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3.7 / 5
( 13 votes )
Build order: marine and marauder vs zerg
by Telecom
- Starting off 10supply depot, nonstop scv pump and then get rax, get gas as soon as possible and another depot at 16,When rax finishes build 1 marine then stop scv production for a moment and get orbital command.
- Meanwhile get addon for marauders in your barracks and scout. get 3rd depot around 21/27 or whatnot so you wall off your entrance with 3 depots blocking scout, then start 2nd and 3rd barracks as soon as possible , 2nd barracks for dual marine addon and 3rd with another marauder addon, so your pumping from 2 barracks marauders and 1 barracks 2 marines at once ...
- Once you have a strong force from all 3 barracks pumping nonstop marines and marauders, move out and all in zerg, this wont win all games but it will win MANY games vs z, b/c they will expo and just be over ran, im like 20-2 with this build.
23 Mar 2010 | Comments (14)
wrote (2011-07-13 23:19:37)
I'm having a lot of trouble vs zerg with this same build, I block my base, but moving out I get killid by mass zerglings and banelings. I guess I should attack sonner so they can´t get bannelings, and maybe research combat shield to deal with zerglings.
Anyone any suggestions???
I'm in mid silver by the way
wrote (2010-07-25 04:10:57)
I don't like to copy build orders to the letter, but this sounds like the strategy I mostly use. Granted, I use a slightly tweaked build by using:
- 9/gas
- 10/depot
- 11/rax with a reactor
- 12/rax with a tech lab
After I build my first depot, I send my SCV to scout and harass; followed by a squad of 4 marines from the rax with the reactor. Bunker hopping is a good strategy as well. Will post that up soon. =D
Page 1
Mranderson wrote (2011-10-30 04:50:15)
Zeusbark when are you getting out to attack because the faster you do that the less units he can get out and the easyer it is to win. Also if he gets banelings just slowly fead mariens to hime to get rid of them and the kill the remaning speedlings/zerglings.
MA