Fast CC Mech Transition
Phase: Mid game
Race: Terran
Matchup:
PUB
Description:
Fast transition into mech from bio.
Steps:
(right before this pause the marine cycle to make sure you have cash for the cc and stim then resume) 3:40 cc (scv who was making academy) 4:00 ebay factory 4:15 2nd gas 4:20 range 4:40 put in 2nd gas 4:50 3rd gas (use scv who built cc) 5:00 turret at choke + main 5:10 starport 5:15 armory 5:20 fact/fact 6:00 4th gas 6:30 3 more factories (or 2 more factories and a starport) When the 3 factories finish either add 2 more factories (for pushing straight through mid) or 2 more starports (for dropship play) and add 1 science facility so you can keep following up on your early tank upgrade. 8:00 3rd cc 8:00 gas 5-6 9 gas 7-8 10:00 4th cc Note:
- This is a Greedy build, if you want to be even greedier you can skip scouting with this build which speeds it up to a 3:15 cc and it plays even better. However... DON'T DIE!
- keep only 2 workers on gas until you make your cc, then add the 3rd as soon as you throw a cc up. For all other gases in this build fill them as soon as they finish.
- Halt marine production as soon as you can, it lets you speed up meching asap. Better to make a few bunkers and less marines then to spam marines. If you end up making more marines slow down the factory timings.
- 58 supply stop making depots and let your cc take you up to 68
- Do not get siege immediately when your factory finishes. You don't have an early push timing/goal with this build so wait until factory 2-3 are building first. You do however want to start making a tank as soon as possible since your goal IS to get a high tank count fast.
- We get a starport immediately after our factory finishes for 2 reasons. One is we can tank drop at around 7min if we want. The other is we are building dropship count off this starport for a 9 minute massive drop or cliff tanks to attack an enemy next to us. If you think you want to take middle instead you can delay the starport a bunch instead and get faster factories. But if no team mates help you or you can't take mid you are pretty screwed.
- When you add the tripple fact at 6:30 I'm a fan of making one round of goliaths with those 3 factories. They are cheaper than tanks so it gives the build some room to breathe while still producing units. Feel free to ignore my advice and just get your addons right away.
Goals:
- Your first goal is just to not die, change the build in anyway necessary if you get targetted. Your cutting alot of corners with this build, so it's great if everyone is sitting in their base doing nothing or your allie is the one being targetted. But once the attention turns on you you'll need bunkers and possibly more marines.
- Your second goal is to retain units. Along the same lines as above, your real goal is to switch into mech fast, that means we want to stop making bio as soon as we can. You also stay on 3 rax so you can't replenish units as fast as a 5 or 6 rax. So take extra care not to throw your units away or you'll slow down your build. You will have a pretty normal looking early game army, which is great but replenishing that army is the issue. So choose your fights wisely.
- This build works best with drops. So if there is a toss next to you that you want to ledge and then dropship tanks over to, that's one of the best use cases of this build.
- 9:30 you have 7 dropships. You can mass drop, you have about 14 tanks, and possibly a bio force + any goliaths you made. You can wait for a bigger doom drop if you want. So that's another way to play this build.
- If your team is looking strong on units you can always not make dropships and just focus on moving ground force into the middle and pushing straight through.