Description

Opens standard into Reaper/ Hellion/ Banshee pressure pinning the Zerg at home, while getting a 3rd and a Marine Tank army.

VOD

http://lotv.spawningtool.com/7506/

Replay - INnoVation v WhaleTail - Ruins of Seras

Build Order

Get SALT Encoding   

  15  0:40  Barracks  
  16  0:44  Refinery  
  19  1:28  Reaper, Orbital Command  
  20  1:41  Command Center  
  23  2:09  Factory  
  23  2:15  Refinery  
  23  2:22  Barracks Reactor  
  26  2:54  Orbital Command  
  26  2:55  Starport  
  27  3:01  Hellion  Make 4-6 Hellions
  27  3:02  Hellion  
  32  3:13  Barracks Tech Lab  
  32  3:23  Hellion x2  
  39  3:39  Barracks Tech Lab  
  39  3:40  Banshee  Continue making
  45  3:49  Cloaking Field  
  45  3:58  Stimpack  
  48  4:09  Factory Reactor  
  50  4:22  Command Center  
  54  4:32  Barracks  
  54  4:33  Marine  Start making marines
  57  4:50  Barracks  
  60  4:53  Factory Tech Lab  
  61  5:00  Refinery  
  68  5:17  Engineering Bay  
  68  5:20  Engineering Bay  
  70  5:21  Refinery  
  72  5:36  Orbital Command  
  83  5:58  Terran Infantry Weapons Level 1  
  83  6:01  Starport Reactor  
  83  6:02  Terran Infantry Armor Level 1  
Spawning Tool Build Advisor. Get it on Overwolf

Analysis

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.

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Details

  • Created by: ANTI   
  • Published on: Sep 13, 2016
  • Modified on: Sep 25, 2016
  • Patch: Pre-3.8.0
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Comments (5)

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.

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