1: Watch the replay to understanding extensions management. (On 4:40)
2: We have a good timing of third base, at the end of the build we have 3-1-1 (2 Barracks in production, will be 5-1-1)
3: Even if zerg play 16 pool bunker has had time to finish construction and we have one marine to put him into a bunker. Anyway, you can use reaper to gain time.
In TvP this is an unbeatable defence even if your opponent makes proxy because while he makes a stalker we already will have a bunker if he will make zealot first, we have a reaper who can kite a zealot. But will be better if you make a widow mine instead of an early tank because Oracle can destroy our economy, you can make Widow Mine in TvT too...
In TvT Don't Fight a duel of reapers while you don't have bunker with marine for the base defence, wait for the enemy's reaper on high ground where we have an advantage. Make supply depot in a place where reapers can jump on our base.
4: When +1 on attack will be completed make +1 on armour when +1 on armour will be completed for a half make second engineering bay and armoury for upgrades 2-2
5: After 4-5 barracks will be ended you need to make custom addons in dependence of match-up if you play versus zerg make another 2 reactors, versus Protoss 2 tech lab. If Terran play mech you need to make two tech labs if bio makes two reactors, but you can make tech lab even versus bio-Terran because marauders can survive much more time than marines versus tanks.
Some bonus: I'm making the second factory near 8 minutes because of mass tanks can destroy zerg Hydra-Roach army, versus Terran you always need to have more tanks than opponent use the second factory for it. The Protoss army doesn't have a chance versus 6-8 tanks in a good position. GLHF! :D
12 | 0:01 | | |
13 | 0:13 | | |
14 | 0:17 | | |
14 | 0:25 | | |
15 | 0:38 | | |
15 | 0:42 | | |
16 | 0:44 | | |
16 | 0:50 | | |
17 | 1:03 | | |
18 | 1:16 | | |
19 | 1:28 | | |
19 | 1:30 | | |
20 | 1:39 | | |
20 | 1:46 | | Near the second base |
20 | 1:54 | | |
21 | 2:00 | | |
21 | 2:01 | | |
21 | 2:06 | | |
23 | 2:13 | | |
23 | 2:18 | | |
23 | 2:22 | | |
24 | 2:25 | | |
26 | 2:53 | | |
26 | 2:57 | | |
26 | 3:04 | | |
30 | 3:15 | | |
30 | 3:18 | | |
33 | 3:24 | | |
37 | 3:29 | | Keep make one by one |
39 | 3:42 | | |
39 | 3:48 | | |
45 | 3:55 | | |
46 | 4:00 | | |
46 | 4:01 | | |
54 | 4:18 | | |
54 | 4:19 | | |
54 | 4:22 | | |
61 | 4:33 | | |
61 | 4:44 | | |
61 | 4:45 | | Make Stimpack ASAP |
61 | 4:49 | | |
63 | 4:55 | | Make +1 on Attack ASAP |
66 | 5:16 | | |
70 | 5:26 | | |
73 | 5:46 | | |
80 | 5:50 | | |
101 | 6:30 | | Start make 2 supply in a row instead of 1 |
Bunker and tank is a key to the build. If everything will be ok, on 9 minutes you will have 200 limit of units (70 workers, 7-8 tanks, 4-6 Medivacs and marines) on 3rd bases, with upgrades 1-1 and 2-2 in the production.