This is the July 2019 entry of Metagame Build Orders.
This entry features builds used by TY in his great run in the recent Home Story Cup. The theme is anti-metgame.
Vs. Protoss
14 – Supply Depot
16 – Barracks
16 – Refinery
@100% Barracks – Reaper and Orbital Command
@400 mineral – Command Centre (@100% – Orbital Command)
20 – Supply Depot
@100% Reaper – Marine
@100 gas – Factory, then Refinery
@100% Marine – Reactor (@100% – Constant Marine production)
@100% Factory – Starport, Tech Lab on Factory
@100% Tech Lab – Cyclone
38 – Supply Depot (build Supply Depot accordingly hereafter)
@100% Starport – Viking
@100% Cyclone – Cyclone
@100% Viking – Liberator
@100% Cyclone – Cyclone
@400 mineral – Command Centre
This is an anti-Stargate build. The opening is a straightforward 16 Refinery Reaper opening, and the build transitions to a 1-1-1. TY put down a Tech Lab immediately, but he has yet decided what to do with this 1-1-1 structure. A 1-1-1 core with a Reactor and a Tech Lab is extremely flexible, and you can adjust your build according to the tech Protoss chose. His Reaper scouted the Stargate tech, so his immediate reaction was to get a Cyclone and a Viking. These two units are good against Oracle.
Stargate tech path usually is a control-oriented mid game strategy. Protoss use Oracles and Phoenixes to control Terran, while they get an earlier third Nexus. This suggests two things:
- Siege Tank is not required for defensive purposes
- There is a small window to attack the third Nexus
The idea to attack the third Nexus is an old one, and there are many builds that cater for that (for example). Hence, Protoss players have experience in defending their third Nexus with this build. TY’s build here does not simply make a push at the third Nexus, it also harasses at the main and natural of Protoss (he has done this in the past). This build continues to produce more Cyclones and a Liberator. The Marines and Cyclones will be the main force to attack the third Nexus. The Viking (landed) and the Liberator will each harass a mineral line. This build attacks three places at the same time.
The other advantage of this build is the ambiguity that Terran can go for bio or mech transition. This is something I had brought up in the May MBO post. Notably, TY put down the third Command Centre before he built his second and third Barracks to converge to the standard 3-1-1 convergent point. When you make a push like this, you are likely to trade away the units. If you were to get more Barracks first (which means earlier Stim), you will have a relatively small bio force when Stim is completed. It is hard to accomplish much with that army, so it would be better to gather a bigger army first. Logically, since you’re not moving out, you can delay the Stim upgrade for other investment. This explains why a third Command Centre should be placed before the two Barracks for a bio transition. Of course, if you’re going mech, you put down the third Command Centre first before the two Factories.
Vs. Terran
14 – Supply Depot
15 – Refinery
16 – Barracks
@100% Barracks – Reaper and Orbital Command
@400 mineral – Command Centre (@100% – Orbital Command)
@100 gas – Factory
@100% Reaper – Reactor (@100% – Constant Marine production)
22 – Supply Depot, then Refinery
@100% Factory – Starport, swap Factory onto Reactor for 2x Hellion, build Tech Lab with Barracks
Constant Hellion production
@100% Tech Lab – Marauder
@100% Starport – Medivac
@100% Marauder – Marauder
42 – Supply Depot; Concussive Shell
Attack when the Medivac is out.
In the last few MBO articles, I had discussed how the three Reapers and two Hellions into Siege Tanks, Ravens, and Vikings is the dominant build. This build I’m discussing is aimed to kill it. The combination of three Reapers and two Hellions provides an extremely strong early game presence, and it is hard to match that without going to the extreme. One doable alternative is to use Reactor Hellions to match opponent’s five units. If you open with 15 Refinery Reaper expand and swap the Factory onto the Reactor immediately, you should have one Reaper and four Hellions to match opponent’s army when they attempt to apply pressure (refer to the vod).
The constant Hellion production and Marauders are the key. If the opponent does not know about the Marauders (i.e., an attack is imminent), the standard build does not have what it takes to defend the attack.
I want to add that the Reactor Hellion part itself is a good answer to the three Reapers and two Hellions, so you can transition to “standard” stuff without going for the attack I discussed. It is normal to transition to Ravens and Vikings as per usual, because they are just too good. Ravens are so good in TvT that players are starting to get three instead of two. In other words, you can apply the concept of build order blocks and replace the Marauder timing attack part with a more standard macro one.
Vs. Zerg
14 – Supply Depot
15 – Refinery
16 – Barracks
@100% Barracks – Reaper and Orbital Command
@400 mineral – Command Centre (@100% – Orbital Command)
@100 gas – Factory
@100% Reaper – Reactor (@100% – Constant Marine production)
22 – Supply Depot, then Refinery
@100% Factory – Starport, swap Factory onto Reactor for 2x Hellion, build Tech Lab with Barracks
@100% 2x Hellion – 2x Hellion
@100% Starport – Swap Starport onto the Tech Lab and produce a Viking. Research Cloak when you can afford
40 – Supply Depot (build Supply Depot accordingly hereafter)
@100% 2x Hellion – Swap Barracks onto Reactor (produce Marines), and build a Tech Lab with Factory
@100% Viking – Banshee
@100% Tech Lab – Siege Tank (constant production)
@100% Banshee – Liberator
@400 mineral – Command Centre
This is a difficult build. Going to say this up front.
This starts with a standard Reactor Hellion using a flexible 1-1-1 structure. It goes for a Viking then Banshee variation, and I’m sure Zerg have played against this countless time. Importantly, this variation does not pose an immediate threat like other popular builds such as Battlecruiser rush. The first attack usually is the double Medivac with Marines (the purpose is mainly to clear creep), so Zerg are free to make Drones and get ahead in other ways up till that point. This build plans to attack at this unprepared timing with a push consists of Marines and Siege Tanks at 5:30~6:00. The Banshee and Liberator are again multi-pronged harassing tools while you make the push. This build can transition to any composition.
If you enjoyed this article, I’d love you to share it with one friend. You can follow me on Twitter and Facebook. If you really like my work, you can help to sustain the site by contributing via PayPal and Patreon. You can also support me and enjoy quality tea with a 15% discount at AFKTea by using the “TERRAN” code. See you in the next article!
looks like TY stops scv production after getting his second orbital in the hellion marau build
Yes. And resume when he moves out (before hitting atleast)
Do you have a vod with that TvT strat properly executed?
Amazing, very useful, thanks!
I have a question. I found myself in a TvZ in which I spawned at a location where I had to place my barracks not adjacent to the supply depot, so to leave space for the reactor. At the 2 minute mark, I had my reaper almos out, and I got flooded by 6 zerglings that easily entered my base. Is there any counter to early pushes like this that doesn’t then require an excellent micro of the reaper ?
I don’t think Zerglings can reach your side of the base in time before you drop an add-on to complete the wall off. If that happens, you can build a Tech Lab instead of Reactor for the wall. Tech Lab is cheaper. You’ve no choice but to kite the Zerglings with your Reaper.
“@100% Reaper – Reactor (@100% – Constant Marine production)”
Can’t produce marines when u swap off to make tech lab and hellions :D