Opening
+ Show Spoiler +
- 10 supply (at choke), 12 rax (near CC), 13 gas, 15 OC, 16 supply
- marines + scvs constantly
- 2nd gas
- factory
- reactor on rax when you have 2-3 marines
- bunker
- starport after factory
- techlab on factory to swap with starport
- bunker
- raven
- cloak
- banshee
Notes:
- The rax-reactor which allows for production of sufficent marines to handle early attacks using 2 bunkers at the choke. 1 bunker is definitely needed but the 2nd can be avoided if your scouting is good.
- The 2nd gas before factory leads to 200 gas right as the starport finishes (sufficient for the raven).
- If the protoss expands, the terran should interrupt the build and immediately throw down a CC in response and then resume as normal.
- The "half-wall" helps negate early pressure while not being vulnerable to a wallin harass (e.g. by stalkers or VRs). This is done by placing the first supply at the choke but the rax near the CC. The supply allows for a quick emergency wallin while having the rax back means that it is not vulnerable to harass.
- marines + scvs constantly
- 2nd gas
- factory
- reactor on rax when you have 2-3 marines
- bunker
- starport after factory
- techlab on factory to swap with starport
- bunker
- raven
- cloak
- banshee
Notes:
- The rax-reactor which allows for production of sufficent marines to handle early attacks using 2 bunkers at the choke. 1 bunker is definitely needed but the 2nd can be avoided if your scouting is good.
- The 2nd gas before factory leads to 200 gas right as the starport finishes (sufficient for the raven).
- If the protoss expands, the terran should interrupt the build and immediately throw down a CC in response and then resume as normal.
- The "half-wall" helps negate early pressure while not being vulnerable to a wallin harass (e.g. by stalkers or VRs). This is done by placing the first supply at the choke but the rax near the CC. The supply allows for a quick emergency wallin while having the rax back means that it is not vulnerable to harass.
Midgame
+ Show Spoiler +
- I usually harass at 2 banshees.
- If you feel reasonably safe, expand then build the 2nd starport. If not, build the starport first.
- Add a couple of bunkers at your natural and place your army there.
- Add more starports (4-5).
- Build armory for upgrades.
- Army composition is marine/banshee/raven.
- Harass as much as possible with banshees. If they get phoenixes, build vikings in response and be conservative with your harass. If your airforce is caught by the phoenixes, run your banshees and let your vikings engage (and thus die) to buy time for the banshees to get away.
- If they are phoenix-heavy, don't be afraid to keep your banshees with your main army (i.e don't harass) and instead just try and get expansions.
- If you feel reasonably safe, expand then build the 2nd starport. If not, build the starport first.
- Add a couple of bunkers at your natural and place your army there.
- Add more starports (4-5).
- Build armory for upgrades.
- Army composition is marine/banshee/raven.
- Harass as much as possible with banshees. If they get phoenixes, build vikings in response and be conservative with your harass. If your airforce is caught by the phoenixes, run your banshees and let your vikings engage (and thus die) to buy time for the banshees to get away.
- If they are phoenix-heavy, don't be afraid to keep your banshees with your main army (i.e don't harass) and instead just try and get expansions.
Endgame
+ Show Spoiler +
- Build a fusion core.
- Army composition is viking/banshee/BC/marine/raven.
- Keep expanding using PFs and add more starports as money allows.
- Position your army in a good location with the ability to defend expansions. Ideally, you want them to engage you while you are in a strong defensive position. Bring some SCVs for auto-repair.
- The protoss has no hard-counter to BCs and they perform reasonably against HTs/stalkers.
- Don't forget to keep upgrading air.
- Army composition is viking/banshee/BC/marine/raven.
- Keep expanding using PFs and add more starports as money allows.
- Position your army in a good location with the ability to defend expansions. Ideally, you want them to engage you while you are in a strong defensive position. Bring some SCVs for auto-repair.
- The protoss has no hard-counter to BCs and they perform reasonably against HTs/stalkers.
- Don't forget to keep upgrading air.
Some protoss responses
+ Show Spoiler +
2-gate robo
- Scout their expansion timing and pop down a CC if they do it early.
- If they play defensively, try and get your expand down first and out-econ them.
4-gate
- Be extremely defensive and don't be afraid to keep your banshees at home for defence.
- When you've held their attack, you can expand instead of trying to press home the win.
1-gate FE
- Interrupt your opening and build a CC straight away. They will probably be on the defensive, so bring your banshees to harass as soon as possible.
- I generally don't try to go for a timing attack.
3-gate 1-star
- Once you see the VRs, make vikings in response and stick on the defensive. I try and expand first before going on the attack.
- I would stick to marines/vikings and not get turrets.
2-star
- The defence for this is simlar to the 3-gate 1-star build (I would also not get turrets).
3-gate (or 4-gate) blink stalkers
- The double bunker should be able to protect you. However, it is likely that you'll need to pull SCVs to defend against this.
Zealot/phoenix
- This build can be difficult to handle and probably soft-counters this build.
- You need to stay on the defensive and pump vikings in response.
- Scout their expansion timing and pop down a CC if they do it early.
- If they play defensively, try and get your expand down first and out-econ them.
4-gate
- Be extremely defensive and don't be afraid to keep your banshees at home for defence.
- When you've held their attack, you can expand instead of trying to press home the win.
1-gate FE
- Interrupt your opening and build a CC straight away. They will probably be on the defensive, so bring your banshees to harass as soon as possible.
- I generally don't try to go for a timing attack.
3-gate 1-star
- Once you see the VRs, make vikings in response and stick on the defensive. I try and expand first before going on the attack.
- I would stick to marines/vikings and not get turrets.
2-star
- The defence for this is simlar to the 3-gate 1-star build (I would also not get turrets).
3-gate (or 4-gate) blink stalkers
- The double bunker should be able to protect you. However, it is likely that you'll need to pull SCVs to defend against this.
Zealot/phoenix
- This build can be difficult to handle and probably soft-counters this build.
- You need to stay on the defensive and pump vikings in response.
Replays
+ Show Spoiler +