the builds mentioned? Besides what is the best source of VODs - youtube or here?
Go to youtube --- in the search bar type "crota shoutcast" --- he is an excellent commentator -- I've learned a lot from watching ...
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I'm sorry I don't have a build order, but I'm wondering about the effectiveness of a mass marine off 3 rax (with reactor) rush. I've seen it at low levels, so the build order's really off, but I think the build is getting just enough gas for reactors and maybe an orbital command then pulling all scv's off gas, while getting 3 rax and reactors and spamming marines. The attack comes maybe around 6 minutes? Thanks!
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On April 14 2010 04:23 unsoundlogic wrote: I'm sorry I don't have a build order, but I'm wondering about the effectiveness of a mass marine off 3 rax (with reactor) rush. I've seen it at low levels, so the build order's really off, but I think the build is getting just enough gas for reactors and maybe an orbital command then pulling all scv's off gas, while getting 3 rax and reactors and spamming marines. The attack comes maybe around 6 minutes? Thanks!
against zerg it gets eaten by roach, against terran by siege tank (if he techs to it after seeing it), against protoss anything will kill it
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Actually I was so faszinated with this build, I made it an own thread. http://www.teamliquid.net/forum/viewmessage.php?topic_id=120504
Playable in this situation: Against Zerg, possibly close air posi, best with maps that have island expansions.
BO is: 10 depot, 12 rax, 13 gas, 16 OC, then adding fac, another rax and 2nd gas, then 1 starport with techlab. Asap first Raven, followed by Raven Energy Upgrade when gas is ready, followed by second raven. With 2 ravens go for zerg ecoline and drop 3 Autoturrets. While building raven getting at least one hellion for scouting. Depending on Zerg's aggression potential the marine count has to be adjusted. When minerals are ready, usually between the first two ravens, build an expo which is supposed to become an island expansion as soon as possible, also it should take 5 SCVs with it. Also get early Ebay (directly before or after expansion). It allows reaction on mutalisks by building AA-Turrets and to secure expansion. Island Expo takes 2x gas asap. After second raven is in queue, add +2 building armor upgrade, later +1 Static Defense Range upgrade. Add several Rax after Island expansion so you can spend all the vast minerals you don't need for ravens. With three ravens and building armor, go for zerg's eco once more and drop as many turrets as possible. Continue pumping marines and Ravens from 2-3 Starports and harass his expansions with turrets. Get +duration for skills-upgrade later and ofc Combat Shield/Stimpak/Infantrie upgrade.
Tactical goals: Keep his army, economy and expansion count low so you can overrun hin with marines later. Harassing especially the main is the key as he HAS to fight the turrets there or give up 1) the eco 2) all his tech buildings
Possible responds for certain situations: He goes fast Muta but no Banelings -> Marinepush He goes fast Muta with Banelings -> Better change tactic a little, possibly thors or try to fight the mutas. Behaviour when facing mutas in general: Tower up your bases, enough minerals are available, be careful with Ravens, but you can create save zones when you have durability upgrade and just drop a few towers close to his base. Won't be cheap for him to follow you through until you reach your AA-Turrets Early roaches: Switching to early Banshees, Marauder or whatever you like against roaches  Mass Hydras: thats perfect for this strat, just don't get your ravens cought.
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Can anyone do a good Z v Z?
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On February 23 2010 17:33 semantics wrote:Okay update time~~~
A Guide with a lot of formating 14 Gas Speed (ZvP)[14 Extractor Speedlings]
I do 10 gas, 10 overlord, 13 pool, with 2 drones on gas and get 100gas EXACTLY when pool is done, having enough money for speed and queen, without being supply blocked and being able to expand around 24-25 while having ~6-8 speedlings and then depending on situation pumping either more lings or droning up.
After expo goes down I usually put third drone on gas and start lair as soon as I get 100 with speedling harassing, shutting down scouting, etc, etc, etc...
Devaztayta got a taste of this build last night ^^
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On April 08 2010 04:19 BlasiuS wrote:Show nested quote +On April 07 2010 00:04 BlasiuS wrote: 1base Hellion/Marauder timing attack
Saw this in a thread and liked it, not sure how viable it is at the top but I've beaten rank #1 gold players with it.
10 depot 12 rax 13 refinery (3 on gas when it's done) 15 OC 1-2 marines (make more if a rush is coming) tech lab 2nd barracks @ 100 gas, Factory @ 50 gas, pre-build reactor on the 2nd barracks @ 100% factory & 100% reactor, lift factory and put it on reactor core 2nd tech lab on 2nd barracks Pump marauder from 2 rax, pump hellion from reactor factory
Attack when you have either 4 hellions or 6 hellions. Depending on what opponent is getting and how effective your attack is, you can either expand or tech to starport (e.g. if you see mass roach then get banshee, if you see hydra then get infernal pre-igniter upgrade, if you see mutas switch factory onto a tech lab and get armory for thors, if you see mass spine crawler then expand, etc.)
