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[D][G] An Innovation becoming Reality : Biomech vZ

Forum Index > StarCraft 2 Strategy
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imre
Profile Blog Joined November 2011
France9263 Posts
Last Edited: 2014-05-17 20:04:50
May 14 2014 19:18 GMT
#1
An innovation becoming reality : Biomech versus Zerg
[image loading]

Introduction:

The mine nerf and the concomitant tank buff from early autumn 2013 were initially designed to promote variety in Terran versus Zerg play. Balance considerations aside, it appears to have been a success half a year later. We saw the emergence of a variation in the form of hellbat MMM, where the build were strictly identical and of several new way of playing TvZ coming from Korea.

Mech came back to life with the merging of air and ground upgrade with a new flavour based on viking/thor defense versus mutalisk, made possible by a quick double armory. The FlaSh/DRG game in Proleague on King Sejong Station perfectly demonstrated this newfound synergy. However a counter composition quickly came up and InoVation lost a wonderful game 2 on Heavy Rain against Soulkey's Muta/Swarmhost army during the korean qualifier for IEM Katowice. Mech went still strong for sometimes but quickly felt out off favor in Korea as zerg players mastered the Swarmhost/Muta style of play

Around the same time one of the best illustration of how little thing can change the pace of a game was the emergence of the three reaper build coming out of an 11 rax and an 11 gas which allowed heavy aggression on the Zerg queens, and promoted an alternative follow up consisting of hellions and banshees after the initial harassment in order to prevent the 70 drones no unit syndrome. One of the first televised games using this three reaper style was of another whole style and Fantasy demonstrated that HotS was far from being figured out when he added 2 ebays, 1 armory and 2factory to his initial 3cc build off 3reapers on Outboxer. That was one of this awe moment for me and I was wondering what was going on and how Fanta was going to make this biomech build work. It worked for him but had no real follow up from other Terrans, mech being the go-to build if you weren't willing to play straight up bio mine/hellbat.

Early may Inno started to stream again, Reality played a wacky game on Merry Go Round and Bunny defeated Snute 2-0 in Fragbite masters. Three events with no other correlation than the emergence of a new way of going biomech, which looked standardized.


Why going bio mech?

Today both bio and mech vZ are really hard to play, blizzard is even considering a buff to compensate for that fact. The issue is ironically the same in both case: dealing with mutalisks. While the bio solution could be to simply prevent the zerg from reaching an insane economy (and that's what blizzard is aiming at), outside of Mvpesque timings mech play will always allow the zerg to reach that stage and there is no real innovation available outside of using widow mines in pure mech armies. Considering both the prevalence of the problem since WoL days and the fact nobody used widow mine deterrence against mutalisks it is safe to assume that it isn't realistic, a logical explanation would be the impact of locusts on widow mines while the current muta/sh style used.

This is where bio mech shines, marines being relatively good versus swarmhost (when they can avoid them or quickly strike between locust waves on some rare occasions. At the same time marines are exceptional against mutalisks who cannot even dream to fight a good marine ball backed up by a few thors composition head on. If you can still get the amount of tanks necessary to obliterate everything except an important number of ultralisks on the ground or a Stephanoesque number of locusts; like in every mech game passing 12minutes, while dealing with mutalisks you'd be in a wonderful place (eg Inno vs SH/Muta). At the same time the mobility provided by marines would allow to expand quicker if your opponent was going for a heavy number of swarm host, to threaten them a bit more easily (hence reducing the opportunity for the locust to get on your front) while getting the economy needed to get a good number of ravens (or even considering a full sky switch ala Mvp) in order to close out the game.

Furthermore, going for an (at the moment) unusual strategy means that there is no clear answer for the zerg, both as far compositions and build order go. Your opponent answer will be probably suboptimal, and even when it'll become figured there is still the fact that it looks extremely similar to a pure mech opening. Today MajOr even pulled off a variation where he went for almost the exact textboot opening for viking-mech, which is a mindgame going on for 12 minutes. Even if pure mech falls out of favor in Korea or in the Pro scene, it'll still be viable as a suboptimal strategy that rely on your opponent not dealing correctly with it and the layer of mindgame between mech and biomech will still be here for us.


