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Build order: tvt openings
STANDARD 10 DEPOT
10 depot
11 rax
12 gas
14 OC
14 rine
STANDARD 9 RAX (Fast OC, faster tech)
9 RAX
10 gas
11 OC
11 depot
11 rine
Here are some builds I've used in the past:
1) Fast siege, FE - this is currently the one I use the most.
Use the STANDARD 10 DEPOT opening or 9 RAX opening if it's a small map (prevent cheese) then get..
factory
tech lab
starport(if you scout a banshee opening, otherwise marines are fine)
research siege
make tanks
CC when you have the minerals
2nd gas after CC
i usually get a reactor on my barracks
always make supply depots when needed (~4 away from max supply)
You may need to bunker with marines at the start if he plans on early pressure. Scout!
And of course make marines for tank support with extra minerals you may have.
2) 1 rax 1 fact 1 port Banshee/cloak opening
Use the STANDARD 9 RAX Opening then get..
2nd gas
factory
tech lab on fact
starport
swap with factory
research cloak
create banshees
always make supply depots when needed (~4 away from max supply)
You may need to bunker with marines at the start if he plans on early pressure. Scout!
And of course make marines for support with extra minerals you may have.
this will work wonders if they're unprepared in any way, and even if they are. Good harass opening which can transition to pretty much anything as you have 1 of each building.
3) 3 rax 2 tech Lab 1 reactor stim all-in
Use the Standard 10 DEPOT Opening then get..
tech lab
rax rax
1 marauder
research stim
reactor when available
tech lab when available
always make supply depots when needed (~4 away from max supply)
etc etc
go when you have enough energy after your 3rd MULE for a scan.
When attacking scan choke (up cliff) if needed.
4) 2 Tech Lab upgraded reaper harass FE
Use the STANDARD 10 DEPOT Opening then get..
tech lab/2nd gas
2nd barracks with tech lab
upgrade reaper speed as soon as first tech lab is done + gas available
make around 5+ reapers (personal preference)
create CC when minerals available
harass with reapers(distraction)
always make supply depots when needed (~4 away from max supply)
You may need bunkers or a planetary fortress until you get tanks if they plan heavy early pressure.
Tips:
-create barracks for scouting (more cost efficient than a MULE)
-sometimes I like scanning on my 2nd energy accumulation to scout, esp if i'm not sure, or if my rax is too far away/can't make an extra one in time
-later in the game in TvT MULEs aren't very useful as you will have an excess of minerals, scan to your heart's will
-marauders will really hurt tanks, make sure to have marine support or marauders of your own against mass Bio
-claim as many geysers as possible
-late game BCs are very powerful. Transition to them carefully, but not too late. Always have a reactor starport to make vikings for support, you need to mix them with your BCs. Yamato cannon is a must, use them to snipe enemy vikings.
Page 1
Jame wrote (2010-03-26 16:35:57)
This is good, but could be a lot better with a few more details.
Like for example, in your build orders. Do you keep producing SCVs after the 14th? If yes, how many more?
Some of your acronyms might confuse the less experienced readers. Like OC, Rine, CC, etc.
This is a guide, so it's best to just spell out everything clearly to avoid confusing anyone. Do those modifications and I'm sure you'll get more positive ratings.
TIP: also try to add some colors, seperate your different parts with a horizontal ruler (It's right under "Paragraph" in the text editor.