The idea is quite simple, 1 Reaper Expand then 4-6 Marines to deny scout. Later utilize Reaper and Hellions to scout, harass and try to burn down creeps, lings or even Queens. ~7:30 attack with 8 Marines drop and 4 (sometimes more) Hellions runby.
Firstly I saw this on Journey's stream where he built ~8 Hellions to do a runby on Nimbus, then Bbyong vs Revolution in RBBG qualifiers and FlaSh against Scarlett and Snute in IEM Toronto. I think it's a new available regular opening in TVZ.
*EDIT: Optimized the Build Order refering to IMBAbuild format thanks to SC2John's advice.
*EDIT2: Add Mutations of this build refering to GSL CODES RO16 Group D.[/i]
Build Order (A mixture of FlaSh and Bbyong's build by myself lol)
12 - Rax (train single Reaper then Reactor)
12 - Gas
17 - CC
19 - Factory
@100% Reaper, start Reactor on Rax
@Reactor finishes, train 4 Marines, then swap off the Factory onto Reator and keep training Marines to totally 8.
@Factory should build 4 Hellions - 2 Mines - 2 Hellions before 7:30
@100% Factory, start Starport (*better deep in the main)
@100% First two Hellions, Pull them (and the others 2 later) with the reaper to spot if there's a 3rd and harass.
@100% Starport, build Medivac and 1 Viking
@100% Medivac, start Tech lab on Rax.
Benchmark: when the first Medivac pumps out, you should have 1 Reaper, 4 Hellions, 7-8 Marines.
Pull out with 1 Reaper, 7-8 Marines, 1 Medivac and 4 Hellions, drop 8 Marines in Zerg's main or nature while Hellions runby at his 3rd (hit ~7:30).
Burrow two mines on your ramp when you scout some kind of All-in otherwise lay them where Zerg would pass through.
@100% 4 Hellions - 2 Mines - 2 Hellions, lift the Factory and start another Reactor and 2 Rax.(~8:00)
@100% 2 Rax, swap them off onto Factory's Reactor start 4,5th Rax (add on Reactor). Start a new Reactor on Factory to build Widow Mines
@100% 4,5th Rax, start 2 Reactors.
KEY Timings
~6:20 - 2nd Gas
~7:15 - 3rd
~7:40 - Stim
~8:00 - Rax*2
~9:00 - Reactor on Starport
~9:30 - 3rd & 4th Gas
~10:00 - Double EBays
Tips
·Reaper should stay at the top of the ramp in case of a Zergling runby.
·4 Marines should stay at the edge of your main in order to deny Overlord scout.
·Your drop and runby should permenantly focus on killing Drones.
·Keep A-moving around the whole map with the Viking to snipe the Overlord, Zerg could do nothing till Mutas pump out.
Pros and Cons
This build could do a gigantic damage to Zerg's economy, the Multitask will make Zerg very busy to deal with your drop and runby, let alone that you could still pick your units with Medivac and keep him under your pressure. The single Viking will NOT be countered until Mutas pumps out, which also gives economic and productive hit to Zerg.
It, however, is vulnerable against some All-ins such as Mass Roaches when you are not well prepared. But if you make a good scout with your drop and runby, you could react properly in time, Start 2-3 Bunkers to strengthen your defence. The 2 Widow Mines, Stim and Medivac are also very helpful. Don't forget to pull the SCVs when it's necessary.
Replays
FlaSh vs Snute: http://spawningtool.com/13938/
FlaSh vs Scarlett: http://spawningtool.com/13919/
Bbyong vs Revolution: http://spawningtool.com/13659/
Mutation 1: Banshee======================================================================
Build Order
+ Show Spoiler +
12 - Rax (train single Reaper then Reactor)
12 - Gas
17 - CC
19 - Factory
@100% Reaper, start Reactor on Rax
@Reactor finishes, train 4 Marines, then swap off the Factory onto Reator and keep training Marines to totally 8.
@Factory should build 8 Hellions
@100% Factory, start Starport (*better deep in the main)
@100% First two Hellions, Pull them (and the others 2 later) with the reaper to spot if there's a 3rd and harass.
@100% Starport, build Medivac.
@100% Medivac, start Tech lab on Rax and Starport.
Benchmark: when the first Medivac pumps out, you should have 1 Reaper, 4 Hellions, 7-8 Marines.
Pull out with 1 Reaper, 7-8 Marines, 1 Medivac and 4 Hellions, drop 8 Marines in Zerg's main or nature while Hellions runby at his 3rd (hit ~7:30). Rally the others Hellions in Zerg's bases.
@100% Tech lab on Starport, start Cloak, 2 Banshees and 1 Viking
@100% Tech lab on Rax, start Stim and keep training Marines.
@100% Viking, start Reactor on Starport.
KEY Timings
~6:20 2nd Gas
~7:00 Tech Lab on Rax
~8:00 Stim
~8:40 3rd, Double Ebays, start Reactor on Factory
~9:30 3rd and 4th Gas, Rax*4.
Pros and Cons
This mutation is a natural counter against Roaches and Baneling All-in due to 2 Banshees and potential Widow Mines. However, it requires a lot of Micro and delay significently Medivacs, 3rd and Units Production. You must be sure your attack deal a huge damage to Zerg so he couldn't simply surpass you with economic and units supply advantage.
VOD
FlaSh did this to soO in the matches of GSL CODES RO16 Group D.
vs soO, FlaSh's build and harassment was actually perfect but due to lack of micro in the engagement he lost in the end.
http://www.twitch.tv/gsl/b/565364104
Mutation 2: Hellbat=======================================================================
Build Order
+ Show Spoiler +
12 - Rax (train single Reaper then Reactor)
12 - Gas
17 - CC
19 - Factory
@100% Reaper, start Reactor on Rax
@Reactor finishes, train 4 Marines, then swap off the Factory onto Reator and keep training Marines to totally 8.
@Factory should build 6-8 Hellions
@100% Factory, start Starport (*better deep in the main)
@100% First two Hellions, Pull them (and the others 2 later) with the reaper to spot if there's a 3rd and harass.
~4:30 2nd Gas
~6:00 start Armory
@100% Starport, build Medivac and 1 Viking
@100% Medivac, start Tech lab on Rax.
Benchmark: when the first Medivac pumps out, you should have 1 Reaper, 4 Hellions, 7-8 Marines.
Pull out with 1 Reaper, 7-8 Marines, 1 Medivac and 4 Hellions, drop 8 Marines in Zerg's main or nature while Hellions runby at his 3rd (hit ~7:30). Rally the others Hellions in Zerg's bases.
The Armory will be finished as soon as you hit Zerg's base, transform your Hellions into Hellbat and Burn them down to hell!
VOD
FlaSh did this to TRUE in the matches of GSL CODES RO16 Group D.
vs TRUE, FlaSh perfectly excecuted his build and instantly kill Zerg.
http://www.twitch.tv/gsl/b/565356338
Conclusion: Maps
The Original Build is almost available in every map of the current ladder.
On Maps like Merry Go Round and Foxtrot Labs where Banshee could do a lot of damage the Banshee build is favorable.
On Maps like Overgrowth and Deadwing where Chokes are small and Hellbat could not be easily surrounded the Hellbat is perferred.
I know there might be a lot of mistakes in my summary so if you have any questions or advises, plz share with me and the community