![[image loading]](http://i.imgur.com/ckE19U1.jpg)
[G][D] Going CC-First Bio in TvP
Introduction
In HotS, Protoss early game aggression and utility got some very fancy new toys. In a metagame that is still fluctuating, Terran players have been searching for ways to eke out advantages against the wide range of Protoss builds in the matchup. CC-first offers a strong economic advantage over many typical Protoss openings, but also gives the Protoss tempting vulnerabilities to try and exploit. This guide will attempt to explore TvP CC-first builds as they have appeared up until now, with the ultimate goal being to evolve with the metagame and give Terran players some interesting tools to employ against the Protoss arsenal.
Why not mech? Well, given the prevalence of Stargate and proxy play, a CC-first build sacrifices so much of the early Marine production that with only one Barracks you won’t defend a proxy Oracle very well, even if you gun straight for Mines. So, there are better ways to open for mech that don’t leave such a huge window of vulnerability to Stargate play.
Background
Many of the games and examples discussed in this guide come from MLG Dallas and the Winter Exhibitions that were held earlier in 2013. Obviously, the metagame can change drastically in a short period of time, but many of the players who employed CC-first are some of the most build-savvy, technically proficient Korean SC2 players in the world, and their examples are nothing if not instructive.
![[image loading]](http://i.imgur.com/vrsmbNC.jpg)
Changelog
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May 13, 2013: added a game to the replays and increased information on defending a Blink all-in.
May 19, 2013: added a new pro VoD of STX.Innovation deflecting a proxy Oracle build after not scouting it and countering with a massive midgame attack. Analysis of the techniques used included.
May 27, 2013: added a neat VoD of a masters Terran holding proxy 2-gate (in-base) with CC first. Worth a look for some good anti-cheese fundamental tactics.
June 8, 2013: added an entire discussion and build extension based on ForGG's Hellbat/Marauder transition in WCS Season 1 Finals play.
May 19, 2013: added a new pro VoD of STX.Innovation deflecting a proxy Oracle build after not scouting it and countering with a massive midgame attack. Analysis of the techniques used included.
May 27, 2013: added a neat VoD of a masters Terran holding proxy 2-gate (in-base) with CC first. Worth a look for some good anti-cheese fundamental tactics.
June 8, 2013: added an entire discussion and build extension based on ForGG's Hellbat/Marauder transition in WCS Season 1 Finals play.
Table of Contents
- Basic Framework and Goals
- Detailed Build Order
- Scouting, or “How Not to Die”
- Walls, Low-ground, and Early Harass
- Common All-ins
- Transitions and Continuations
- Logic
- Pro VoDs and References
- Author Example Replays
- Further Discussion, Questions, and Credits
1. Basic Framework and Goals
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The basic framework of a TvP CC-first build is as follows: 2 early Orbital Commands, at least 2 Barracks and eventually 3, and 3 gas before 7:30 to provide enough income to catch up on tech. This is to mitigate the delay in upgrades and army size that is obviously incurred by spending 400 minerals on a Command Center right off the bat instead of Reapers, multiple Barracks, or any other sort of aggressive option.
![[image loading]](http://i.imgur.com/SpCAIfL.jpg)
The critical early setup of a CC-first build.
The fundamental goals of a CC-first build, in rough chronological order:
- get an early economic advantage
- defend/prepare against common all-ins without sacrificing your edge
- quick powering up for strong midgame aggressive potential
- sufficient tech to permit you to at least enter the lategame on an even footing
2. Detailed Build Order
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Note: after about 5:00, supply counts are not provided because the possibility of getting harassed is always there, and it’s more important to remember the benchmarks and ordering rather than the strict “build this on 50/54” indicator.
10 - Depot
*** first decision: at the wall or not? This seems to be a matter of preference, as almost no pro Terran actually completes the wall with both Barracks to follow. If you’re facing more proxy Gateway builds, the wall is fine. If not, making it at the mineral line will save you a few resources.
14 - CC
*** second decision: low-ground or not? Many games that I have watched seemed to prefer low ground, but this can make defending a bizarre double gate or quirky 10-gate opener very difficult. My recommendation is practice with low ground and take the losses until you are able to defend all the common pressures with a low-ground build.
15 - Barracks (~2:40)
16 - Barracks (~3:10)
*** if you want to place one or both of these at the wall, you can, however, most of the pro players seem to prefer less mining time lost by building in the main and then rallying to the ramp with all the Marines for defense
![[image loading]](http://i.imgur.com/VYuqnrh.jpg)
Rallied to the top of the narrowest available ramp to defend against Zealots and Stalkers.
Branch Point
Here we have a spot where the builds diverge fairly significantly, and they realign later. I will discuss the major/’standard’ continuation here and the other possible options later.
20 - Barracks OR Bunker, then the other later as money permits (~4:10-4:30)
*** this is dependant almost entirely on what you scout. If you see aggression or the possibility of it, Bunker first is safe. If not, feel free to just go right up to 3 Barracks instantly and build the Bunker later (use the ramps of the bases to help drive off early Protoss units).
*** MKP/Byun almost never builds the Bunker here, which can end up hurting you versus very aggressive Protoss players; Seed in fact was able to take advantage of this lack of early defense with a Voidray/Warpgate all-in on Daybreak (see games below)
- Note: If you want the crispest upgrade and infrastructure timings, you must delay the second Depot until after you have started your two Refineries. There will be a slight supply block for a few seconds as a result; this is normal, and the only way to make the gas line up perfectly.
28/29 - 2x Gas after Barracks and Bunker are begun as money permits (should be ~5:00 or so unless you’re being messed with a lot)
*** if you’re sure to hold the natural ramp with just Marines, you can also build the Bunker AFTER these gases, in which case the gases hit at 4:30 and the Bunker at 4:50 or so
@100% Barracks 3, Tech Lab on Barracks 3
*** this can be slightly delayed depending on whether or not you decided to go Bunker after or before Barracks, in any case, add the Tech Lab as soon as you hit 25 gas
@100% Tech Lab, research Stim, Factory with next 100 gas, 3rd gas (~6:30)
*** the timing of these various individual things can vary slightly, but in general, as the Tech Lab finishes you are getting Stim -> Factory + 3rd gas in that order
@125 minerals, E-bay (~ 7:00), add-ons as money permits
*** two basic options: double Reactor, or Reactor + Tech Lab
*** double Reactor means you are planning on heavy aggression with high amounts of Marines
*** Reactor and Tech Lab means you are trying to ramp up the Marauder count for tech units and hit a timing with Combat Shields, Stim, AND Concussive Shells
- Note: In many situations, the two preceding building groups can be swapped, getting the Engineering Bay right after Stim before the Factory, and then getting the Factory and third gas slightly later. This decision is motivated primarily by your scouting, or lack of it. In every instance where the Terran player went E-bay first, there was a lack of scouting information available, either only seeing an expansion and no critical gas/tech choice, or even not seeing anything at all.
This is particularly important upon scouting various types of all-ins. For example, the possibility of proxy Stargate or DT play (double gas, only 2 pylons, no expansion, chrono used not on probes or wargate research, etc.) pretty much necessitates the earlier E-bay, because there is no way that your Factory is done in time to get sufficient Widow Mines to ward off Oracles, plus Factory tech offers no way to adequately defend DTs.
@100% Factory, Reactor on Factory, Starport (8:00-8:30)
2x Barracks (~8:45-9:00) OR CC (~8:40-9:00) as money permits
*** going for the 5 Barracks you maintain the potential of your aggressive midgame
@100 gas +1 Weapons
@100% Starport, swap onto the Factory Reactor and build 2x Medivacs
*** next you should also get Combat Shields
@100% 2x Medivacs, gas 4, 3rd CC (~9:40-10:00) OR Barracks 4 and 5 (same timing), whichever you didn’t choose earlier
*** move out with the standard poking force
*** placement of the third is really nice right at the third base if you feel safe, but there’s nothing wrong with building it in your base and floating out
*** most pros are comfortable in cutting a couple of SCVs if they need to in order to squeeze out the 3rd CC, particularly as 50 SCVs at 10 minutes is good basic saturation for your bases, and it takes until 11:30 or so for the 10:00 CC to finish where you get to build up for the transfer to the third (note: this is a calculated risk - still very safe to just keep building things and wait for money to naturally build up)
![[image loading]](http://i.imgur.com/uWtiP64.jpg)
Very early third timing at the typical location.
![[image loading]](http://i.imgur.com/X5E6jBa.jpg)
Slightly later timing as the pressure begins, but still at the landed location.
Other Strands
I’ve labeled this strand as the ‘other’ strand, because these are far less common and can play very differently.
Factory
After Barracks 1 and 2...
2x gas as money permits (~4:15-4:30)
Bunker
Factory @100 gas
*** after this completes you can get Widow Mines, Tanks, or just go for very quick Starport + Reactor
*** the Factory units give you great defensive utility versus all-ins, but on the other hand a super fast Starport can take advantage of a Protoss that cuts corners to get double Forge or higher tech
Add-ons -> Stim
E-bay
*** start harassing as your Medivacs come out if you went Starport
*** feel free to pressure with a Marine/Tank push if you went Factory units once you have 3 or so Tanks and your Starport is on its way for Medivacs
3rd base
CC @400 minerals after Rax 1 and 2
Bunker
Rax @150
2x Gas @140
Standard play
This plays out pretty much the same as normal play, you are just automatically dead versus an Immortal or Voidray all-in, and have real problems against pressure because of the delayed tech and low unit counts. On the plus side, you have so much Scan that you can laugh at DTs.
6 Rax
14 CC
15 Barracks
16 Barracks
2x OC
2x Barracks
2x Barracks
*** move out with all Marines at 7:30, hit the Protoss at 8:00
Try to kill as many Probes as possible and maybe cancel the Nexus. You at least need to do economic damage and get rid of Sentries if you’re going to lose units. If you don’t do massive damage you will die to the tech of the Protoss because you can’t get enough Medivacs/Vikings at once to handle typical 3-Colossi timings and you’ll be vulnerable to Storm being so heavy on basic bio.