This seems to be very effective on maps with a hard-to-defend nat, i.e. scrap station, desert oasis, to a lesser extent kulas ravine. If zerg did an FE, this attack will come before mutas if they went spire, and will come right as they begin hydra production if they went hydra den. with patch 8 marauder changes I'm not sure how well this works now, if at all 
I think the nerf did not change the Terran marauder gameplay much. Your concussion shells are one research away at the tech lab.
Btw, I want to post this strategy --> a simple one but no one seems to be trying it out. Maybe its crappy and I didn't know but can the pros please humor me?? XD
[b]Early game: Marine Marauder (more marauder than marines in 3:1 ratio). Then build ebay for fast inf upgrades. Get stim and concussion.
Mid game: Starport and Medivacs. Get medivac and starport reactor upgrades. Get vikings too if situation requires.
Late game: Vikings, Ravens, and Battlecruisers (if you get this far. Though if you did you probably want to go more MMMV instead). Build armory for ship upgrades[/b]
Notice that this build skipped the mech stuff altogether? This allows you to mass marauders much faster without bothering to build expensive factories and upgrade faster by giving more incentive to build ebay.
Another plus point is that you can potentially get a lot of vikings for antiair if you need them.
But I think this build won't win against a Terran mirror with tanks. Mainly against Z and P.
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I only have one build I am willing to share, and that is my "BASIC" ZvZ build...
The start is pretty typical 13 Pool
Here is where it gets interesting, build to 16 drones then build an OL. The OL should START either just before or just after you start your queen.
You will notice at this point that you have 150 mins left, Either save for an FE meaning OR build a roach den.
Build 2 extractors AFTER pool pops, fill up and mine gas as normal.
Build drones with all "natural" (as in not queen spawned larva) until the queen larva pops... By this time you should have enough mins to build 4 drones + start speed upgrade.
This provides enough min stockpile that one can either go roaches (less viable now) or start an FE, while still keeping the option of massing lings open...
The gas really isn't much faster than the one gas spawn builds, the 2 gas catches up really fast...
This isn't much of an over all strategy just an equilized opener, allowing you to improve your econ without sacrificing too much of an army...
Additional Notes:
On close placement maps just 10 pool ZvZ it's easier, and you won't get 6pool gayed and not know it's comming because your OL is too slow. Best to just assume that's what's gonna happen. On Scrap station ALWAYS ALWAYS FE, unless you go mass roaches to their lings....
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I've posted this on SC Armory and it has worked well with me. But I just wanna check again.
May seem more post-like than guide-like.
I've realised that the best start possible for Zerg as of patch 9 is to go for early roach, fast expansion and go muta/roach combi ASAP. This build needs alotta gas, so it's prone to ZvZ if the enemy goes 9-pool but otherwise it's ok. You'll most likely be going 11/12-pool and RW and Lair at about the time you start opening your 1st expansion. The requites are that you WILL need to expand, creep and spawn larva very spontaneously. I mean as in spawning an extra queen just for laying tumors by your 2nd base is up and running. Get speedlings as soon as the pool comes, then research everything except melee at your evol chamber.
When you get your 3rd expansion, go for spire immediately. Do every research for roaches ASAP, mix your roaches and speedlings early on and MAKE SURE YOU FIGHT EVERY BATTLE ON CREEP. Don't get out of creep cause then you'll get seriously pwned. Especially by the notorious terran 3M-combi. On creep, your roaches are fast, can regen almost like they have the 3rd upgrade when burrowed and their fast burrowing speed can cover up one of their major weaknesses-slow attack speed. I call this burrow-striking. You move towards the enemy group, yes, while they are still shooting at you. You won't die because of the creep's regen and roaches' holy shit WTF hp. When your front line starts to get yellow, burrow and carry on until your burrowed roaches have got the entire enemy surrounded, then unburrow, the roaches auto-attack once, then before the faster enemy units can out-gun your roaches, burrow and unburrow immediately to sort of cancel your attack delay. Burrow and unburrow again, attack, burrow and unburrow, attack and so on... This is extremely useful for early enemy groups who do not yet have detection. It's still ok if they do cause as I said, regen with creep is just sick.
In case of ZvP and those pesky observers, as soon as you get your first batch of mutas get a few overseers and go observer hunting, remember to keep a few with your economy and roach army though, you don't know when the dark templars and ghosts or banshees come hunting. Right now you should have at least 3 expansions, a few little battles won if it's a 1v1, at least one enemy gg-ed if it's a 4-man free-for-all, a third of the map creeped and your tumors constantly being destroyed but keep spawning them. Securing a queen for the task is really important as although it costs little for a tumor but it involves moving around the map but your hatchery queens are too busy spawning larvae if you're playing right. Basically you don't want to get your economy to get involved with any dying.
