Preface: I'm not an English speaker. Sorry for typos and bad English.
8 out of 10 Pro TvZs are opened with reaper. However, it is 2 hard to scout/deny creep/ map control while at the same time seamlessly follow build order. The energy spend in multi tasking from as soon as the first reaper pop to the end of the game for a not-so-adept terran is not cost-efficient at all. Also, Reaper hellion openers are vulnerable to roach based all-ins and fast muta.
Bomber's build is a great alternative. Give up early game harassing and map control, play as greedy as possible, while at the same time stay inside(or rather at the edge )of being able to scout in time and counter any early aggression or all-ins easier than reaper hellion opener. WARNING: DO NOT RELY ON THIS BUILD IN LOWER LEVEL, where your opponent may 1/2 base baneling bust/ roach ling all in w/o knowing you have a third cc.
In China, we often give a strategy a name in KungFu according to its feature. This one is given Head-on Fight a Dragon with Regret(亢龙有悔). Reason:when you focus your strength and energy on a single powerful punch, opponent must stop everything else to counter this punch. And even if your opponent have enough to counter your punch, you can fall back (transition) ORDER
this is a very verbose guide. There's no way to give an imbabuild order. This build pushes greediness to the limit. It is able to, but hard to defend any early game aggression( b4 6 min) Everything have to be produced timely and positioned right. And seconds late may lead to failure to defend all-in.
another thing to note is that while reaper hellion into bio/mines are playing tempo, this build is more like an all-in style, but with reinforcements streaming(flooding maybe).
The kungfu name also means this is a heavy and strong punch, not light but rapid combos.
10 Depot
12 Rax (shift this scv to mine one patch at natural, then you will have 400 mines for 2nd cc)
15 Orbital
15 hold marine and start 2nd CC(*if overlord on your barracks, pretend you are producing Reaper, cancel when you put down cc @350mines, it is important on some maps. If you are not producing anything in the barracks, zerg may cancel extractor in last seconds, or if you can snipe the overlord, let the marine finish)
The overlord will know you are opened gas-less/single reaper/multiple reaper based on your 2nd CC time, so you dont have to pretend anything after you put down CC -- For zerg: CC around 3:00->gasless CC between 3:20-3:40-> single reaper (CC before 2nd depot) CC after 3:50 -> multiple reaper (CC after 2nd depot) ----
15 start marine production immediately after CC
16 2nd Depot (pull an scv to 2nd depot position immediately when you start marine, else you will be supply blocked) 20-21 queue an scv and a marine after depot finish, 3rd cc @400 hide it to confuse your opponent with potential 2 base timing.(i will explain the importance)
@4:20-30ish, 2 Refineries, Orbital @2nd CC
@150mines, 2nd barracks ->tech lab, you may have to pull scv to refineries at the same time, so pull scv several seconds before gas finish to start 2nd barracks on time.
pressure your opponent with your 4 marines to watchtower, or snipe overlord which positioned on your 3rd's side to deny possible scout. Be sure to return before ling speed. The earliest time of ling speed for a hatch first build is around 5:50
@100% orbital, bunker at back if possible(such as overgrowth, king Sejong), or front (merry go round) it hurts at this time when you have to wall with 300 or 400 mines.
@100 Gas Factory, then reactor on initial rax. do not wait until you have 150 gas to start both, faster the gases are, faster your starport will be, and more likely you can force a cancel of zerg 4th base
@100% bunker, 3rd Depot(to help wall). your bunker will finish around 6:00, put 1 marine at front as ward, 4 in bunker.
@100% tech lab on 2nd barracks, start stim
@ 80% factory, watcher marine patrol for baneing, if more lings at your front than normal, mines instead of hellion
@100% factory, switch it to reactor, initial barracks start new reactor, if no baneling scouted, 2 hellions (i will elaborate later how to use this 2 hellions), then 2 mines.
