- 2x Command Center
- 38x SCVs
- Minerals: 2x 16
- Gas: 1x 6 (only the first base)
- 1x Barracks
- 1x Factory
- 1x Starport
- Attack at 5:20 min
Our first goal is to scout our opponent with a Reaper. While doing so we expand. The first thing we want to know is whether our opponent takes an expansion or not. After this we want to know whether the Spawning Pool has already been finished and whether our opponent has taken an Assimilator.
In case the Zerg doesn’t have a second base yet we have to react immediately. A Zerg without an expansion usually indicates a one base All-In. At first we have to build 1 or 2 bunkers on the ramp to our mainbase.To complete the base we build a Supply Depot in the gap. Furthermore we cancel our second Command Center and stop the SCV production for now. By doing so we have more minerals for our defense.
This push is quite weak to a 2-Base-Roach-All-In. That’s why the Reaper is really important to us and we have to keep it alive at all costs. He should be positioned right in front of the Zergs second base. By doing so we will notice as soon as our opponent moves out. In case a 2-Base-Attack comes our way we have to react immediately and build more bunkers.
In the following we are going for Hellions. We use these and the Reaper to put our opponent under pressure. We want him to be defensive player. But we don’t want to deal damage. All we want to do is to controll the Zerg’s Creepspread. It is really important to take care of our Hellions. We shouldn’t lose a single one because this would weaken our push. Only position 4 Hellions in front of the Zergs base max. Because the opponent might notice our plan then.
We also want to avoid the Zerg scouting us. To do so we let some of our Marine patrol in our main base. This way we can snipe incoming Overlords.
In a best case scenario our attack hits at 5:20. We should have a few Marines, Hellions (transformed into Hellbats) and two Medivacs.
To deal as much damage as we can we should position our army right next to the second base of our opponent. This position is really good for us because it makes impossible for our enemy to collect his units.
Most of the time we can end the game with our push. If we don’t we are still able to perform a solid macro game.
After holding our push the enemy will try to attack as fast as possible. That is why we have to be prepared. Just build one or two Bunkers and get a few SCVs in position to repair the bunkers. We will be able to hold his push easily. Then we just expand and decide for a tech-route. We also research Upgrades for our units.n.
If our opponent doesn’t counter attack we build another Command Center as fast as we can. But we also have to decide whether we want to build more Barracks for a bio army or rarther build more Factories for a mech army. In both of the cases it is from high importance to research upgrades.
This decision should based on your own preferred playstyle. In general you have to take care of the following things:
- Bio: A bio army requires a lot of multitasking and a good controll over your units. It is important to pressure your opponent with multiple attacks, drops and good micro. You can also combine Tanks, Widow-Mines and Liberators. This makes it easier for us to position our army well and force the Zerg into a bad position.
Mech: Mech games are usually quite slow. The morst important thing when playing Mech is the positioning of your army. Mech players should have an excellent understanding of the game. They should be able to take the best position to have an advantage over the Zerg player. If you get caught out of position with your army, the game can be decied within a few seconds
Depending on which unit composition we are going for we build more production facilities (like Barracks or Factories). It is also important to build upgrade facilities. But always have a look at what your opponent is doing.