This is a very defensive opening to secure two bases/not take damage from protoss shenanigans, while teching up to starport for an allin.
Keep in mind that I took out all scvs, marines, and marauders. This makes the build look cleaner and easier to follow. You can see the timings of the cyclone, siege tanks, liberators, and medivacs though.
14 | 0:18 | Supply Depot | |
15 | 0:42 | Barracks | |
16 | 0:45 | Refinery | |
19 | 1:31 | Orbital Command | |
20 | 1:46 | Command Center | |
20 | 1:58 | Factory | |
23 | 2:19 | Supply Depot | |
23 | 2:41 | Factory Tech Lab | |
23 | 2:42 | Barracks | |
26 | 3:00 | Cyclone | |
30 | 3:02 | Orbital Command | |
31 | 3:09 | Bunker | |
31 | 3:15 | Refinery | |
31 | 3:22 | Engineering Bay | |
38 | 3:46 | Stimpack | |
38 | 3:51 | Supply Depot | |
38 | 3:52 | Barracks Reactor | |
39 | 4:00 | Missile Turret | |
39 | 4:04 | Widow Mine | |
48 | 4:31 | Starport | |
51 | 4:36 | Widow Mine | |
54 | 4:54 | Supply Depot | |
54 | 4:55 | Supply Depot | |
61 | 5:13 | Factory Tech Lab | |
61 | 5:16 | Refinery | |
61 | 5:18 | Supply Depot | |
61 | 5:19 | Terran Infantry Weapons Level 1 | |
70 | 5:34 | Supply Depot | |
71 | 5:42 | Siege Tank | |
71 | 5:47 | Barracks | |
71 | 5:48 | Supply Depot | |
87 | 6:21 | Siege Tank | |
87 | 6:30 | Medivac | |
88 | 6:36 | Barracks Tech Lab | |
88 | 6:39 | Barracks | |
90 | 6:42 | Supply Depot | |
90 | 6:43 | Barracks, Command Center | |
94 | 7:01 | Siege Tank | |
99 | 7:04 | Refinery |
With this build, you open with the same gas timing as a reaper expand, but you build marines instead, opening up the ability to expand and get a fast factory.
A bunker is build for safety when you send the cyclone across the map (if you choose to do so). I usually scan the protoss base with the first 50 energy on my natural (right after the orbital finishes).
I also build an engineering bay a bit after the bunker in case of DTs. The early economy that LotV provides opens up these options to be safe, but still secure a 2 base eco.
The reason that a cyclone is built is to stop protoss early game harass. A cyclone will kill adepts, stalkers, oracles, warp prisms, and basically anything they can send. It is not a 100% guarantee for safety though.
After 1 cyclone is built, you can switch the tech lab to the barracks to start stim, this allows you to have an early stim too, along with the safety of the cyclone.
In this game, a widow mine is built from the factory because the protoss went oracle. If they do not go oracle, you can use the factory to start more addons, to push even further ahead and refine the timing that the all-in hits a bit.
One thing that you can do to optimize the build is by scv scouting. If you can confirm they are not going stargate, you can send the cyclone across the map to take early map control/kill any units crossing the map. This can give you a small edge and force the protoss to react.
The tanks and liberators are so good in LotV because of the new photon overcharge design. Tanks and liberators outrange them. Use the liberators to zone out the protoss army, while using the tanks to take out pylons and slowly push into their base. This works best on maps with a large ramp into the natural.
Once you push far enough, the protoss will be forced to react and take all of the army and maybe even probes to the fight to try to hold you back.
On March 2, 2016, 5:01 p.m., lenichi said:
I wish you could delete comments because I commented on the wrong build order...
On March 2, 2016, 5:01 p.m., lenichi said:
This build is cool, but waaayyyy too hard to micro and macro at the same time for me. What do you think about bringing a few SCVs with the initial cyclones to repair?