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[G] 15CC Build Order notes

Forum Index > StarCraft 2 Strategy
Post a Reply
EJK
Profile Blog Joined September 2013
United States1302 Posts
Last Edited: 2015-01-17 03:38:10
January 17 2015 03:29 GMT
#1
10 depot
15 cc
15 rax1 (rally scv to build rax1)
17 (send scv scout & build rax2)
19 orbital1, rax3 (use scv that builds rax1)
20 orbital2
22 depot
31 depot

5:25 benchmark 23 scv/6 marine and start x2 gas

34 x2 gas
38 depot
42 bunker
44 gas3, @75 gas build 2 tech lab 1 reactor at same time
46 eng bay
48 x2 rauder
53 stim
54 fac, build x4 marine, start +1 attack
62 turret
64 back to x2 rauder x2 marine production
72 starport, @50% --> combat shields & gas4 & concussive shells

*When first 2 meds start, add rax4 and rax5 and reactor on factory
*3rd cc starts at 10:20, resume scv production now.

Stop scv production at 50 scv
Benchmark should be 100 supply at 10 mins.


I made a couple video's explaining the army positioning, the timing of the multi pronged attacks, and general game plan from start to finish in these videos here
+ Show Spoiler +

TvP Fantasy 14cc into Multi pronged aggression into ghost viking P1
https://www.youtube.com/dashboard?o=U
TvP Fantasy 14cc into Multi pronged aggression into ghost viking P2




VODS of build in action
+ Show Spoiler +
https://www.youtube.com/watch?v=qVrTOvDj4gU




Sc2 Terran Coach, top 16GM NA - interested in coaching? Message me on teamliquid!
Bojas
Profile Joined December 2010
Netherlands2397 Posts
January 17 2015 10:29 GMT
#2
Awesome! Thanks for sharing.
neptunusfisk
Profile Blog Joined July 2012
2286 Posts
January 17 2015 13:06 GMT
#3
I tried doing a similar style (based of flash and cure vods) but I find it really hard to hold proxy oracles with gateway follow-ups. You need to have luck with the marines at the right base and then have super clutch bunker repairs... but in longer games this build is awesome! :D
maru G5L pls
mau5mat
Profile Blog Joined September 2012
Northern Ireland461 Posts
January 17 2015 14:45 GMT
#4
Was it not shown somewhere that 14CC is just better than 15CC if you are going command center first?
neptunusfisk
Profile Blog Joined July 2012
2286 Posts
January 17 2015 15:05 GMT
#5
On January 17 2015 23:45 mau5mat wrote:
Was it not shown somewhere that 14CC is just better than 15CC if you are going command center first?


It's hard to have enough marines out when the oracle comes (~5:20) with 15 CC, but in what other ways is it worse?
maru G5L pls
LuckyGnomTV
Profile Blog Joined July 2009
Russian Federation367 Posts
Last Edited: 2015-01-17 15:46:33
January 17 2015 15:46 GMT
#6
On January 18 2015 00:05 neptunusfisk wrote:
It's hard to have enough marines out when the oracle comes (~5:20) with 15 CC, but in what other ways is it worse?


14CC is much safer and, I guess, earlier mule is always good.
EJK
Profile Blog Joined September 2013
United States1302 Posts
January 17 2015 16:52 GMT
#7
On January 17 2015 23:45 mau5mat wrote:
Was it not shown somewhere that 14CC is just better than 15CC if you are going command center first?

I guess this is just slightly greedier version, plus fantasy scouts for proxy 10 gates before putting down the cc, the l ater command center and rax are made up for by adding the 3rd rax slightly faster though
Sc2 Terran Coach, top 16GM NA - interested in coaching? Message me on teamliquid!
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