Taken from MARU vs REYNOR Quarter Finals
14 | 0:17 | | |
16 | 0:40 | | |
16 | 0:44 | | |
19 | 1:27 | | |
19 | 1:38 | | Expand on low ground |
19 | 1:51 | | Build as needed |
20 | 1:59 | | |
20 | 2:04 | | Constant Marine production |
24 | 2:17 | | |
28 | 2:40 | | |
30 | 2:46 | | |
33 | 3:04 | | |
33 | 3:05 | | |
34 | 3:08 | | |
39 | 3:27 | | |
41 | 3:33 | | |
54 | 4:09 | | |
59 | 4:26 | | |
59 | 4:27 | | |
66 | 4:54 | | Swap with Factory Tech Lab |
68 | 4:57 | | Cut workers |
68 | 5:01 | | Lift off to build this |
68 | 5:33 | | High ground |
68 | 5:37 | | |
76 | 5:41 | | |
76 | 5:47 | | |
84 | 6:04 | |
NOTE: This build is easy to digest, but difficult to execute as you're using Marine's in an unconventional way.
-In the first game, the bunker could go down a little faster. Maru was getting pressured which delayed it a little bit.
-Constant Marine production after the first Reactor finishes.
-The goal of is to use Marines like Hellions to deny Zerg and keep pressure.
-One Reactor and two Tech Labs to get Stim and Combat Shield
-Move out across the map when Stim and Combat Shield is almost done. Time it to where just before you arrive at the Zerg's base those upgrades finish.
-Aim to have your first attack take place between 5:00-5:10.
-Once Medivacs pop out, do another push.
-Right around when you get +1 attack, cut worker production in favor of buildings and army.