This build is designed to be a very powerful attack that comes about the ten minute mark, and it comes with 1-1 upgrades with combat shield and stim on the marines. It's also meant to play standard and safe. The idea behind it is if the zerg gets too greedy and goes for 75 drones and 3 bases before 10 minutes like happens a lot now they will just die to the drop - and if they have proper defense you lose nothing and have two bases up good upgrades tech and saturation prepared to play standard from there.
The fundamentals behind the build
As described in the introduction, I started using this build to make sure zergs didn't get too greedy. I played a lot of games where I would play far too passive and I would just lose to 3 base 70 drone zergs while still on 2 bases with 45 scvs. How ever, some times I would try to be aggressive and lose all my units to a zerg who was ready to flank my fake move out, or even worse didn't buy into my fake attack and didn't build any units. I also tried all-ins but I don't really like those too much as if they get crushed[they were not being greedy] I lose. So I had to find a way to not let them get too greedy to give my self a chance in the standard game while not taking huge risk.
So the core behind this build is to have a safe way to punish too greedy zergs, and if they were not too greedy then you will not lose anything at all and be left with good upgrades units and saturation on two bases and you can play safe and standard from there with out being behind much if any at all.
Special decisions in the build and reasoning behind some things.
First of all I like to play safe - so I highly suggest getting two bunkers and a supply depot at the natural when you lift your expansion out there. This way while your drop is in the process you can be safe to counter attacks, it can also suggest to the zerg you are defensive and won't be doing such an aggressive move though you will.
Next, I'd like to point out the reasoning behind combat shields AND stim which delays the push by about 30 seconds. I think combat shield is amazing for holding all-in's and the drop it's self. Marines tanking 1 extra hit can make the difference before killing a hatchery or tech building or not or holding your natural to an all-in or not.
Next is something very important, if they have banelings and zergling waiting for your drop because they some how scouted it do not lose all your marines, it's VERY important to either one, drop marines on individual banelings to be cost effective, or two just fly back and play standard from there.
Another choice if you really want to have a even stronger drop but I think is a little bit worse to play standard afterwords if you do no damage is get one viking first and clear the over-lords on your drop path so they are caught 100% off guard. This can end the game VERY often.
Lastly, once you go into standard play I suggest at some point on 3 bases to jump to 3 factorys to make up on the tank count as you do lose a couple getting this drop up so fast.
Micro tips:
You would be VERY surprised at how much 16 1-1 combat shield stim marines can take out. Do not be afraid to engage a decent amount of lings in a corner, just know your limits.
If they only have a few banelings don't be scared, you can target them down very easily or spread if they don't have overwhelming amounts of lings. I see too many times with this build people get scared and don't take out an easily winnable battle, but at the same time don't get over-confident.
Build order:
12 rax
15 orbital
16 supply
17 Command center
23 add two rax
25 add two refinerys put 2 on each gas when finished[total of 3 in each]
31 add two tech labs[produce marines almost non stop from all 3]
as soon as you hit 200 gas upgrade stim and combat shields same time
next 100 gas add factory + 2 ebays[around 38 - 45 food depending on units you've made]
as soon as factorys done make reactor and build star port, when ebays done upgrade armor and weapons instantly
as soon as starports done switch to reactor and build double medivacs
around 9:30 you should have at least two bunkers full of marines and 16 marines to drop with with 1-1 upgrades[by the time you drop in their base] and stim and combat shields
from this point on i suggest tech lab on fact and start getting tanks and seige and play a standard game from here.
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