This build begins as an econ build where you are surviving as you get 3 CC's and liberators and then culminates in a big 1/1 Bio & 4x Liberator timing push. It seems that this is a better build on maps with built-in naturals that are easily defended.
TL Description:
It has yet to be seen if CC first is indeed safe against Protoss as a standard build, but on maps with in base naturals it’s probably okay. Both Bomber and Byun leaned towards CC first on maps with in base naturals. The overall point of this build is to basically survive until you have liberators. At this point your defensive and offensive strength increases significantly.
This BO is from Team Liquid and authored by Jer99, Theo, moosegills, Winks, & Thaniri. I wanted to add it to Spawning Tool so others can find it. The article can be found here
Why is there no SALT encoding or Overwolf build?
14 | | ||
17 | | ||
18 | | @ Ramp, Pump Safety Marines, scout now if you haven't yet! | |
19 | | @ Ramp, Pump Safety Marines | |
21 | | ||
22 | | ||
26 | | ||
29 | | Continue making depots as necessary | |
30 | | If no in-base natural or aggro Protoss | |
| @25 Gas | ||
| |||
| @100 Gas | ||
| |||
| Begin Pumping Marauders | ||
| |||
| |||
| Swap onto Starport when done | ||
| |||
| |||
| |||
| |||
| |||
| |||
| |||
| |||
| |||
| |||
| |||
| Push with 1/1 Bio, Combat Shields, Concussive Shells, and 4x Liberators | ||
| Back up front line with more liberators to leapfrog up |
From TL:
You'll get a quick 3 barracks to produce enough units to defend against Protoss aggression and to poke later on in the early game. Bomber, in true Bomber fashion, doesn’t really scout, but Byun scouts with his 18th worker. Your first two barracks should be placed at your main ramp, so that adepts can’t make their way in. Barracks are also pretty beefy so you'll only have one potential weak point in your wall against adepts before you have enough marines to push them away. With 3 barracks pumping marines, you’re going to have enough to defend against things like oracle harass as well. If Protoss is doing something on one base or a proxy stargate or something of that nature, you won’t be able to just follow the build order. Changes and reactions will have to be made, like an earlier engineering bay for example.
Thanks to decreased marauder strength, the effectiveness of adepts against marines, the energy cost of photon overcharge, and the risk of adept/warp prisms, premedivac pushouts in the hots style are weakened. So Bomber and Byun pretty much stay home until at least medivacs are out. Building the second and third barracks addons relatively late allows your money to climb up to build your third base. Byun leans towards a more hotslike drop harass mid game, but Bomber just wants to have a big engagement. You can do whichever style you prefer. In the meantime you need to be vigilant about warp prisms coming into your base with adepts and killing SCVs, especially as you’re pushing out. On maps with an in base natural, building depots between the main and natural may be beneficial in shutting down adepts transferring from one base to the other with their shades, just like a map without an in base natural. One of the benefits of getting liberators is that liberators are faster than unupgraded warp prisms. This was a weakness of the viking, even if you found the warp prism, you couldn’t catch it. From this point forward you have to balance medivac and liberator production. You want a lot of liberators, but you need to make sure you have enough medivacs to heal your army, so replace them as they’re lost.
As you move across the map, you need to be mindful of your liberators. They’re very fast and you don’t want them to get killed as they are extremely important in your push. When you siege the enemy, you want your army to cover for the liberators and also for the liberators to cover each other. Don’t get too overeager pushing liberators forward just to lose them. Slow and methodical is the way to go. You’re probably going to be dancing in, out, and around the circles as you engage the Protoss army. Disruptor shots will zone your ground army, blink stalkers will try to take out your liberators, and colossus will shoot your army from outside liberator zones. You also have to pay attention to pylon placement as you move liberators forward because they can’t shoot the pylons.
The late game production is 6 barracks, a factory, and 2 reactor starports. Expansions will need to be taken as bases mine out. Liberators are very effective at helping defend those expansions and they remain an important part of the army for the remainder of the game. Their range upgrade is buried behind the fusion core and you will have to take a starport off of a reactor and research it. You don’t need to worry about rushing to it, but you’re going to want it eventually, especially as templar enter the field. Ghosts can be added on later, especially against high templars with storm. Both sides can be wiped out by one bad engagement, so you need to keep tabs on the Protoss army and your positioning.