The banshee serves many purposes in this matchup:
1. In the early game, it is used as a scout and to fend off Zerg tier1 pushes. It can also be used for harassment (but this is not critical).
2. In the mid game, banshees perform better than tanks against roaches (and they are cheaper!). They can clump over thors (increasing dps) and don't have to siege/unsiege.
3. In the end game, the terran mech is very slow and immobile, rendering the terran base vulnerable to drops. The banshees can protect against this.
Opening
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I would say any opening is viable as long as it transitions well, e.g. reactored helions harass, 1/1/1, but not, for example 3-rax.
My own personal opening is the standard:
10-supply, 12-rax, 13-gas 15-OC.
If the zerg doesn't fast expand, I'll do a 1/1/1. I will then play fairly defensively (i.e. double wall my choke and put a bunker) while getting banshees up. Usually, if they go for some kind of roach/baneling all-in, I'll win.
If I scout the hatch first (which happens most of the time), I pull SCVs from gas and FE straight away (I may stop marine production a little to get the CC, but subsequently, it's constant marines). After that, I'll build a factory. I'll usually get my 2nd gas sometime around here. Once the expansion is done, I place a couple of bunkers there. I start my starport/armory once the factory is done. I'll get a tank with the factory because it is helpful for fending off early attacks. Once the starport is done, I build a banshee and scout/harass. I keep on building banshees/thors/marines.
My own personal opening is the standard:
10-supply, 12-rax, 13-gas 15-OC.
If the zerg doesn't fast expand, I'll do a 1/1/1. I will then play fairly defensively (i.e. double wall my choke and put a bunker) while getting banshees up. Usually, if they go for some kind of roach/baneling all-in, I'll win.
If I scout the hatch first (which happens most of the time), I pull SCVs from gas and FE straight away (I may stop marine production a little to get the CC, but subsequently, it's constant marines). After that, I'll build a factory. I'll usually get my 2nd gas sometime around here. Once the expansion is done, I place a couple of bunkers there. I start my starport/armory once the factory is done. I'll get a tank with the factory because it is helpful for fending off early attacks. Once the starport is done, I build a banshee and scout/harass. I keep on building banshees/thors/marines.
Mid-game
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If the zerg goes for mutas, I transition to 3-fact, 1-port and play fairly defensively. Against ground, I'll go 2-fact, 2-port. I'll usually get cloak and my banshees will be roaming around (but not against mutas), trying to harass.
Now, the play from here diverges a from the "conventional terran". Most terrans will go for some kind of timing push after they hit a critical mass. Instead, I use my army to try and secure a third base. At this point, the zerg will probably have macro'ed like crazy and is close to 200/200. My army at this point is probably around the 150 mark. If they engage, you'll be amazed at the power of the banshee! Even if you win the battle, I won't advice you to push on since the zerg will quickly replenish their army and you can lose. Instead, secure your 3rd base.
Upgrades
I usually get +1 mech armor (to help my thors tank) and then get the air damage upgrades. If I have money, I'll start upgrading air armor and mech weapons.
Now, the play from here diverges a from the "conventional terran". Most terrans will go for some kind of timing push after they hit a critical mass. Instead, I use my army to try and secure a third base. At this point, the zerg will probably have macro'ed like crazy and is close to 200/200. My army at this point is probably around the 150 mark. If they engage, you'll be amazed at the power of the banshee! Even if you win the battle, I won't advice you to push on since the zerg will quickly replenish their army and you can lose. Instead, secure your 3rd base.
Upgrades
I usually get +1 mech armor (to help my thors tank) and then get the air damage upgrades. If I have money, I'll start upgrading air armor and mech weapons.
End-game
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After securing the 3rd base, I'll quickly make a PF and turrets. At this point, I'll transition to air (pop down 3-4 more starports) and start to pump vikings. If I suspect heavy mutas still, I'll keep building thors. The 3rd PF base means that you're fairly protected from disaster. You can then start to poke a little bit and try and secure a fourth. If something happens to your army, you can always retreat to the PF and build up again (of course, fight prudently and don't suicide your army). The goal is to then play a defensive macro style and slowly wear down the zerg. If ever you win a major engagement, you can use your vikings/banshees and try and counter a base.
Possible questions
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This seems like the drewbie build on day9?
- Yep, that is the inspiration for this build. In fact, I recommend that you watch that cast because it contains one of the most important lesson that I learned (the engineering bay and turret timing).
- The difference is that drewbie's build goes into a 2-base timing push whilst I play a macro-defensive style.
Is this build suspectible to some sort of early all-in push?
- Yes, it is. I've lost to roach all-ins before and it is not easy to defend. If you suspect some kind of heavy pressure, build more bunkers. On blistering sands, it can be hard to defend because of the destructible rocks and you may not want to use this build there. Similarly, it is difficult to defend on scrap station because the bunker location (intersection of the expansion and main ramp), is far away from SCVs, making the repair difficult.
- You way want to refer to the day9's cast on drewbie's build and use that opening if it is more comfortable for you.
