Description

Made for personal use.

Build Order

Get SALT Encoding   

  14  0:17  Supply Depot  
  15  0:30  Refinery  - Fully Saturated by the start of barracks
  16  0:44  Barracks  
  17  0:55  Refinery  - Fully Saturate
  19  1:30  Reaper  
  20  1:31  Orbital Command  
  20  1:35  Factory  - 1/3 and 2/3 on refineries at 50 gas after construction of factory
  20  1:45  Supply Depot  
  21  2:01  Reaper  
  23  2:17  Hellion  
  26  2:27  Command Center  - Natural Expansion
  27  2:36  Barracks Reactor  - Re-saturate gas
  27  2:40  Supply Depot  
  28  2:41  Factory Tech Lab  
  28  2:52  Starport  
  33  3:01  Cyclone  - When finished, ignore note below
  35  3:12  Marine x2  - Marines unless needed, have 2 reapers and hellion defend the main
  39  3:36  Siege Tank  - Only produce siege tanks. Nothing else. Bring Cyclone back into base to defend against bullshit.
  42  3:39  Orbital Command  - Natural
  42  3:43  Starport Tech Lab  
  45  3:50  Supply Depot  - 1 SCVshould always be building a supply depot from this point on
  48  4:00  Raven  - Upon completion switch, have barracks take Starport tech lab
  64  4:51  Command Center  - 3rd
  70  5:04  Refinery  - Natural
  71  5:17  Stimpack  - Using the starport tech-lab
  71  5:18  Barracks x2  - Barracks should be built on old barrack's reactor, - All barrack's should still be producing ONLY marines
  72  5:22  Starport Reactor  - Have starport build another reactor after switching with barracks.
  75  5:35  Engineering Bay x2  - After third tank, cut production to afford both engineering bays
  79  5:53  Refinery  - 2nd natural gas
  80  6:02  Terran Infantry Weapons Level 1, Terran Infantry Armor Level 1  
  83  6:07  Starport Reactor  - Swap one barracks onto the new reactor, float Starport and build a new reactor.
  84  6:08  Barracks x2  - Use the SCV that built barracks #2, - Use the SCV that built barracks #3
  87  6:17  Orbital Command  - 3rd CC.
  100  7:01  Barracks Reactor x2  - Around 100 supply, always have 2 supply depots building.
  105  7:08  Armory  - Float 3rd CC if not built on location
  112  7:19  Medivac x2  - These should be your first air units outside of 1 raven
  124  7:36  Combat Shield  
  125  7:40  Refinery x2  - Both 3rd CC's, should be built at 10/16 saturation
  143  8:07  Terran Infantry Weapons Level 2  
  146  8:16  Terran Vehicle Weapons Level 1  - 3rd should be nearly saturated by now
Spawning Tool Build Advisor. Get it on Overwolf

Analysis

2nd factory should start when combat shields finishes, ideally built directly on that techlab after lifting the rax and making a 5th barracks-reactor, 4th cc should be started as soon as you can afford while maintaining production on 5rax 1fact 1port, around 10 minutes or approximately coinciding with 4th base gas income kicking in you add 2 more ports; and you want +2 vehicle weapons but can switch to plating afterwards, I like getting a 2nd armory to get plating and ship attack same time from then

do not move out with initial units; but if you want to scout with your 2 reapers you can once the tank is done; otherwise your next moveout is when you start your 3rd orbital, you should send out whatever remaining reapers and hellions you have, and marines if you don't have enough, to every path which approaches you as spotters, and additionally one spotter on the two map edges which approach you

Go to:

Details

  • Created by: Khaos
  • Published on: Oct 11, 2022
  • Modified on: Oct 12, 2022
  • Patch: 4.11.0
  • Difficulty: Medium
Show
View Real Time Build Order
Export as new Build Order

Comments (0)

There are no comments. Be the first!

Create an account to comment!