CC-first quick upgrades Bio
This is a very new idea of mine inspired by Thorzain’s game against Socke, asking ‘what if you don’t scout an all-in? How to use that early gas?’
* still in development
10 Depot (mineral line)
14 CC (low ground)
15 Rax
16 Rax
17-18 Gas (rally 17th SCV to geyser)
*** scout as you’re sending the guy to gas
@100% Rax 1, 1 Marine, 1x OC
@100% CC, OC
*** delay next Marines
Bunker ASAP
*** resume Marines
@100 gas, Factory
Depot
*** Continuous Marines/SCVs
@50% Factory, Gas 2
@250 minerals, 2x E-bay, Gas 3
@100% Factory, Widow Mine x2
@75 gas, Reactor/TL
@100% E-bays, 1/1
next 100 gas, Stim
After Widow Mine 2, Starport and Reactor
*** Marauder production should begin if not started already
Next 100 gas, Armory, gas 4
Start your third CC or Barracks 3-5 as you’re preparing to move out, and make sure you get 2-2 quickly. Move to whichever of the CC/Barracks you didn’t choose next.
*** it is okay to delay Medivac production after the initial 4, mostly because you need the gas for 2/2, plus you’ll be trying to find out his tech of choice and whether or not you need to produce Vikings
*** as you take your third base, get gas 5 and 6 immediately so you can continue Viking or Medivac production as well as upgrades, Ghost tech, and whatnot.
All of these options are very much metagame reads. Thorzain in particular enjoys going for the Factory to defend any number of all-ins with quick Tanks (see this game versus Socke for an example of this).
The quick 3rd CC is basically one of two things: I scout my opponent going for a quick 3 Nexus, so I one-up him by going for my own and then double E-bays/lots of Marines, or you coinflip and hope you can defend the pressure. MKP in the game versus HuK basically gets lucky when HuK is supply-blocked and doesn’t execute the 4-gate very well versus a one-Bunker, 3CC Terran. I believe that if any Korean top-level Protoss like Parting, Rain, or Creator is behind the controls of that 4-gate, and MKP is dead.
The 6-rax play is again very much a metagame type of coinflip. You gamble that he’s going greedy himself and prevent all scouting of the 6-rax, then hope he doesn’t have enough Forcefields to section you off for the Nexus cannon to finish you. Again, MKP gets a gift of poor Forcefield usage to absolutely flatten his opponent. In that case, the triple gas follow-up is 100% necessary to catch up on your ridiculously far-behind tech, and any good counterswing after the Protoss defends will probably kill you.
3. Scouting, or “How Not to Die”
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As always in TvP, the key to surviving versus the number of possible builds that a Protoss can throw out is getting and interpreting the right scouting information. When making this section, I have relied extensively on the HotS Terran Help Me Thread and the VoDs listed below.
SCV scouts in this build should leave after your 2 Barracks have started, but before they finish. Probably around 16 supply (after starting Barracks number 2) is good, as that aligns closely with the normal after-Barracks scout timing of typical TvP openers. Using this timing you should be able to see the Protoss’ choice of Gateway and gas timings, as well as number of pylons, workers in gas, and Chronoboost stockpile.
There are two things you will be basically looking at as you scout the Protoss base: gas count, and pylons. Following this you should look for the expansion timing. Obviously, if you see a key building (like a Dark Shrine), that’s important, but most of the time the Protoss will try to make that hard for you. With that said, here are some basic things and what they say your opponent is probably not doing. (Note: for this, I am assuming your SCV hangs around the base until just before the Stalker pops at about 4:15-4:30, which is a time AFTER his 3rd pylon should be placed)
Finally, this all assumes an opponent showing good and standard play. There is no guarantee that your opponent didn’t just make a silly mistake and forget Pylon 3, and as a result you’re looking for a proxied Pylon off what looks otherwise like a 4-gate, and is actually an expand.
- Double gas, 3 probes in each, 3 pylons - he is not going for the fastest possible expansion, and neither is he going for a proxy (unless he’s tricky by wasting money on a fake-out pylon in his main). Some sort of tech rush or slow expand with tech-based follow-up is possible. Builds in this strand include 3-gate Blink all-ins, DT expands, and Stargate harass (non-proxied). Follow-up scouting to determine any expansion timing is necessary.
- Double gas, 3 probes in each, 2 pylons - this is some sort of proxy play. He cannot be going for a super fast expand. Check likely proxy locations, and an E-bay before Factory is indicated, because you won’t have the time to get up Widow Mines, and Turrets cover more than one possible pressure.
- Single gas, 3 pylons, no chrono saved or you see chrono used on Nexus - this cannot be a fast 4-gate, or proxy Stargate/DT play. Likely an expand build, with many options thereafter.
- Single gas, 3 pylons, chrono saved and chrono on Cybernetics Core - this is representing a 4-gate and other related all-ins, and it is not a proxy Stargate or DT play. Extra Bunkers are needed, and try to see the army move out so you get a better read on whether it is Stalker-heavy or Zealot/Sentry-based.
- Double gas with 2 in each, 3 pylons - a slightly slower FE play, one where the Protoss wants a slightly tech-heavier follow-up. This is not proxy Stargate, and not a 4-gate. Other forms of harass are possible, including DTs (remember gas cost for Shrine is cheaper in HotS).
In addition to all of these conditions, it is necessary that you check back and reconfirm any presence or absence of an expansion. Nothing by 5:30 indicates a time for worry, as an all-in/heavy pressure is coming. Something you should consider is marking the locations of any pylons in the main that are ‘out of the way’, where a Protoss would consider putting key tech that doesn’t lie inside Scan range of the expansion or basic structures. That way, if you’re desperate for information (let’s say you sacrifice an SCV to see the expansion but don’t get a good read otherwise), you can Scan likely tech spots and see that Twilight Council researching Blink before you get blindsided by 10 Stalkers. Obviously Scan is not optimal because it’s so expensive, but better that than losing to a blind build.
Current metagame is basically double gas unless they are so focused on expanding they don’t care you to know it. Double gas builds can be anything from slow expands to the most cheesy of all-ins, so pay attention to those pylon counts and expansion timings.
4. Walls, Low-ground, and Early Harass
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Walling early
The discussion about this idea revolves around what the Protoss can do early to pressure you. Chrono’d Zealot/Stalker pokes have the potential to cause you some trouble, but handled correctly, it is almost never necessary to wall off with the first few buildings. Your SCV scout if timed correctly WILL see the first couple of units out of the Protoss player, and the build order is flexible enough to move up the Bunker in the build so that it completes as soon as possible (starting at 4:15 and done by 4:45, which is right before or as a chrono’d Stalker shows up). Only rarely in pro games does the early Zealot/Stalker poke achieve anything remarkable or game-ending either for the Protoss or the Terran player. Save the 15 or so minerals and build closer to your main unless you are having epidemic problems getting proxy 2-gated. This will stress your early multitasking and control as you lose to super fast Zealots a few times, but eventually it will become a non-issue as you get better and reading and reacting.
Low-ground CCs versus High-ground
In terms of danger from early units, this has the exact same logic and result as the walling discussion. In other words, if it was only a matter of early Zealot/Stalker harass, just go low-ground. However, there are certain things that can be done, for instance, multiple Probe harass. An excellent example of this is had during the MKP/HuK game listed in the next section, where HuK brings a total of 6 Probes to try and get rid of the SCV building the CC, as well as chrono’ing out two Zealots and a Stalker. MKP does not hesitate in pulling 5 or 6 SCVs instantly to help until the Marines start arriving. Keep in mind that if the Protoss does this and builds any units at all he cannot be expanding right now, so pulling workers is fine because your early expansion will help you still be ahead in the long run.
If you get messed with like that, a quick Bunker is a necessity, and probably at least 2 eventually, because once the Protoss fails that pressure, they’re so behind they need to attack again soon even if they want to expand.
Early-game harass
Stargate (probably Oracles) - You don’t have Widow Mines to defend your minerals. After ensuring your front is safe and scouting his, you should be able to identify proxy plays. Have at least 6 Marines stationed first in your main, then defend the natural with Turrets or the excess Marines as the E-bay completes. That’s the only cost-efficient way to deal with Oracles using a CC-first, although they aren’t nearly as scary now when Terran players have learned to expect them.
Added to that is the fact that if there is a delayed Oracle harass with say, two or three, and the Protoss didn’t go Stargate initially, he doesn’t have the units to stay alive versus the mobility of Medivac/Bio play under sufficient control. Look at the second MKP/Seed game below for an illustration.
Other Tech - DTs are not typically a huge problem because of the two early Orbital Commands for Scan plus a moderately timed E-bay. Again, this will be a scouting tell, and it’s always preferable to just save a Scan for a few seconds until the Turret completes to make sure you aren’t getting boned by a lucky DT slipping through right after the MULE lands.
Prism play - This could take the form of DTs or of some other kind of drop action (i.e. the Tails Build). Vigilant scouting is all you can really do here (minus a panicked, overdone Turret ring - that’s bad, by the way), and use those Marines to aggressively target down the Prism if it shows its face. It’s going to be a question of priorities, because obviously whatever the Prism is carrying is a problem, but on the other hand if you kill it, then you ONLY have to worry about what was originally in there and no additional warp-ins.
Proxy 2-gate - this is not very common, as it dies to pretty much any other normal Terran opening assuming decent scouting. The basic technique is to get up the wall and put everything on the other side of that wall from the Zealots. You can do this one of two ways: start with a wall (depot, CC low-ground, Rax -> Rax @ wall), or shift the two Raxes after you spot this and plug holes with depots. You protect your Marines at all costs (hold position SCV micro is your friend), and once the wall is complete you should hold. If he’s in base, you can actually just wall the ramp, lift the main CC, and start mining/building from the natural, and assuming you repair well, he’ll be forced to try and catch up (really hard against the build you’re doing). See the twitch VoD below, courtesy of xrishi and the AllThingsTerran subreddit.