The biomech pattern: strategy and build orders

I wish to differentiate these two concepts, utilizing strategy as a broad plan going into the mech (I'm going to play Biomech versus this zerg on King Sejong Station, going for a strong mid/late timing/composition) as opposed to the build order which is the detailed plan (which may or may not survive the early game) used to achieve this strategy. I don't claim to detain the truth or whatever about this and if there are more accurate concepts I'd gladly used them over this arbitrary distinction.

Reality, Innovation and Bunny used a similar strategy in their games, going for a strong hellbat/tank/MMM composition with a few thors in the mix, hitting pre hive timings whenever they could to maximize their army advantage. They used various build and openings which will be discussed a bit later but followed the same pattern. The opening were hugely different, including a very cute reaper 3cc into blue flame hellion from bunny (that build in itself was so sick) but aimed at 3cc 3fac 1rax 1port 1armory infrastructure to go into the mid game. The only variation from the viking based mech is that you cut 1armory. You can totally use your own mech opening to do that (eg 3reapers into hellion/cloack banshee/3rd cc/1 armory instead of two). You can defend basically everything if you went for some banshees, including a two base muta into a muta/roach all in as demonstrated here by Innovation (Inno vs 2b muta)
With the saved gas you'll start this wonderful upgrade that's called stimpack. If the pattern is followed by everyone for the mech upgrade (only attack to begin with), there is a variation from Appolo's favorite terran hope who used a double ebay build where Inno and Reality use a single ebay build (in itself it is one of the most interesting development of recent korean terran play both in TvP with the 4:00ish ebay builds leading to a quick 3-1 and in those TvZ).

Then the bio switch comes in and they add 4 or 5 raxes, all with reactors and start to pump out marines as the main mineral intensive units, the hellbat production becoming the lowest priority. In order to get a max army these three gentlemen went for a total infrastructure of 5 to 6 raxes, 3 factories and 1 starport (respectively 5 reactors/1 tech lab, 1 reactor/2 techlab and 1 reactor) with 1 or 2 ebays and an armory for the upgrades. Then more (2 or 3) raxes are added in order to ensure a sufficient production of bio units.

I'd say that the main point in favor or a strong standardization of biomech is the initial reality game in Proleague

where Reality holds (remarkably) SoO's roach aggression in the early and still follow the biomech pattern already identified. Inno had a similar game that I can't find again on his stream where he holded a roach/bane attack and transitionned into the 1 armory 3 factories into more raxes production facility setup.

Getting from there

[image loading]

To there

[image loading]

I'll just add the go to build used by our Code S hope Inno but feel free to try your own stuff, it is way more about getting somewhere than how you get there. I'll try to add some more when I'll get some half decent replays to go with.

A standard 2reaper expand:
  • 12 rax 12 gas
  • Snd cc after your second reaper is started,
  • Factory as soon as possible, then your second gas and your reactor on your rax.
  • Starport, switch the rax and the factory, make a tech lab with the rax for your port.
  • Produce hellions continuously then two cloack banshees.
  • Get your 3rd cc whenever possible
  • An armory, double gas on your natural and two factory (your second banshee will end around this time) and a reactor on the starport. Don't use it unless you want vikings to deal with pesky 2base mutalisk builds.
  • You get a defensive ebay if you see fast mutas, you can add it later if not.
  • When you start your thors 1 & 2 you can get your ebay(s) and start a techlab on your rax for your bio upgrades. Definitely land your 3rd now if it's not done yet and get both the geysers.
  • Add raxes.
  • Enjoy yourself

Conclusion:

I am willing to discuss everything presented here and it isn't a revealed truth. I think there is a clear pattern leading to a standardization of the strategy through the use of multiple build orders leading to a common mid game play. There are still a few unknown points that I wish to present here.
The upgrades: how many ebays, when to start +1 bio, when to add a second ebay if you do so.
The maps: at the moment it has been mainly used on smaller maps and the viability on either Alterzim or 11-5 Waystation is doubtful.
Will the hellbat buff make the standard bio build so strong that everything else doesn't deserved to be used? If the buff comes through it will definitely shake up the whole TvZ once again.
How many mindgames? The fact it can be both a pure mech or a biomech build until the 12th minute is a huge advantage, MajOr even used a viking versus Serral to deny scouting, it's definitely a tool that'll be used a lot in short term and its long term viability

It has been the funniest TvZ style to play since a very long time for me, providing every tool you need with decent upgrades and a way to ignore the usual rigidities of most terran styles comiting yourself on either bio + a few mech units (late WoL with heavy tank/thor play and MMM was the closest to the current biomech) or mech. Its flexibility is quite a feet and I hope it could become a new standard.

