You should generally aim to build 6 Orbital Commands on longer missions and 3-4 on shorter rush missions. 6 Orbital Commands mine out your minerals in about 35 mins and you will almost never need more minerals than that.
Opening almost exclusively a 3CC or 4CC build (three to four Command Centers before any units) is completely safe in most situations with the help of your two calldowns. This gives you a booming initial economy, which allows you to snowball the game. Refer to the build referenced below for more details.
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14 | 0:18 | | |
16 | 1:00 | | at rocks if available |
19 | 1:25 | | |
20 | 1:53 | | |
20 | 2:02 | | at rocks if available |
21 | 2:13 | | |
21 | 2:21 | | |
25 | 2:55 | | at main base, optional |
25 | 4:00 | | call down Dusk Wings to clear the first wave and your rocks |
Raynor’s build doesn’t change much as he levels up. For players at level 1, you’ll either have to rely on your ally to defend the first wave or skip the third CC in favor of a Bunker to defend the first wave. The ability to instantly build Supply Depots marginally speeds up this build. The following is a generic build for Raynor on maps with rocks. This build must be adjusted on maps without rocks at your expansion. Refer to the attached replay pack for additional details.
At four minutes into the game, call down Dusk Wings to clear the first wave and your rocks. Do not use Marines to clear rocks.
Read the full guide on Team Liquid. All credit goes to them.