5. Common All-ins
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Stargate all-ins
Signs of a proxy Stargate: 2 gas (3 in each), no Zealot, no early Stalker/MSC, 2 pylons only. If you see this, you’re in for a very tight fight. Steps to guarantee you don’t lose to this:
1. Build an E-bay [35 seconds] instead of the 3rd Barracks, constant Marines. Use SCVs to try and find where the Stargate is. Return to 3rd Barracks and double gas after the E-bay. As soon as the E-bay finishes, put 1 Turret in each mineral line. They will be there in time to stop Oracle harass unless the Oracles are produced right outside your base and chrono’d, which you can see if you use your scouting SCV smartly.
2. If Oracles are deflected or do not show, scout his natural. If no expansion, proceed to step 3. If there is an expansion, get the 3rd Barracks as normal, move into Factory + Stim after taking gas, and play it out with you ahead (watch for follow-up Phoenix play to deny drops and get a quick 3rd).
3. You’ve seen no Oracle or completely deflected it, and there’s no expansion. Try to get into his base to see if he has a bunch of warpgates. If you can’t get it, you can Scan to see. In any case, you need at minimum 2 extra Bunkers at the front (remember, you’re constantly building Marines), and at least 1 Turret, 2 for extra extra safety. Transfer enough workers to the natural to have at least 15 SCVs there. Send out an SCV to see what’s waiting outside your front. If you see units and Voidrays, pull all natural SCVs in front of Bunkers/Turrets and have them ready to repair. Keep getting Marines/SCVs as well as building extra Bunkers if there’s still no sign of expanding. He should not be able to break you if you have sufficient SCVs repairing as well as enough Bunkers with Marines in them. If you have less than 10 SCVs repairing versus the Voidray’s Prismatic Alignment mode, I don’t see you holding it. He will probably hit with 2-3 Voidrays if you haven’t seen Oracles, and 2 if you have.
![[image loading]](http://i.imgur.com/89LlEsz.jpg)
The typical look of an early proxy Stargate in the Protoss main. Note the timing (the 3rd pylon has just begun) and the complete inability of the Protoss to have anything to block you from getting this scout.
Robo All-ins
Immortal-based: Early Robotics plus no Nexus is what you’re looking for with scouting information here. Do typical checking for proxy pylons to have even more confirmation. Just like with any other Terran build, you want lots of Bunkers to defend Immortal play, and again preemptive SCV pulls. Most of these all-in holds come down to seeing it coming in time to get yourself in the best position possible.
Warp Prism/Gateway-based: easiest way to prevent this is to have your Depots in good positions. Supply depots on the edge of your base will give you the quick reaction time necessary to pull up to the main before he Forcefields your ramp. Do that, smart targeting of the Prism, and you win.
Blink All-in
Typically this is 3 gates worth of production and a MSC for the highground spotting (as opposed to Observer in WoL). Signs of a Blink all-in include: early double gas, quick 2+ Stalkers out of the gates, early 2nd gate, pylon placed somewhere to hide tech in-base.
As soon as you spot the incoming Blink all-in, I simply pull back to the high ground, drop at least one and maybe two Bunkers if you have lots of area to cover (I'm looking at you, Star Station). If you got the scout of the necessary information in time, I also delay the Medivacs slightly by going Tech Lab on Factory and no Reactor on Starport. This allows me to pump out 1-2 Tanks to defend my base (more than two is probably a waste of gas). At the same time I start to emphasize Marauder production. As soon as you deflect the pressure completely and get Medivacs, Stim, and +1, you can push with your bio and tanks. Deny his third, take your own, and rest assured that you will have at least a comparable economy and upgrades, plus a definite tech advantage and base advantage. Follow-up Protoss desperation responses to Blink include DTs (Twilight tech) and Colossi/Stalker all-ins (Blink to snipe Vikings), so scout and react accordingly.
6. Transitions and Continuations
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So, we’re at about 10:00, have a third base started, 5 Barracks up, 4 gas, and we want to start making our opponent uncomfortable. What do we do?
Armory/E-bay 2 - This is essential. The checkpoint to start these is as follows: 3rd CC started, Medivacs 3 and 4 on the way, +1 Weapons finishing and +1 Armor about 50% done. Then you can build the Armory and E-bay 2 to get your nicely timed 2/2.
More Barracks - in general, it seems like the money lines up in that as the third is landing and your Armory/E-bay are going down, you can get 3 more Barracks (to go up to a total of 8), followed by arriving at 3 Reactors and 5 Tech Labs.
In terms of tactics and strategy at this point:
- drop harass is good. Your Medivacs are fairly normally timed, so you can poke, prod, double drop, etc.
- do NOT simply sacrifice units for no gain; even if you can snipe tech units, you NEED to also kill probes/tech/Nexii in order to make it pay for itself
- your economy is very good right now, so it should be on your mind to power out units and make whatever tech necessary to counter his tech choices
- control the map as much as possible; speed Medivacs allow you to punish him for moving out - if he commits the large amount of cannons necessary to defend ALL drops everywhere, laugh, keep taking bases, and continue to tech while he wastes more money on things that don’t pressure you (this seems both counter-intuitive and really important, so I discuss it in more depth below)
- deny the 4th if at all possible; a Protoss with his tech is able to secure the third pretty much always unless he really screws up his positioning/control, so try to lock him out of 4 while you get yours and assemble the right number of Ghosts/Vikings
What about a Protoss that tries to defend and utterly shut down all drops hard?
The primary way Protosses try to achieve this is High Templar and Photon Cannons. If you are constantly being aggressive and poking, your Medivacs should be healing enough that 1 Feedback will not kill them. This is why the Photon Cannons are a necessary component of the defense. If the Protoss player only concentrates on defending the mineral lines with the cannons, you still have the option of dropping out of range of the cannons and running in to pick off whatever you can. Yes, it feels great to get in with a double drop and take out 15 Probes plus a Nexus, but even if all you get is 1 High Templar and 2 Pylons, you still come out ahead in the long run as long as you don’t sacrifice the whole drop - get out while the going is good.
Now, if the Protoss player has lined his entire base with Cannons, what do you do? Well, in this case, since each Cannon costs the same as a Warp Gate, he has much less possibility to reinforce after big fights or harass you in turn. He won’t have the high Warp Gate count, and he also is going to be low on Zealots because he’s spending all his money on Cannons. Of course, if you’re not pressuring at all and letting him bank all those minerals, this doesn’t hold true, but then that’s on you for not doing that pressure.
The game plan should be to constantly force him to reposition and/or waste money on defending drops with warp-ins while you pick off whatever you can: pylons, cannons, workers, etc. If he somehow manages to start getting up the cannon wall, as long as you’ve been aggressive with drops the whole time, you know for a fact that he isn’t building a massive amount of warp gates with that money right now. Expand freely while you do this, and make sure you’re keeping your infrastructure ahead of his. Try to deny the 4th base (remember, 3 Cannons is more than equal to 1 Nexus, so force him to build lots of cannons and you delay that as well), get your own, and don’t let him breathe.
Finally, if he’s spending all his minerals on Cannons to defend and not Gateways/Nexii, where is the excess gas income from 3 bases going? A crapload of tech units. Scout aggressively to see what proportion of Ghosts/Vikings you need. Money mix is 20 or so Ghosts, 16-20 Vikings, and a smaller support force of MMM, for typical lategame TvP where you have 2 maxed armies with all the tech in play.
Ugh, I hate that feeling when a Protoss manages to deflect drops and take a fourth base...
Well, you could always pull and go all-in. The general timing is to power off those 5 Barracks (maybe 8 if you take the third before going all-in), get as many Vikings as you need to deal with the Colossi, then pull at least 20-30 SCVs and bumrush his front. Ideally you get 2-2 for this, and hit JUST before Storm is present in high enough numbers to kill them. If the Protoss already has 3 or 4 Colossi, plus Storm and few Templar, it’s going to be almost impossible to kill them with an all-in, and you’re better served going into the lategame Ghost/Viking versus HT/Colossi war, taking a bunch of bases and sacrificing SCVs for extra army supply.
Hey, I watched the WCS Season 1 Finals tournament... how about that ForGG?
Alright, so for those of you who want a more detailed explanation of the game, scroll down to the Pro VoDs section. Otherwise we're going to do a little bit of build explanation and then some theorycrafting as to the math behind it.
In Set 2 versus Liquid HerO, Ro16, on Whirlwind, ForGG pulled out basically this CC-first build, going with the 'massive balls, no Bunker' variation. He played it out very normally until he took his third base, getting the 3 Barracks (2 Tech Labs), single Engineering Bay, and quick Medivacs. There was some slight Stargate pressure, but that's a minor adjustment type of play and is explained more in detail below.
After he takes the third base, things get crazy. Go up to 5 Barracks? Check. Immediately add 2 more to go to 7? Whoa.
ForGG gets up to 7 Barracks, plus adding on the Armory and second E-bay. He then puts all Tech Labs on his Barracks, leaving 1 Reactor and 6 Tech Labs for infantry production. He also gets a Reactor on his Factory. Following this, continuous Marauder and Hellbat production, non-stop. He proceeds to roll over HerO by sniping his third, avoiding or just tanking Storms, and taking a 4th base while getting another Factory to get even more Hellbats and +1 Vehicle/Ship armor.
Why did this work? Well, Protoss really like taking a third and transition to get both sets of AoE tech at the same time. Hellbat/Marauder with Viking support really screws that plan, however. Think of it this way:
1. Hellbats destroy Zealots in numbers. What is good against Hellbats? Colossi/Stalkers, so the Protoss wants those.
2. What is good against Colossi/Stalkers both? Marauders in numbers. What is good against Marauders? Zealots... uh-oh.
3. Ergo, the Protoss needs Archons to tank, Storm to deal damage, and a nice split of Gateway/Robo units.
4. What does that mean? GAS, so much gas. For that he needs a third.
5. 4 Marauders with Stim (no other upgrades) take 20 seconds or so to kill a Nexus. 8 Marauders take 10. Each attack upgrade cuts that time by a second or more. Ergo, if you can draw off forces to another area, you can more or less continuously snipe that 3rd for the gas. If you do that, there's almost no way for the Protoss to transition efficiently to a composition that beats yours consistently; he HAS to already have the units to be efficient against you.
