New 2/1/1 build order for 2020, adapted from ByuN's stream.
This build opens with an SCV scout into Reaper FE. We then go up to our 2/1/1 setup with the goal of hitting a 16 Marine attack at the great timing of 5:03. (5:03 because that is when your main Orbital Command will gather another 50 energy).
Behind it, we will obtain our third CC at an early time of 4:30. This is the most economical we can get it while still getting our drop out in time. Afterwards, we go into 3 bases with a 5/1/1 setup plus double Engineering Bay into the midgame. We aim to build Widow Mine only out of the Factory for the powerful 4M setup.
To supplement our initial pressure, we add a third Medivac with 1 Widow Mine and 6 Marines, with a fast Combat Shield that finishes up at 6:00. This followup is especially good against 2 base Muta openings, which is one of the most attractive features of the build.
|21||2:07|| ||Rally SCV for Supply Depot|
|22||2:18|| ||Rally SCV for Refinery; build earlier if skipping SCV scout|
|30||2:59|| ||Do not make Marine yet with this Barracks.|
|49||4:03|| ||4:02 is possible with an SCV scout. 3:59 is possible with skipped SCV scout.|
|59||4:29|| ||Halt all Marine production after 16 Marines to afford third CC.|
|61||4:41|| ||@100% Stimpack|
-This build order includes an SCV scout, but it is optional. It will be slightly easier to afford things if you skip the scout.
-When the second Barracks is finished with the Tech Lab, research Stim but skip the Marine. We will start producing Marines on this Barracks after we obtained 4. This progression on 2 Barracks will get us to 16 as follows: 2 -> 4 -> 7 -> 10 -> 13 -> 16.
-The benchmark for our Medivac production shall be 4:03. We should have 16 Marines finished with Medivacs spawning at 4:33, which should get us to the other side of the map before 5:00. Note that if you skip the SCV scout, you can build the second Refinery a little bit earlier which will allow for the Medivacs to start as early as 3:59.
-Note the timing of the third and fourth Supply Depots in the replay. Building Supply Depots at the wrong time will delay the build.
-After obtaining the third CC, we aim to reinforce our pressure with a third Medivac containing 6 Marines and 1 Widow Mine. Don't rush this one or you will get supply blocked. After the third CC, build in the following order: Supply Depot -> 3 Marines -> Combat Shield -> Medivac -> Widow Mine -> 3 Marines I believe this is the best order because you will have Combat Shield finishing at a very fast timing, which is hard for Zerg to deal with.
-The 5:00 to 6:00 mark is a very difficult period for this build. You must deal pressure to the Zerg with your 16 Marines while building your base at home. When money allows, aim to have the following done by 6:00 in this order: 2 Engineering Bays -> 2 Refineries -> Third Barracks on Starport Reactor -> +1/+1 Upgrades -> Third Orbital Command -> 4th and 5th Barracks. For the 4th and 5th Barracks, you may temporarily cut SCVs to afford them quicker.
-Get a Reactor on the Factory after the first Widow Mine is complete, unless you spot Roaches on the map, in which case you should get a Tech Lab for Siege Tanks.
-After the third base is set up, we transition into the standard TvZ gameplay. Hopefully you did enough damage!!!
On Nov. 12, 2020, 8:42 p.m., Pfoe said:
Depends on how well the opponent is playing. 4:30 is not that late of a third CC, it's on par with many Heloion builds. If you don't deal damage but your macro is on point, you can transition to midgame pretty well. It only gets bad if you fail to deal damage AND you have failed to macro between 5:00 and 6:00 AND the Zerg player has gotten away with a fairly optimal opener (50 Drones and 7-9 Queens).
On Nov. 9, 2020, 8:18 p.m., DisReSpeCTsc2 said:
How much damage do you generally feel you need to do to justify the delayed 3rd? I feel like for players other than ByuN 2/1/1 of any sort is basically never worth the cost.