Our favorite British Terran has a great build order to counter DT drop while still early expanding and grabbing a super quick +1 Wep for a 9-10 min push with MMM and +1 +1.
This build was featured by Day[9] himself in daily number 583 found here:
After analyzing a few replays of his I have fleshed out a (fairly) accurate build order for those who like to go by food count:
10 depot
12 Raxx - builder scouts after
12 Gas
15 Orbital
15 REAPER
17 Reactor
18 CC - highground
18 Depot - walloff, rally to make bunker
20 2 x MARINE - constant
23 EBAY
24 BUNKER (nat ramp)
26 Raxx - Builder makes Fact
28 +1 WEP - 5:30 benchmark start time
28 Orbital
33 Tech lab - 2nd raxx
34 Depot x 2
34 FACTORY
34 GAS
38 STIM
TURRET IF YOU THINK ITS DT DROP!
REACTOR FACTORY - Used by Starport
STARPORT
GASES - natural
Depot x 2
+1 Armour - 8:30 benchmark time
2 x Medivac
3 x Raxx - 1 Reactor 2 Techlabs
CC
Push out ~30 seconds before +1 Armour is done so you can attack as soon as it completes
Even as a Terran player this build is rather easy to execute and as you get more familiar with it you can begin to spend your spare APM on micro'ing the hell out of that one reaper for scouting information as well as a probe kill or two.
Hopefully this helps one or two of you out on ladder against my most hated P build, the DT drop! (DT drop hits at 7:22 earliest with around 7:40 - 8:00 for lower leagues)
This is my first Thread so if there is incorrect formatting or anything i can do better please leave of comment or a PM!
You say this is an engineering bay expand, but you get a rax before you get your engineering bay???
I thought it would be a 12 engineering bay, since it is an engineering bay expand.
Actually the title of the article is FAST engineering bay expand, the title of the thread was shortened to be quick and eye catching. Sorry for the confusion.
I know demuslim doesn't do it, but imo it's better to take off gas after mining 100 and put back on after the cc/2nd depot (and earlier 2nd gas, not sure of exact timing), it balances the build out a lot better and allows you to get an earlier bunker against early pokes
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I know demuslim doesn't do it, but imo it's better to take off gas after mining 100 and put back on after the cc/2nd depot (and earlier 2nd gas, not sure of exact timing), it balances the build out a lot better and allows you to get an earlier bunker against early pokes
Yes Day[9] mentions he would like to see only 2 on gas after the factory starts but i find when it comes time to start the 2 medivacs your gas will be less than 200 and it'll be a few seconds wait to start the 2nd vac, also for lower players like me if u take out of gas and your 2nd geyser is forgotten/delayed it is a much bigger problem than having too much gas and slower mineral income.
tl;dr higher lvl players take out of gas after factory drops take a 2nd geyser earlier, lower leagues leave 3 in gass for simplicity.
Last edited by NotKorean; Mon, 20th-May-2013 at 4:42 PM.
Reason: forgot how to words
This is a great build, I've been doing it every TvP for the last few weeks, I highly recommend it to every Terran who was feeling as lost in TvP as I was.
Welcome to the site NotKorean, what a brilliant first thread!
What is the rough timing of the first attack?
It's roughly 9:30-10min, you have 2 medevacs, decent amount of bio, stim, and 1/1.
You can choose to poke the front, or drop in the main, the transitions are to get a third or get 3 more barracks for more pressure.
You can also pull some SCVs which can just flat out win you the game depending on what you scout.
Welcome to the site NotKorean, what a brilliant first thread!
What is the rough timing of the first attack?
Awwww shucks you made me get the warm and fuzzy's there nirvAnA, the rough timing is as Deeks said about 9-10 min (its basically as soon as +1 armour* is done which should b started @8:30 depending on the amount of harass you've sustained/macro skilllz)
I've only been able to do this build twice myself (not playing much got finals in 3 weeks and keep getting Zerg opponents) but every time I've attacked at about 9:20 and hes had one Colossus and a mostly stalkers army which is no match for a marauder heavy force with vacs, that being said i usually start 2 vikings after my first 2 medivacs as they arrive just in time for the fight and i use them to quickly fly in for vision just to see if I'm walking into some crazy two base all-in army in the making and to get a few free shots on his Colossus.
*armour is how i spell it, the game may use American spelling but i am Australian and this is how we spell it.
I know demuslim doesn't do it, but imo it's better to take off gas after mining 100 and put back on after the cc/2nd depot (and earlier 2nd gas, not sure of exact timing), it balances the build out a lot better and allows you to get an earlier bunker against early pokes
It probably does balance the resources, but ive found using this build you can usually skip the bunker (unless you scout like 3 gate/4gate pressure) but by the time you take your natural (after building it on high ground) you have enough marines to fend off those early stalker/zealot/msc pokes.
So whilst I think taking off gas is a good thing, do you reckon that you could also skip the bunker to get that little bit of extra greediness?
Quote:
Originally Posted by DeekZ
It's roughly 9:30-10min, you have 2 medevacs, decent amount of bio, stim, and 1/1.
You can choose to poke the front, or drop in the main, the transitions are to get a third or get 3 more barracks for more pressure.
You can also pull some SCVs which can just flat out win you the game depending on what you scout.
I think the first attack hits at around 9 minutes with 2 medivacs, +1 attack and stim, but than you can fall back after pressuring and hit again at 11 minutes with 4-6 medivacs, +1/+1 and stim + cs.
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@Bandit you could probably skip the bunker but is 100 minerals (25 in the long run) really worth a potential loss if your scouting isn't accurate or perhaps you just don't scout the pressure early enough.
I just meant even if you dont scout the early pokes from the toss it doesn't matter. But yes if you dont scout aggressive builds than i guess the bunker would help. Although in most cases one bunker wont hold gateway agression.
Also i'm not sure what the benefit is of saving 100 mins except that it doesnt mess up your macro cycle
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Previously known as Bandit Twitter | Clan |Stream
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