So, if you see the Protoss going for a macro game revolving around a lot of tech that isn't Archons, take a sharp turn into Hellbat/Marauder and pile on the pressure. Concussive Shells + Stim + Hellbat splash is just not pretty for anything short of massive Archon/HT/Chargelot balls.
7. Logic
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So, the big question: why should I do this, and why does it work or not versus Protoss?
The reasoning behind going CC-first is that it is an extreme play. By extreme I don’t mean unexpected or a massive risk. It is extreme in that CC-first builds sacrifice almost everything else in the early game for a very good economy. They pick one aspect to the elements of an SC2 game and focus extremely narrowly on that to the exclusion of others.
Why is this a good thing? Well, I’m sure many people have heard the classic ‘Rock-Paper-Scissors’ analogy applied to greedy, standard, and aggressive play in SC2. The thinking goes that ‘greed > standard, standard > aggressive, aggressive > greed’. This is of course not entirely true, as it’s possible to try and one-up your opponent’s greed or out-aggro his aggression. The idea behind it is that if you go for particular styles or strategies, I need to react appropriately to that.
In a CC-first build, your opponent is forced into a specific set of responses. If the Protoss opponent goes for an average, middle-of-the-road standard delayed FE with light pressure, they will be behind, because they don’t harass or damage you enough to disrupt your early economic lead. Also if they do that middle-of-the-road play, they aren’t trying to jump ahead in economy thanks to your lack of early pressure. In both of those scenarios, the Protoss opponent has taken a set of information that displays specific vulnerabilities (lack of early pressure/production, focus on economy above all else) and chosen to not attack said vulnerabilities. This leaves you in a good position.
Now, if they do try to take advantage of your play, it must take one of two forms: pressure/attacks, or supreme greed at a level beyond yours. This means you have a finite set of responses that you are truly looking for. For example, you scout aggressively for proxy Stargate, because that is a highly aggressive and effective play that takes advantage of your lack of early production. You look for a quick third Nexus, because that is aiming to be greedier than you and jump ahead; also, it gives you a target to aim for later on. In each of those cases (plus the myriad others discussed in the ‘Scouting’ and ‘All-ins’ section), you now have information about the vulnerabilities in their play. If you defend the proxy Stargate correctly, you’re very far ahead. If you see the quick third Nexus, standard multiple drop harass around 10:00 will be very strong due to late tech and a lower number of Gateway units.
It’s all about trade-offs; I show CC-first and get a strong economy, while offering you specific choices about what is good to play against me. If you fail to choose correctly, I get far ahead. If you choose correctly, I have a predetermined set of responses that I will try to use, and we play a normal, hopefully skillful game of SC2 where the better player wins.
Map-dependant notes:
Whirlwind - lots of space, big travel distance. Very hard for proxy Stargate to be timely on this map, as well as the higher chance he scouts you later than is possible to reactively proxy the Stargate effectively. Enough space on the natural for plenty of Bunkers, and good drop play possibilities.
Star Station - again, big map, so CC-first is better here. Even chronoboosted Zealots are unlikely to be a threat here. Warning: Bunker space on the natural is limited, so try to use the cliff at the natural entrance to your advantage.
Daybreak - big map, wide natural for SCV repair surrounds, easier to lock a Protoss out of 4th bases with drop play/map control. Do make sure to check the mid-map base on your side and related areas for proxy Stargate, as the distance is very short to the main.
Neo Planet S - narrow natural choke, multiple scouting paths make it hard to see some early unit pressure. 2-base Colossi pushes are strong due to the natural choke and the cliffs.
Akilon Wastes - Bunker positioning can be difficult due to how far the ramp is from the natural CC location. Proxy Stargate and Blink play have lots of area to exploit in the main.
Korhal City - CC-first is so very much safer on this map; just ensure you don’t die to a gateway/Robotics all-in due to the ramp and check the juicy proxy locations for Stargates.
Aren’t there builds that kill this?
Well, sort of yes, and sort of no. The most aggressive proxy Stargate plays can be held with proper adjustments, but they are adjustments that are very difficult to make on the fly, so it’s sort of a 50-50 shot with proxy Stargate, and depends on both players’ execution. Robotics all-ins are just as scary as with a more standard expand play, and the response (Bunkers and lots of them) isn’t really affected by the CC-first so much. 4-gate is laughable against this if you respond correctly, and Blink can be held with good scouting and macro. Basically proxy Stargate is the build that will pose the most danger, but with Protoss who don’t scout early or at all, you will be fine (unless you’re facing that asshole who goes proxy Stargate with Pylon #2 on the map blindly, in which case, tell him I hate him too and just queue again
![](/mirror/smilies/puh2.gif)
Fast 3-Nexus isn’t a ‘counter’ (a word I don’t particularly like) either, because you will have the option to take complete map control (assuming he doesn’t 8-gate all-in) and drive him crazy with drops while you get your 3 bases and appropriate upgrades. Basically you treat it the same way Bomber treated fast 3-base builds in WoL: poke them to ensure they can’t do everything unimpeded, then crush face when you max.
8. Pro VoDs, Replays, and References
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CC-first TvP - a playlist of the major games I watched from MLG Dallas and other competitions in making this guide. Below is a description of each game’s build order with some comments on decisions and a very brief overview of the opponent’s build in each game.
MarinekingPrime versus CJEntus_herO, Game 1, MLG Winter Exhibition Finals, Cloud Kingdom LE
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MKP’s Build Order
10 Depot (mineral line)
14 CC (low ground)
*** 13th SCV rallied
*** MKP defends a Gateway scout with 2 SCVs
15 Rax
16 Rax
2x OC when Rax finishes
*** MKP goes up to 3 Marines
Bunker
*** depots go in vision spots for Oracles/Blink etc.
2x Rax @ 5:15 after Bunker finishes (scouting denied?)
*** constant Marine/SCVs
Adds on another 2 when he can, going for the 6 Rax before adding gas
*** casters of the opinion that it is a heavy metagame play relying on the lack of aggression possible from a ‘standard’ CC-first build
Adds on a 3rd CC before gas when money affords, immediate 3x gas after that
MKP attacks out at about 7:15-7:30, hitting at 8:00
2x TL as gas permits, 2x e-bay as TLs finish
Reactions: MKP’s attack was unscouted before he crossed mid-map and herO missed his forcefields, then lost his Nexus, so it was game over. The Protoss did go double forge and Colossi, which will very much put that play in trouble otherwise if the forcefield/Photon Overcharge is good.
herO’s opening - 1-gate FE, cutting units for a quick Nexus before Core
MarinekingPrime versus EG.HuK, MLG Winter Exhibitions, Game 1, Cloud Kingdom LE
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MKP’s Build Order
10 Depot (mineral line)
14 CC (low ground)
*** 2x SCVs to defend Gateway scout harass
15 Rax
16 Rax
*** mass probe harass, plus a Zealot
*** MKP pulls a lot of SCVs to help with the Zealot, keeps Marines on the ramp, no Bunker
30 CC (5:45-6:00)
Bunker + 2x Gas as money affords
*** HuK attacks with 4 gates
3rd Rax as money permits, TL on 1st Rax
E-bay as TL finishing, Stim should start by 50% of E-bay, get Gas 3 as Stim starts
*** feel free to pull SCVs to help with any defense due to 3rd CC
+1 Weapons, then Factory
*** possible adjustment due to pressure, he builds 3x TL as well which is atypical, gets CS
Standard Factory/Starport combo switch
MKP adds 2x Rax as Starport finishing, gets +1 Armor before getting Armory/E-bay 2
MKP checks for a third but doesn’t attack because he knows that he’s ahead 3 to 2 bases and only needs to defend, which brings out the GG
Reactions: MKP gets lucky again, with HuK forgetting a pylon and getting supply blocked right before he attacks. If HuK doesn’t get blocked there, he has 3 more units, possibly 2 Stalkers and another Zealot, which ups the overall strength of the army considerably. With no second or third Bunker, it seems likely that MKP can’t defend in that scenario with correct Forcefield usage. After the 4-gate is rebuffed, it’s basically game over because MKP is too far ahead for a player of HuK’s level to actually come back against him.
HuK’s Build Order - Gate -> 2x Zealot + Stalker and multiple Probe harass -> 4 gate -> expand
MarinekingPrime versus EG.HuK, Game 2, MLG Winter Exhibition, Whirlwind SE (vertical spawns)
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MKP’s Build Order
10 Depot (mineral line)
14 CC (low ground)
*** no Gateway scout on this map, so no 2x SCV defense
15 Rax
16 Rax
*** 2x OC as Rax finishes
20 Rax (@ 100% Rax 2, about 4:15)
2x Gas (@ 4:30, money permitting)
*** MKP not building a bunker
E-bay @ 100% Rax 3, TL on Rax 3
*** now Bunker as he sees Stalker
*** MKP starts building consistent Marauders out of the TL Rax
+1 Weapons, then Factory + Gas
2x Reactor as Factory nears completion (gas permitting)
Starport/Factory standard play
*** HuK goes 7-gate Blink after Robo
Immediate CS after Stim finishes
Standard move-out with the 2x Medivac (9:30), takes his 4th Gas
Checks the 3rd, rallies all things to front, builds 2x Rax upon seeing the mass Gateway units, attacks the front with 4 Medivacs, instant GG due to mass Marauder and lots of healing
Reactions: MKP is clearly the superior player here. MKP just macros up very well and hits HuK when HuK gives him the slightest room, and the Gateway units melt. Not much to say here because the opening didn’t really affect how the engagement went.
