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I don't know if Byun was the creator of this build, but this was the first time I've ever seen it.
edit: apparently Goody, LZGamer, Avilo, and some other foreigners have been doing this for a while. I searched for any guides similar to this one before I posed this, and did not find one. So while Goody, LZGamer, and Avilo may have pioneered this build, I was unaware of that, and they deserve some credit.
Some things about me... + Show Spoiler +
This is my first "guide", and it is now comprehensive. I am a High Masters Terran on NA. So far I've been successful with this build, but I would not recommend it as a main staple build... just something you have fun with every once in a while. I personally don't see this working on small maps, and have only tried it only cross positions, on maps like Tal'Darim Altar, Shakuras Plateau, and maybe Antigua Shipyard. With that said, this is a very strong build.
I saw Byun do this in Code A the other day and wanted to try it and wanted to put the Build Order up on TL for everyone to have.
http://www.gomtv.net/2011gslsponsors6/vod/66247
If you don't have a GOM subscription... get one
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Replay 1: General BO, there is no opponent, but this is the exact build Byun was doing.
http://www.sc2replayed.com/replay-videos/13366
+ Show Spoiler +
Build Order
10 Supply Depot (near CC, not choke)
12 Barracks (when the scv finishes Barracks, this is your scouting SCV)
15 Marine (only one for now)
16 Orbital Command (that scouting SCV should be heading out)
17 Command Center at natural (to time this right, pull an scv when the marine is 50% done, send it to natural)
17 Supply Depot
17 Marine (this one is delayed, but constant hereafter)
22 Refinery
22 Refinery
24 Bunker (can slap down at 23 if you aren't comfortable)
25 Factory + Orbital Command
29 Reactor on Barracks + 3rd Refinery at natural
31 Supply Depot
34 Supply Depot
34 Tech Lab on Factory
37 Tank + 2x Marine + Siege mode (constant Tank+2marine from here on out)
42 Supply Depot (constant supply depots from scv from now on)
~55Food, once you've started your 2nd tank, throw down 3 factories at once.
~You also need to start building 2x supply depots constantly now
Once the 3 factories finish, build 3x Reactors on them + Blue Flame upgrade (this massive gas dump will delay your 3rd tank a little bit)
When you push out at 10 minutes you should have:
~100 supply, consisting of
20 Marines
3 Siege Tanks + Siege mode
6 Hellions + Blue Flame
and by the time you reach your opponents base another 6 hellions should have caught up (they're so fast) and 2 marines and another tank straggling behind. The speed of hellions is really the strength of this build. They reinforce fast, they can dart up ramps for vision, and they can quickly harass a mineral line away from your main push.
10 Supply Depot (near CC, not choke)
12 Barracks (when the scv finishes Barracks, this is your scouting SCV)
15 Marine (only one for now)
16 Orbital Command (that scouting SCV should be heading out)
17 Command Center at natural (to time this right, pull an scv when the marine is 50% done, send it to natural)
17 Supply Depot
17 Marine (this one is delayed, but constant hereafter)
22 Refinery
22 Refinery
24 Bunker (can slap down at 23 if you aren't comfortable)
25 Factory + Orbital Command
29 Reactor on Barracks + 3rd Refinery at natural
31 Supply Depot
34 Supply Depot
34 Tech Lab on Factory
37 Tank + 2x Marine + Siege mode (constant Tank+2marine from here on out)
42 Supply Depot (constant supply depots from scv from now on)
~55Food, once you've started your 2nd tank, throw down 3 factories at once.
~You also need to start building 2x supply depots constantly now
Once the 3 factories finish, build 3x Reactors on them + Blue Flame upgrade (this massive gas dump will delay your 3rd tank a little bit)
When you push out at 10 minutes you should have:
~100 supply, consisting of
20 Marines
3 Siege Tanks + Siege mode
6 Hellions + Blue Flame
and by the time you reach your opponents base another 6 hellions should have caught up (they're so fast) and 2 marines and another tank straggling behind. The speed of hellions is really the strength of this build. They reinforce fast, they can dart up ramps for vision, and they can quickly harass a mineral line away from your main push.
Replay 2: A variation of the build I made up in a ladder game, it's a bit safer for closer positions / smaller maps
http://www.sc2replayed.com/replay-videos/13367
+ Show Spoiler +
This is not the "best" execution of the build. I make an early push with just marines and tanks that I feel confident will do damage if hes teching too hard, unfortunately I didn't send 1 marine ahead of my army like I'm supposed to... and got caught out of position. Then when I sieged on the low ground I didn't have the hellion I needed to sprint up the ramp for vision and had to pull back. Barf. If you want a better execution replay, check the GOM VOD, or check back here later, I'll try and upload a better one.
