Lately, I've decided I wanted to try out terran. I've lacked most knowledge of refined Terran build orders besides the simple cheesy crap, like 2 port banshee ect.
After a while I noticed there were enough similarities in the structure of each races to develop analogous build orders.
Day9 recently covered a game where MouZMorrow put a 14 gas 14 pool speed-ling expand build order to good use verse a toss player. It is apparent to me that you can do the EXACT same ANALOGOUS build order as Terran. What do i mean by ANALAGOUS? Well, thinking on the lines of an analogy. Typically, each analog is different according to the main racial advantage of each race.
Terran racial advantage seems to be defense.
Zerg Racial Advantage seems to be mobility.
Ex. Cows: Farmland as Deer:Forest
an Sc2 example would be:
Terran
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Here's a small list of the ones that I have thought of.
Between Zerg and Terran, Protoss analogs obviously exist too. I'll also try to phrase things in thinking about the ZvP TvP matchup.
For example:
Zergling:Marine
Speedling: Stim Marine or Helions
Roach: Marauder
Speed Roach: Marauder with Conc shells
HydraLisk: Ghost
ZVP TVP matchup defensive unit, (dont push against terrans with ghost or zergs with Hydraslisk with pure gateway units.
Hydra Range: Mobius Reactor
Hydra dps vs toss: EMP
Mutalisk:Banshee Map Control units
Ultra:Thor
Ultra armor: 250 mm cannon
Broodlord: Battle cruiser
Corrupter: Viking
Overlord: supply depot
creep:supply depot (Mobility vs Defense)
Creep spew: Medivac heal (Mobility vs Defense)
Mule: Queen Macro mechanic. (Mule can give you enough minerals to build 2 barracks and the 2nd mule will give you the money to produce out of both.)
Adrenal Glands: Marine HP (Combat Shields)
Infernal Preignighter: Banelings? aoe dmg to light?
Infestor:Raven
Infested Terran:auto turret
Fungal Growth: Seeker missile (Defense vs Mobility)
Corruption: Viking land mode (Defense vs Mobility)
Burrow: Seige mode (Defense vs Mobility)
Overseer: Scan (Defense vs Mobility)
Lair: Factory/Ghost academy
Hydra Den: Ghost academy
Hatchery: CC duh!
Extractor: Refinery duh!
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the last two are for my transition into how this could relate to a build order.
Day9 recently illustrated a good BO for z v z that was similar to a terran 1-1-1 build order.
Lets look at a solid build order for Zerg and find the anagous build for terran.
Pretend were still playing a ZvP or ZvT matchup: You can't really think of this in a ZVT format or else you lose your control. Protoss being the control in this little thought experiment.
Ex:
2 port banshee into expansion: 1 base muta into expansion
Zerg:
9 overlord
14 gas
14 pool
15 overlord
16 queen
18 2 lings to deny scouting
take drones off gas after spawning pool
is up for 100 gas to ling speed
19 expand
22 overlord
2nd queen
drones back on gas
lair
+1 carapace
2 spines for defence (4 gates can be nasty :/)
It's pointless to list the build order/opening from now on due to the fact, if your playing at a high level you will be scouting and reacting to what your opponent is doing.
this can transition of course into lair with 2nd hundred gas
into hydras to give you the defensive advantage and keep you safe to take your 3rd vs toss. If you see collosi get corrupters.
Terran:
10 supply depot
13 refinery
14 barracks
15 supply depot
16 oc
19 command center
20ish supply depot
2nd oc
scvs back on gas
Ghost academy
+1 infantry weapons
2 bunkers for defence ( how common is this when FE vs a protoss to defend a 4 gate :/
of course you can use this stim marine and ghost composition to defend again any gateway oriented force so you can get a quick 3rd up. If you see collosi tech, get vikings
I think this kind of reasoning could be applied to create many new and effective build orders. After all In Code S GSL, Liquid Jinro successfully used mech against OgsMC, which in a way is the equivalent of using Muta/Ling/Bling vs Toss.
I understand this is not anything new or novel, but just a post to get those creative juices going for our little Sc2 E-Sports community. After all sc2 is young and there is still a lot of room to innovate backed up by the changes in the metagame that occured after every GSL.
GSL 1: Management Style Zerg play perfected by Idra and Fruitdealer, NesTea cam a bit later
GSL 2: MarineKingPrime changed theway we thought about marines
GSL 3: OgsMC made alot of innovations in the way we see PVT