I'll add my own replays later on when I can get a decent game going on.

Special thanks to aAaOnly for his help and advices

Replays:
http://drop.sc/380603

A weird game where I chose to 14cc on Merry Go round, teching to cloack banshee before my 3rd. My opponent went for a sizeable amount of roaches into a muta switch, I got a very good timing to kill both his 4th and 5th (and made a huge mistake, could've got the 3rd instead of backing) then the game got really weird, I misplayed a lot and my plan wasn't good (should've expanded toward his expo and not toward his main too set up a smoother push).
Tons of thing to improve but it's because there is a ton of room to play with.

http://drop.sc/380797
I totally misplayed the early game but read the 2base muta build and was able to react to it. Both my play and my opponent play were far from stellar but the defense against the early mutas was decent.
Zest fanboy.
Skynx
Profile Blog Joined January 2013
Turkey7150 Posts
May 14 2014 20:31 GMT
#2
You did miss the game where the actual "innovation" of this style happens tho

Cool guide, hoping for more detailed build orders.

"When seagulls follow the troller, it is because they think sardines will be thrown into the sea. Thank you very much" - King Cantona | STX 4 eva
imre
Profile Blog Joined November 2011
France9263 Posts
Last Edited: 2014-05-14 20:40:02
May 14 2014 20:36 GMT
#3
On May 15 2014 05:31 Skynx wrote:
You did miss the game where the actual "innovation" of this style happens tho

Cool guide, hoping for more detailed build orders.

https://www.youtube.com/watch?v=kzBVlxfAbjY


I mentionned it in the introduction but if the idea in term of composition is the same the way Fanta did it was very different, going for a double ebay as the same time as his factories 2 & 3 and for a while it was just THE thing Fanta did in THAT game.

And suddenly we have a bunch of people going for the same composition Fantasy was going for in a very similar way, even when the game are wacky due to early game aggression happening.

As far as the build goes I'll try to get some replays to illustrate it but it's based on standardized mech builds for the most part (you can open with either 3 reapers, 2 reapers or a cc first, then it's cloack vs your 3rd timing but all of this are little variations that don't really matter as far as the mid game is going to be played out)
Zest fanboy.
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
Last Edited: 2014-05-14 20:43:51
May 14 2014 20:41 GMT
#4
Looks interesting, but it's really hard to read. Try adding line breaks in between paragraphs and hiding the youtube link within text (i.e. type [url =Youtubevideo.com]Reality vs. soO on Merry Go Round[/ url]) to clean it up some.

Also, [ big] and [ b] your titles to make them stand out more.

Also, build orders stand out a lot more if you put them in [ list] or [ code] format.

If you're not sure how to do any of these things, just reference Wolfwood's Guide to BBCode
StrategyAllyssa Grey <3<3
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2014-05-14 22:39:23
May 14 2014 22:29 GMT
#5
Nice thing about bio/mech in particular is that it allows you to spend more of your resources for your army. Frequently with mech vs. zerg, the terran floats extra minerals and spends it on throw away harass units or on extra command centers they don't really need. With bio, they usually have a ton of extra gas they can't use. With bio/mech, all your money can go into your army far more efficiently. It requires more infrastructure and it's likely harder to execute due to having to control a wider variety of units simultaneously, but strategically it seems like a very powerful middle ground between the mobility of bio and the raw power of mech.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
Last Edited: 2014-05-14 22:44:13
May 14 2014 22:42 GMT
#6
Been playing biomech since late-WoL. TvZ is my best w/r but I play very casually and placed only platinum last season. So glad that someone is actually doing a formal guide for it and that this style is taking a hold on the professional scene.

I don't know how to quantify it clearly, but the biggest strength of bio-mech is versatility in a way that cannot be matched by any other Terran builds. It is possible to make minor, surgical, and highly effective decisions with this style.

Even if playing a standard bio or mech style, when floating resources, tech to biomech! I understand that bank is important to remax after a big clash - but let's be real: Terrans are not best suited for big clashes. Both other races have production mechanics that will easily outpace a Terran of equal skill. Instead, slowly teching out (into bio if opening mech, or into mech if opening bio) and slowly replacing ineffecient units with suicide drops will allow a Terran to create a custom tailored army.
imre
Profile Blog Joined November 2011
France9263 Posts
May 14 2014 23:15 GMT
#7
Both of you are highlighting something I didn't underlined enough: the flexibility of this play style. If you add starports you're literally free to build every terran unit. You can adapt your composition to a variety of factors in the mid and late game, which feels incredibly new as a Terran player : income, push pathes, enemy composition, overrall plan (nothing prevents you from turtling into mass raven), and you should be able to react directly to any Zerg Transition in the lategame.

