VOD = 25:00
Innovation opens with a rax expand, getting a marine instead of a reaper. He then gets a factory in the main, and a factory proxied near the enemy base. He moves out just before the 5min mark with 12 marines and 5 cyclones.
|23|| ||keep making marines|
|29|| ||keep making cyclones|
VOD = 25:00
Innovation opens with a rax expand with 1 refinery at 16 supply. He makes a marine instead of a reaper at 19 because he doesn't need to know what his opponent is doing, since he is doing an all-in and can use the extra marine for his push. He makes a CC and an orbital but he won't be saturating his natural so he can use all his minerals for making units. _(This means he is behind on scv's assuming his opponent isn't cheesing, but can still try to transition if the all-in fails because he has 2 cc's)._
He makes a factory and refinery at 22, sends out an scv and proxies a factory nearish the enemy base but out of sight. He then makes a cyclone from each factory until he pushes. He heads out of his base just before the 5min mark with 12 marines and 5 cyclones, continuing to make more during his push and rallies to his army.
*In order for this build to be effective, you need to make sure you are producing 2 marines from the rax and cyclones from the factories at all times if possible. *
There are no comments. Be the first!Create an account to comment!