Hi! I admit I haven't read all of the 6 pages before me, so if this is a repost please forgive me!
Could you guys try out the Terran 1/1/1 build vs P/Z? It's 1 rax with reactor for rines, 1 factory with techlab for tanks (without siege!) and 1 starport for ravens/banshees. You move out at the 9th minute mark with about 16-17 marines 4 tanks and 1 raven/1 banshee with another on the way. Your food should be around 70. Raven is for defence drone or turrets, don't get siege or cloak.
Opening is standard 9 supply, 11 rax wallin. 14 gas 15 Orbital and from there on just pump units and don't forget depots. Add second gas when you please (obviously before the push).
(The rationale behind this build is simple: Marauders for slow, Marines for DPS, and Ravens for support mainly using their PDD against Hydras. Hunter Seeker Missles are also used in conjunction with the Marauder's slow grenades.
Standard opening: 10 Depot 12 Rax 13 Gas 15 Marine + Orbital Command
From here: - Add Techlab -2nd CC -Reaper nitro pack (optional) -Reaper -2nd rax + 2nd gas -2nd Tech Lab -Pump Reapers and Harrass until you see Lair Tech -Pump out a Marines for Natural support + Bunker -Factory -x2 Starports -Reactor Core on Factory + Add additional 2 Barracks -Lift and Swap Starports with Tech Labs from first two Barracks -x2 Banshees for harass/scout -x3 TechLabs on Barracks and 1 Reactor Core
From there pump Marauders + Marines and Ravens. (Initially you want to be doing as much harassment early on as possible and keeping your Reapers alive is absolutely beneficial as you can scout what tech path zerg is taking) With your x2 Starports you can pump out Valkyries if the Zerg decides to tech to Mutalisk. Add additional Barracks as needed. Have a tad bit more Reactor cores if they go heavy Hydra. If they go heavy roach have more Tech Labs than Reactor Cores.
Heres a brief version of the build: 1 rax TL FE into 2 rax reaper harass opening -> 2 starport swap and add barracks. pump MM.
PvZ "Phoenixes" my standard build including modifications for baneling rush
Standard Open with 2 gateways (blocking the entrance) Build the first zealot as fast as you can to protect against zerglings then keep building 2 more, when you have 3 you attack/scout for a fast expansion
Build 1 robotics facility(first) and 1 stargate(second) Build a swift immortal to counter against roaches Then keep pumping out Immortals and phoenixes (Chrono-Boost on stargate) Keep building zealots to create the spine of your army
When you have zealots, 3 immortals and 4-5 phoenixes you attack, The phoenixes will be able to beat fast mutalisks, if he don't have any air use the phoenixes to lift up his units and let your zealots and immortals clear spinecrawlers and defenders who will be outnumbered it's pretty easy and it's GG
The only way a zerg can beat immortals zealots and phoenixes is a fast expansion and mass hydras, this is countered by the early 3 zealot attack on the expansion
The biggest threat to this tactic is early banelings, if he build banelings you will have to macro/sacrefice zealots to avoid all of your zealots gets taken out, with my build you should have 4-5 zealots when this happens so if you sacrifice 1 or 2 the remaining will still be sufficient to hold the chokepoint. If he does this and you survive the initial wave, build an additional gateway, and build stalkers to assist your zealots. then you counter-attack and be agressive, build a robotics facility and get immortals, also tech the speed upgrade for zealots to increase you advantage over him, and it's GG
I know im not beeing very specific but i like to think of this not as a strategy but as a standard build.
Okay, this actually is my very first post on this forum, (Not counting the one I posted on the commandments) and I found this information very useful, especially since most of the more recent posts are for protoss users, which I am, as stated by my name. So, great job guys, I might write some down and try them out, and this must be another topic, but just one quick question: When Exactly does Starcraft 2 come out in the United States? (Sorry, it was a lot easier asking right here since the question just popped into my head)
Be sure to wall in with buildings and hide the stargate.
Build approximately 3 zealots 2 stalkers and immortal before your void rays
Unit composition before push should be roughly 3-4 zealots 3 stalkers, 2 immortals, 2 voidrays
I am still working this build out and i think because of my skill level, i can not accurately execute it, although it is successful sometimes. Could someone try it out??
