Build from http://sc2links.com/blog/
14 | 0:18 | | |
15 | 0:29 | | #1 |
16 | 0:45 | | #1 |
17 | 0:56 | | #2 |
19 | 1:32 | | @100% barracks #1 |
19 | 1:33 | | #1 |
20 | 1:36 | | |
20 | 1:45 | | |
21 | 2:04 | | |
23 | 2:20 | | |
26 | 2:23 | | Switch onto TL once 100% |
28 | 2:36 | | |
28 | 2:38 | | |
30 | 3:01 | | |
33 | 3:25 | | |
33 | 3:27 | | #2 |
33 | 3:35 | | |
35 | 3:37 | | |
35 | 3:43 | | |
36 | 3:58 | | |
43 | 4:31 | | Switch starport onto reactor after raven and |
47 | 4:32 | | #3 |
49 | 4:51 | | |
52 | 4:55 | | |
57 | 5:06 | | |
61 | 5:19 | | |
61 | 5:23 | | @100% start +1 |
63 | 5:36 | | |
67 | 5:41 | | |
70 | 5:53 | | |
70 | 5:56 | | |
70 | 6:00 | |
At this point you are set up for success to move out across the map with all of your army units. Controlled pressure usually wins in TvT and you want to be iNcontroL of the tempo of the game. Feel confident about this setup – you have equal or superior air, the ability to fend off banshees at home, and you aren’t looking to set up dainty tank pushes in the middle of the map. You want to find yourself at their front door with all of these units seiged up in a dominant position, crushing their dreams, and forcing them to quit the game. Opponent didn’t go banshees? You need to establish air dominance with a good pdd or auto-turret fight. Don’t force it if you have equal numbers, let them make the mistake of wasting their ravens energy (run away) or engaging you closer to your rally (the numbers dude, the numbers). If you get gridlocked with them, prepare for the long haul by making more rax, expanding as much as possible, upgrading your bio faster, and cutting off all of their efforts to expand with well seiged positions.