As a player who has struggled in the past, I've found that this build order is quite effective in helping me win games with ease. One key modification I make is sending the first 6 marines on an attack, rather than keeping them at home. Additionally, I set my rally point for the Hellions to immediately head towards the enemy's main base.
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ТвП 2х базовый Мех пуш Братка (С 0 до ГМЛ) 14 - 16 - 16 (Саплай Барак Газ) --> Реактор на бараке 17 скаут ->> 20 ЦЦ [~2:00 бункер если 17 скаут не увидел нэксус, дальнейшие тайминги с учётом билда с бункером] 24 Факта (2:25) [этот КСМ строит все 4 Факторки] [Барак с реактором делает 6 Мариков Первая атака либо 6 Мариносов + 2 Гелиона, либо первых 2 Гелиона едут на мэйн] 30 2й Газ (2:53) [Когда экономика 16 рабов на мэйне] 3:10 первая Факта становится на реактор делает: 2 Гелиона ->> 2 Мины ->> 4 Гелиона ->> 2 Мины ->> Гелионы 3:20 2я Факта ->> ~3:50 Барак делате т.лаб для 2й факты 4:15 2я Факта летил на т.лаб ->> Циклон ->> Танк ->> Циклоны 4:20 3я Факта -> 3й Газ -> Если нет информации о тосе Инженерка [или ставить по позже вместе с Армари ~6 мин.] -> Барак делает т.лаб 5:10 4я Факта + на Бараке реактор для неё -> 3я Факта летит на т.лаб ~5:30 Греды Зацеп + Пламя ~6:00 Армари ~7:00 Атака на 3ю: ~12 Хэлбатов, 2-3 Циклона, 1 Танк, 4 Мины, 2-3 КСМ + 5-6 Маринасов
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12 | 0:00 | | |
13 | 0:12 | | |
14 | 0:17 | | |
14 | 0:24 | | |
15 | 0:39 | | |
15 | 0:41 | | |
16 | 0:44 | | scout when limit is 17, if u are not see nexus then add bunker at r main base, if nexus dosnt appear untill 2 00 then u can add another bunker |
16 | 0:51 | | |
17 | 1:03 | | scout when limit is 17, if u are not see nexus then add bunker at r main base, if nexus dosnt appear untill 2 00 then u can add another bunker |
18 | 1:15 | | scout when limit is 17, if u are not see nexus then add bunker at r main base, if nexus dosnt appear untill 2 00 then u can add another bunker |
19 | 1:27 | | |
19 | 1:28 | | 6 marines untill factory is done |
19 | 1:42 | | |
19 | 1:53 | | |
20 | 2:04 | | |
20 | 2:05 | | |
23 | 2:12 | | when finish swap with rax reactor and +2 hellions rallypoint to main base of ur opponent, SCV that built factory will build all factory |
23 | 2:17 | | |
23 | 2:22 | | |
26 | 2:29 | | |
27 | 2:30 | | |
27 | 2:40 | | |
27 | 2:41 | | |
30 | 2:53 | | |
30 | 2:54 | | |
31 | 3:06 | | |
31 | 3:07 | | |
31 | 3:12 | | |
36 | 3:13 | | |
36 | 3:19 | | |
37 | 3:25 | | |
38 | 3:27 | | if u don`t have info about what ur op is doing then build eng bay and addturrets after , because there may be darks |
38 | 3:32 | | |
44 | 3:44 | | |
44 | 3:48 | | |
46 | 3:49 | | |
50 | 3:56 | | |
52 | 4:07 | | |
52 | 4:08 | | |
56 | 4:10 | | |
56 | 4:12 | | |
56 | 4:16 | | |
61 | 4:21 | | |
61 | 4:22 | | |
61 | 4:25 | | |
63 | 4:33 | | |
63 | 4:37 | | |
68 | 4:41 | | |
68 | 4:45 | | |
72 | 4:49 | | |
73 | 4:55 | | |
78 | 5:03 | | |
78 | 5:04 | | |
78 | 5:06 | | |
82 | 5:10 | | |
83 | 5:14 | | |
83 | 5:18 | | |
86 | 5:22 | | |
86 | 5:24 | | |
86 | 5:26 | | |
89 | 5:29 | | |
89 | 5:35 | | |
90 | 5:36 | | |
87 | 5:45 | | |
87 | 5:49 | | |
89 | 5:54 | | |
89 | 5:57 | | |
91 | 6:03 | | |
97 | 6:05 | | |
97 | 6:09 | | |
100 | 6:15 | | |
100 | 6:18 | | |
105 | 6:24 | | |
103 | 6:30 | | |
107 | 6:37 | | |
107 | 6:39 | | |
114 | 6:47 | | |
117 | 6:58 | | |
117 | 6:59 | | |
117 | 7:00 | | atack 3 rd base transform hellions into hellbats |
117 | 7:03 | | |
117 | 7:04 | | |
117 | 7:05 | | |
121 | 7:10 | | |
121 | 7:13 | | |
121 | 7:17 | | |
121 | 7:18 | | |
121 | 7:21 | | |
125 | 7:27 | | |
125 | 7:28 | | |
129 | 7:30 | | |
135 | 7:39 | |
As a player who has struggled in the past, I've found that this build order is quite effective in helping me win games with ease. One key modification I make is sending the first 6 marines on an attack, rather than keeping them at home. Additionally, I set my rally point for the Hellions to immediately head towards the enemy's main base.
This build order for Starcraft 2 LotV is an interesting one. It's designed for players who want to be aggressive and push with a strong attack early on. As mentioned earlier, the first 6 Marines are sent to attack, while the Hellions are rallied directly to the main enemy base.
In addition to the original build order, I would recommend making sure you have proper scouting information in the early game. If you're unable to scout your opponent by the 2-minute mark, it's a good idea to start building an Engineering Bay and a few Missile Turrets at around 3:30. This will help defend against any potential Oracle or Dark Templar play.
As for the attack itself, it's important to remember that timing is crucial. Once your initial attack is underway, make sure to keep producing units and keep up the pressure. Don't let your opponent breathe, and constantly be on the lookout for any counter-attacks.
While this build order can be very effective in the right hands, it's important to note that it can be vulnerable to certain types of early game aggression. For example, if your opponent goes for an early rush of their own, it's important to be able to defend while still keeping up with your own production.
Overall, this build order is a great option for players who enjoy playing aggressively and want to put the pressure on their opponent early on. With proper scouting and execution, it can be a very effective strategy that can catch your opponent off-guard and give you an early advantage.