Description

Zergs, the greediest of our enemies, they’re out there, skipping ling speed, taking fast 3rds. And they’re getting away with it. Well no more! Tonight we will feast on roasted drone-flesh, and revel in the death of greedy zergs.

VoD of Alive doing it: https://www.twitch.tv/videos/120556078?t=02h59m44s

Note on How I write Terran builds: I will always write what each tech structure (factory, starport) has to do directly underneath it rather than in chronological order. This way you learn to remember each structures place in the build and how the addons swap. The order of what it does will be indented, for example:

  • Barracks
    • 1-2 marines
    • Tech Lab
    • Gap in Production
    • Stim
    • Marine Production (marauders if roach aggression)

* Build *

This written version is how Alive did it where you skip the scv scout - if you choose to go for an scv scout like I do in this game that will delay the build ever so slightly

  • Standard Expand into Factory Opening
  • Factory
    • Swaps onto reactor
    • Nonstop helion production After 8-10 hellions swap off and build a new reactor
  • Rax
    • 2 marines
    • Tech lab
    • Marine production
    • Stim (4:20)
  • Starport
    • Medivac
    • Liberator
    • Reactor
    • Swap off and build a new Reactor
  • 39 depot
  • 3:45 armoury
  • 50 depot
  • 4:30 - factory lifts to build more reactors
  • Note you can change up the order from here - add 4 more barracks and no ebays or 3rd CC for a big 2-base all-in, or simply squeeze the 2nd and 3rd barracks before CC/ebays for safety - it’s flexible and up to how you want to play. Below is written the greedy follow-up that Alive favoured in his match
  • 4:40 3rd CC
  • 4:45 2xebay
  • 4:50 - 2x barracks
  • 5:15 3rd-4th gas
  • 4th and 5th rax when you have the cash

VOD

https://www.youtube.com/watch?v=3rz20d4V3TA

Replay - TvZ BBQ party Opening

Build Order

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  12  0:00  SCV  
  13  0:13  SCV  
  14  0:18  Supply Depot  
  14  0:25  SCV  
  15  0:29  Refinery  
  15  0:39  SCV  
  16  0:45  Barracks  
  16  0:51  SCV  
  17  1:03  SCV  
  18  1:16  SCV  
  19  1:31  Orbital Command  
  19  1:32  Reaper  
  20  1:41  Command Center  
  20  1:53  Factory  
  20  1:57  SCV  
  21  2:03  Refinery  
  21  2:07  Barracks Reactor  
  21  2:09  SCV  
  22  2:19  Supply Depot  
  22  2:21  SCV  
  24  2:46  Starport  
  24  2:51  Hellion x2  
  29  3:01  Marine  
  29  3:03  Orbital Command  
  31  3:13  Hellion x2  
  31  3:19  Marine  
  37  3:22  Medivac  
  39  3:34  Supply Depot  
  41  3:40  Hellion x2  
  44  3:42  Liberator  
  44  3:47  Armory  
  46  3:55  Barracks Tech Lab  
  50  4:06  Supply Depot  
  53  4:26  Factory Reactor  
  53  4:31  Command Center  
  53  4:37  Supply Depot  
  55  4:39  Marine  
  56  4:45  Engineering Bay x2  
  58  4:57  Starport Reactor  
  58  4:59  Barracks  
  58  5:07  Barracks  
  58  5:11  Factory Reactor  
  58  5:12  Refinery x2  
  59  5:32  Barracks x2  
  59  5:35  Marine  

Analysis

Notes and Analysis:

  • Go straight for a 3 helion drop (hits 4:20) + reaper jumps into other base to scout. (other helions stays at home to stop ling runby
    • Vs RW you want to go straight for a tank, banshee if you prefer but tank will defend better usually
  • This is a great opening that with the combination of the helions, medivac and liberator can hit from every possible angle, making it very difficult for zerg to be ready. Combined with the frontal threat of the hellbat push, and it makes for a very scary opening
    • You can morph hellbats at the front specifically to pull queens out of position, then drop 2 hellbats into a different base, whilst liberating a 3rd base. There’s unlimited choices!
  • Fantastic vs zergs that skip ling speed as they can’t deal with the helion harass - so any 3-hatch before pool or pool-hatch-hatch openings will struggle vs the helion drop

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