Opens standard into Reaper/ Hellion/ Banshee pressure pinning the Zerg at home, while getting a 3rd and a Marine Tank army.
15 | 0:40 | | |
16 | 0:44 | | |
19 | 1:28 | | |
20 | 1:41 | | |
23 | 2:09 | | |
23 | 2:15 | | |
23 | 2:22 | | |
26 | 2:54 | | |
26 | 2:55 | | |
27 | 3:01 | | Make 4-6 Hellions |
27 | 3:02 | | |
32 | 3:13 | | |
32 | 3:23 | | |
39 | 3:39 | | |
39 | 3:40 | | Continue making |
45 | 3:49 | | |
45 | 3:58 | | |
48 | 4:09 | | |
50 | 4:22 | | |
54 | 4:32 | | |
54 | 4:33 | | Start making marines |
57 | 4:50 | | |
60 | 4:53 | | |
61 | 5:00 | | |
68 | 5:17 | | |
68 | 5:20 | | |
70 | 5:21 | | |
72 | 5:36 | | |
83 | 5:58 | | |
83 | 6:01 | | |
83 | 6:02 | |
Innovation opens with the pretty standard Terran opening, but getting his Factory slightly early at 23 supply and making Hellions paired with a reaper to pressure the front of the Zerg base. He takes a Starport faily early at 26 supply and makes a few banshee with cloak to harrass and exploit Zergs low anti-air in early game.
While Innovation pressures, he gets Marine upgrades, takes a 3rd CC and starts making a Marine/ Tankivac army. Innovation can't saturate his 3rd as at the 6:30 minute mark, the Zerg tries to end the game with roach queen drops in the natural. Innovation holds the push, and because the Zerg spent all his larva on army units instead of saturating his 3rd base, Innovation actually has a superior economy. The Zerg either has to finish the game or Innovation will be too far ahead for the Zerg to come back without a miracle occurring. The Zerg realises he can't win and gg's.
On July 21, 2017, 9:38 a.m., ANTI said:
@awgibbs no problem mate I probably put them in without thinking, I appreciate the feedback of course. My personal preference is not the depots so it makes sense so I can use it myself haha
thanks mate
On July 21, 2017, 9:38 a.m., ANTI said:
@awgibbs no problem mate I probably put them in without thinking, I appreciate the feedback of course. My personal preference is not the depots so it makes sense so I can use it myself haha
thanks mate
On Oct. 8, 2016, 10:10 a.m., awgibbs said:
@ANTI: It looks like since our back-and-forth you removed the other supply depots from the build. That perhaps is the best compromise as it prevents the trainer from getting confused. I agree that it probably makes sense not to include depots. It was just confusing that you had _some_ of them. In any case, thanks for posting the build.
On Sept. 25, 2016, 2:38 p.m., ANTI said:
Awgibbs, Hi I tend not put in getting workers and supply depots because it's not build specific, but is something that is just built into a players head :)
Maybe just rally your first SCV to where you want the wall to be? That way you'll just fundamentally remember to do it as opposed to relying on something to tell you. But everyone has their preference right.
On Sept. 18, 2016, 11:20 a.m., awgibbs said:
Is there some reason that the initial Supply Depot is missing from the build order? This is mildly annoying since it makes it so that when you build your first first one the SALT trainer checks off the second one which means you aren't prompted for it when the time comes around, and when you build the second one it checks off the third one, and so on.