Description

This a copy of PiG's build I put on here as I didn't see if he'd published it himself. This is a variation on the typical Hellion 3cc build, if you want to do that instead then you would adjust your building attachments and delay Marine production.

With this build we’re getting our 1-1-1 (1 rax, 1 factory, 1 starport) up real quick. This allows us to have tanks/cyclones for safety, an early liberator to harass and scout with AND we can react to say BCs with vikings/cyclones much easier. Or just keep making tanks to be impervious to zerg busts. It’s still like my previous easy builds not reliant on ANY fancy harass or interaction. We’re aiming for a 2-2 marine tank all in at about ~9:30-10:00

As we’re giving more time before our big kill move goes out, there are more chances for more STUFF TO HAPPEN! As a result we will need to get better at reading the game, scouting, paying attention to those scouts and adapting in minor and major ways where needed. Overall this is still very easy for a 3-base build, but nonetheless a big step up from my previous 2-base, very low scouting/harassment builds. If I rate those as a “plat build” then this would be a “diamond build” though of course I’ve made both work in GM and those are gross generalizations. The point is you’re learning a wider skill set and focusing on some more varied areas of the game when playing a 3-base play. So whilst we aren’t tunnel visioning on harassment or anything, we still will have a lot of rough losses that will provide fantastic learning opportunities.

VOD

https://www.youtube.com/watch?v=4XhR1JMYcAI&ab_channel=PiGCoaching

Build Order

Why is there no SALT encoding or Overwolf build?

  14    Supply Depot  3rd
  16    Barracks  reaper into marines
  16    Action  SCV Scout
  16    Refinery  
  20    Orbital Command  
  20    Command Center  
  22    Supply Depot  
  23    Factory  Cyclone (except vs Zerg) into Tanks
  23    Refinery  
  24    Barracks Tech Lab  
  26    Starport  Liberator into medivacs (vikngs vs Terran)
  27    Barracks Tech Lab  switch factory onto rax reactor first
      Liberator  
      Command Center  
      Starport Reactor  
      Barracks x2  reactors
      Refinery x2  3rd/4th
      Engineering Bay x2  
      Barracks x2  reactors
      Armory  
      Barracks x2  or 2nd factory with 5th gas
    9:00  Action  Push with 2/2 Marine/Tank
Spawning Tool Build Advisor. Get it on Overwolf

Analysis

Notes: Build is weak to stuff that gets over the wall easily like prism charge or DT drop. But we will usually see with liberator if we need some adjustment Optional: Drop to clear creep to set up for push Drop the main to pull opponent out of position while push goes across the map If you’re a slower player or you float money just drop all 4 barracks at the same time. Or even 4 rax, 2 ebays and 3rd/4th gas at the same time

Build adjustments/optimisations: If you want you can just go reactor first or straight marine → reactor if you’re not a fan of reapers 3rd base production: 2nd factory +5th gas will give more tank production and siege power 3 more barracks can add tech labs for marauders to add some frontline tankiness Or no addons on those 3 barracks just for a trickle of extra marines to add to your push’s immediate impact

Scouting: 16 SCV scout Reaper scout Liberator scout ~4:30 You can fly this liberator right through the main base BEFORE sieging so you’re actually prioritizing it as a scout rather than a damage dealer Optional scan their base ~6:30

Part of the good side of this build getting your tech up earlier is it helps with defending/reacting to common fuckery Reaper - watch my scouting video BC/VR - build vikings (add 1 cyclone before any tanks as standard helps) Oracle - leave 4 marines in main mineral line

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Details

  • Created by: ANTI   
  • Published on: Feb 06, 2024
  • Modified on: Feb 06, 2024
  • Patch: 5.0.11
  • Difficulty: Medium
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