Description

Oldie but goldie. Terran bio hasn't had any overhauls, so this build is still good since it's very well rounded. Marine-Stim-Medivac Timing attack aimed to strike at around 4:48-5:15 (if executed perfectly; depends on the map). Land MULE's; make Marines, SCV's, Medivacs. Harass mineral line/clear creep.

Load Marines into Medivacs and fly out as soon as they pop out (about 4:30). Losing some marines is OK, but definitely avoid losing the medivacs.

Timing attack with a macro focused follow-up. Basic build that should be in every Terran's repertoire.

I recommend you also read the analysis.

VOD

https://www.youtube.com/watch?v=9jzF8Dfav7M

Build Order

Get SALT Encoding   

  14  0:17  Supply Depot  
  16  0:39  Barracks  
  17  0:42  Refinery  
  19  1:28  Reaper, Orbital Command  Rally across the map
  20  1:39  Command Center  
  20  1:49  Barracks  
  20  2:00  Barracks Reactor  Reaper pops out
  21  2:03  Supply Depot  
  22  2:10  Refinery  
  23  2:23  Factory  
  25  2:38  Barracks Tech Lab  
  27  2:52  Orbital Command  
  27  2:55  Stimpack  
  31  3:13  Starport  
  31  3:18  Factory Reactor  Starport onto reactor when done
  37  3:32  Supply Depot  Start walling off natural base
  42  3:46  Supply Depot  
  43  4:00  Medivac x2  
  53  4:11  Supply Depot  
  53  4:15  Engineering Bay x2  Medivacs ready in 15s
  64  4:45  Supply Depot  Medivacs ETA = SOON
  65  4:50  Terran Infantry Armor Level 1, Terran Infantry Weapons Level 1  
  65  4:52  Supply Depot  
  65  4:56  Combat Shield  Can be queued if needed
  68  5:08  Command Center  
Spawning Tool Build Advisor. Get it on Overwolf

Analysis

Generally speaking, this build is most effective when Zerg is going hatch first. Scout with the reaper in early game to confirm hatch first and/or double gas early. It doesn't need to be a James Bond reaper killing drones, dodging/grenading queens, etc.; your build order and macroing should be the main priority so that your stim-medivac timing isn't off. Try to keep it alive so you can scout to see if zerg has an early roach warren with two gases (i.e. probably really heavy roach ravager pressure), lack of a third base around 3:25-3:35, or any other kind of shenanigans.

The medivac drop should be used to harass mineral line and/or clear creep while producing SCV's and units at the same time. The mere presence of drops harassing here and there forces the zerg to pump out units instead of drones and therefore slows the zerg's economic advance. Not killing any drones doesn't necessarily mean you didn't do damage. If you see a ton of lings and 6 queens, it's better to be cautious and try to clear the edges of creep. This is because the zerg didn't build drones like it's mentioned above and also because the zerg can easily defend it and target down the medivacs.

The follow up transition involves building more production, producing more medivacs, marauders, tanks... maybe throw in some liberators with advanced ballistics a.k.a ranged liberators/ghosts/ravens in the late game. Since patch 4.8.2, battlecruisers are much more viable than before since they can now attack while moving. However, don't forget to research yamato cannon (100 seconds) and to tactical jump out of danger to avoid losing the BC's (especially the first one since you lose momentum; they're expensive to lose since they cost 400/300).

Keep getting upgrades, especially for your bio units.

The main weakness of this build is that if it gets scouted by an overlord, a zergling run by, etc., is that two rax before factory is a dead giveaway that you're going 2-1-1. This means they'll know 1) you're gonna go bio (and therefore probs not going mech), 2) there won't be hellion/banshee harass, and 3) they'll know the exact timing you're going to hit (or at least aiming to hit). In other words, they can prepare for it, usually by making extra queens to tank damage and target fire your medivacs and/or squeeze in some upgrades.

This could be considered as a multitasking practice, but another drawback of this build comes from using the mobility of the terran bio composition while macroing at the same time. Try dropping in two places at once, or queueing up a liberator to siege up at an enemy's base while the main army pushes somewhere else. As you become more proficient with macroing with this build while maintaining aggression, you can keep practicing by attacking more places at the same time; as you might be able to tell by now, this build involves a lot of multitasking.

Going 2/1/1 and forgetting to spend your money by building SCV's, marines, medivacs, production facilities.... Well. Even though you might kill some drones, if you're floating >1000 resources, it defeats the purpose of dealing damage. If you're ahead, get more ahead, and stay ahead.

"More sh#t counters less sh#t" - WinterSC2

I wish you good luck practicing, climbing the ladder, and I hope you have fun!

Patch 3.9.1.48960. Video Credits to Leo Seven - "ByuN TvZ 2/1/1 Habitation Station" on youtube.

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Details

  • Created by: foodgull
  • Published on: Dec 09, 2018
  • Modified on: Apr 23, 2019
  • Patch: 3.8.0
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Comments (2)

On June 29, 2019, 4:38 a.m., foodgull  said:

@boo1ka Don't know if this'll get to you but you're welcome. I'm glad you enjoy the build order!

On May 6, 2019, 5:01 a.m., boo1ka  said:

Amazing job dude! Thanks a lot=)

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