I am including truncated build order without timing and separate supply depo section after the more in-depth build order below:
14 CC (high ground)
16 Rax (wall off ramp)
17 gas
2x Orbital Command
20 Bunker at natural (4min 10s)
22 factory (4min 35s)
23 2nd gas (4min 49s) + reactor on rax (5m)
25 depo (5m 10s)
27 depo (5m 31s)
29 armory (5min 45s) + depo (5m 49s)
35 2 helions (5m 59s)
37 Starport (6min 16s) + add a marine
43 2 helions (6m 34s)
43 supply (6m 42s) + add a marine
46 supply (6m 53s)
50 2 hellbats + medivac (7min 5s)
54 supply (7m 15s)
54 tech lab on rax (7m 18s)
60 2 hellbats (7m 34s)
60 supply (7m 37s)
62 marauder + stim (7m 43s)
65 medivac (7m 52s)
69 2 hellbats (8m 5s)
70 depo (8m 8s)
73 marauder (8m 15s)
no more supply numbers as battle caused supply to drop
marauder (8m 50s)
2 hellbats + medivac (8m 52s)
CC #3 (9min 10s)
2 more rax(9min 23s)
2 hellbats
2 engi bay +3rd gas at nat (9min 50s)
widowmines production starts around 10minutes
reactors on rax (10m 34s)
2 more rax (10m 39s)
4th gas (11min 25s)
Some things of note:
- MVP starts 2-3 depos around the time his reactors for 2 rax start (10m 34s)
- Once stim starts, constant marauder production until widowmines production begins
- The dropships are always used either to drop or to supplement the attacking force
- The timings are just benchmarks of when MVP made/put down something, he does all those things while microing so do not be discouraged if you cannot hit those timings perfectly, this is just for comparison and general idea.
-The first poke happens with 4 helions at 7minutes 25seconds to kill tumors/lings
- 4 helions and hellbats inside the medivac attack on the 3rd hits around 8m 26s
- Attack on the 3rd with 3 marauders 4 marines a medivac and 6 hellbats moves out at about 9.40 and hits 3rd at 10min 20s
Here is the same build order but more compact with no minute timings, just supply numbers and depo timings provided separately for more clarity:
Quote:
Originally Posted by shorter build order
14 CC (high ground)
16 Rax (wall off ramp)
17 gas
2x Orbital Command
20 Bunker at natural
22 factory
23 2nd gas + reactor on rax
CC #3 (9min 10s)
2 more rax(9min 23s)
2 engi bay +3rd gas at nat (9min 50s)
widowmines production starts around 10minutes
reactors on rax (10m 34s)
2 more rax (10m 39s)
4th gas (11min 25s)
From the looks of it, this build relies on constant aggression with a delayed third CC and delayed upgrades (engi bays start around 11mins!), I am not sure how this would hold against a roach/baneling/ling allin as this build does not have any tanks or banshees out in time.
TLO played baneling/ling style in game 2 with a 3rd hatch at his 2nd expansion and relatively late melee/armor upgrades for his lings. This build also keeps zerg from fast teching to mutas (TLO starts his spire around 11m 24s) and forces gas spending on banelings (although I am not sure about their effectiveness vs hellbat/marauder) but as TLO's mutas popped out MVP already had enough marines and widow mines to thwart them off.
Last edited by SayfT; Sun, 26th-May-2013 at 9:55 AM.
Reason: added more clarity and fixed timings
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