@100% factory, double Ebay, 2 more gas. 2 more depot to start wall off your natural
@Ebay +1/+1
@100 GAS(lined up with mines finish, @8:00) starport on factory reactor, factory start new reactor ( any second faster, it is more likely you can deny zerg 4th expansion)
@450 3 more rax(to 5), all reactors, start marauder production
@450 3 more rax(to 8), one tech lab 2 reactors, if you are bad at marine splitting, 2 tech labs and one reactor
mines burrow at potential lings run by path, fly your 3rd
@starport, 2 medivacs , armory( if u need some 3x3 to wall of your natural, use armory)
@medivac(9:45), deny zerg 4th (if you can deny 4th, win almost guaranteed. In GM league, it is almost impossible to avoid overlord scout of your medivac, so if you can arrive faster than baneling morph, you may end up forcing a cancel or kill a lot of free lings)
@stim, combat shield, concussive shells, @+1/+1, start +2+2 keep producing army until you reach 200, then push out (13:00 ish)
carefully parade on creep, try to trade marauders with banelings efficiently and wait for +2/+2, there's no time to wait for creep to disappear so don't even waste mule. You can deny zerg sight of your army positioning with 1 scan, and scout zerg army with another.
mines or hellbats? obviously hellbats reinforce faster and produces faster, and more useful when concave is larger or pushing on creep. for chokes or bad creep spread, use mines.
Why hide your 3rd:
there are a lot of 2 base timings, like maru's 16 marine 2 medivac 8 hellbats timing, hellion/hellbat banshee. these builds may defend any zerg all-in at low cost and lethally counterattack.
A smart zerg will not all in these 2 base build, and if their scouting is denied, neither can they drone too heavy.
for this reason, zerg will be very uncomfortable before they scouted your 3rd. Usually they have to prepare safety lings/roach warren, and this will give an edge to you.
SCOUT & Counter All-in
any 1 base or 2 base timing can be blind countered or simply abandon natural
2 base 7:00 baneling: repair your bunker until zerg have to bust it with banelings. Remeber you have to abandon 2nd, so don't hope your scvs can run away. Trade them efficiently -- as long as zerg spent all the banelings on your bunker, your main is safe. Star Bunker at main to secure, and you will have 2-4 mines ready for 2nd wave. since you have 2 rax and 1 factory, you will soon be able to retake natural.
2 base 7 roaches : repair the bunker at all cost, start a marauder when tech lab finishes.
--- for any timings beyond this point, your entire scouting are based on the 2 hellions. suicide one hellion to scout main, scout third at the same time to check drone count, save this hellion to scout 4th.
+1/+1 roach attack into roach hydra +2/+2 timing: featured by double chamber, faster lair, lack of lings and baneling nest, roach warren. if zerg has drones at 3rd, then the timing is safe, 3 tech labs on your initial 3rd, 4th and 5th barracks, non-stop marauder, cut factory production when you have enough marauder you don't even need any bunker or tanks. if no drones at 3rd, then you may expect roach came early around/before the initial marauders from your 3rd,4th and 5th rax, you may need 1-2 bunkers for safety.
fight at any time you like, and trust me you don't need tank, your upgrades is faster than roach hydra.
8:00 baneling roach all in you are dead. But this strategy is rarely known among ladder players. And this build is a extremely effective counter to CC first. In this build, a roach warren is expected at 5min and gas at 4:15. Thus if you can hide your 3rd, there's little chance your opponent would chose this build.
9:00 baneling roach all in (featured by roach warren, baneling nest, lack of creep queens evo and lair, normally nothing to stop your suicide-mission hellion) non-stop mines production, you have 1 bunker at front, build 3 more, the 3 at back should in enough distance to avoid baneling AOE , rally front bunker to an empty back bunker to evac when banelings are about to bust. Pull half a mine of scvs to repair front bunker until zerg bust it with banelings. SCV should dodge baneling bust, you have to keep them to buffer/repair back bunkers when AOE are gone. Remeber to put a starport near factory, switch when you feel you have enough mines. (personally I switch after 4 mines)
position 2 mines 2 grids away front of your wall to prevent baneling AOE dmg. 2 mines between bunkers where zerg have to cluster at the busted breach.
the key to hold this is DO NOT PANIC, follow your build order, you have more than enough to defend.
10:00 fast muta you have a lot of marines than reaper opener, and you have 2 mines, fast upgrades. Guaranteed F2A win.
The Regret(transitions)
When you start +2/+2, you will have more than enough gas for Mech +1 If you opponent goes for tons of banelings to counter, trade banelings efficiently, try to avoid fight on creep. Since zerg sacrifice muta to build such an expansive once-only army, he wants a fight more badly than you do, go back to mines, start 12th rax and 2 factories with tech lab to start Thor.
