Description

Hi Everyone, Here is a very macro oriented TvZ build designed to cancel a Zerg 4th base at 7:30 with a massive Marine, Mine, Medivac, Liberator force with 1/1, and Stimpack complete and Combat Shields seconds away from being done. Bravo used this build in his Team Gravity Fight Night match against DRG.

VOD

https://www.youtube.com/watch?v=mDOyxl6cnkg&feature=youtu.be&t=559

Replay - 호로록 v BravO: Game 2 - Orbital Shipyard

Build Order

Why is there no SALT encoding or Overwolf build?

  14    Supply Depot  
  15    Barracks  
  16    Refinery  
  19    Orbital Command  1
  19    Reaper  
  20  1:40  Command Center  
  20    Supply Depot  
  21    Barracks Reactor  make 4 marines w/ it
  23  2:29  Factory  
  24  2:37  Command Center  
  30    Refinery  
  30  3:14  Starport  
  33    Barracks Tech Lab  on Barracks 1
  33  3:39  Liberator  begin liberator production
  34  3:44  Refinery x2  
  36    Orbital Command  2
  42  4:10  Barracks x2  
  44    Factory Reactor  
  45  4:28  Stimpack  
  48  4:38  Engineering Bay x2  
  56  5:03  Barracks x2  
  56    Factory Reactor  
  59  5:21  Terran Infantry Weapons Level 1, Terran Infantry Armor Level 1  
  62    Orbital Command  3
  69    Factory Reactor  
  69  5:54  Barracks Reactor x2  on barracks 4 and 5
  84  6:17  Medivac x2  
  93    Combat Shields  when stim finishes
  90  6:25  Armory  
  91  6:29  Refinery  
  93    Widow Mine x2  begin 2x mine production
  124  7:24  Terran Infantry Weapons Level 2, Terran Infantry Armor Level 2  
Spawning Tool Build Advisor. Get it on Overwolf

Analysis

Game 2 of Bravo v DRG showcases the importance of hitting your timings (upgrades, production, etc), in order to hit at the right time, as well as the need to counter attack even when you’re pressed back on the defense. Surviving a large attack is not enough if you fall behind, relative to your opponent, in doing so. Your opponent will be ahead and able to get further ahead. Doing counter-damage prevents this.

Bravo gets a fast third Command Centre. This is considered “fast” because it is built before the Starport. In order to do this, Bravo delays building, and thus extracting from, his second Refinery. The extra minerals mined allows for a “fast” third CC. He adds a second gas as his Factory is completing. He doesn’t build any hellions.

It is worth noting that he scouts a late 3rd from DRG in Game 2 and 3 of the series. The late third implies an early investment in Tech or Units. Generally, during this period of the Beta, Zerg was either doing a Nydus Worm Rush or Fast Mutalist build when on two base. Not seeing a regular timed 3rd Base from Zerg tells Bravo that his Hellions aren't needed. Without a 3rd Base there is nowhere to pressure with Hellions on Orbital Shipyard or Bridgehead.

Bravo builds Barracks 2 and 3 (http://i.imgur.com/IkBtz1W.png), starts Stimpack (it finishes at 6:25) and then builds 2 Engineering Bays. He adds Refinery 3 and 4 and then adds Barracks 4 and 5.

Bravo scouts the Spire at 5:25 with a Liberator, and still lands his third Command Centre at 5:45.

By 6:00 he has 37 army supply comprised of a lot of Marines and 3 Liberators. The Mutas, when they arrive at 6:05, are instantly pushed back.

Bravo switches to 2x Medivac production and adds 2x Mine production. From here Bravo can go into either a second Factory or Starport depending on the composition he sees from Zerg. In Game 2, he goes for an extra Starport against Muta, Corruptor, Zergling Baneling.

Bravo hits with 3 liberators and a Marine Mine Medivac force at 7:25 in Game 2 but finds no 4th base at the usual location. He clears up creep. Brave hits at 7:40 in Game 3 (https://youtu.be/mDOyxl6cnkg?t=1722) and denies DRG’s fourth base.

In game 2, DRG takes a great engagement and pushes Bravo all the way to his main. In order to ensure he wasn’t behind should he survive, Bravo uses a Medivac force to hit DRG’s third while DRG’s forces aren’t there. This forces DRG to either rally troops home, decreasing the impact of his main attack, or go completely all in. It is important to note that the Medivac force moved out of Bravo’s third at 8:15 to contest the North West part of the map, before Bravo was pushed back in the East. Having forces in multiple locations as Terran is critical. https://www.youtube.com/watch?v=1K7nZwKsavk
Also, In case you weren’t sure how good 2/2 Marines and Medivacs are against 1/1 Zerglings and unupgraded Mutalisks: https://www.youtube.com/watch?v=Q41xvydsIZs (From Game 2)

Further analysis by /u/plokooon

Why Liberators: They are safe against any kind of early aggression: roach, nydus, fast muta (not sure about busts but there is a reaper with which to scout). Later in the game, they are great against most compositions, and they force the production of Corruptors instead of Banelings.

Why no Hellions: Starting the Barracks earlier means that Bravo’s pace of production will increase sooner resulting in a stronger 7:30 Bio Liberator push against DRG’s fourth base.

Difference between game 2 and 3: The over-extension on the creep near the 3rd base of DRG after killing the 4th base was definitely a mistake but I don't think it was the only reason why Bravo lost the game. In game 1 Bravo +1/+1 finishes at 7 min and he starts his +2/+2 right after. In game 3, Bravo is able to hit the same timing on his +1/+1 but never start his +2/+2 (just a mistake I think). And he don't use a double drop (like in game 1) to buy enough time for his entire production to kick in.

Thanks for reading, and GLHF

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Details

  • Created by: MorN   
  • Published on: Nov 08, 2015
  • Modified on: Dec 09, 2015
  • Patch: Pre-3.8.0
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Comments (9)

On Dec. 19, 2015, 6:56 a.m., skumrask  said:

How do i get this one to work? really need a good macro build in tvz. Just copy and paste the text from this link (http://pastebin.com/s7dXydfL)?

On Dec. 6, 2015, 3:01 p.m., ColdLogic  said:

SpawningTool apparently removes spaces and things it deems "extra" which messes up the SALT encoding when adding it as a comment. Here is a pastebin of the SALT coding

http://pastebin.com/s7dXydfL

On Dec. 6, 2015, 2:08 p.m., ColdLogic  said:

Never mind, doesn't work at all

On Dec. 6, 2015, 12:34 a.m., ColdLogic  said:

Try this as a SALT String

On Dec. 6, 2015, 12:33 a.m., ColdLogic  said:

%3CC|||~* /+ !, ,/ " 0 #0 /1 13 %4 #: ,: .= 0= !Q> ,> ,@ " F !F !H 1I #+L $L $T !T !T 1W #"W #!Z " a 1a 1a 1p !&p !&v #0v w ,y !Jy !J

On Nov. 28, 2015, 11:39 a.m., MorN  said:

i think it because i did not put a supply for the liberator. If there is a way to take all units and buildings that do not have a supply specified for it, then it should work

On Nov. 24, 2015, 11:48 p.m., jjspawnkill  said:

SALT code returns a "Error. Not all supply counts and times provided"

On Nov. 23, 2015, 4:10 p.m., MorN  said:

I should work? I'm not sure. There have been some issues with it since the launch of lotv. We have been in contact with Turtles (the creator of SALT), so any kinks will be worked out as we go :) We wil look at this build specifically.

On Nov. 23, 2015, 4:06 p.m., Goober200  said:

SALT encoding doesn't work?

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