10 supply 12 rax
>> make marines nonstop
>> oc when rax finishes
13 refinery
(pop counts skipped from here out to account for scouts dying, other oddities, etc)
Factory
>> Make 3 hellions
Bunker
Supply Depot
Starport
Refinery
>> Make medivac when starport complete
>> medivac should pop out about at the same time that you have 3 hellions - go drop
>> As soon as medivac completes, build tech lab on starport and factory
Starport
>> Swap second starport onto factory's tech lab
>> Use excess minerals to expand and add more barracks
>> Push at 2-4 banshees
Until this point, you should be following the build order strictly. The 1/1/2 with hellion drop is stable and you do not need to branch out until you have two tech-labbed starports.
You are now in what I call the 'triple threat' position. It is called 'triple threat' because it sounds kick-ass and makes the strategy sound like it's prepared for anything. But seriously, this is where your 2port allows you to be versatile.
Key Points
Bring an scv onto the dropship just incase you need to repair
You want 3 barracks with tech lab and marauders after your harass
You want to start building you expansion at the 7 minute mark
You want to start building your 2 other barracks after your cc to transition into marauders
When you have accumulated 7-10 marauders, push out with 5-6 banshees marauders maybe some medivacs and maybe a raven if your feeling pro
Target immortals with your banshees and sentries
Keep harassing with helions and banshees until you have 7-10 marauders
You may need to build a bunker while your harassing
You should be non stop producing marines incase he gets counter pheonix's
You should have close to 10+ marines by the time you push out
Strengths: -3 Hellion drop is incredibly powerful. Basically an insta-win if your opponent is not defending, and even if prepared, you will get at least 4-5 probes if you micro well. The hellion drop is incredibly strong even if you know it's coming ahead of time.
- Hellion drop gives great scouting info and allows you to adapt with your 2starports
- 1/1/2 play allows you to account for all protoss openings
- Standard opening prevents protoss from gathering any info about build before initial scout is forced out by marine
- Very efficient use of minerals - rax and factory produce mineral-only units with no addons non-stop.
- Timings are optimized to spend all minerals at all points throughout the build order - high efficiency
Weaknesses: Early high templar feedback, voidrays if you dont transition properly
neat fact: Apm doesn’t mean anything, I play with an average of 35-40 apm in the beginning up to 100-150 when it gets micro intensive
- After you land your expansion, build 2 refineries right away and build 3 bunekrs
104 Ground plate upgrade #2 and get blue flame upgrade
117 Third CC
126 35mm strike cannon
- you want 3 factories with 2 tech labs, 1 reactor, and 1 starports with reactors
and reactor when its done on that starport
General Idea of this build
The sturdiness and the power of the +2 armored thor and the ability to use the 35mm cannon at such a large range is hard to stop. Especially if you have a raven denying scouting observers. Having such a large surface area so zealots cannot get the surround and blue flame helions doing double the damage to zealots, its a pretty mean ball of destruction. This build is unique and unseen and the only counter i can think is an abundance of immortals or/and carriers.
Why the +2 armor Upgrades on thors? Thorzain explained:
"It's mostly to be able to fight heavy gateway units compositions, as they deal relatively low damage but shoot fast (zealots have 2 attacks for example). This lets me worry more about the actual "power units" so to say, the units that aren't gateway units. And as long as i can counter them properly (colossus/air = vikings, mass immortals = more Thor heavy) I feel comfortable in the big fight.
Key Points
Use raven to deny scouting observer
You want about 6-8 vikings,1 raven
You want about 4-6 helions
You want about 6-8 Thors and only attack when you have +2 amor
Use your 35mm cannon on the collosi
Put a couple of point defense drones down during the fight
Bring a couple of scv's after the fight
You want to attack around 160-170 supply
Very unique build
Here is a replay of Thorzain using this strategy perfectly against oGs.MC
Weaknesses: Gateway all in zealot cheese, and a very aggressive 4 warpgate rush, carriers(because thors will automatically target air first when you want them to target ground)
Neat fact: You want to use your mules on close patches because of the limited time the mule has
I'm about 90 points off from being rank 1 in my division and i play to start streaming soon either end of this month or the next month due to internet issues.
Dizon:425 top 250 NA terran player
Also if you have any inquiries or need help directly or need me to review your replay, come to channel TerranSC in the sc2 chat
Due to the popular spanishiwa strat, if you can scout it earlier enough I recommend the 4 Barrack all-in yet, I have yet to lose with this strat and here is the replay of the strategy. Because the zerg player is getting no gas, your marines will dominate anything of the zerg with the correct micro. The power of a marine ball not having to worry about banelings is just unsettling. Zerglings/Drones/Spinecrawlers/Queens are the only things you have to worry about and having 4 barracks constantly pumping out marines into a marine ball will be totally one sided. This strat also works against zergs that dont use spanishiwa, the only hard counter to this strategy is all in fast roaches and all in fast banelings, but you can still out micro and beat those strategies with this one.
4 barrack push all-in cheese **very tricky, do not attempt if you dont havnt read EVERYTHING** 10 supply
12 barrack
13 barrack
14 orbital
15 barack
- cut scv unless you're certain you wont delay marine production
16 barrack
16 supply
keep pumping out marines ( and some scvs) until 5:30 and push out with marines and 12 scvs
Key notes to this strategy
Try to keep opponent from knowing you have 4 barracks's
Grab watch towers with 4-5 marines and hide your other marines
Have your scvs protect your marine at all costs when attacking
If you have a chance, stick to a wall
AGAIN!! have your scv's protect your marines at all costs
attack and move (kite)
dont go for the expansion unless there is a spine crawler in your path, then kill that and move into main base
Quickly look for a banelings nest, if there is BE VERY CAREFUL spread your marines and everything
If not watch out for drones and marines and queen surround and dont let him get the surround
rally point your barracks's to his base
When you want to rally your new units to your old units the old unit has a habit of dying, leaving your new units at the production-facility. You can shift-click the rallypoint to make them have a backup-rallypoint
This strategy still works in high masters if you do it properly
****Grab your 10 scv's and marines and move out at 5:30, you should have approx 31 supply count
MICRO MICRO MICRO!!
This is the only strategy you need against zerg to get to masters, I had a 90% win rate with this strategy even in masters. This is a replay on how to do it properly, its a little sloppy but it got the job done (there isnt any kind of micro, but it shows how strong this composition is)
If he is in your base with a drone for too long, throw up a refinery and take your scv off from building it when it gets too close to finish and cancel it once the drone is out of your base, fooling him into thinking you are teching so he is teching
Why is this strategy good?
Because the power of a marine ball with scv's tanking is unbelievably strong and there it is nearly impossible to stop this timing attack with the right micro!
Weaknesses: If zerg straight up rushes roaches (you can stop it if you see it and turtle into marauders and helions), and if zerg rushes banelings, then it will give this strategy a hard time
Neat Fact: An easy way to check if you have enough workers at a base is to select all workers on minerals. If you see 2 rows (16) that is optimal saturation, 3 rows (24) is maximum saturation
Important Fact: When you want to rally your new units to your old units the old unit has a habit of dying, leaving your new units at the production-facility. You can shift-click the rallypoint to make them have a backup-rallypoint