I highly advise this builds benchmarks for anybody trying to really practice just macro. As for ladder play, it might not be the best, I prefer it as a best of kinda strategy.
On December 04 2014 02:39 SC2Toastie wrote: Should be at strategy.
I highly advise this builds benchmarks for anybody trying to really practice just macro. As for ladder play, it might not be the best, I prefer it as a best of kinda strategy.
I played this at around 80% ladder win rate. It is not vulnerable to all-ins
On December 04 2014 11:22 Dan26 wrote: Hey thanks for the post, I really like this build because It's definitely the greediest I've seen! My go to TvZ build is 3OC Hellion which get's 200/200 by just after 14 minutes. It's the CC first/Rax/Gas build.
Anyway while I like your verbose description I felt a imbabuild style build order needed to be made so here is my compressed build order of Bomber's build without the fluff:
Bomber's 3OC Greedy TvZ Build (If you have a better name I'd love to hear it)
Army units and move out timings are up to you, generally speaking you wanna move out around 11mins or so to clear creep, drop, or apply frontal pressure with medivacs/marines/mines and +1/+1. (Ramping up to a 2-2 timing maxed out)
10 - Supply Depot 12 - Barracks (Constant Marines) 16 - CC 16 - 2nd Supply Depot ------------------------------------------------------- Above is 1 Barracks FE ------------------------------------------------------ 22 - Build 2nd CC (Hide in main) 24 - Double Gas 26 - 2nd Barracks and Bunker @150 Gas - Factory and Reactor on 1st Barracks @100% 2nd Rax, Tech Lab @100% Reactor, Swap Factory on Reactor, Barracks start new Reactor. > Build 2 Hellions, then 2 Mines @100% Tech Lab, Research Stim 38 - 3rd Supply Depot (After this point you'll be building 2-3 Depots at a time immediately) @300min, Double ebay + Double Gas at Natural @100% ebays, Research +1/+1 ---------------------------------------------------------------------------------- @100% 2 Mines, start new Reactor on Factory, and build a Starport. @100% Stim, Combat Shields @50% +1/+1, Build an Armory, and as money allows add +3 More Barracks (5 Rax) @100% Starport, build double Medivacs Research Concussive Shells when you can @~9:15-9:30, Float your 3rd CC to take your 3rd base. > Add 2 more Rax to make 7 as you take your 3rd.
Later on around ~13:00, add a second Factory to research Drilling Claws and Produce Thor's if needed.
Here is a replay of me executing the build (NB: Some macro mistakes e.g. small delays on my production cycles delay my max out a bit, but nonetheless, executed solidly)
http://www.ggtracker.com/matches/5639757 **EDIT** Please note I delayed my WM production alot because I kept my Factory as a reactor whore for longer than normal so I could produce more marines... Looking back I would prefer to have been building Widow mines but sometimes I feel I have way too many Widow mines.
Some bugs: 2nd CC on natural ,not main. 1st marine start after 2nd cc @100gas factory not 150 @starport ,armory, it lines up with +1 Etc.. This build is too detailed there just no way to imbabuild it.
On December 04 2014 08:01 yubo56 wrote: I definitely don't have the macro for this build, but +1 for the guide!! Very happy to see this holy grail of macro be dissected
Try it and you will find the magic. No reaper and no hellions to micro so you can focus on your build. the only time you take the camera away from your base is when hellion on suicide scouting mission. Again you need around 100 games to perfect it. Then you may crush any non-top masters @non-kr server with F2A
On December 04 2014 08:01 yubo56 wrote: I definitely don't have the macro for this build, but +1 for the guide!! Very happy to see this holy grail of macro be dissected
yup I played like 300 games. My SC instructor, a pro in China, around GM 50 in KR, also give me a lot of help
Don't believe me? Watch the video closely. Also, you never explained why you get the factory at 100 gas. It makes no difference, either way, your factory will be waiting for the reactor from the barracks. That makes no sense to me.
Also, you must refer to the 3rd CC as your 2nd CC. Because in a build order, it must be referred to as your 2nd CC because it is the second CC that you build. It's important to not confuse this in the context of a build order. Yes it is your 3rd CC, but is the 2nd one you build.
Factory and reactor at 150 means that your barracks is done building a reactor before your factory is finished. With 2 gases mining if you start factory at 100, and reactor with the next 50, it lines up well (less so with 1 gas), and you barely have to wait for the reactor to finish.