In his game versus Snute bunny switched to a heavy bio composition after his initial trades but we saw Bbyong in the last Proleague game of round robin 3 for CJ Entus going for a sky army in order to fight swarmhosts.

Trying to find your own solutions to a new set of problem created by a new playstyle (for those who aren't as hipster as you plogamer :p) is both entertaining and challenging. One thing I should really fix in my play is the lack of blue flame (I never use it vZ normally T.T) and to back this up use some hellbat drops, they get the upgrades necessary to roast drones and it's a really effective way to throw a few hellbats off in order to get a better army.
Zest fanboy.
alpenrahm
Profile Blog Joined December 2010
Germany628 Posts
May 15 2014 01:56 GMT
#8
oh im so glad this is finally becoming a thing to the pro scene and general public. The last time -I posted when the tank change / mine nerf went life- I was advertising this playstyle i got soooo much shit from people.
Pnissen
Profile Joined September 2011
Denmark110 Posts
Last Edited: 2014-05-15 09:29:11
May 15 2014 09:25 GMT
#9
The Bbyong game versus hyvaa that you mention for the raven usage are also very interesting for the opening and the follow up. Unlike the other terrans you highlighted where the general setup is 1 rax, 3 fact and 1 starport Bbyong opts for a CC first into 2 rax opening. He gets bio upgrades fairly early with this (stim and combat shield), adds a factory and a starport and pushes with a hellbat, marine, marauder, medivac composition. Even getting these early bio upgrades Bbyong stays on these 2 barracks for the entire game and instead adds more factories for a ratio of units more favoured towards mech. Like the other terrans he upgrades from one ebay and one armoury prioritizing the attacks upgrades for both. As he takes his fourth base the setup is 2 rax, 5 factories, 1 starport.

On another note: Gumiho also used a wonky bio-mech composition in his game against Billowy although the fact that it was on maze and that he had to use a very greedy opening to get there makes me think that it was just a 1 time build order going for a timing.

Mvp - INnoVation - Maru
imre
Profile Blog Joined November 2011
France9263 Posts
May 15 2014 21:08 GMT
#10
I was a bit disappointed by the bbyong game which, if we ignore the opening, was a standard mech vs SH game with the possibility of a bio switch in terms of upgrades but not in terms of actual production. Still you can use his way of dealing with SH with the more conventionnal biomech I've attempted to describe just by skipping the actual bio production once the SH number gets too high and teching to an air army.
MajOr game involved double upgrade for mech and should be a more suited variation to play this style (3/3 vikings and BC are pretty good)
Zest fanboy.
Whitewing
Profile Joined October 2010
United States7483 Posts
May 15 2014 23:01 GMT
#11
On May 16 2014 06:08 sAsImre wrote:
I was a bit disappointed by the bbyong game which, if we ignore the opening, was a standard mech vs SH game with the possibility of a bio switch in terms of upgrades but not in terms of actual production. Still you can use his way of dealing with SH with the more conventionnal biomech I've attempted to describe just by skipping the actual bio production once the SH number gets too high and teching to an air army.
MajOr game involved double upgrade for mech and should be a more suited variation to play this style (3/3 vikings and BC are pretty good)


The major advantage of biomech is that it gives you that versatility. If mech would wind up being stronger, you can just transition into it.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
GumBa
Profile Blog Joined July 2012
United Kingdom31935 Posts
May 16 2014 06:55 GMT
#12
I tried this out when Fantasy did this versus life but I konda freestyles it. Thx for the guide. I really like this style and will continue to practice with it to see if it will replace my Bio or Mech tendencies.
To all the haters: you deserve to witness many, many more Serral victories, worthy of the godlike player he is.
watchlulu
Profile Joined February 2013
Germany474 Posts
May 16 2014 08:05 GMT
#13
My Brother does this since kinda forever (even before HotS came out) - can't we give him some credits? :D

On a serious note: I think it's a nice thing to do because whenever I played against him (I'm Zerg) I struggled because the only thing that really looked good against this were Broodlords
Have a nice day!
Pnissen
Profile Joined September 2011
Denmark110 Posts
Last Edited: 2014-05-16 11:59:21
May 16 2014 11:07 GMT
#14
Do you have links for the liquid bunny and major games?