On May 25 2010 10:18 prowtoss2142 wrote: Okay, this actually is my very first post on this forum, (Not counting the one I posted on the commandments) and I found this information very useful, especially since most of the more recent posts are for protoss users, which I am, as stated by my name. So, great job guys, I might write some down and try them out, and this must be another topic, but just one quick question: When Exactly does Starcraft 2 come out in the United States? (Sorry, it was a lot easier asking right here since the question just popped into my head)
I guess you missed the 25 or so closed threads, so I'll refrain from flaming you. SC2 comes out on July 27.
Now, get another post by making a thread about it.
9/10 Depot (build at ramp only if rax+CC isn't a complete wall-in) 12/19 Rax (at ramp) 16/19 CC (at ramp) 16/19 Marine 18/19 Orbital command 18/19 Marine 18/19 Supply depot 19/19 Refinery
From here the build becomes your own - you can go double gas to get a fast factory, grab an engie bay for a fast PF, lay down some more rax, etc etc.
One thing I highly reccomend is to move your rax at the bottom of your ramp, and build a bunker sandwhiched between your rax (now at the bottom of your ramp) and your command center (now positioned to mine at the natural). Ideally, this forces a runby to go all the way around the CC to go up your ramp to attack (all while taking potshots from the bunker). This may require additional buildings depending on the map and spawning location.
So far I've had complete success in using this build in 2v2s and 1v1s, except for when I fail with the wall and it isn't completely tight...
Uhhh...so how do you intend to control and mine the natural before tanks, anyway? Sorry if this sounds like a stupid question, because I think I have tried exhaustive means to 15CC or 1rax FE and lost most of the time.
True...your opponent won't be able to touch you anytime soon after he scouts that, but he can camp ur natural and maybe even get some towers up. And then he can also expand in peace.
Purpose I have found this build to be extremely adaptive and powerful against nearly any zerg units, especially during early and mid game pushes.
Pros: Very easy to defend with, little to nothing can counter it, unit-wise
Cons: It is susceptible to early zergling pushes if you do not wall off correctly, or if you allow your opponent to fast expand there is the potential to fall behind. A final note, there is quite a bit of macro AND micro (coming from an average player), managing your units and minerals was difficult for me, not to mention using ghost abilities like EMP and Sniper Round
The Wordy Build Idea It is a very standard mech opener with a supply depot at 10 supply followed by a barracks. This is followed by a marine, 2 refineries, and an orbital command. Sometime after your orbital commant you make a second barracks(both refineries saturated at this point), and then a ghost academy. While your ghost academy is in the works, you make a tech lab on each of your barracks(depending on your spawning position, use your first barracks and first 2 suply depots to wall off, don't worry about leaving room for a tech lab, you can lift off later).
Begin building ghosts! Whenever you don't have enough gas, make a marine from one of your Barracks instead.
Eventually you should have enough for a third barracks, don't bother putting an attachment on this one. You should have the perfect income to create units at all three barracks, making ghosts when you have the gas, and marines when you don't, without queueing up more than 2 units per barracks.
- Do not research cloak until you are ready to push out. You will be spending ALL gas on Ghosts until you have a comfortable army, and your energy will be used for Sniper Round anyway. Use your marines as a damage soak and keep your ghosts at a range.
- Once you are ready to move out (I found 3-6 ghosts with marines works great), research cloak, and eat your heart out with Snipe spam.
A Very Adaptable Build Depending on how many SCVs you made, you should have a comfortable amount of extra minerals after 5 or 6 minutes. From here you can do numerous things:
#1. Build an Engineering bay. This is useful no matter what your zerg opponent has because of the infantry upgrades.
#2 a. Build a Reactor on your third barracks. Effectively making a fourth barracks to push our marines as fast as possible. #2 b. Tech Stimpack and bonus health for your marines
#3 a. Create a second command center, Expand to your natural and put up two more refineries. #3 b. build a tech lab on your third barracks. With your two new refineries you should have exactly the right amount of income to spawn ghosts out of all three barracks.