I don't see why calling your 3rd cc the 2nd cc matters at all. If anything, that makes it more confusing as I, and probably most others, think of my 1st cc built as my second cc. Almost everyone calls it this. If you have 3CCs, it makes no sense to call the third one your 2nd CC. You wouldn't get confused by this unless you completely disregard context. It's not really a problem.
Also your build order is off. You have the build going up to only 7 barracks, when it should go to 8, and recommend a second factory when that kind of playstyle doesn't fit the build at all. There aren't 6 gases for another factory + thors, there isn't a slow enough push to utilize them well, nor is there enough money to produce it with all the production you have. Furthermore, you recommend adding the second factory right when you push maxed, which doesn't make any sense, as you will be reinforcing with bio/hellbat from there on out, with no money to spare, and if you get driven back, in which case you might build thors, you have already lost the game most likely. (If you watch Bomber's games you see he only adds his fourth CC when he maxes out and floats money.) It's an almost pure bio rally push build; thors do not fit.
I also disagree with your style of describing the build in general, as you need to use your 2 hellions correctly, use your first 2 medivacs/marines correctly, and push correctly on to creep. If you do this build but screw up on those then you will most likely lose; they are far more important to the build and merit much more description than other stuff you have included. Bomber wins not because his build is efficient (pretty much every pro Terran uses very efficient builds) but because he knows how to play a massively greedy style while still maintaining some map control and not dying to allins, and precisely how to maximize the specific advantages his build gives him, and cover for the specific disadvantages it has. That is the key to the build, not the exact factory timing, nor the precise placement of a certain CC. You could build all the same buildings in the same order but if you don't use your units correctly, or feel out the game correctly, you aren't playing the same build. Bomber's build and style are inseparable; you can't really have one without the other.
Don't believe me? Watch the video closely. Also, you never explained why you get the factory at 100 gas. It makes no difference, either way, your factory will be waiting for the reactor from the barracks. That makes no sense to me.
Also, you must refer to the 3rd CC as your 2nd CC. Because in a build order, it must be referred to as your 2nd CC because it is the second CC that you build. It's important to not confuse this in the context of a build order. Yes it is your 3rd CC, but is the 2nd one you build.
Factory and reactor at 150 means that your barracks is done building a reactor before your factory is finished. With 2 gases mining if you start factory at 100, and reactor with the next 50, it lines up well (less so with 1 gas), and you barely have to wait for the reactor to finish.
I don't see why calling your 3rd cc the 2nd cc matters at all. If anything, that makes it more confusing as I, and probably most others, think of my 1st cc built as my second cc. Almost everyone calls it this. If you have 3CCs, it makes no sense to call the third one your 2nd CC. You wouldn't get confused by this unless you completely disregard context. It's not really a problem.
Also your build order is off. You have the build going up to only 7 barracks, when it should go to 8, and recommend a second factory when that kind of playstyle doesn't fit the build at all. There aren't 6 gases for another factory + thors, there isn't a slow enough push to utilize them well, nor is there enough money to produce it with all the production you have. Furthermore, you recommend adding the second factory right when you push maxed, which doesn't make any sense, as you will be reinforcing with bio/hellbat from there on out, with no money to spare, and if you get driven back, in which case you might build thors, you have already lost the game most likely. (If you watch Bomber's games you see he only adds his fourth CC when he maxes out and floats money.) It's an almost pure bio rally push build; thors do not fit.
I also disagree with your style of describing the build in general, as you need to use your 2 hellions correctly, use your first 2 medivacs/marines correctly, and push correctly on to creep. If you do this build but screw up on those then you will most likely lose; they are far more important to the build and merit much more description than other stuff you have included. Bomber wins not because his build is efficient (pretty much every pro Terran uses very efficient builds) but because he knows how to play a massively greedy style while still maintaining some map control and not dying to allins, and precisely how to maximize the specific advantages his build gives him, and cover for the specific disadvantages it has. That is the key to the build, not the exact factory timing, nor the precise placement of a certain CC. You could build all the same buildings in the same order but if you don't use your units correctly, or feel out the game correctly, you aren't playing the same build. Bomber's build and style are inseparable; you can't really have one without the other.
Thank you liduof for the TvZ guide! To the poster above, why don't you just watch the actual matches he referenced and answer your own questions. He already did the majority of the hard works.