This is an experimental build order that involves utilizing the power of Liberators to pressure the Zerg and deny mining while obtaining a ridiculous 2:45 3rd CC and setting up for a solid mid-game. Weaknesses of build:
Why is there no SALT encoding or Overwolf build?
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16 | | ||
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19 | | ||
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20 | | ||
21 | | ||
21 | | @100% First Reaper | |
22 | | ||
23 | | @100 Gas | |
| @100% Second Reaper. Make Marines | ||
| @400 Minerals | ||
| @100% Factory | ||
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| @100% Tech Lab | ||
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| @100% First 2 Libs | ||
| @100% Tank. Swap Barracks and Factory | ||
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This build grabs 2 reapers early into the game to make up for the lack of Bio and to keep the Terran a little more secure vs 1 base play. There is really nothing special about the early game, although I would recommend putting down a Bunker at the natural to compensate for the low amount of defensive units at home. Liberators should harass Zerg bases in pairs to effectively zone out Queens and increase the harassment potential significantly. After 2 pairs of Liberators, start Medivac production to hit a follow-up 2 Medivac Stim Timing.
On Dec. 6, 2016, 4:03 a.m., maddoglasha said:
look up lowko's ninja queen snipe, i think if this build has a weakness of zerg 1 basing, you can limit that by killing the queen to deny the injects needed for agression, just a tip
On Dec. 1, 2016, 1:54 p.m., legend said:
Oops. 2nd CC is supposed to go down at 20 supply. It is a standard reaper expand. mb
On Nov. 30, 2016, 7:03 p.m., Beef said:
Hey nice build!
But there is one thing I don't understand: in the description you mention a 3d CC at 2:45. However I don't see the 2nd CC mentioned in the build order. Is this after the first gas? If so there is no way I can get the reaper and orbital command out at 19 supply.