In my spare time, i have been experimenting and developing a wide range of build orders for starcraft 2. and by spare time i mean during class :P but yeah, i thought i should share what i have with you guys ;D
TVP Proxy banshee (MECH)
Gas first (skip scvs to optimize banshee timing)
When harassing main with banshee set up tank defense at home and make as many banshees as needed to get you ahead.
Go into greedy 3 factory mech (two tech lab one reactor) with fast blueflame hellbats (to deal with chargelot timings) and build up hellbat count and single armory upgrading (get+1 attack)
IN THE SITUATION THAT YOUR STARPORT IS SCOUTED AND DENIED YOU MUST: make a starport at home and get medivacs asap so you can keep the protoss at home with helion drop harass (blue flame should assist in this situation)
WEAKNESSES: This is a somewhat gimicky build (if the starport is scouted then you are really behind) and if you cannot do damage the protoss then you will be behind.
STRENGTHS: if you do damage then you will be ahead by miles and you will also be able to hold the incoming allin (assuming there is one), even if the banshee doesn't do much you will equalise the game with your fast 3rd cc and greedy play behind the harass.
(also hard counters sentry openings)
THIS BUILD WAS CREATED TO COUNTER THE STANDARD STARGATE and sentry openers
IN THE EVENT OF AN ALLIN: type LOL in the chat as you blow their stalkers to piles of ash with tanks
COMPOSITION: RAVEN, TANK, HELLBAT, GHOST BANSHEE (PLAY TURTLE STYLE)
YOU NEED: at least 8 tanks, at least 10 hellbats (this varys with how many chargelots they have), at least 12 ravens, and at least 3 thors, and at least 4 ghostS and at least 5 banshees. (THIS IS YOUR DREAM ARMY)
----THIS BUILD REQUIRES OPTIMIZATION-----
Go 11 gas don’t proxy. DONE.
----- IN CONCLUSION PROXY BANSHEE IS VIABLE ON SMALL MAPS-----
TVP BANSHEE THOR ALLIN:
10 Depot
12 Barracks (@completion 3 Marines)
14 Depot (complete wall-off to prevent scouting)
15 gas
100 gas =Factory
Start 2nd gas same time as factory
Make bunker at nat to triack toss into it being 1 rax fe
When the Factory complete, Starport, Tech Lab on Factory.
When Starport complete, switch onto Tech Lab, Cloak, Banshee.
100 gas = Armory.
Tech Lab on Factory.
Take all gases at nat
+1 Vehicle Armour Plating (@100%, start +2 Vehicle Armour Plating).
After Second Banshee, Raven, then constant Banshee and Thor production.
When 200 spare gas, add second Factory and Starport. Constant Banshee/Thor production out of both.
Throw down 2 more rax when necessary (OR YOU CAN THROW DOWN 2 FAC AND MECH)
Add command centre and ebay
Start making vikings to counter possible pheonix (if meching)
Push out 15 mins (create pf with third cc outside opponents nat)
TvZ 1 BASE HELLBAT ALLIN:
Build Description:
It's a 1 base, 8 minute timing attack designed to pretty much kill off your opponent with 3 tanks, 10-14 marines, and mass hellbat reinforcements off of 2 reactored factories.
Basic Build Order:
10 Supply @ depot at ramp to begin wall off
12 Barracks
13 Refinery (1)
>> Scvs to 16
16 Marine (1)
17 Orbital Command Center
17 Marine (2)
17 Supply depot to finish wall off
18 Factory (1)
19 Refinery (2)
19 Reactor on Barracks
20 Supply Depot (3) just because there's nothing else to build with your extra money and you'll need it anyways
22 Factory (2) with the same scv that finished the first factory, your gas should be 100 just as the first factory finishes
22 Tech Lab on Factory (1)
Beyond this point it's not so much of a build order as it is spending your money and keeping your production going.
What you should have is a supply cap of 35, a reactored barracks, and 1 finished factory with a tech lab.
The goal is to build marines constantly out of the 2 barracks, don't over queue them. Also, you need to build 3 tanks and start a reactor on your second factory as soon as it finishes.
Build depots about 8 supply ahead of your supply cap and only make enough scvs to fully saturate your gas and mineral line which should be 22 scvs total.
Keep your marines spread out throughout your base against zerg to prevent overlord scouting
By the time your second tank is started, you can start your armory when you can, and then save your money for the final tank.