EG.HuK’s build order - 1 gate FE no Zealot -> chrono Stalker -> Forge + Blink + 7 gates
MarinekingPrime versus LGIM-Seed, MLG Winter Exhibition, Game 1, Akilon Wastes
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MKP’s Build Order
10 Depot (mineral line)
14 CC (wall)
*** no Probe harass
15 Rax
16 Rax
*** 2x OC as Rax finishes
Rax as Rax 2 finishes (~4:10-4:15)
Double gas @140 minerals after 3rd Rax (4:30 -> see build above)
*** no Bunker, Marines at ramp
TL @100% Rax 3, Bunker
Stim @100% TL, Marauders start
Factory after Stim @ 100 gas (6:30), then gas 3
E-bay @7:00 when money permits
2x Reactor as gas permits once E-bay starts
Starport/Factory standard play
*** TC from Seed, small poke @ 8:00
*** very poor Reactor placement from MKP as the poke kills his Reactor
2x Rax as Stim finishes and Medivacs start, CS and +1 Weapons
Gas 4 as Rax ⅘ finish
*** Seed transitions to Templar at 10:00, getting Blink
*** MKP gets Widow Mines for some reason...
*** MKP has standard 2 Reactor, 3 TL Rax composition, all the ups, +1 Armor before E-bay 2
*** MKP powers up, no 3rd CC, super aggro
*** not enough units for Seed, GG in spite of Templar and Photon Overcharge
Reactions: I really dislike Seed’s build against a CC-first. No early Stalker plus the delayed Nexus means that MKP gets all of his tech and infrastructure without having to worry about pressure, and minus the awful building placement of the Factory/Starport, basically just never lets go of the economic edge. He powers up very hard on 2 bases and crushes Seed’s army with good positioning after waiting out the Forcefields.
Seed’s Build Order - 1-gate double gas before Core, early MSC/Sentry, fast Nexus, into Robo tech
MarinekingPrime versus LGIM-Seed, Game 2, MLG Winter Exhibition, Cloud Kingdom LE
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MKP’s Build Order
10 Depot (wall) !!!
14 CC (low ground)
*** no Probe harass
15 Rax
16 Rax
*** 2x OC as Rax finishes
Rax @4:10 as Rax 2 finishes
2x Gas (4:30)
TL @ 100% Rax, Bunker
E-bay as TL finishes, Stim
Factory and Gas 3
Bunker and +1 Weapons
Standard Factory Starport (7:15)
Reactor/TL on Rax as Factory Reactor nears completion (8:00)
2x Rax as Medivac production starts (8:30)
CS as Stim finishes, +1 Armor as +1 Weapons finishes, 4th gas
*** 10:00 Oracle harass kills tons of SCVs, 6-gate defense is very good
*** Forcefields keep army away from natural, doom drop into main kills a lot of Probes while MKP gets Vikings to deal with the Oracles
*** Seed gets Charge and +2 Armor, Templar Archons
*** still no 3rd for MKP, high aggro plus turrets in his bases
*** drop harass
3rd base @ 14:00 (once main and nat are secure from Oracle harass)
Armory, 2nd E-bay as the 3rd is going up (!!!), immediate gas 5 and 6
*** Seed attacks into MKP and gg’s
Reactions: brilliant fake by Seed here with the early hallucinated Oracle into actual Oracle play. MKP is forced to do damage, and it’s only Seed’s lack of AoE or other heavy tech that lets MKP do sufficient damage to stay in it. MKP’s constant dancing back and forth slowly depletes Seed’s Forcefields, and eventually he can’t hold his economy, whereupon MKP gets his third and makes his lead impossible to overcome. The CC-first would definitely have been vulnerable if Seed had made his Stargate first as a proxy, but the Sentry/MSC expand probably takes too much gas for that to happen.
Seed’s Build Order - 13 Gate, 2x gas, Core -> Sentry/MSC -> Nexus; Seed double hallucinates oracle/phoenix then goes Stargate 1 Forge after Robo Obs
MarinekingPrime versus LGIM-Seed, Game 3, MLG Winter Exhibition, Daybreak
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MKP’s Build Order
10 Depot (mineral line)
14 CC (low ground)
*** gateway scout harass, 2x SCV defense
15 Rax
16 Rax
*** 2x OC when Rax finishes
*** SCV scout sees the double gas, no Zealot, no MSC, no 3rd pylon???
2x Gas as Rax 2 finishes (4:15-4:20)
Bunker, continuous SCV/Marines
Factory @100 gas, TL immediately after
Stim (cancel) into CS @100% TL, TL on Factory, E-bay
*** MKP wants a siege tank
+1 Weapons after Tank
*** Seed pushes with 2x Voidrays, crushes MKP
Reactions: MKP just doesn’t get enough stuff or position it correctly. There was no early identification of the units coming for the all-in, no secondary Bunkers, and no Turrets in time. Everything was just a step late for MKP, and when he didn’t pull the SCVs in time, it was basically game over. MKP needed to have more lead time on the attack as well as more static defense at the front to actually hold this, and it’s possible that an unscouted proxy Stargate actually just wins versus a CC-first. It’s worth noting that MKP never saw the proxy Stargate, or any of what Seed’s plan for tech was: he just saw one pylon and double gas with no Nexus, which could be a number of things.
Seed’s Build Order - 13 gate, double gas before Core, no Zealot, proxy Stargate at top of the map, 3 gate Voidray all-in
MarinekingPrime versus LGIM-Seed, Game 4, MLG Winter Exhibition, Star Station
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MKP’s Build Order
10 Depot (wall)
14 CC (low ground)
*** no Probe harass
15 Rax
16 Rax
*** 2x OC as Rax finishes
20 Rax (@100% Rax 2, 4:10-4:15)
2x Gas (4:30)
TL @100% Rax 3
Stim + Bunker @100% TL (~5:50)
Marauder Production and Gas 3 as Stim starts
Factory @100 gas
E-bay @ 7:00 as gas 3 finishes
*** MKP moves out after killing the Stalker scout
Standard Factory/Starport switching (7:30)
2x Reactor after Starport starts (7:30)
2x Rax as Medivacs start, +1 Weapons, gas 4
*** Seed is building Immortals and starting TA as Medivacs coming,
CS/+1 Armor when gas permits
Go up to standard 2x Reactor, 3x TL
*** late 3rd again, scouting Factory building Mines, but MKP sacced a lot of stuff
*** as Storm completes, Seed begins the process of holding off
*** long war of attrition and an SCV pull that ends up costing MKP the game
*** 3rd only started as +1 armor completes
*** 15:00 SCV pull, Time Warp + Storm holds it off, late late late Armory E-bay #2
*** MKP dies to attrition as Seed’s efficiency keeps getting higher and higher
Reactions: again a good position, but this time, MKP wastes the nice play of his opening, delaying the third for far too long after he gets into a nice position out of the CC-first with no pressure from Seed. MKP keeps attacking and draining his Medivacs instead of building on the early CC and going for a normally timed third, and eventually has to tap out to a high-tech Protoss.
Seed’s Build Order - 13-gate, gas, Core before Zealot, canceled into 20 Nexus, Robo 1 Forge play
Liquid’TaeJa versus Quantic.Sase, Game 4, MLG Dallas 2013, Cloud Kingdom
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Taeja’s Build Order
10 Depot (wall)
14 CC (low ground)
*** no Probe harass
15 Rax
16 Rax
*** Bunker after 2x OC
Rax @ 5:00 as money permits
2x Gas @ 5:20 as money permits
TL @100% Rax, gas 3 immediately
Bunker #2 (conditional upon scan placed at 6:00)
Stim + Factory @ 100% TL (7:00)
E-bay @ 7:45, Starport/Factory play
*** Taeja’s standard follow-ups are very disrupted by DTs, but goes for 2x TL, 1x Reactor
*** Taeja checks the 3rd base, gets 1/1 off of the 2x E-bay (built as soon as DTs seen)
*** Taeja still moves out at 10:00 with the 2 Medivacs
Armory @ 10:30 (keyed on the 1/1), 4th gas, CS after Stim
2x Rax as Armory finishes (money permitting), immediate Ghost Academy, Concussive as CS finishes
Reactor on Factory about 11:00 to go for Hellbats versus a Zealot-heavy force
3rd base @ 13:00 after add-ons/upgrades start kicking in
*** Sase’s shortage of Observers and Taeja’s excellent control of a 4th base while denying Sase’s puts him back
*** Sase really messes up his control and loses in the big fight on top of the middle high ground due to massive EMPs
Reactions: if Taeja’s E-bay had been timed more closely to the 7:00 standard, he would have held on much more easily versus the DTs, but placing down the second Bunker really delayed that. Sase uses his DTs very effectively to basically neutralize the advantage of Taeja’s CC-first by forcing all his Scanning to go into killing DTs, not mining minerals. This is a viable option for Protoss versus a CC-first and really necessitates that E-bay response from the Terran player. It’s not dissimilar to Tails’ DT drop play, and Terran players should consider scouting aggressively for that sort of play because it is so highly effective.
Sase’s build order - 13 gate gas, Core before Zealot, 2nd gas after Zealot, Stalker added poke, expand then Sentry,TC at back of main into DTs
Liquid’TaeJa versus Quantic.Sase, Game 3, MLG Dallas 2013, Akilon Wastes
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Taeja’s Build Order
10 Depot (mineral line)
14 CC (low ground)
*** no Probe scout after Gateway/harass
15 Rax
16 Rax
*** 2x Oc as Rax finishes
Bunker @100% Rax 2
Rax @4:30 (money permitting)
2x Gas @5:00 (money permitting, seems late but synchronized)
*** Sase pokes out with the MSC for scouting
TL @ 100% Rax 3, Bunker 2
*** Sase scouts with hallucinated Phoenix
Stim @100% TL, 3rd gas, Factory, E-bay (!!!)
*** Taeja starts Marauders and Sase goes Twilight for ups...?
+1 @ next 100 gas, check for 3rd bases
Standard Factory/Starport play @ 8:00
Taeja goes to Reactor double TL, adds on gas 4 as TL finishes, CS
2x Rax as Medivacs start, pokes to start more forward (9:30)
3rd base @9:40 (SCV cutting to do so, starts SCVs again as the Raxes finish)
Standard Rax add-ons, instant Ghost Academy as Templar are scouted, Factory scout from south
Armory/E-bay #2 @50% +1 Armor, takes third with new OC
*** Ghost production starts as Moebius Reactor is approaching completion
Takes only one gas at the third, controlling bases and hits 2/2 as soon as he can
Drop harass and hitting the third
*** Sase is unable to transition effectively, Ghost count climbs, Sase is dead
4x Rax as he realizes Colossi are not incoming, starts Hellbats
Hellbat-strengthened army eventually just roflstomps the Zealot/Archons
Reactions: Taeja does a great job here of using his CC-first to power up and just crank out a ton of units to keep Sase back. Taeja curiously gets his E-bay earlier this game, even though the next game will cause him those DT problems with the later E-bay. Because CC-first gets out a lot of workers, Taeja cuts SCVs to make sure his third comes down nice and early at 9:40. This is definitely a possibility if you’re somehow missing a few minerals here and there. Adding Hellbats is great when you have 3 bases of mineral income.