Upgrade your flyers constantly then go for your 3rd expansion caue your main's out, infestation pits and a hive, these aren't so important but you want to end the game with your broodlords. Right now your army of roaches, some speedlings and large group of mutas. Nothing beats this combi. Trust me. Look at how this works, mutas can be countered by many anti-air like vikings, carriers, BCs, Thors(not marines, if you have upgraded your flyer attacks as told, you'll be picking 'em off by the dozen due to the glaives) and pheonixes. However many of these are also ground hitters other than the pheonix(which you can own cause you totally outnumber them and they don't have overpower no more). If you use your roaches and speedlings(or cracklings now) effectively to totally kick the shit out of their ground troops, vikings will transform, BCs and Carriers will change their targets to the meatier roaches and thors will waste their shots on eliminating roaches and zerglings. If you want a little bit of novelty here use some infestors and spawn a ton of marines to add to the confusion. Or banelings to seriously pwn the buildings in the way. Whatever you do, your mutas WILL be spared because of the simple fact that roaches simply deal too much damage and are too thick-skinned to be ignored.
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On April 23 2010 12:04 innoby wrote:+ Show Spoiler +I only have one build I am willing to share, and that is my "BASIC" ZvZ build...
The start is pretty typical 13 Pool
Here is where it gets interesting, build to 16 drones then build an OL. The OL should START either just before or just after you start your queen.
You will notice at this point that you have 150 mins left, Either save for an FE meaning OR build a roach den.
Build 2 extractors AFTER pool pops, fill up and mine gas as normal.
Build drones with all "natural" (as in not queen spawned larva) until the queen larva pops... By this time you should have enough mins to build 4 drones + start speed upgrade.
This provides enough min stockpile that one can either go roaches (less viable now) or start an FE, while still keeping the option of massing lings open...
The gas really isn't much faster than the one gas spawn builds, the 2 gas catches up really fast...
This isn't much of an over all strategy just an equilized opener, allowing you to improve your econ without sacrificing too much of an army...
Additional Notes:
On close placement maps just 10 pool ZvZ it's easier, and you won't get 6pool gayed and not know it's comming because your OL is too slow. Best to just assume that's what's gonna happen. On Scrap station ALWAYS ALWAYS FE, unless you go mass roaches to their lings....
My build pwns ur build! ^^
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@NeWnAr I play Terran, and against a strong marine/tank army with lots of viking support, this build would have alot of trouble, because you're assuming that a terran player isn't going to be creeping your 2nd expansion with tanks. I've found that if you throw 70/30 split marines/marauders with even a couple tanks can really turn the tide of a battle.
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@Prophecy3
True, this build is still vulnerable to some specific units like mass vikings or pheonixes now that they are so strong. But it'll do good if you'd apply the unit ratios well and scout as much as your enemy does. I'm thinking of roach corrupters now that corrupters have the new ability to support roaches on the ground against heavy hitters like thors and possibly colossi. Also corrupters are not that vulnerable to vikings. But of course it would mean air comes out later than normal and thus be very vulnerable to banshees and other AtG like void rays, but I guess mutas could sustain early on then quickly tech switch to currputers.
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I came up with a build, not sure how to optimize it though so I thought I'd come here for your help 
This would be a ZvT build primarily on scrapstation (or any other map with close spawning). The idea is to go blings, tech to lair fast and bling drop T's mineral lines as fast as possible without making it an all-in build.
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Just joined so i can't make my own thread for this build but i think it's a very solid terran opening. It revolves around getting ~6-7 marines and 2 siege tanks with siege mode at the 6 minute mark. At that point you can either expand and siege up on defense or attack and start containing. Always use mule at OC.
8 Ref (On completion only put in 2 scv) 10 Depot 12 Rax (As soon as the rax starts put 3rd into gas) 15 OC and Factory. Start making marines 16 Ref 17 Depot 19 Tech lab on factory 20 Siege Tanks & Siege Mode 25/26 Depot
6:10~6:20 you should have 2 tanks and 6 marines to either attack or defend with.
There are 3 spots where you will be delayed in SCV production 9th SCV ~5 seconds 11th SCV ~2 seconds 13th SCV ~3 seconds
It takes 12 seconds to make one SCV so you're behind by one scv or so. Based on what you scout you can pretty much switch to anything. Its pretty versatile. Sometime i'll tech vikings if there are void rays with 6 marines to hold them off at the start. My favorite is throwing on 2 tech labs on the rax and switch to murader. I'm sure this can be modded for quick banshees or anything gas intensive.
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@Chro I can't see how you would be able to handle any sort of early aggression without taking serious damage or loosing due to the slow barracks and the fact that you commit to a tech build when you build your 8 ref at which point you have no clue what your opponent is doing. Also your opponent knows your teching as soon has his scout enters your base.
Here are the situations where I think this build would be in big trouble: vs Terran -fast reapers vs Protoss -proxy gate or cannons vs Zerg -fast lings or fast baneling bust
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@Equalizer
Its pretty much identical to the 10sup,12 rax, 13 ref builds. Handle early aggression like you would on those. The rax comes down a little (5 seconds or so) later than a normal build. So its not a 'late' rax by any means. You can bunker down if need be. The lost econ from building your ref first is spread out between the times of getting your SCVs later. If they see your ref and start to apply early aggression just put all the SCVs on minerals. You're going to get that refinery eventually.
I almost see no reason to not go this build because you can get your factory immediately.
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