Key Notes
• This should not be your staple TvP build, but rather a nice build you can throw in there once in a while on larger maps.
• If you opponent is NOT going for a FE... bunker+wall up on one base, and try to identify what all in is coming.
+ Show Spoiler +
Vs 4gate: hopefully you have enough bunkers + scv repair + wall off until siege mode arrives
Vs Voidray: continue with siege mode, but get a viking asap, possibly even swapping starport with the reactor rax if you still have healthy marines (2x viking or viking+medivac)
Vs DT: hopefully you haven't muled too hard, get a Raven asap. If it's that dire of a situation swap the starport for the factory techlab and cancel siegemode. If you're not sure if it's a DT, you can afford the 325 minerals to make an engi bay + 2 turrest (1 at each CC)
Vs Colossus: I actually haven't seen a 1base colossus build on a big map in a long long time... so... you should be safe with siege tanks + vikings OR banshees, just keep your marines away from that colossus!
Vs Anything on a small map, you're dead.
Vs What else is there that isn't an expansion build??
Vs Voidray: continue with siege mode, but get a viking asap, possibly even swapping starport with the reactor rax if you still have healthy marines (2x viking or viking+medivac)
Vs DT: hopefully you haven't muled too hard, get a Raven asap. If it's that dire of a situation swap the starport for the factory techlab and cancel siegemode. If you're not sure if it's a DT, you can afford the 325 minerals to make an engi bay + 2 turrest (1 at each CC)
Vs Colossus: I actually haven't seen a 1base colossus build on a big map in a long long time... so... you should be safe with siege tanks + vikings OR banshees, just keep your marines away from that colossus!
Vs Anything on a small map, you're dead.
Vs What else is there that isn't an expansion build??
• Siege up in typical positions outside his natural (think Tal'Darim)
• Bringing a few SCVs is optional, I personally like to. (Keep them separate from army control groups!)
• If you do bring SCVs, it's nice to build a Barracks outside their base. You can use it to get vision of high ground, get extra tank range, or land it to create a choke point (zealot deathtrap)
• You shouldn't have your whole army on one hotkey! Ideally you want 3, 1 for each unit type, but at the very least set it up so you can easily use your marines to focus any immortal shields, and/or use your tanks to focus stalkers or zealots that aren't humping your marines.
• Hellions are fast, use them! Scout ahead of your army, flame those zealots a few times before the major battle!
I think that just about sums it up, if I missed anything let me know and I'll be sure to add it. Other than that, I hope you enjoy this build and please report back with any feedback / comments / results!
edit
OK so it'd been a month, and I've played a few games where I used the build.
Replay 3: Another variation of the build I made up in a ladder game, it's pretty good I like it.
http://sc2rep.com/replays/download?id=15011
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I delay the tanks for reactored hellion scouting/harass and defensive marauders. The one thing I like about this game is the extra barracks I build and float over to gain vision of the high ground + extra tank range. The biggest criticism I'd have in this game is I positioned my tanks poorly outside his natural, I could have done a better job.
Replay 4: Pretty smooth execution of the build on Shakuras.
http://sc2rep.com/replays/download?id=15012
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Basically I just slammed out the build order, positioned myself properly, and then started to lean on him till he caved and lost. Pretty easy win.
Replay 5: Standard execution of build, although I add an extra bunker to be safe.
http://sc2rep.com/replays/download?id=15013
+ Show Spoiler +
Then I scouted an early robo + colossus, and it took me longer than it should have to throw down the starport. He tried to flank my army, so I just pounced on the position to prevent his retreat. KEY NOTE: I DID NOT PUSH INTO HIS BASE. I just separated his army from his base, and then sent in the hellions to harass. However, afterward he caught me out of position and raped my army. Bad. Didn't panic, came back, won in a long game. However, I noticed he was going very stalker / colossus heavy, so I decided getting some marauders might be a good idea. I'll be honest, I don't have a lot of late game experience with mech, so some games I end up transitioning into a mech/bio hybrid, and just abuse the positioning power of tanks, and the zealot/ht/probe roasting power of hellions, WITH bio.
Replay 6: Pretty smooth execution of the build on Shakuras, with the deviation of an extra barracks.
http://sc2rep.com/replays/download?id=15014
+ Show Spoiler +
I delayed his expo with an engi bay, and then feared he might just 4/5gate me instead of actually expanding, so I threw down an extra barracks. I later scanned to see that he did in fact expand, so I just used the extra barracks for addons, not a huge deal.
