This is an aggressive opening that lets you take control of the tempo of earlygame TvT and navigate your way safely to the midgame. You’ll have reapers and cyclones early on for defence and potentially massive damage to an opponent, a raven and vikings out to defend banshees and a very powerful “air-superiority tank push” where you use your vikings and raven to control the skies whilst your first 2 tanks edge into your opponent's natural. This will rarely end the game but will punish a greedy player hard and force him to show his hand - whilst you set up your strong 3-base marine-tank production and upgrades behind the pressure.
Build Order:
From here you can go fast 3rd CC for heavy macro, 4-rax for all-in, or do my middle of the road approach, in order:
12 | 0:01 | | |
13 | 0:13 | | |
14 | 0:18 | | |
14 | 0:25 | | |
15 | 0:30 | | |
15 | 0:39 | | |
16 | 0:44 | | |
16 | 0:52 | | |
17 | 1:00 | | |
17 | 1:04 | | |
18 | 1:16 | | |
19 | 1:31 | | |
19 | 1:32 | | |
20 | 1:38 | | |
20 | 1:44 | | |
20 | 1:57 | | |
21 | 2:04 | | |
22 | 2:09 | | |
23 | 2:19 | | |
23 | 2:22 | | |
26 | 2:24 | | |
26 | 2:28 | | |
27 | 2:41 | | |
30 | 3:07 | | |
30 | 3:09 | | |
30 | 3:15 | | |
35 | 3:20 | | |
35 | 3:23 | | |
37 | 3:47 | | |
38 | 3:59 | | |
38 | 4:09 | | |
40 | 4:15 | | |
46 | 4:20 | | |
47 | 4:35 | | |
50 | 4:45 | | |
54 | 4:51 | | |
57 | 4:53 | | |
61 | 5:03 | | |
61 | 5:07 | | |
61 | 5:08 | | |
61 | 5:11 | | |
69 | 5:38 | | |
69 | 5:40 | | |
76 | 5:44 | | |
77 | 5:51 | | |
79 | 6:10 | | |
79 | 6:11 | | |
82 | 6:13 | | |
82 | 6:15 | | |
87 | 6:34 | | |
93 | 6:57 | | |
93 | 6:58 | | |
97 | 7:02 | | |
105 | 7:26 | | |
112 | 7:34 | |
*What if they’re also delaying their expansion? Can I still pressure? *
“Do I always push with the tanks? How hard do I commit here and when should I pull back?”
On Aug. 29, 2018, 3:47 a.m., PiG said:
For sure Pesinario, I've actually been doing that with the faster stim myself lately, though I wouldn't say either is especially stronger
On Aug. 27, 2018, 9:45 p.m., Pesinario said:
instead of a third reactor can you get tech lab for a quicker stim timing or are you too weak in fights if you go that route?
On June 19, 2018, 3:18 a.m., PiG said:
You don't particularly need it since you're opening 2 reapers and a cyclone so fast, but if you prefer scv scouting it shouldn't be an issue
On June 18, 2018, 11:51 a.m., Xandro said:
Do you advise against scv scouting with this build?