StimmedProbe's Postpatch TvZ Build #3 FE into 2port Banshee
Last Update: August 17th, 2012
Build #3 of 3: FE into 2port Banshee
Last Update: August 17th, 2012
Build #3 of 3: FE into 2port Banshee
![[image loading]](http://images2.wikia.nocookie.net/__cb20090419001303/starcraft/images/thumb/9/91/Banshee_SC2_Cncpt2.jpg/180px-Banshee_SC2_Cncpt2.jpg)
![[image loading]](http://images2.wikia.nocookie.net/__cb20090419001303/starcraft/images/thumb/9/91/Banshee_SC2_Cncpt2.jpg/180px-Banshee_SC2_Cncpt2.jpg)
"It's a flying DT basically"
Basic Idea:
This build opens up with a fast expansion and fast tech. 2 starport banshee provides insane map control and puts the zerg on the edge of their seat. Meanwhile back at home a deathpush of marines, hellions and thors is slowly building up. As the banshees numbers climb to 6 and 8 and eventually 10 the zerg will increasingly become uneasy. The deathpush comes out near max and with a little micro should win the game. This push however can come much earlier if significant damage has been done. This build requires good multitasking and macro to execute properly. I recommend this for mid-masters and above.
Build analysis video by Ibigandscary:
Build Order:
10 - Supply Depot
12 - Barracks
15 - Orbital Command + Marine (Cut marine production till 2nd supply depot is finished)
16 - Command Center @ natural
16 - SCV + Mule
17 - Refinery x2
18 - SCV
18 - Supply Depot
20 - Bunker (can be delayed or even skipped based on what you scout)
21 - Factory (~4:30)
26 - Starport x2
27 - Hellion
28 - Reactor on Barracks
29 - 3rd gas
30 - 2nd bunker (if needed)
32 - Supply Depot
Produce double banshees and get cloaking field. Meanwhile take your 4th gas and get an armory and tech lab on the factory. Throw down another barracks and factory when you have the money. Finish off the simcity at your front when you can. Your final building composition should be 2-2-2. Get armor for your thors at the armory. Combatshields optional, 3rd barracks also optional.
Scouting Zerg Aggression/All-ins (Copied from my 4xThor Guide)
You have 4 marines for a long portion of the game and as such we need to be actively scouting if we do not want to die to all-ins. The following are some important things to consider:
- If the zerg has taken an early gas (Before 4 minutes) consider getting a bunker, definitely do a follow up scout
- Check for a fast 3rd base, since this is what many zergs do in response to 1rax FE -> around 5-6 minutes
- Use your hellion to scout for an abnormal ammount of lings (more than 6)
- Control the watch tower with your marines if possible
- Try not to use a scan, learn to read the zerg better (most of their all ins are not too hard to scout with scvs/hellions as long as you are diligent)
Controlling your Banshees
Wait till you have 4 banshees and control of the watchtower preferably and push out towards their 3rd base. The Zerg's 3rd base is generally the base with the least defenses. You can also circle around to the natural or main or the front of the creep. Just try to be active without losing any banshees. Sometimes you can snipe a macro hatch so look for those they are often quite exposed. Similarly the evo chambers at the front are normally out of spore range or they funnel the queens, so try to pick those off or fight there. If some banshees take heavy damage, send those ones home and continue the attack with the remaining banshees. Your banshee number should grow and you should have a feel for just how strong 4, 6, 8 and 10 banshees are after a few games. Deny him his 5th/6th gas long enough and you will not have to worry about a huge flock of mutas or fungal growth from infestors. You can engage solo spores or 2-3 queens without losing a banshee if you micro properly.
The Deathpush
Your push should consist of roughly:
- 30-40 scvs (half to all on auto repair)
- 30-40 marines (with or without combat shields)
- 4-6 hellions (no blue flame)
- 4-6 thors (with at least +1 armor)
- 10-12 banshees (preferably with 60+ kills among them already =])
Tips and Tricks:
- In general, split up your starports. You do not want him to scout both of them with an overlord. On some maps like cloud kingdom you can hide both of them at the corner however. Just adapt to the map.
- Prioritize constant banshee production over thor production. If you do not have enough gas for a round of thors, produce hellions instead. Make sure your factory is always active!
- Rally your starports to your banshees, just make sure you watch the reinforcement line so you do not lose any banshees needlessly.
- Your money will get high as you approach max, this is normal. You can use this bank to make a few CCs and you can bring along 40 or so scvs for your attack and you will not run out of money anytime soon.
- If there are mutalisks you need to be careful. Overseers move slower than banshees, but a flock of mutas can pick off your banshees pretty quickly.
- Try to hit the 3rd base first, it is the one with the least defense in general and the zerg desperately need the 5th and 6th gas to go for infestors.
- You can 'magic box' the infestors with your banshees. This is done similarly to how mutas magic box thors.
- Your first hellion is very important, make sure you use him well.
- If you know your opponent well and the map is suitable, you can go for a 15cc into 2port banshee instead of a 1rax fe into 2port.
http://drop.sc/223038
This game is total domination from start to finish. I start the harassment with 2 banshees and continue to find holes in his defenses and punish him. After crippling his economy and production I push out at 140food for a gg wp from my opponent.
http://drop.sc/223035
My opponent takes a fast 3rd with a 4th inbase hatchery. My banshees are able to maneuver in and out and snipe the natural, the 3rd and the macro hatch leaving the zerg on one hatchery of production. Smelling blood in the water I push at 140 for a decisive victory.
http://drop.sc/223036
My opponent attempts a roach ling bane all in. However I see there is no 3rd base and my banshees catch a glimpse of the units crossing the field. My simcity bunkers marines tanks and banshees slaughter his units. I lose 3 depots and a few marines. Needless to say, the following push killed him without much effort.
http://drop.sc/223037
My opponent takes a fast 3rd base and gets caught completely off guard by my 4 banshees and loses his 3rd base and some buildings at his natural. He counter attacks with ling/bane but my wall + thors + marines + decent spread = hardly any damage. He dies to the followup push easily.
http://drop.sc/223039
My opponent opens up with 4 queens and an in base macro hatch. He takes a 3rd base shortly thereafter. I am able to deny him from getting any use out of his 3rd base though for quite awhile. As a result his infestor count is low and my 160 push wins the game.
http://drop.sc/223040
A slight variation in this game. Given my opponent's personality and the map I opt for a 15cc into double gas and fast 2x banshees. I am able to control my opponent's 3rd base and although he has a decent unit composition, he simply doesnt have the economy to compete with my unit composition.