In this game, TY builds a Barracks in his base to feign a normal opening as most proxy builds won't follow the standard template. But quickly thereafter, TY cuts SCV's at 20 workers and doesn't build any more. He quickly builds a second Barracks next to the PartinG's natural, gets a tech lab with two Marauders and Concussive Shells, then brings 3 SCV's with him to build bunkers.
Why is there no SALT encoding or Overwolf build?
14 | | ||
15 | | Barracks at home first, proxy location second | |
15 | | ||
17 | | Constant Marine production from Main Barracks | |
18 | | ||
18 | | Proxy Barracks Add-on | |
19 | | ||
19 | | Constant Marauder production from proxy Barracks | |
22 | | ||
27 | | Bring 2 SCV's (+the one used for the proxy Barracks) along with the Marines to join the Marauders | |
28 | | ||
| Use these SCV's to build Bunkers when able, one next to the natural Nexus and another next to their production. Don't forget to macro as this is not an All-in |
This build is exponentially harder than your typical proxy to scout, and against a Protoss player going for a Gate FE or even a Nexus first, it is potentially deadly. In this game, PartinG loses all of his units, drops below TY's amount of workers and then GG's before his artosis pylon could be punished.
This build has an easy transition to a macro game if an early SCV scout (Should you choose to do one) finds a 4 Gate or a 2 Gate Cyber Expand into Stalker pressure, because it follows a normal game until TY drops the 2nd barracks, providing more than ample time to adjust.