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On July 12 2012 18:43 Arkard wrote:Awesome work man. Though, I have a stupid question: what is the advantage of your reaper build vs a reasonnably fast marauder/hellion push ? I did not do a lot of experiment on that push but I would guess it comes a bit too late. Out of subject: Animals as Leaders are sick 
The marauder/hellion push can only attack the front. Also if the zerg makes enough units to kill it, there is no way to escape. I'm sure your push is also good at denying the 3rd base, or maybe outright killing the zerg; but I can also run into the main and kill some shit, and run away without doing damage. I guess I like to harass more than hit timings; these seem like essentially opposite play-styles, but with some similar goals.
Animals as Leaders pretty fucking sick indeed!
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I main P and don't understand TvZ well enough to say whether this is good build, but I wanted to compliment you on the quality of your OP. Looking at the graphic, I instantly understood the phases your build moves through and the timings it tries to hit. I'd love to see more build overviews in this style.
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Well done! This is the most creative guide I've seen , really awesome!!! From one Terran to another , Thank you!
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This is a really cool guide. It looks (and the one game I've tried it) is a lot of fun. Speed reaper medivac opening? What's not to like! Have you tried building your nat CC on the low ground btw? I always prefer to do that if possible and I feel that 2 marines and a bunker would hold it pretty well. Thoughts?
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Wow this is awesome guide, nice visuals and all that.
My friend also has said that medivac/reaper pressure has been doing well for him (he's mid-high KR master)
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On July 12 2012 19:23 Sambobly wrote: This is a really cool guide. It looks (and the one game I've tried it) is a lot of fun. Speed reaper medivac opening? What's not to like! Have you tried building your nat CC on the low ground btw? I always prefer to do that if possible and I feel that 2 marines and a bunker would hold it pretty well. Thoughts? Roaches can be in your face with enough lings to surround the bunker before you can wall off the entrance, unless you build some of the early structures on the low ground. Maybe that would be OK on a map/space location where the tech lab is facing inwards, or where the bunker can be placed to both effectively zone out units while simultaneously protecting the mineral line from run-by antics. I don't think constructing the CC on the high ground is overly punishing. You are in a weaker state when the reaper count is low, pre-medivac, and the additional rax are in construction: My experiences implicate that a full wall is required to survive an early onslaught.
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On July 12 2012 19:29 Yoshi Kirishima wrote: Wow this is awesome guide, nice visuals and all that.
My friend also has said that medivac/reaper pressure has been doing well for him (he's mid-high KR master) Do you have any replays such that the openers could be compared?
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A really good guide. It´s easy to follow and to understand and the graphics make the read very exciting.
However i don´t think i will use this build, because it´s very micro and multitask intensive, which i currently will not be able to pull of (high diamond - low master skillevel) You are basically not allowed to loose either your medivac or some repaers, because you will be left with nothing. The build itself sounds really cool and i hope i can see a pro doing it in some sort of tournement or cup. I haven´t watched the replays, but the intro video was already quite amazing.
I totally agree with you, your bio tech is really late. Have you thought about a transition into mech play? You can go up to 3 raxes and then transition into mech and use your raxes for scouting. I think the transition into mech would be faster than the transition into bio.
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Hmm, I usually just do 14 cc into heavy blue flame to do dmg, then go tanks or thors depending on if they mass roach or mutas.
I'll def give this a go and see if I can refine your build some more. Looks very interesting and fun.
Also, your guide was beautiful, hope to see another from you soon!
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On July 12 2012 19:51 Sianos wrote: A really good guide. It´s easy to follow and to understand and the graphics make the read very exciting.
However i don´t think i will use this build, because it´s very micro and multitask intensive, which i currently will not be able to pull of (high diamond - low master skillevel) You are basically not allowed to loose either your medivac or some repaers, because you will be left with nothing. The build itself sounds really cool and i hope i can see a pro doing it in some sort of tournement or cup. I haven´t watched the replays, but the intro video was already quite amazing.
I totally agree with you, your bio tech is really late. Have you thought about a transition into mech play? You can go up to 3 raxes and then transition into mech and use your raxes for scouting. I think the transition into mech would be faster than the transition into bio.
Losing more than 1 or 2 reapers is really bad, but you could send them out with a new medivac if they were able to safely escape via ground/cliff.
Video >>> Replays 
Mech transition would be a cool experiment; maybe for maps where dropping is worse.
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Yea, been doing this build for a couple weeks now, it's very mobile and in your face at the same time. Somewhat like mutalisks in a way, only they can't shoot air. If you decide to go for a strat like this, you need to always be aware of your opponents tech. Fast roach/ling busts can deal sick damage if you're caught off-guard. Also not scouting the Spire can mess your base up big time, especially if he invests in heavy mutas and you're not prepared for mutas.
The really nice thing about this build though (other than being really mobile and in your face) is that it's really versatile. By putting pressure on with reapers, you can expand like a zerg and get up a ton of barracks. Mid-game, you can have as much as 5base with 20+rax (3/4 are tech lab), as you constantly keep denying the Zerg's 3rd and 4th and force them to make units.
The reapers D-8 bombs are the real damage dealer here. Focus and kill extractors when you can't delve too deep into the base. I preferably use this build on maps with a easy back entrance, most notably Shakuras. Really good build overall, and very versatile. You just need to keep the reapers alive, and once medis come out, they become insanely cost-efficient.
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At what time does the reaper/medivac hitsquad hit?
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I love how well the medivacs and the reapers combo!
medivac outheals 1 queen, allowing you to kill queens, It allows a instant escape vs the only unit faster; the zergling, Reapers pwn both tumors, lings, spines and drones fast
It''s a great combo!
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How delayed would this build order be if you went 1 rax fe?
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Looks fun, will try this today..
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I can't wait until HOTS makes the building attack useless. so imba ;/
What can a zerg do against this OP? I feel like roaches would be the only way to not lose, right?
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Nice, I was experimenting with doing stuff like this aswell, but it looks like you worked out it a lot better than I have!
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thanks! nice build, i've been struggling against zerg these days
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This is really innovative, first time I've stumbled upon this kind of opening...
What are the weaknesses and possible counters to this build in your opinion?
EDIT: Space Whales are cool, but not as cool as Intersideral Dugongs.
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