Very strong 2 base Liberator push by INnovation. This build order transitions well into Mech play and aims to maintain air control with the early vikings. This is not designed to kill your opponent, but can deal a great amount of damage. Proper usage of Tank, Vikings, Hellions, and Liberators are vital in the success of this push. Still think Mech is defensive?
Why is there no SALT encoding or Overwolf build?
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22 | | -Build supply depots as necessary | |
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24 | | -Swap Factory and Barracks | |
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34 | | -Use to deny early banshee harassment | |
38 | | Checkpoint: 1 Barracks, 1 Reactor'd Factory, 1 Starport | |
43 | | ||
| -Swap Barracks and Starport | ||
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| -Swap Starport and Factory | ||
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| -For Missile Turrets | ||
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| Constantly produce from all production facility | ||
| -Swap naked Factory with Barracks | ||
| Start building missile turrets if vs Bio (drops are deadly vs Mech) or Banshees | ||
| ~7:00 push out with 3 Siege Tanks, 15 Hellions, 5 Vikings, 1 Raven, and 2 Liberators | ||
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Notice how INnovation positions his Hellions/Hellbats to deal with a Bio flank on his tank-line and slowly pushes in towards Maru by using Liberators. However, if you can maneuver your Hellions to kill off your opponent's SCV line without sustaining significant losses, it will almost always win you the game. If your opponent is trying to match you in Viking count, immediately start producing Vikings rather than Liberators. Get a third CC behind this, another Factory, and +1/+1 Mech upgrades for a smooth mid-game Mech follow-up.
On Sept. 13, 2016, 1:46 p.m., StoicLoofah said:
Writeup looks great. Build order is pretty easy to follow. Maybe one thing is that it would be helpful to have a few timings in the later steps just to make sure that those are happening about the right time
On Sept. 12, 2016, 10:12 p.m., legend said:
This is my first build order that I have created. Tell me if I can fix any syntax mistake in the build order that may make it confusing to read.