#4 a. Build a factory, giving you access to nukes. #4 b. Build a starport, giving you access to either medivacs (to assist marines, #2), OR giving your access to ravens(helpful for #3 to scout for burrowed units or hunter seeker missile down overseers)
Counters to Salty's Ghost Build, and how to counter a counter of Salty's Ghost build...yeah:
Mass Mutalisks - If a zerg player goes for fast mutalisks, you could be in trouble just because you can't micro sniper round effectively against large armies. #1 will give you access to turrets for defending, and #2 can hold mutalisk fire while your ghosts deal heavy damage from further back.
overseers - Obviously, they are cheap, fairly fast observers. However, they have 200 health. A few well placed sniper rounds easily takes out one, along with a chuck of the zerg supply. If you are having trouble with overseers then its probably best to go #2 again, so you can soak damage while snipers focus overseers.
Mass Speedlings - not a very big problem at all. Once you reach that magic ghost number, you will be able to take on an extremely large zergling army without taking more than a few hits.
roaches - Probably the most dangerout counter to a heavy ghost build. Like all the other zerg units they are controllable in small numbers. You really have to watch out for burrow and especially movement burrow. If you see any units using burrow, it's in your best interest to pull back, make a couple turrets for visibility, and start #4 b.
Expansions - this is probably your biggest weakness since a large unit count can take out your ghosts. Use stealth to scout, harass worker lines, and nuke (#4 a.) to throw your opponent off his macro game.
Ultralisks and Brood Lords - Both units are so late in the game that you should have plenty of energy, ghosts, and tech upgrades to deal with these. Sniper Round can anihilate any biological unit with enough hits on the target.
The detailed build order Like I said, I am not some magical 300 APM machine, but here is my specific build order and time.
Time Supply Production 0:43 10 Supply Depot 1:06 11 Barracks 1:20 12 Refinery 1:29 12 Refinery (saturate both refineries as soon as they finish) 1:49 13 Marine (for defense) 1:50 14 Supply Depot (this is a bit early, but is essential for a wall off) 2:09 14 Orbital Command 2:34 14 Barracks 3:08 17 Ghost Academy 3:16 17 Tech Lab 3:18 17 Tech Lab 3:41 18 Ghost 4:50 29 Supply Depot 5:13 32 Barracks (used for extra minerals on marines, build a reactor/tech lab as needed) 5:58 37 Supply Depot
Again, in between all of this you should be producing SCVs, ghosts, and marines {when you dont have the gas for ghosts}.
And finally, a video of the build. This was one of my earlier sloppy versions, but it gives you a general idea. I plan on posting any replays I can as soon as the beta comes back up. If you can test this out and leave feedback I would greatly appreciate it.
Spider-Waffle's TvZ early expand into heavy harass.
Executive summary The purpose of this build is to keep up economically with the zerg while going into heavy harass and still being safe against early pressure. I works best on maps with islands or easy to defend naturals such as scrap yard, desert oasis, and steppes of war. Should not try on hard to defend maps like blistering sands.
Details You should send out an SCV at 9 to build the forward rax. After rax is finished use that SCV to scout. Put 2 SCVs on gas asap. Rally marine to his natural, if you scout an early hatch, build a bunker and some more marines, number depends on how early his pool is. After scouted no hatch or bunker rushing his nat, lift off rax and land at your choke. Keep SCV alive as long as possible to scout for bling nest. As soon as OC is finished make a mule. Make CC in your main base as close to your nearest island as possible or use it to complete wall if he's rushing/bling busting. After you start CC put another SCV on gas. Use factory to complete wall. Put 3 SCVs on second gas ASAP. Scan his main when your factory is almost complete, this is where you decide to build armory or starport. If he makes a roach warren get a starport, if he makes lair and no roach warren get a armory, if he gets a roach warren and a lair you can decide if you want thor-ship or banshee, if thor-ship get armor, if banshee get starport. Switch rax with factory and build a tank and then siege if he's getting roaches. If he's getting muta get thor as soon as armory finishes, build 1 turret next to main CC near gas and minerals, 1 turret at your choke, 3 turrets around your island CC, and use thor to defend against muta. If he's muta are especially early get 2-3 turrets around your main CC. Make both refineries at your expo as soon as you can and continue to make mules at your expo. Make planetary fortress at your island after it's made about 5 SCVs. If he's getting muta build med-evac asap and drop thor as soon as possible. Get at least 2 bashees and cloak before trying to harass. Don't lose banshees, repair them then after they're scouted and continue to build them up. 3 cloaked banshees should be able to take out his 3rd expo before he can react unless he has overseer and defenses ready. Try to shut down his expos early with banshees before he can make spores. Continue with building mech, and getting mech upgrades. When you have enough tanks build CC at your Choke and expand to natural. Stop with banshee production after getting 3rd and switch to viking. He shouldn't be able to kill your planetary fortress if you mass repair it, drop a thor over there if your really worried. Always keep at least 1 tank in your main for nyduses/drops and make depots in your main to fully scouted against nyduses. If he tries to expand too much push out otherwise play defensive and try to build up your mech army. Scout for brood lord tech and make tons of vikings if he's close.
