For I am in need of your wisdom! (maybe not really? Who knows?)
I have recently come across a replay that intrigued me It came from somewhere and was played in a tournament somewhen, but it matters not (Clem vs Byun dunno any more). What does matter is that it provides an excellent blueprint for how to do a safe super smooth and lightning fast no scout macro TvT. I have been trying to copy this marvellous Bo for a bit to get it ready for ladder play. In preparation for this I did make some notes and put a little thought into why some things get build and why others don't, but honestly the tech route and choice of units is very, very standard and precise in its response to the various potential attacks that can be thrown at one in TvT. What did impress me the most about this was the fact that Clem managed to edge out an economic early game lead against Byun! When they were essentially doing the exact same build (both go double gas --> double Raven), and converted it to a superior unit count, earlier upgrades and an earlier third and fourth all the while being perfectly untouchable.
Here is the Game in question Replay
Here is a VoD of the game
And this is me practising the Bo (8th try or something like that )
And here are my personal notes:
Clems 2 Raven Macro TvT / Build
Rax - Gas - opening
2nd Gas 13 @supply
Rax -> 2Reaper -> @27/31 (shortly after hellion starts) Reactor -> 6 marines total (cut marines for earlier third!) 2 asap
(OC natural before Rine 3/4) after 6 rines leave on reactor for emergencies
but dont use. Then swap onto Starport Tlab for upgrades
Factory asap ---> pull 3 scvs out of gas
Fact --- >Hellion ->widowmine -> Tlab -> Cyclone -> tank (Factory never idle!)
@Fact 100% resaturate main gas with newly made scvs keep 15/16 on minerals
after Reactor ---> starport asap
SUPPLYDEPOT 30/31! after Starport!
@Starport 100% -> Tlab -> Raven asap -> Raven --- switch onto Reactor
->> double vikings (BEFORE STIM!) --> 8 vikings
3rd gas done @Natural CC (35/54)
@(44/54) spotting depot in main dead space
@(59/62) (4:37) 3rd CC in main
@(66/70) 2 rax ---> 2Reac asap
@Natural saturated --> 4th gas + double ebay --> armory in time for 2/2 --> +1Vehicle attack
@6:00 3rd CC on location
@~7:40 4th and 5th rax
@ 8:00 4th CC Turrets and Sensors
@9:00 second factory on Rax Tlab
Build new Reactor with the original Rax
Final Setup: 4 CCs (+More later in the game) 5Rax on Reac, 2Factories 1 Starport
1st reaper scout own natural and 3rd for proxies --> return to main ramp then chill in base until WM
@WM 100% defend natural with 2 reapers 2 rines 1 hellion and wm
3:45 - proxy drop timing - have 1 hellion 1 rine in main
4:20 - Push timing - unitz outside of natural to spot for tank push, WM forward, single marine to check
secondary attack path. Maybe use reaper hellion to scout map a bit
6:00 - expand vision circle, rally unitz to third.
~6:30 Use Cyclone to guard drop path to natural
@6:27 we have 52 Scvs, 1 hellion, 2 reapers, 1 cyclone, 4! Tanks, 6 marines, 2 ravens, 1WM
9:30 secure 4th with army saturate and build defences
!Leave 2 Tanks at 3rd!
after this it's all about positioning and killing enemy tanks and air.
Don't use tanks to break lines. Use marines! and Ravens!
From here on out its the usual 3/1/1 3base setup into 4 base whatever. Stop scvs on 3 Bases
build army to secure space and take 4th when reasonable. At this point sensor towers and 2-3 turrets might be in order
At this point, haven't had the opportunity to ruin another terrans day with this Bo but I did get to try it against a cheesy protoss and it worked out ok ish... (didn't win the game but i felt ok with how the macro side of it went considering its not meant to do well vs toss)
So what I would like to gain some insight in is; Is this actually viable or am I missing some glaring weaknesses here?
I will be doing a ladder session now and hopefully get some replays to upload here!