Also I was looking around for old builds from Byun doing something similar to this: 3 or 4 factory opening and then transitioning into bio thereafter, but the gom vods on youtube is so messy that i cant find them. Anyone know where i can find them?
Mvp - INnoVation - Maru
MrBarryObama
Profile Joined August 2010
Korea (South)141 Posts
Last Edited: 2014-05-16 15:04:50
May 16 2014 15:04 GMT
#15
Nice biomech billowy vs gumiho
TwiggyWan
Profile Blog Joined December 2013
France329 Posts
May 16 2014 15:47 GMT
#16

Considering both the prevalence of the problem since WoL days and the fact nobody used widow mine deterrence against mutalisks it is safe to assume that it isn't realistic, a logical explanation would be the impact of locusts on widow mines while the current muta/sh style used.



Are you trying to say that because nobody used it, its obviously bad? Did the current players figure out the game completely?

We had a few examples in the past of this strategy working if i remember correctly(hello revival), and that's it.

When terran goes bio, he cant mass produce mines and usually need them in the front as the splash unit ;

When terran goes mech, he usually relies on tons of turrets which are not really blocking the mutas/destroying them in any way, OR he keeps thors at home OR he as a viking/raven fleet. We know that mech can be extremely supply efficient, so why not use more mine traps?
No bad days
imre
Profile Blog Joined November 2011
France9263 Posts
Last Edited: 2014-05-16 15:57:53
May 16 2014 15:53 GMT
#17
Bunny vod : www.twitch.tv/fragbitelive/b/527574613??t=1h55m40s

He goes for a very interesting and unusual build (something similar to the build bomber used in game 1 against JD in WCS AM ro32) with a fast 3rd cc followed up with blue flame hellions.

MajOr vod: www.twitch.tv/estar_tv/b/528765640t=0h59m00s

It looks exactly like a mech build until he starts stim, and he chose to double upgrade his mech and only get attack for bio.
Zest fanboy.
Jakuu
Profile Joined February 2012
7 Posts
May 17 2014 01:42 GMT
#18
I might be way off as I'm coming back to starcraft after stopping at the end of WoL, but this style that everyone is saying is super new and innovative Doesn't seem far off at all from the standard BioTank that everyone used during wings, is it just that it hasn't been widely used during HoTS or am I missing something?
CursOr
Profile Blog Joined January 2009
United States6335 Posts
May 17 2014 14:13 GMT
#19
I know most people know this, but lets not forget that patch Patch 2.0.12 decreased the tank fire cooldown.

"Siege Mode attack cooldown decreased from 3.00 to 2.80" - especially for those who have been away from the game for a while. This was in tandem with the nerf to widow mine splash damage "Sentinel Missiles now deal reduced damage to units caught within its splash radius... " to try and promote less Marine Mine which was ruling TvZ at the time.

I personally find tanks to be very hard to deal with, but admittedly I try to play Roach/Hydra probably "too much" in ZvT. Blinding cloud seems like the best way to deal with them at the moment.

I also find playing vs tanks still more enjoyable than mass widow mine!
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
PinheadXXXXXX
Profile Joined February 2012
United States897 Posts
May 17 2014 18:05 GMT
#20
On May 17 2014 10:42 Jakuu wrote:
I might be way off as I'm coming back to starcraft after stopping at the end of WoL, but this style that everyone is saying is super new and innovative Doesn't seem far off at all from the standard BioTank that everyone used during wings, is it just that it hasn't been widely used during HoTS or am I missing something?

Biotank in wings was a little different in that the core of the army was the marine/medivac/(marauder sometimes) while the tanks were mostly there to make sure the bio didn't die as easily to banelings. So the tanks were often more of a support, especially at the end of WoL. In this style, neither the bio or the mech are support, both can do reasonably well without the other and stay about even with each other in army size and upgrades, but in combination they can dominate. The family of builds detailed in this thread is the most efficient way to get to that stage as opposed to the builds in Wings and also earlier HotS which had a production flow of 5 barracks-->factory units instead of 3 factory --> bio from 5 rax
Taeja the one true Byunjwa~
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