Wall-in with inexpensive evolution chambers and a bunch of spine crawlers behind. Get at least 3 queens to defend(transfusion) and spawn larvae and start to mass produce banelings. Tech to lair quick, upgrade everything that has to do with banelings(1 melee,1 carapace, hooks), and get a nydus network. Get one overseer, and find a sweetspot in the enemy's base where you can bust ur nydus worm out. Works great on maps which have a large main base area. Most likely this early into the game they wouldn'tve seen the entire plateau. Don't let them see ur overseer of course, then start loading into the network as the worm is digging. Unload and gg.
The trick is to get lair fast. 6-pool so that if the enemy comes in to check, they will expect an early push so they will turtle. It's a true bluff. You are getting the pool extra early, but not for the reasons they think. This will buy you time for ur lair. With lair, you can excrete creep using an ovie on your chokepoint so you don't need the queen to slowly tumour the creep there. Thus you can wall-in fast and then fill up the creep gap for ur queens' highway using a tumour or more ovies. While walling-in get ur baneling nest and start building the spine crawler wall. This is the most vulnerable time in this build as you have nothing at all but drones and queens, maybe 4 lings. Don't upgrade lings speed! Use transfusion to buy some time if need be, but trust that 3/4 spine crawlers will ward off any early push by any race, especially with evo chambers blocking the front and queens transfusing from the back. After this, just mass those banelings, upgrade everything together(melee, carapace, hooks), deny scout using queens(you should have 5 now). Remember to tech hide ur baneling nest to somewhere very discrete. Same for ur nydus network. A nice trick is to leave one drone outside and hide in some corner before walling off, and make a hole in your wall by moving a spine crawler out. build the nydus outside your base by using the aforementioned creep excretion method and move ur banelings there in one shot. It would be a good idea to gain control of several Zel Naga twrs using zerglings if you're doing this cause if detected this will blow your cover and spell disaster.
Then it's a mighty show of baneling destruction and gg.
ZvT Fast Expo into Muta/Ling (And only on certain maps)
10 - Double Gas Cancel to hit 12 12 - Overlord 12 - Hatch 14- Pool 16 - Overlord 18-20 - Double Queen -With queen at expo, put down creep so it covers natural's choke point -put down 5 spine crawlers at choke (this can be done by the 6:15 mark) -Get 2 More Queens (also a good idea at this point to sacrifice Overlord to see what Terran is getting) -Baneling Nest -Upgrade Lair, put down a 3rd Hatch for mineral dump to build Lings -Upgrade Ling speed, Baneling Speed -Mass Lings/Banelings/Muta for a hit at the 12 minute mark.
I've only started to use it and I'm not that great of a player, so I'm sure there are ways to make it even better.
Why Spine > Ling? Ling takes up a lot of larvae. This build is about maxing out macro early for the timing push What about Reaver/Banshee/Viking Harass? 4 Queens is enough to easily deal with it. You will have the energy to spam creep and transfuse. What about Siege Tank Push? Use overlords to give you warning (I think they can do it at the 8 minute mark), when he comes hatch lings and 4 queens can take out the force.
hi I was wondering if someone can try a blink-stalker build with hallucinated phoenix to go right into the enemy's base?
this build would be faster and probably more effective than having to make robo for the observer i guess you can just do 3-gate twilight council researching blink and hallucination at the same time for a timing push from the back of enemy's base while making proxy pylon for reinforcements?
its cheaper than robo + observer and requires less time to tech, just gotta be careful of them roaches...
though with this build you can have a complete wall-in making it easier to defend.