Why Bio Opening is the best way to TvT by Dr. Nick
Note - I'm a 1300 . At my level, this seems to work, however, this article may be considered void by higher level . This is only being written from 1 day of experience on the new patch, and considering I had 3 TvT wins when I consider TvT my weakest matchup, I might just have a valid point
Why Bio Opening is the best way to play TvT Pros -
Defeats 1/1/1 build
Defeats marine into marauder builds
Defeats quick tank
Early aggression allows option for expansion
Can end the game in under 10 minutes
Cons -
Can be micro intensive
Need to be on top of macro
If scouted, one bunker can ruin your day
More than one siege tank can be problematic
The Opening
Normal build order, 10 supply, 12 rax, 13 gas, 15 oc. All the while, continue to pump marines. You should have at least one out to deny the scout, 2 is optimal. After you spend minerals on OC, throw down a 2nd barracks asap. When you have 5 marines, move out along with 3 SCV's. As you move out, put down tech labs on both barracks and throw down a factory.
First Encounter
Of the games I've had, I successfully pushed and beat 1x Marine / Marauder. I was beaten by 3x Marines and 1x Siege Tank. However, as I had put down tech labs, I was able to transition into Marauders, and I was able to produce Hellions. Push again when you feel confident you have enough Marines / Marauders. At this point, all your buildings should be rallied to their base. Hellions will catch up with your force. 4 Marauders is a good amount, however, an offensive with 2 can be game changing - the difference between 2 and 4 Marauders is usually the difference between them having siege mode or not. It is also dependent on how many tanks they have.
Then What?
Assuming they threw up a preemptive bunker, had enough marines and a siege tank, don't be put on the back foot and play defensive. Throw down a Starport and abuse their lack of mobility and transition into Medivac / Hellion harass!
Why should I open with Bio?
Since most people play TvT Tank / Viking, they are undefended properly at the start. The siege tech nerf allows marines to be more powerful against small (and I'm talking REALLY small here) numbers of tanks. Marine / Marauder will defeat small numbers of tanks / marines with ease. The transition into Hellions allows quick run-bys into their base, aswell as dealing with marines.
How viable is this build?
Time will tell. If in the next 5 games I go and get smashed, this topic won't be here for very long! However, I believe a timing attack with bio can win against a typical player. This build can adapt to some refinement, and even if you lose, you haven't wasted 40 minutes in a TvT where you got beaten! I'll update this guide sometime.
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