Sase’s build order - 13 gate, gas, Core, gas, Zealot, 3 per gas, Sentry, MSC, Robo
NSH.Jjakji versus SKT1_Rain, Game 4, MLG Dallas 2013, Akilon Wastes
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Jjakji’s Build Order
10 Depot (wall)
14 CC (low ground)
*** 1 SCV chases Probe scout
15 Rax (wall)
16 Rax (open)
*** 2x OC as Rax finishes
Bunker as Rax 2 finishes
Rax 3 @4:45 (money permitting)
2 gas (staggered as money permits)
*** SCV scout gets taken out by MSC
TL @100% Rax
Stim + gas 3 @100% TL
*** Rain goes Robo
Factory @100 gas, then E-bay
+ 1 weapons @100 gas, Reactor + TL Rax, Starport/Factory play
CS @100 gas
3rd CC as first Medivacs complete
Jjakji dances with the army at Rain’s front, Concussive and gas 4 begins
As he begins Vikings, Rax 4 and 5 begin, then E-bay #2 and Armory
Double drops get shut down, 3rd denied, only one Colossus dies
Jjakji WAY down in supply
With no Medivacs, the engagement is pretty much going to be be done instantly, and he gg’s
Reactions: this game demonstrates the peril of the initial move-out with your army in a CC-first build. Jjakji decides to keep up with the macro theme and goes 3rd CC before 5 Barracks, and as a result when he hemorrhages units to Rain’s drop defense, he has not enough to reinforce, and dies instantly to the powerful counterswing. CC-first naturally sacrifices some initial army for the powerful economy, one of the reasons I like players going for the 5 Barracks earlier to take advantage of that with strong powering.
Rain’s Build Order - 1 gate, 2 gas, no probes in gas, Nexus, Core, then gas (2 in each), Robo tech
STX.Innovation versus EG.HuK, Game 3, MLG Dallas 2013, Akilon Wastes
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Innovation’s Build Order
10 Depot (mineral line)
14 CC (low ground)
*** gateway scout is repelled by 1 SCV
15 Rax
16 Rax
*** 2x OC as Rax finishes
Bunker as Rax 2 finishes, SCV scouts base, 4 SCVs pulled to help
*** Innovation blocks the Nexus
3rd Rax @5:00 (money)
2x gas @5:30 (money, standard 15-30 second delay on gas follow-up)
*** 2nd Bunker after seeing that aggro
TL @100% Rax
Stim @100% TL
Factory @100 gas, gas 3, E-bay
*** mass SCV pull as he gets Forcefielded, 3rd Bunker
+1 Weapons @100 gas
Starport/Factory swap play, no add-ons due to aggression
*** Innovation just powers up because of the contain while Medivacs are coming, Factory scouts the all-in
CS @100% Stim
*** Medivacs break the contain
*** HuK starts his Robo as Innovation begins to poke around
Add-ons begin now that HuK is forced back, then 3rd CC as money affords NOT Rax
2x Rax @300 minerals, 4th gas
*** delayed armory/e-bay
Reactor/TL @100% Rax 4 and 5
*** HuK has a massive Zealot ball, but no high-tech units
*** Innovation denying the 3rd, takes Armory/E-bay @16:00 (!!!)
*** immediate gas 5 and 6 at the 3rd
*** Viking drop (!!!)
3x Rax as Armory finishes, Ghost Academy (2/2 beginning)
*** HuK attacks but the tech/army of Innovation just crushes in absence of Colossi/HT
Reactions: Innovation defends very well against HuK’s aggressive play, showing that the CC-first is always able to pull workers to defend since you get the jump on more worker production. When Innovation finally breaks out, he goes 3rd CC before 5 Barracks, but the crucial difference here is that he knows his economy was very far ahead, and also HuK’s tech MUST be delayed, so he’s in a better spot against a counterswing. Had HuK expanded earlier (i.e. no early units) or put less into the attack (showing his hand of the multiple gates), Innovation would have been better served to go 5 Barracks.
HuK’s Build Order - gate, gas, Core, Zealot (chrono), Stalker (chrono), 5 gate after expo, double forge twilight after stabilizing into DTs
Liquid’TaeJa versus SKT1Brown, SPL 2012-2013, EGTL/SKT1 Match 4-20-2013, Set 2, Whirlwind
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Taeja’s Build Order
10 Depot (wall)
14 CC (low ground)
*** Brown scouts the wrong way
15 Rax
16 Rax
*** Taeja also scouts wrong way
20 Rax (4:10, @100% Rax)
Bunker @100 minerals
2x gas (5:00) when money permits
*** Taeja’s scout arrives at about 5:30, sees Nexus, Stalker and MSC
TL @100% Rax
*** Taeja pushes with 8 Marines, micro’s versus the Stalker to push it back
Taeja gets Stim -> E-bay -> Factory -> Gas 3 (6:15->6:30->6:45->6:45)
*** he probably goes E-bay first because of the lack of scouting he has; no initial check of the base, no gases; this will leave him vulnerable to Stargate/DT expo play, so he gets the E-bay for Turrets instead of quicker Medivacs
@100 gas, +1 Weapons
Standard Factory play with Starport (7:45)
@75 gas, Reactor + TL -> Rax
Taeja builds a Turret at the front and Scans Brown’s base (not much to see)
@100% TL, Combat Shields, @100% Stim, Concussive Shells
CC @100% Starport (8:50)
*** note that Taeja here is relying on his initial Medivac pressure to do damage or otherwise keep Brown back because he’s not getting the 5 Barracks as quickly
*** if Taeja mismanages his engagement here, he could be dead to the counterswing because he doesn’t have the infrastructure to reinforce quickly
*** normally you could get Barracks 4 and 5 at about 8:45 right here
@300 minerals 2x Rax (~9:40), @100% +1, +1 Armor, Reactor + TL
*** Taeja’s push arrives at Brown’s base at 10:30
*** Taeja rallies to the front but never commits, just trying to contain Brown as long as possible
@11:00 as the third moves out, Taeja gets Armory/E-bay 2 (also about 50% of +1 Armor)
*** as Brown tries to take the far third, Taeja kills the probe with a Marine scout, then gets a godlike concave on the army; Forcefields save Brown from dying instantly, but he has to pull back and stay on 2 bases for a little bit longer
*** during the fight (~12:00), Taeja gets Starport 2
*** with 3 Colossi, Brown pushes him off
*** Brown’s 2-2 finishing as Taeja’s 2-2 is starting
*** with Brown out on the map, Taeja doom drops 5 Medivacs of units into his base, but pulls back without any losses as Brown pulls back to defend
*** Brown gets lucky and snipes some Vikings while Taeja is distracted
*** skirmishing, Brown is sending pylons/Zealots all over, gets HT
*** Taeja adds to Barracks count and drops again, but pulls back, only getting a pylon/cannon and a couple of Zealots
*** Taeja’s first max includes 16 Vikings and 4 Hellbats, but his tech is ready for the Ghost switch
*** he positions himself between the natural and 4th near to Brown
*** Brown has FIVE Colossi and 3 Archons... but no Storm yet
*** the engagement is huge; Taeja’s MONSTROUS concave and the sheer number of Vikings allow him to decisively take the first big battle
*** Taeja replenishes with a mixture of Viking/Ghost/Hellbat/Marauder
*** Taeja again gets an incredible attack angle at Brown’s 4th base, wiping out the whole army and the expansion, but gets his own third mauled by Zealot harass in the meantime
*** Taeja finally hits 3-3 to equalize the ups at 22:00
*** Brown continues to harass with Zealots and Blinkstalkers, taking SCVs here and Viking/Medivacs there
*** Taeja postures at Brown’s new 4th, trying to bait him into a very bad choke
*** Taeja hits monster EMPs, but can’t bring down enough Colossi and loses all his Ghosts, pulls back to regroup, taking out the 4th in the process
*** Brown is lured into defending, and the Viking/Marauder count obliterates the Colossi
*** in the meantime, Brown has again done substantial damage to Taeja’s third, but Taeja is reinforcing on almost entirely Marauders at this moment and sandwiches the rest of Brown’s army, getting most of the Stalker and all the Archons
*** Taeja finally cleans up his 3rd, but he already has a 5th and Brown is stuck on 3 with no tech units to defend
*** Taeja has 21 Marauders but only a couple of Medivacs low on energy
*** Taeja takes out the Templar Archives with a drop and bags some probes at the 4th location
*** Taeja now going pure Marine/Marauder/Medivac in a semi low-econ position where Brown has less gas than he needs; using the Marauders to kite Zealots an infinite distance while his 2 Starports replenish the Medivac count rapidly
*** Taeja posturing aggressively and dodging Storms like a boss
*** Taeja splits and takes out one of Brown’s two remaining Templar, the other whiffs the Storm, and Brown gg’s
Reactions: This is a long game where Taeja gets an initial advantage in economy and map control, but Brown uses excellent defense and harass to keep Taeja from killing him. Both players macro up hard, and the game is ultimately decided by Taeja’s excellent decision-making and positioning. Taeja’s philosophy after the CC-first is very clearly one of the ‘death by thousand cuts’ variety which I think is perfect for the build. He contains Brown and pokes around for drop harass opportunities, sniping individual probes as they try to plant 3rd and 4th bases. Eventually he just defends his 4 bases better than Brown defends his, and Brown starves out with not enough tech units to stand any longer.
