Marine + Ghost bio push
10 supply
12 barrack
13 refinery
15 orbital
16 supply
20 barrack
21 tech lab
21 ghost acadamy
21 scouting reaper
22 second refinery
22 bunker
-reactor when second barracks is done
-pump out 1 ghosts whenever you have the gas
and marines whenever you dont
-when you have enough, throw down a factory
-then second ghost with next 100 gas
then a reactored starport and only have 2 ghosts max building up energy for emp
38 stim followed by combat followed by +1 marine attack upgrade
-Attack when you have stim/combat and +1 upgrades with 3 medivacs up
emp the immortals,zealots,sentries,stalkers,sentries in that order
Becareful of dt's, use that scouting reaper effectively
Transition to to thors tanking for your ball is 1 idea
or completely changing to mech and switching tech labs with factories into seige tanks and thors
Key points to this strategy
- If he traps you in your base, do a 1 medivac drop full of marines
- Emp is everything in this build
- Kite!
- Get your emp's off early
- You want to get the zealots off your tail first
- This could be a 1 base or a 2 base build and branch off into more teched units if you decide to get a second
- 1 cycle of warp gates is not enough to kill your full medivac, so use that to your advantage
- The average time for collosi to come out is approximately 10:30 give or take, so its an ideal time to hit before then
Why is this strategy good?
You have the advantage of home base, so if his attack is too strong, you are able to pull scv's while he cant utilize his sentries to the fullest while you have the upper ground if the protoss decides to attack. Marine balls + emp and medivacs rape any gateway unit and immortals.
Weaknesses: Templar storms, and Collosus. You must emp the templars and mass vikings the collosi, or your marine army is worthless. They will be a nightmare if you dont get rid of them before the marine battle and confrontation. At no cost if they have those 2 units, you should ever engage your units.