This is the build Polt used to defeat Snute in game 3 of the Grand Finals at IEM Katowice 2016 on Prion Terraces. It is a custom-tailored build to combat a greedy Zerg who skimps on early zerglings to take a fast third in preparation for a big roach/ravager push. The supply counts in this build reflect the build being used on Prion Terraces, which has gold minerals at the natural expansion. Supply counts will vary slightly if this build is used on any other map, but the basic concept is the same.
14 | 0:17 | | Supply depot timings are not listed hereafter. Don't get supply blocked. |
17 | 0:58 | | |
18 | 1:12 | | Build the first two barracks so that they form a wall at your main ramp. Subsequent supply depots will not be built at your main ramp but rather at your natural's ramp. |
20 | 1:30 | | |
21 | 1:40 | | |
22 | 1:53 | | |
22 | 1:59 | | |
23 | 2:03 | | |
23 | 2:11 | | |
23 | 2:18 | | At your natural choke or ramp. |
23 | 2:21 | | |
24 | 2:23 | | |
26 | 2:37 | | |
28 | 2:48 | | You will have to float your barracks to accommodate add-ons. |
30 | 2:59 | | |
32 | 3:07 | | |
32 | 3:08 | | |
32 | 3:09 | | Swap factory and barracks as soon as reactor completes. |
35 | 3:29 | | You'll need to start building two supply depots at a time to keep up with production. |
37 | 3:30 | | |
38 | 3:33 | | |
38 | 3:35 | | |
38 | 3:38 | | |
40 | 3:47 | | Be sure to cut workers as soon as both bases are saturated. |
42 | 3:50 | | |
44 | 3:59 | | |
46 | 4:06 | | |
48 | 4:11 | | |
50 | 4:12 | | |
52 | 4:13 | | |
54 | 4:21 | | |
56 | 4:30 | | |
58 | 4:31 | | |
60 | 4:32 | | |
62 | 4:36 | | |
64 | 4:40 | | |
64 | 4:42 | | |
66 | 4:50 | | |
68 | 4:51 | | |
70 | 4:54 | | |
72 | 4:58 | | |
74 | 5:03 | | |
76 | 5:10 | | You should be moving out right about now. Don't forget to rally your production buildings to the combat zone. |
This is an all-in build that cuts workers so if your initial attack fails to kill enough drones as well as a hatchery, you will have a hard time securing a win. This build also skips training a reaper for scouting so it is also important to know beforehand with high certainty that your opponent will open with roaches as opposed to muta/ling/baneling or to keep your scv scout alive until you ascertain Zerg tech choice; since your army will be marauder heavy you will have little anti-air. Lastly, you must use your first few marines to deny overlord scouting of your build. Zerg can easily defend your attack if they figure out your strategy early on.
The execution of this build requires taking your natural expansion before building your barracks. Then you follow up with a fast second barracks, two gases, a factory and a fast third barracks followed by two tech labs and an early ebay. You research stim and combat shield and +1 attack so that they all finish at roughly the same time. The idea is to build two marines, two marauders and two hellions at a time, cut workers as soon as both bases are saturated and push out right before your armory finishes. Then you morph to hellbats at Zerg's ramp and deal as much damage to your opponent's economy as possible. Use the bulk of your force to kill your opponent's army while sending a detachment of hellbats to focus on drones. If you do all the above successfully, you win.
This build works especially well on Prion Terraces, but that map is no longer used on ladder. Nevertheless, this build is viable on any map with a small ramp or choke leading into your natural or on maps with a backdoor natural expansion.
On July 12, 2020, 2:56 a.m., Maxgy said:
2020, this build still stupid good and working out well for me