Essential TvZ build that allows for solid early pressure w/ the potential to end the game 5:30, or macro behind with solid marine-tank-medivac 3 base setup.
14 | 0:17 | | |
16 | 0:41 | | |
16 | 0:45 | | |
19 | 1:29 | | |
20 | 1:30 | | |
20 | 1:41 | | |
20 | 1:50 | | |
21 | 2:02 | | |
21 | 2:04 | | |
22 | 2:13 | | |
23 | 2:34 | | |
23 | 2:38 | | |
23 | 2:43 | | Nonstop marine production from barracks 1 |
26 | 2:52 | | |
27 | 2:57 | | Nonstop marine production from barracks 2 |
28 | 3:02 | | |
32 | 3:20 | | |
34 | 3:29 | | |
36 | 3:37 | | In wall, nonstop depots from now on |
45 | 4:05 | | Swap factory and starport |
48 | 4:15 | | |
64 | 4:45 | | Load into medivacs and send across map |
64 | 4:50 | | In main base |
68 | 5:05 | | Tank production from factory |
69 | 5:08 | | |
75 | 5:20 | | |
84 | 5:40 | | +1 Attack / +1 Armor when done |
94 | 6:10 | |
You should have 2 medivacs and 16 marines at 4:45-4:55. Where you drop is up to you, in higher ranks(D1-D2+) it is probably best to drop near zergs third base and try to snipe some drones and efficiently trade units. In lower ranks, dropping in the main may be the best due to poor overlord placement, and often can end the game instantly. The main strength of the build is zergs lack of anti-air early, meaning you only need to pick up when banelings/roaches/queens arrive and can trade insanely well vs. zerglings. Great option for tank push follow-up, and if you save your drop, a double prong 3rd base siege + main base drop often ends the game instantly. It will feel like you have no money until your medivacs are halfway done, this is normal, make sure to have solid SCV production so your stuff isn't late. If you want a slightly more economic version, there is a CC first version, look up uThermals Terran School episode #33 and watch the last game.