TvT:
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Build order:
14 supply
16 barracks
16 gas
19 reactor
19 command center
19 supply depot
20 factory
2x marines
23 gas
4x marines
30 starport
30 tech lab on factory (skip marine 7/8 for siege tank)
31 siege tank (resume non-stop marine production)
40 medivac
47 siege tank
55 medivac
Barracks 2/3
This is a build I’ve been using since Day 1 of the beta, and it’s probably one of the best ones. It’s definitely the most refined build I’ve been able to make, and is an all around solid opening. The basics are:
Rather than start making marines with the barracks, you’ll want to start a reactor immediately after it’s done. You’ll have 52 gas at this point so you can start it right away. Maybe it’s vulnerable to a mass proxy barracks strategy, but for any reaper timings you’ll already have double marine production on the way to hold. Follow this up with a 1:40 command center to start the economy. Next up is the factory and second gas timing, I aim for the second gas at around 2:20; this is the timing that will give you 125 gas as soon as your tech lab finishes on the factory. A quick note, skip marines 7 and 8 so that you will have 150/125 for when the tech lab finishes, and as soon as you start the tank start marine production again.
Right after you finish the factory, start the starport with the same SCV. You’ll be slightly behind in gas for the first medivac, but the delay won’t be long and you can start it early on. Optimally I make two siege tanks and two medivacs, and use them for siege tank drops. After both are done, I drop my second and third barracks and start more addons on the factory and starport so that I can start stim/combat shields.
You have many options here. You can either continue to use the siege tanks to harass your enemy while you tech and economy up, or you can use them defensively if you are being attacked. You can also make a big timing push with the two siege tanks, two medivacs, and the ~16 marines you’ll have out at that time.
14 supply
16 barracks
16 gas
19 reactor
19 command center
19 supply depot
20 factory
2x marines
23 gas
4x marines
30 starport
30 tech lab on factory (skip marine 7/8 for siege tank)
31 siege tank (resume non-stop marine production)
40 medivac
47 siege tank
55 medivac
Barracks 2/3
This is a build I’ve been using since Day 1 of the beta, and it’s probably one of the best ones. It’s definitely the most refined build I’ve been able to make, and is an all around solid opening. The basics are:
- Quick command center to kick-start economy
- high number of early marines to hold cheese
- quick factory/starport to help hold against tech pushes
Rather than start making marines with the barracks, you’ll want to start a reactor immediately after it’s done. You’ll have 52 gas at this point so you can start it right away. Maybe it’s vulnerable to a mass proxy barracks strategy, but for any reaper timings you’ll already have double marine production on the way to hold. Follow this up with a 1:40 command center to start the economy. Next up is the factory and second gas timing, I aim for the second gas at around 2:20; this is the timing that will give you 125 gas as soon as your tech lab finishes on the factory. A quick note, skip marines 7 and 8 so that you will have 150/125 for when the tech lab finishes, and as soon as you start the tank start marine production again.
Right after you finish the factory, start the starport with the same SCV. You’ll be slightly behind in gas for the first medivac, but the delay won’t be long and you can start it early on. Optimally I make two siege tanks and two medivacs, and use them for siege tank drops. After both are done, I drop my second and third barracks and start more addons on the factory and starport so that I can start stim/combat shields.
You have many options here. You can either continue to use the siege tanks to harass your enemy while you tech and economy up, or you can use them defensively if you are being attacked. You can also make a big timing push with the two siege tanks, two medivacs, and the ~16 marines you’ll have out at that time.
TvZ:
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Build order:
17 CC
18 barracks
19 gas
21 reactor (start 2x marine production)
22 command center
26 factory
31 gas
47 medivac
2x ebay
2x barracks
This is a ragtag variation of the 4M opening from HotS. Still needs a lot of ironing, but the gas timings line up well with +1+1 and bio upgrades. Scouting early on here is key. You need to know if they are going for an early bust, and that will decide whether or not you can drop the early reactor or not. After four marines you can swap the factory onto the reactor and start double hellion production, and continue on with 4M from there. It’s important to get an early second gas so that you can afford +1/+1 and stim at the same time.
Use your hellions to prevent creep spread as normal, and behind it make your extra addons and structures from there. Again, I play bio so I dropped more barracks, and all the timings are similar to the HotS 4M playstyle. From here it’s the same, continue your upgrades, float your third command center to the third base location when you are on full 2 base saturation, and start applying pressure when your first two medivcas are out.
17 CC
18 barracks
19 gas
21 reactor (start 2x marine production)
22 command center
26 factory
31 gas
47 medivac
2x ebay
2x barracks
This is a ragtag variation of the 4M opening from HotS. Still needs a lot of ironing, but the gas timings line up well with +1+1 and bio upgrades. Scouting early on here is key. You need to know if they are going for an early bust, and that will decide whether or not you can drop the early reactor or not. After four marines you can swap the factory onto the reactor and start double hellion production, and continue on with 4M from there. It’s important to get an early second gas so that you can afford +1/+1 and stim at the same time.
Use your hellions to prevent creep spread as normal, and behind it make your extra addons and structures from there. Again, I play bio so I dropped more barracks, and all the timings are similar to the HotS 4M playstyle. From here it’s the same, continue your upgrades, float your third command center to the third base location when you are on full 2 base saturation, and start applying pressure when your first two medivcas are out.
TvP:
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Build order:
14 depot
16 barracks
16 gas
19 reactor
19 command center
20 factory
2x marines
30 widow mine
32 starport
38 gas
38 widow mine (tech lab when finished)
45 medivac (tech lab when finished)
2x barracks
Notice anything similar? This build is almost identical to the TvT opening, with the first difference coming at the gas timing. This build is just a widow mine drop, with lots of marines to compliment. Get the early reactor for big marine production, follow it up with a factory and two widow mines, and a starport and a medivac. This will gear you up for two widow mines and four marines in a dropship, while you have a decent chunk of marines back at home to defend.
After the two widow mines and single medivac are done, drop tech labs on the factory and starport and start your 2nd and 3rd barracks so that you can start bio upgrades. I haven’t played around with variations from here, so you can either drop a third command center, or go with the 4/5 barracks before third and play from there.
14 depot
16 barracks
16 gas
19 reactor
19 command center
20 factory
2x marines
30 widow mine
32 starport
38 gas
38 widow mine (tech lab when finished)
45 medivac (tech lab when finished)
2x barracks
Notice anything similar? This build is almost identical to the TvT opening, with the first difference coming at the gas timing. This build is just a widow mine drop, with lots of marines to compliment. Get the early reactor for big marine production, follow it up with a factory and two widow mines, and a starport and a medivac. This will gear you up for two widow mines and four marines in a dropship, while you have a decent chunk of marines back at home to defend.
After the two widow mines and single medivac are done, drop tech labs on the factory and starport and start your 2nd and 3rd barracks so that you can start bio upgrades. I haven’t played around with variations from here, so you can either drop a third command center, or go with the 4/5 barracks before third and play from there.
Hopefully this helps you Terrans get a little kickstart in the expansions! There will be more to come when we figure out more precise timings and play the game more, stay tuned!