Later he catches me in the middle of the map as I'm pushing, and when I see his army I decide it might be better to just take map control and play safe instead of going for the kill, which is a great strength of this build. At around 22/23minutes, he engages me with a maxed protoss deathball, but my 3 emps + 8 sieged tanks and 70 supply of hellions melt his shit pretty fast. Splash damage ftw.
Later he catches me in the middle of the map as I'm pushing, and when I see his army I decide it might be better to just take map control and play safe instead of going for the kill, which is a great strength of this build. At around 22/23minutes, he engages me with a maxed protoss deathball, but my 3 emps + 8 sieged tanks and 70 supply of hellions melt his shit pretty fast. Splash damage ftw.
Replay 7: Good opening on Metalopolis, bad push though.
http://sc2rep.com/replays/download?id=15015
+ Show Spoiler +
He catches 3 of my tanks unsieged, and has 3 colossus of his own. Somehow the engagement still goes in my favor, and I probably could have ended the game at 13minutes but I didn't realize how badly I had beat him.
He goes mass blink stalker, which I'm forced to defend with hellions, which means neither of us is killing eachother very fast. After the second blink stalker bullshit I said fuck it and started making/upgrading marauders. I should have denied expos / hellion harassed his eco more in the late game, but other than that a solid game. Oh and he desparately tech swaps to void rays and goes for a base race, but it fails.
He goes mass blink stalker, which I'm forced to defend with hellions, which means neither of us is killing eachother very fast. After the second blink stalker bullshit I said fuck it and started making/upgrading marauders. I should have denied expos / hellion harassed his eco more in the late game, but other than that a solid game. Oh and he desparately tech swaps to void rays and goes for a base race, but it fails.
Replay 8: Tal'Darim, Protoss opens VR.
http://sc2rep.com/replays/download?id=15016
+ Show Spoiler +
So he 2gate VR expands... Keys to defending this kind of crap: unit positioning! Just run away from the VR until he over extends, then engage. This will both minimize losses and delay for your viking. It's important to still get siegemode asap, because if they bring the gateway units too, you're gonna need the siege range.
After that, ezwin.
After that, ezwin.
Late Game Transition
• After the push, you should either have done at least one of the following:
-Inflicted significant economic damage
-Traded armies, hopefully favoring you
-Taken map control
-Won the game
-Lost the game
• ...If you lost, that sucks. If you won, that rules. If you achieved one of the other options, it should be safe for you to begin building your 3rd CC and start setting yourself up for the late game! To do this, begin by:
-Lifting your barracks and building a Starport on the reactor. You will use this for hellion drops, or if he has colossus tech, vikings.
-Build to additional barracks for a total of 3, all with tech labs
-Build a ghost academy
-Build and engi bay if you don't have one (I usually have one, I hate DTs) infantry upgrades are optional, but they are cheap... and I like to build marauders when I don't need ghosts.
-Build atleast one armory. This is personal preference, but 3/3 mech is pretty sweet... In anycase, you should upgrade your mech with atleast one armory.
Your general Late Game strategy should be to take Map Control, Deny Bases, Take Bases, and Hellion Harass. If you fail to do ALL four of these things, you will lose to a good protoss. Luckily, if you successfully take Map Control, the other three goals become much easier. So, naturally, taking Map Control should be your #1 priority.
The best way to gain [u]Map Control]/u] is to find somewhere on the map to siege your siege tanks that: allows you to take a 3rd/4th base, and serve as a base camp for your hellions to scout probes trying to put up expansions (Deny Bases), and dart in to already existing protoss expansions (Hellion Harass).
Other tactics include hellion drops for economic harass, and marauder drops for tech/production harass. If you're lucky, one of these forms of harassment will draw the protoss army out of position, allowing your main army to gain a better position. If you're not that lucky, then continue macro'ing and harassing, and you should reach max before him, in which case you can push hard and win. The amount of splash damage Tanks/Hellions/Ghosts do to ground is absurd, so as long as you don't get caught in a bad spot, your army should beat his, so don't be afraid to get aggressive, so long as you're careful not to engage poorly.
Also, make sure you keep scouting his tech / army composition. If you continually poke/prod him, you should be fine, but if you leave him alone too long he could tech switch and murder you. It could be anything from mass zealots and you don't have enough hellions, or heavy immortals you don't have enough ghosts for, or mass colossus you don't have the vikings for. There's even the dreaded VR or Carrier tech switch, in which case you should have seen from your pokes/prods that you can just straight up kill him. The investment in stargate tech should set him back enough for you to just roll him over, but it's hard to identify that timing sometimes,
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