Brown’s Build Order - 1-gate FE into quick Robo, double forge Colossi
EG.Thorzain versus Atn.Socke, Game 3, MLG Winter Season Showdowns, Korhal City
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Thorzain’s Build Order
10 Depot (mineral line)
14 CC (@ natural)
*** Probe scout on 13 after gate, finds Thorzain cross map immediately, slight harass
16 Rax
*** scout
17 Rax
18 Gas (before OC!)
*** 2x OC as money permits
*** Thorzain sees double gas and no third pylon, scouts for proxies
*** no second gas for Thorzain
25 Factory
*** Socke chronos out Voidrays
Bunker + Gas 2 @175 minerals
TL @25 gas
*** swap @100% Factory for Tanks
Gas 3 as the Tank starts
46 E-bay (~6:30), @100% gas 3
Turret @100% E-bay (front)
Starport @100 gas after Turret starts
*** SCV pull as the Voidray comes in, new Bunker
*** two Tanks help keep back the Gateway units while the SCVs protect the Turret/Bunker
Viking as Starport completes
Marine/Tank/Turrets easily throw back the all-in
Reactions: Thorzain plays his very unique flavour of CC-first, getting one gas before his Orbital Commands, clearly intending either early Factory or add-ons. It is possible to reach the same setup as Thorzain achieved by going a slightly later double gas into Factory. Thorzain’s massive mineral income due to the CC-first lets him keep SCVs away from mining to repair while the Tank/Turret count climbs, and that allows him to crush Socke’s attack.
Socke’s Build Order - 13-gate, double gas, proxy Voidray all-in with 3 gates of production, Socke attacks as 2 Voidrays arrive, gets 3 total
Other VoDs
ByunPrime
CC-first on Korean Ladder, Barcode Protoss, Whirlwind
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Byun’s Build Order
10 Depot (mineral line)
14 CC (high ground)
15 Rax
16 Rax
18 OC
18 Rax (@100% Rax 1)
19 OC
22/23 2x Gas (4:20-4:30)
25/26 Depot
TL @25 Gas
Bunker @5:30 (this is Whirlwind, so less likely to be chrono rushed)
2x Reactor + E-bay @6:30, then 3rd Gas as money permits
+1 @100 gas
Next 100 gas = Factory, Marauder production starts
Factory/Starport Reactor play (Starport started @ approx 8:00)
2x Medivac @8:45
Combat Shields @100% Stim
*** Byun pokes at the front at 10:00, sees Colossi, and immediately backs off, picking up to attempt drop harass
*** production rallied to Protoss front so to have stronger 2-prong attacks
4th gas as the second set of Medivacs is completing, takes third base
2x Rax @300 minerals
Armory/E-bay when money permits
3x Rax @14:00, Ghost Academy
*** Byun eventually smashes through with a MASS amount of Ghost/Viking and lots of Medivac support, taking killer engagements in the middle
Reaction: very nicely executed opening, lots of aggressive potential, decided by good engagements and decision-making.
CC-first Korean Ladder, Barcode Protoss, Daybreak
+ Show Spoiler +
Byun’s Build Order
10 Depot (mineral line)
14 CC (low ground)
15 Rax
16 Rax
19 Rax (~4:10)
*** chrono’d Zealot comes in right after Barracks 3 starts, Byun has 1 Marine; he micros back, pulls 5 SCVs with the 3 Marines he gets, and attacks
*** 2 Stalkers and a MSC join in, Byun is forced to Bunker the high ground and lift his natural
2x Gas @~6:00
*** this is delayed because of the harassment which the Protoss player has sunk a lot of gas/minerals in
*** Byun scouts the Protoss, sees a late expansion, and pushes out to retake the natural with about 8 Marines and a TL coming along, getting the MSC and a Stalker as well as securing his natural again
*** Byun able to scout the full base of the Protoss
2x Reactor
E-bay + Factory (~8:00)
3rd Gas as E-bay finishing, 2x Barracks
*** Byun being very present on the map
Medivacs starting just after 10:00
*** Byun goes 3 Reactor, 2 TL, indicating VERY high aggression with lots of Marines
4th gas as second set of Medivacs begins
*** Byun cuts through the middle rocks
2nd Starport as he retreats from Colossi
*** a beautifully executed 3-Colossi push with perfect Forcefields kills Byun
Reaction: this shows the danger of not getting that early Bunker. If Byun had started that Bunker right as he could have (4:10), he had the option of pulling 3 SCVs and microing against the Zealot until the Bunker finished, and then he would have been fine against the pressure. Instead he got behind early and never had the tech/unit count, plus he donated many bio units in the initial attack.
CC-first Korean Ladder, Barcode Protoss, Akilon Wastes
+ Show Spoiler +
10 Depot
14 CC (low ground)
15 Rax
16 Rax
18 Rax (@100% Rax 2)
28 Gas X2
*** depot to alleviate block
TL @100% Rax 3
Bunker @5:15 after gas assigned and TL begun
*** Depots in typical Oracle spots, no scouting otherwise
Add-ons @6:10, 2x Reactor, E-bay, 3rd gas
Factory @ next 100 gas
+1 @ next 100 gas
*** once no Oracles show, move all Marines to the front
*** Turret @ the front
Starport/Reactor @100% Factory, Marauder production
2x Rax @8:30 (Starport swapping)
2x Medivacs
CS @ 100% Stim
*** move out with Stim and 2 Medivacs
+1 Armor, 2x TL on Rax 4 and 5
*** no 4th gas yet, no 2nd Starport
CC @3rd location 10:40
4th gas as third going down
*** Byun uses careful movement to snipe a Colossus and most of the frontal army
*** backs up for the reinforcements which are streaming out
Armory/E-bay 2 placed as he was savaging the front
*** Byun kites mercilessly to get as much benefit out of the bio as possible, whittles down the Protoss slowly
*** constant streams of reinforcements bring out the GG
Reaction: it really seems like the no Bunker is a coinflip; you trade the safety for a few more units and very smooth gas timings, but I dislike the fact that you can easily die to early pressure if you aren’t perfect on the defense.
STX.Innovation
STX.Innovation versus CJ.herO, New Fighting Spirit, Set 4, SPL R5 STX/CJEntus
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Innovation’s build order
10 Depot (wall)
14 CC (low-ground)
15 Barracks (wall)
16 Barracks (wall)
*** @100% Barracks 1, immediate Bunker @ natural, 2x OC
*** scouts with SCV building Barracks
Barracks @150 minerals
Depot @100 minerals
2x Gas at 140 minerals
E-bay @6:00 (response to Stargate play)
Tech Lab @25 gas on Barracks 3
Stim @100 gas, then Factory @ next 100 gas
3rd Gas as Factory begins, continuous Marine production
+1 Weapons as resources permit
Add-ons after Starport begins, ditto gas 4
Combat Shields @100% Stim
*** push out with Medivacs
*** Missile Turret in the main as the pushout happens
herO hits with 2 Colossi and a bunch of Stalkers, but with no upgrades, Innovation’s macro holds him easily, in spite of the combined losses of 14 SCVs thanks to the Oracle harass
*** Innovation stays on two bases as herO can’t really expand thanks to no upgrades allowing Innovation to win any small fights a la drop harass
*** Innovation pulls all his SCVs and goes with 8 Vikings or so plus a nearly maxed bio army, and rolls herO
Analysis of the hold:
Proxy Oracle arrives at Innovation’s natural mineral line at 5:40, and Innovation has just finished his 5th and 6th Marines, which are rallied to the front Bunker. herO skips attacking the natural and heads straight for the main, which Innovation reacts to immediately by emptying his Bunker and pursuing. The Oracle kills 3 SCVs and is blocked from the main by the Marines.
A second Oracle arrives at the natural expansion at about 6:25, while herO expands behind the pressure. Innovation has left 6 Marines sitting in the main mineral line, while all of his new Marins have been rallied to the natural. He immediately builds a Turret in the natural mineral line, and holds off on the main mineral line while getting Factory + Stim.
The salient feature of Innovation not dying to the proxy Oracles is the continuous Marine production as well as his ability to continuously macro and follow the build while positioning himself correctly to deny the Oracle harass
herO’s build order
Standard gate-> double gas -> core, proxy Stargate for Oracles with 3rd pylon proxied, arrival at opponent’s base at 5:30-5:45. Expand plus greedy Colossus afterwards, but no upgrades.
Millenium.ForGG
Mill.ForGG versus Liquid.HerO, WCS S1 Finals, Ro16, Group C, Match 1, Set 2, Whirlwind
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ForGG's Build Order
10 Depot (mineral line)
14 CC (low ground)
15 Barracks
16 Barracks
*** no SCV scout yet
20 Barracks (@100% 2nd Barracks), SCV scout
24-25 2x Refinery
@25 gas, Tech Lab on Barracks
*** sees no early move out by HerO, delays Bunker further
Stim @100 gas and 100% TL (~6:00)
Factory @100 gas (~6:15), immediate 3rd gas as money permits
~6:30, E-bay as money permits
Add-ons when affordable
Bunker @ natural after seeing 2-3 Stalkers nearby
*** Oracle harass kills a few SCVs, but ForGG reacts appropriately by putting Turrets in both mineral lines and re-positioning his Marines (he actually traps it later and gets the kill)
Starport @100% Factory
*** normal play would have seen a Reactor on the Factory right now for the swap to start double Medivacs at 8:30-8:45, but ForGG gets 2 Widow Mines in case HerO doesn't let up with the Oracles
Medivac @100% Starport
~9:30 = 4 Marine, 2 Mine drop loaded up, swaps for the double Medivac production
~10:00 3rd base, pressure with the mines and rally his remaining army to HerO's front
~12:00 2x Barracks, Reactor on the Factory, 2x Barracks again (total of 7), Armory and 2nd E-bay for upgrades
*** put Tech Labs on all Barracks without add-ons for Marauder production
*** ForGG continuously pressures HerO, and thanks to some misplayed defense of the initial harass and the follow-up pressure, he gets an easy kill on the third
~15:00 Vehicle/Ship Armour 1, second Factory, 4th base
*** ForGG has delayed his gas until 2/2 is rolling and he needs to build more Factories/Starports
*** no Ghosts in sight, his army is quite capable of eating 1 or 2 Storms if it needs to because of the enourmous health
Analysis:
Why does this mid-game and composition work? Hellbats and Marauders cover each other's weakness admirably (Stalkers/Colossi and Zealots respectively), while allowing ForGG to maintain the possibility of always sniping buildings or tech units. Being able to break off a few units to take down a Nexus in as little as 10 or fewer seconds (8 Marauders, for instance) allows him to put HerO in the uncomfortable position of needing lots of Storm and Archons and Colossi and Zealots just to fight him, while ForGG can just macro up, get additional Factories/Starports, and all the upgrades he needs by delaying the heavy gas expenditure of Ghosts that will become necessary later.
