SCOUTING/ADAPTING
If SCV scouts cyber into nexus (no nexus by 1:30)
CC2 high ground
Make bunker low ground
Reaper should confirm third base around 4:30.
Don't sacrifice reaper for scout (although someday we might decide otherwise) -- just deduce from units seen (if just alot of stalkers, deduce twilight -- if oracle comes into our base, we know it's stargate -- anything else we can just proceed with our build).
VS two-base play? Just sit home, keep making SCVs, and quietly take that third - convert into a 3 base push with +1 +1, EMPs, aa missile, tons of tanks etc. Make sure to wall off natural, siege up libs and tanks, repair bunker etc. for 2 base push.
Vs twilight: make second tank and second bunker high ground. Delay additional factories.
Vs robo: this exact build.
VS Stargate phoenix: we would need to work out a cyclone/mine push version
TO WORK INTO OUR REFLEXES:
Double gas natural before 4:00, as medivac is 50% underway and we ve just started widow mine
Supply at 3:30, right after cyclone starts.
Gas expense around 5:00 - 3 factories, 1 arm (+ebay, we need the armory to morph hellbats), !tanks and libs
Prioritize tanks and libs production for the push over hellions as gas is available
Stop SCV production at 6:00 so we have extra for the push. Restart only when we want to transition.
Don t forget to bring the SCVs AND recuperate what s left of our medivac from the harrass.
Other remarks:
+1 attack probably not a bad idea as soon as armory finishes. Push might last. Same with blue-flame if we think we can squeeze it.
Rax story: reaper marine reactor marinesx2 till we re rdy to build factories 2 and 3; gives reactor
Factory story: tech lab cyclone widow mine (pour le drop) then just tanks
Starport story: medivac tech lab raven ... then libs 1x1 for the push
Later on:
Add GA for EMPs.
Go up to 5 factories. Ramp up tank count as long as long as opponent doesnt go air. If so start vikings and thors.
YET TO EXPLORE
Variant vs stargate: cyclone widow mine push instead
Greedier variant for series, with later timing in mind: 3rd CC before factories 2-3 and double armory? Basically what we would do against a toss going 2 base instead of 3.
Defense against proxy robo
CYCLONE WIDOW MINES MARINES VIKINGS PUSH VARIANT
2 marines per cycle
4 mines
1 viking here and there (half the time)
2 cyclones per cycle
... and you ve got urself a two base push thats decent vs phoenix play
HOW THE BUILD ACCOUNTS/ADAPTS TO VARIOUS PROTOSS BO
VS cannon rush: can make fast bunker
VS DTs: raven will be out at decent time
VS oracle opener: cyclone ready!
VS proxy gate: scouting SCV should allow us to deduce it.
VS proxy robo: to reassure ...
VS proxy stargate tempest:
VS blink stalker heavy opener: tank should help. Maybe make second tank before the additional factories if twilight opener?
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