Once you start your third tank, save up 100 additional gas and take those 6 scvs off gas and have them follow your tanks with auto-repair enabled.
After the third tank finishes, lift off your barracks and the factory with the tech lab and swap them. Start combat shield for marines.
The earliest the build pushes out from my experience is 7:30, you should have 3 tanks, your armory will not be finished by then, and you should lead with 2 hellions which is generally as many as you will have at the time. The reason why you want to lead with hellions is to sometimes catch the zerg completely off guard as to what exactly your unit composition is.
Rally all 3 production buildings to the zergs natural OR to your units which is sometimes easier to not forget.
You should be making 4 hellions + 1 marine at a time, which should be all you can afford. You should also have 16 scvs on your mineral line + mules. Also, you need to be making supply depots all the time because 4 hellions at a time is 8 supply, 1 depot adds 8 supply to your cap, both hellions and supply depots take 30 seconds to make. By the time your depot is 75% finishes you should just make another one, or if you are floating minerals make 2 depots at the same time.
Overall it's just a strong 1 base push, not necessarily all in. Against zerg I think it's safer to pull more scvs to repair hellbats because there's nothing like hellbat survivability with the support of scv repair and marines surrounding them*
.
Engagement notes:
You sometimes don't even need to siege but most of it is just 1a and keep pushing, don't bother attacking the zergs third base if they made it, you will give them too much time to get too many roaches. Push straight to their natural, and kill everything.
.TvP Version:
Same deal as TvZ, harder to micro and you really have to be more decisive on what you think the protoss will be doing. If they are doing some type of all in just turtle and make some mines instead of hellbats. Tanks+Mines+Marines+Bunkers = bad to attack into for protoss but sometimes they do it.
Just try to scout with an scv at 14 supply and make sure you know exactly what the protoss is doing, if they FE they typically die.
The nexus cannon doesn't really save them unless you attack way too late OR they have a lot of air units in which you won't be able to kill. You have mainly hellbats and tanks so your AA is reliant on like 14 marines if they haven't died yet.
If they do use the nexus cannon, you'll have to decide whether or not to siege up outside the range and poke in and out trying to bait force fields if they have sentries.
You'll also have to figure out whether or not it's better to try and go for a complete kill, or to just kill their natural and contain them by reinforcing with widow mines instead of hellbats. Sometimes you can expand while you contain them on 1 base and it works really well.
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For TvP, I also thought really hard about thors instead of tanks, you can afford to make 2 thors by 8:00 but you will have to proxy the factory nearby the protoss base. It would probably be better than tanks because of the mothership core but it's more all in and risky
Just curious.... which lessons were you in when you were spinning all these up?
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player in
"and we'll invest more on Bots, as our first Trial bot, the 'NemBotElie' was a huge success, organising tournaments and being part of the Council of mGG. But there are a few bugs in which the bot cannot go past the skill level of a Platinum Protoss." - PaRAnorMaL
I think you can do much more with 2 base (or even 3CC) blue flame openings, hide the extra hellions until blue flame is just about done and poke with early hellions as if it was a normal hellion opening, then if there is no wall or roaches - you always get damage to the drone line.
EDIT: I was thinking more TvZ rather than TvP blue flame. I'm a strong advocate against mech vs Protoss.
I'm still sketch over it tbh, and in terms of the Thor/Banshee all-in if it gets scouted they just need anti-air and whatever counters your composition by the time you push and #rekt. 15 mins is enough to let them 3 base and get the tech they need to do that.
It's pretty damn hard to win a mech TvP in general imo.
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NA | KR.
Known for a time as mGGCrayonPop and mGGxJieun
Q_Q'd.
My strong opinion is that these builds may be the only thing holding you back from masters. There are plenty of more optimal ways to open whether it be economic, aggressive or even all in. Generally speaking getting to masters is all about finding a pro replay with a style you like then copying everything down to a specific time mark, noting worker count,unit count, production and unit positioning the whole way at multiple time intervals. If you really want to learn mech there are many goody,reality and a lot of other resources out there (EVEN AVILO). I dont mean to insult in anyway, these are just my genuine thoughts on what ive read.
I think the only real all in option is 11/11 (11/12) and hope to god u get ur bunkers down or gas first into 1/1/3rax off 1b and bait overcharge then drop to main and micro to victory! Everything else doesnt gurantee damage!
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