HerO's build order: 16 Gateway, 17 Nexus into Stargate harass, 1-Colossus fakeout into Templar
Ladder play
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*this is not a pro VoD, but the anti-cheese technique used here is applicable to cannon rushes and other kinds of cheese play, not just proxy Gateways.
CC-first versus Proxy 2-Gate In-base, xrishi (Twitch)
Analysis: putting a wall in between you and the cheese is critical, and the double CC allows you to lift and land as necessary to manipulate the position to your advantage. Hold position micro with SCVs is your friend.
9. Author Example Games
Versus AI/Solo
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Build order example - no opponent, this is just a solo game on Whirlwind where I try to keep the macro crisp and the timings decent.
Smooth test - this is a game that just seemed to go well in terms of execution (this is against Elite AI, so take it with a healthy grain of salt). It’s more to illustrate the timings of buildings with the possibility of practicing scouting patterns and movement rather than versus ideal Protoss builds.
More AI - just so you can see if you want the varying stages of keeping up with macro and how small things like gas and e-bay timings are important.
Yet more AI - See above.
Ladder
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Victory - A game on Daybreak where my opponent goes for a quick 3 Nexus play to counter my greedy expand. I play out the game relatively normally and kill him with a sequence of drop plays that takes out both the main and the third eventually. No real problems in defending or getting the CC-first here.
Opening impact: good economy and little pressure makes for a normal TvP. Little productive to say about the opening except it is good in situations like this where the opponent chooses not to pressure.
Defeat - Neo Planet S. My opponent kindly agrees to proxy Stargate me at my request, and then does a very clever thing where he holds the Oracle back until he gently pressures the Bunker at the front while sneaking the Oracle in the back. Due to some poor positioning on my part, I’m forced to run around and die to the combination of MSC, a few Stalkers, and the Oracle, thanks to a well-placed Time Warp.
Opening impact: basically this was my first real test of a proxy Stargate build, and the game that made me realize how dangerous proxy Oracle can be to CC-first. Although the Oracles weren’t too badly handled, my follow-up positioning was awful and let the 3 gates just overwhelm me.
Defeat - again Neo Planet S. My opponent chronos out Zealot and Stalker, and because I fail to scout it adequately, as well as commit micro errors in the defense of the initial Bunker, I lose 5 workers off the bat. Then I proceed to play normally, but miss some opportunities to press against his mainly Stalker/Sentry force before Colossus. He catches me napping, takes some army for free, and then proceeds to beat up my under-defended front.
Opening impact: should have been negligable, but I control poorly and end up not nearly in as good a situation as I could have been right off the bat. The secondary control errors in losing most of my main army seal the deal.
Victory - Whirlwind is one of the best maps for this build, and it plays out well here. My opponent actually goes tech, which I mis-scout because I don’t see the Nexus and instead get just the double gas information. I prepare against both danger possibilities (DTs and Stargate) by putting my Marines in a smart place and a Turret at my front. With absolutely no pressure, I move out at a very standard time, and just kill him due to some misplaced Forcefields which allow me inside his natural.
Opening impact: huge success - the high amount of Marines I produce and the quick tech up to Medivacs and upgrades just let me roll him. Again, CC-first seems very good in the absence of pressure.
Victory - Star Station. My opponent goes for an extended 4-gate, which I scout. I throw down 1 extra Bunker (two would have been preferable), and defend for a very long time. The macro is awful from me. But thanks to the economic edge I get as well as a switch into upgrades and Marauder support, I eventually survive to get Medivacs out and roll him on the counter. Some things of note: I E-bay block the natural when I see he’s still not expanding; and any higher-level follow-up by my opponent should have killed me due to my abysmal macro during the attack. Factory/Starport and E-bays should have proceeded at only slightly delayed times, not by the minutes they were. Illustrates the importance of scouting.
Opening impact: the CC-first puts me initially vulnerable during the primary attack, but the boost in economy due to double MULE lets me keep powering up to reach the critical Stim/Medivac tech that ends the game.
Victory - Star Station. My opponent goes for a chronoboosted Zealot into a very standard 3-gate Robo after expo. His army is curiously small and Colossi are delayed in favour of starting Extended Thermal Lance, which means my initial push kills almost his entire army , a bunch of probes, and my cross-map rally allows me to kill some more workers. I get a lucky spot of a ninja third he tries to set up, and although he traps my army after I kill that base, it’s so small that his units have to retreat from Marauder fire. I push and kill him shortly thereafter.
Opening impact: nice advantage - although I lose a couple of SCVs to the chronoboosted Zealot, the CC is fast enough that I stay in perfect economic control of the game, and my everything is just faster and better than his.
Victory - Daybreak. My opponent gets pinned to 2 bases for a long time as I try to get damage done with harass (generally unsuccessful, but my third goes up completely unhindered, and I get all my tech without a hitch). Finally it boils down to typical TvP army management with MMMVG going up against Templar/Colossi/Zealot/Archon. He miscontrols for a crucial instant heading towards a ramp, and even though I still eat some Storms, the massive EMPs before that happens means he has 0 chance of winning.
Opening impact: again, good advantage - no pressure allows me to again mis-scout and waste resources on defenses but still get a good midgame army up to defend due to my very high-powered economy.
Victory - Star Station. My opponent goes for Blink, but I scout it, pull back to high ground, and prepare defenses. He sees that I'm more than ready to crush any all-in, and doesn't commit. I push and kill almost all his army plus some Probes at the first engagement, and then play a more or less continuous game of denying his third, which means that even though he transitions to the appropriate lategame tech, he never has enough income to make it the overwhelming Parting style of mass Storm and lots of remax potential.
Opening impact: nice position, the early CC allows me enough minerals to adjust the build to drop extra Bunkers without putting myself at a disadvantage. This really shows why CC-first is NOT a good target for Blink all-ins; as the defense is no harder than any other Terran expand build and you have more minerals to play with.
Stargate play series versus wraithcube
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Game 1 - Stargate harass after expansion; my Turrets were delayed although I did scout Stargate, and in general messed up my control/macro. Correct defense should have lead to a more normal game here, although Stargate play is in my opinion the strongest Protoss response to CC-first.
Game 2 - Testing a reactive proxy Stargate, as well as possible reactions. I wondered about putting down the E-bay in response to a possible proxy Stargate, and this is the first test. Turrets are up in plenty of time to deflect Oracles, but a switch into Voidrays and follow-up all-in kills me. I failed to react in time in spite of seeing no expansion and active Warpgates.
Game 3 - my best attempt at a hold. Same sequence as last game, but after no Oracles come and I see no expansion, I go up to 3 Bunkers and put a Turret and SCVs at the front. However, 6 SCVs is not enough to repair versus 3-gate Voidray, and I die, although narrowly. Theoretically, holds are possible here.
Bo3 versus Shonix (varied strategies)
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Game 1 - excuse the little bit of rage at the end. Basically, the opening goes fine, but I fail to actually make good use of the scouting information and die to Dark Templar after he gets in right as my MULEs drop.
Game 2 - after seeing a greedy tech build in game 1, I follow suit by going double gas and double e-bay after the CC-first (one of the odd contingencies described in the ‘other strands’ section above). Playing this out normally, I get a bit of a lucky break while harassing him in the midgame as two of his Colossi sort of AI-glitch on the cliffs by the natural and I pick up at least 1 for free. He simply doesn’t have the AoE to hold the follow-up push with Vikings (especially as I get 2-2).
Game 3 - both of us play out a longer-form macro game, where he does the typical ‘defend 3 bases’ strategy on Akilon Wastes. I attempt some harass, but in general his army is just so strong with the 3-3 upgrades and his control (Master v Diamond) is just that much better than mine that I lose in the end.
*Note: these games are only to illustrate what even Diamond players are capable of with this build. For truly good examples, please refer to the VoDs referenced above. They’re better executed, in spite of not being replays to download. If you know where I can find replays of someone like Taeja or Byun doing this CC-first, I’d love to hear it so I can add them to the list.
10. Further Discussion and Questions
As always, I welcome constructive criticism, feedback, and further exploration of this topic. In particular, if you are someone who has succeeded in finding HotS CC-first replays by pro Terrans, I’d love to take a look at them, because they have proven difficult to track down, although VoDs are plentiful. ByunPrime as you can see from my listing of games regularly plays CC-first on KR ladder, and has decent results with it.
Any questions about playing out TvP are best answered not by me telling you ‘yes, this’ or ‘no, not that’, but by taking a look at the pro games and following the general guidelines I’ve tried to provide here. I’m certainly an imperfect player, and you will gain a better feel for the build and the matchup by rolling with the punches yourself instead of rigidly trying to follow exact supply counts or specific locations to attack.
Questions regarding the specific defense of quirky all-ins/atypical strategies are welcome, but be warned that I may not have the micro or decision-making to give you a definitive answer to said offbeat build, particularly if it is a low-Masters or lower play that is objectively bad at the pro level but comparatively good on ladder below mid/high Masters due to its surprise nature and imperfect Terran execution on the defense.
Credit to wraithcube, who played some practice games with me in order to help find holes and strengths in the build. Also to Shonix, who showed me that even though my build is fine, the control I need to have isn’t quite there yet.
I would like to give credit to the HotS Terran Help Me Thread for continuing to provide an excellent starting reference for all Terran play, in particular scouting and dealing with many Protoss early-game threats. TheDwf deserves a ton of credit for keeping up with that thread, and his knowledge of Terran matchups is very helpful to any player.
TLStrategy’s Tails' DT Drop guide is an inspiration for all of the strategy guides on this website, and provides an excellent set of resources to examine for potential DT weaknesses in this build, as well as a clear explanation which served as a model for many of the things I tried to do here.