Is this build defensive and thus makes it difficult to put pressure on the zerg?
- Yes, it is. Especially in the end-game, your aim is to wear the zerg down slowly. Don't use this build if you don't like playing 30+ min games.
You don't use tanks?
- Apart from the early tank (for defence), I don't use them and won't get siege-mode. If, however, the zerg goes heavy hydras, I'll make some tanks and get siege.
What's the purpose of vikings late game?
- For mobility, to counter a possible brood-lord switch and furthermore, vikings are cost effective units. Their weakness is that if the terran builds too few, the vikings AND expensive banshees can get cleaned up by a zerg air force. However, with a solid 3rd base and thor support, I can fall back if needed. Just ensure you do not overcommit your army and disaster happens.
What are the strengths of this build/style?
- The element of surprise for most zergs would not have encountered this build and will be unsure how to respond.
- It is a defensive-macro build (which may be your playstyle).
- It also has a solid economy/defence, so that you can fall back if something goes wrong.
- It utilises the banshee which gives the terran mobility which helps against drops (a major weakness of pure mech).
What are the weaknesses of this build/style?
- You are going to be behind in economy and the zerg will have more bases than you. Thus, if they army trade really well, you can end up losing.
- And, as stated earlier, it also may be suspectible to early game all-ins.
Further work?
- I haven't fully developed this guide, and so I've explained concepts rather than concrete timings. I have not optimised the build (e.g. 2nd gas timing, armory timing, etc).
- In addition, I have not completely figured out early-game defence yet.
- I'm hoping that terrans who have a similar playstyle may want to try this out and provide feedback/improvements.
What is your rating?
- Diamond 1650 NA, Diamond 1800 SEA.
Replays?
- This one is an older replay, Shakuras Plateau: http://sc2.replayers.com/replays/view/5022
- Over-reaction to the banshee, Xel'naga Caverns: http://sc2.replayers.com/replays/view/5023
- Jungle Basin: http://sc2.replayers.com/replays/view/5024
- My opponent gg'ed too early, I was winning but the game was still there to be won, Metalopolis: http://sc2.replayers.com/replays/view/5025
- Yep, that is the inspiration for this build. In fact, I recommend that you watch that cast because it contains one of the most important lesson that I learned (the engineering bay and turret timing).
- The difference is that drewbie's build goes into a 2-base timing push whilst I play a macro-defensive style.
Is this build suspectible to some sort of early all-in push?
- Yes, it is. I've lost to roach all-ins before and it is not easy to defend. If you suspect some kind of heavy pressure, build more bunkers. On blistering sands, it can be hard to defend because of the destructible rocks and you may not want to use this build there. Similarly, it is difficult to defend on scrap station because the bunker location (intersection of the expansion and main ramp), is far away from SCVs, making the repair difficult.
- You way want to refer to the day9's cast on drewbie's build and use that opening if it is more comfortable for you.
Is this build defensive and thus makes it difficult to put pressure on the zerg?
- Yes, it is. Especially in the end-game, your aim is to wear the zerg down slowly. Don't use this build if you don't like playing 30+ min games.
You don't use tanks?
- Apart from the early tank (for defence), I don't use them and won't get siege-mode. If, however, the zerg goes heavy hydras, I'll make some tanks and get siege.
What's the purpose of vikings late game?
- For mobility, to counter a possible brood-lord switch and furthermore, vikings are cost effective units. Their weakness is that if the terran builds too few, the vikings AND expensive banshees can get cleaned up by a zerg air force. However, with a solid 3rd base and thor support, I can fall back if needed. Just ensure you do not overcommit your army and disaster happens.
What are the strengths of this build/style?
- The element of surprise for most zergs would not have encountered this build and will be unsure how to respond.
- It is a defensive-macro build (which may be your playstyle).
- It also has a solid economy/defence, so that you can fall back if something goes wrong.
- It utilises the banshee which gives the terran mobility which helps against drops (a major weakness of pure mech).
What are the weaknesses of this build/style?
- You are going to be behind in economy and the zerg will have more bases than you. Thus, if they army trade really well, you can end up losing.
- And, as stated earlier, it also may be suspectible to early game all-ins.
Further work?
- I haven't fully developed this guide, and so I've explained concepts rather than concrete timings. I have not optimised the build (e.g. 2nd gas timing, armory timing, etc).
- In addition, I have not completely figured out early-game defence yet.
- I'm hoping that terrans who have a similar playstyle may want to try this out and provide feedback/improvements.
What is your rating?
- Diamond 1650 NA, Diamond 1800 SEA.
Replays?
- This one is an older replay, Shakuras Plateau: http://sc2.replayers.com/replays/view/5022
- Over-reaction to the banshee, Xel'naga Caverns: http://sc2.replayers.com/replays/view/5023
- Jungle Basin: http://sc2.replayers.com/replays/view/5024
- My opponent gg'ed too early, I was winning but the game was still there to be won, Metalopolis: http://sc2.replayers.com/replays/view/5025