Background Alright this guide will teach you the art of one base play, and more importantly a very useful build to add to your arsenal. This is a 1 marine 3 marauder 1 hellion poke that transitions into an army built from a total of 3 raxes, 2 starports, 1 factory. This idea was taken partly from TLO but is a build I have refined quite a bit. First Poke The first "poke" comes in the early game. This is very similar to the 1 marine, two marauder, 1 reaper play, however this consists of 1 marine, 3 marauders, and 1 hellion at around the exact same timing. This simple poke in with 5 units can end the game many times vs a greedy protoss, but it will at the very least let you know exactly what you're opponent is up to(by seeing what he is defending with). Watch replay or try it yourself to see just how effective it can be. Transition This build starts off as a 1-1-1, where you build 1 rax(marine then techlab), one factory, than one starport when money allows. After you're 3rd marauder pops out as part of the early poke-in, throw down a starport, then two more raxes(you should be attacking at this point w/ your inital 5 units). Begin a raven asap, throwdown a second starport when raven is around 30-50% done, then a techlab onto the factory. Around this time your initial 5 units will either be dead, near dead, or have won you the game. Push After the 5 unit poke-in is finished you should now be at 3 raxes, 2 starports, and 1 factory , as well as having a raven out or almost out. Because terran is imbalanced, you can actually support all 6 buildings, so just start to pump out triple marine, double banshee, and single hellion. When your two banshees pop out, it is time to push. Usually this two banshee, one raven, mass marine, and a pinch of hellions will win you the game if you do it right(until higher diamond at least). A well placed pdd will make it impossible for him to engage you. The only weakness to this first push is that you want to engage protoss at his base to make the pdd really strong, an open field will just allow toss to retreat. Waiting for 4 banshees will result in a much larger push and is a smarter idea in some circumstances. What to do after Two choices, either expand while attacking, or just continue to rally more units, either is very viable. If you choose to expand build another raven to lock down your natural to future counter attack. If you choose to just continue to rally, your goal should be to plant down a point-defense-drone at his ramp so you can bust it(he will be forced to fall back from it). Why this is strong. In one sentence. You are producing out of SIX structures relatively early in the game, your army count will be ridiculously high. The first raven nullfies all stalkers, as well as allows you to snipe observers/defend dt rushes. Let's do a little theory crafting here. Gateway units that shoot up are sentries and stalkers. Sentries have very little dps are are support units in general, whereas stalkers can't do anything about early game pdd(due to the low unit count). Zealots have a ton of hp and do a ton of damage, but with marines and hellions a little bit of scoot and shoot micro can melt them pretty quickly. Immortals aren't too big of a problem because you are not making a single armoured ground unit. This build even defeats void rays with relative ease for three reasons. One being that you are massing marines. Two being that this means he has a weak gateway army making it nearly impossible for stalkers to even hit the banshees(due to pdd) and hellions will be there to take care of zealots. Three being the fact that if you scout or think there is an early stargate, you have two starports ready to pump vikings(same response to phoenix). When you should use this build. Because this build starts off with the standard 10 sup, 12 rax, 13 gas, 15 orbital, you will be able to scout your opponent before deciding whether or not you want to use it. Close positions or two player maps are good choices. Does it really work? I'm a 1.1k diamond terran and have been using this almost exclusively on the ladder, I can say I am winning about 80% of my TvPs with it. Try it yourself and see! Also played two 800+ diamond protosses on the CEVO tournament and went 4-0 with it there. Build Order Near perfect timing vs a bronze noob! From this replay note the following timings: -hellion catching up to your poke force -concussive finishes just as you are about to attack -raven finishes just as second starport is going into the add-on -3 rax 1 fact 2 port production begins with a good flow -10 Supply Depot -12 Barracks -13 Gas -15 Orbital Command Center -16 Marine -16 Supply Depot -16 Tech Lab -19 Marauder -Factory -Refinery -Marauder -Supply <-VERY IMPORTANT DEPOT, YOU MISS THIS YOU GET NO HELLION! -Marauder -Concussive -Hellion <- ITS POKE TIME! Then in this order, not including supply depots/units. -Starport -Rax -Rax -Starport -Techlab(on factory to be added to second port) Replays I'll add more later. epic fail first raven push, but still won one-sidely Scrap station, no poke due to distance, but same idea, open field pdd. xel naga, no poke due to early aggression, caught off guard by voids, VERY UNREFINED HERE 5 unit poke auto win vs 1 gate robo on steps 1.1k diamond protoss, fast templar attempt fail, CROSS POSITION METALOPOLIS Lose everything to 3 gate robo+stargate, no problem. 1k toss, gaining advantage with poke 1k diamond toss, all-in w/ scvs 2-1-3 w fast CC 3-1-2 vs 1.2k toss 3-1-2 vs 1.2k toss, good use of templar/micro to beat it 3-1-2 vs 1k diamond, no poke due to agression long game vs 1.4k toss |
