On April 11 2010 05:44 threehundred wrote:
i've been working on similar guide (for my friends) here is what i wrote,
my push happens a little later then getting 1 thor up and most of the time it's either a decisive victory or loss lol.
but this build opens with siege tanks instead of bunkers to deter a few all-ins.
replays:
3 current patch replays and i think 3 older replays from 3 patches ago
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=member_replays&member_id=149693
+ Show Spoiler +
thor timing push
block the ramp normally with 2 depots and a barracks to avoid early game cheese. double block it to avoid baneling busts as you build your other buildings.
10 supply depot
12 1st barracks
13 1st refinery
15 orbital command
15 marine
16 2nd refinery
16 supply depot (finish the wall)
build factory
build factory techlab
research siege
build 1st siege tank (blocks roach timings)
build command center
build 2nd siege tank
build engineering bay
build armory
build 3rd siege tank if needed
build thor (blocks mutalisk timings)
---- advanced section
- skip 2nd and 3rd tank and build a starport with a reactor from your 1st barracks.
- build 2 vikings and harrass overlords and force defense at unguarded expansions so he doesn't get economy greedy.
- after the 2 vikings continue with the build.
---- end of advanced section
at this point land your command center at your expansion and build a few turrets at expected mutalisk harass areas.
research +1 infantry weapons
research +1 vehicle weapons
build 1st barracks techlab
research stim pack
don't forget to build supply depots (2 at a time from 75+ supply up).
build 2nd and 3rd barracks
build starport and reactor
if your opponent went for more roaches build marauders (techlabs) otherwise put reactors on them and build marines.
macro your units (build them continuously).
research +1 infantry armor
research +1 vehicle armor
research marine shields (if you went with more marines)
when you have about 3-4 thors, a lot of infantry and 4-5 medivacs push out and look to kill his expansions. if your execution throughout the build is good you should be at par with his 2 hatchery economy and have successfully blocked his roach, baneling bust and mutalisk timings. the actual fight itself though (usually around the 11 minute mark) will be the deciding clash. if you fail on the push skip thors and build more barracks for marauders/marines.
notes on the development of this build:
- primarily based on FE'ing (fast expanding) as safely and as soon as possible to secure stronger opportunities through a stronger early game economy
- built with siege to counter roaches and originally was used to produce tanks for MMM balls (marine/medivacs/marauders) but the precision required to get tanks to not kill your own infantry was terrible
- mutalisk nullification through quick thors was a fluke
- +1 weapons on thors 1-shot hydras
- workers brought along on auto-repair make thors semi-tank
i've been working on similar guide (for my friends) here is what i wrote,
my push happens a little later then getting 1 thor up and most of the time it's either a decisive victory or loss lol.
but this build opens with siege tanks instead of bunkers to deter a few all-ins.
replays:
3 current patch replays and i think 3 older replays from 3 patches ago
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=member_replays&member_id=149693
+ Show Spoiler +
thor timing push
block the ramp normally with 2 depots and a barracks to avoid early game cheese. double block it to avoid baneling busts as you build your other buildings.
10 supply depot
12 1st barracks
13 1st refinery
15 orbital command
15 marine
16 2nd refinery
16 supply depot (finish the wall)
build factory
build factory techlab
research siege
build 1st siege tank (blocks roach timings)
build command center
build 2nd siege tank
build engineering bay
build armory
build 3rd siege tank if needed
build thor (blocks mutalisk timings)
---- advanced section
- skip 2nd and 3rd tank and build a starport with a reactor from your 1st barracks.
- build 2 vikings and harrass overlords and force defense at unguarded expansions so he doesn't get economy greedy.
- after the 2 vikings continue with the build.
---- end of advanced section
at this point land your command center at your expansion and build a few turrets at expected mutalisk harass areas.
research +1 infantry weapons
research +1 vehicle weapons
build 1st barracks techlab
research stim pack
don't forget to build supply depots (2 at a time from 75+ supply up).
build 2nd and 3rd barracks
build starport and reactor
if your opponent went for more roaches build marauders (techlabs) otherwise put reactors on them and build marines.
macro your units (build them continuously).
research +1 infantry armor
research +1 vehicle armor
research marine shields (if you went with more marines)
when you have about 3-4 thors, a lot of infantry and 4-5 medivacs push out and look to kill his expansions. if your execution throughout the build is good you should be at par with his 2 hatchery economy and have successfully blocked his roach, baneling bust and mutalisk timings. the actual fight itself though (usually around the 11 minute mark) will be the deciding clash. if you fail on the push skip thors and build more barracks for marauders/marines.
notes on the development of this build:
- primarily based on FE'ing (fast expanding) as safely and as soon as possible to secure stronger opportunities through a stronger early game economy
- built with siege to counter roaches and originally was used to produce tanks for MMM balls (marine/medivacs/marauders) but the precision required to get tanks to not kill your own infantry was terrible
- mutalisk nullification through quick thors was a fluke
- +1 weapons on thors 1-shot hydras
- workers brought along on auto-repair make thors semi-tank
I played this build multiple times as zerg, very solid build. I am DayTen on bnet btw.