StarCraft® II

Build Order Suggestion (Using Marauders/Bunk)

Posts: 472
So Im pretty new to the game, well not new....but might as well be, it's been about 6-7 months since i've played and picking up HoTS has inspired me to play again.

Anyways I was a Zerg player before Im switching to Terran.....they are just more interesting to me and i've always wanted to get good with them.

However Im looking for an early pressure build with Marauders, Maybe that has a Bunker walloff? I need "specific" build orders though, just for practice right now.

Does anyone have any suggestions.

http://wiki.teamliquid.net/starcraft2/2_Rax_Pressure_(vs._Protoss)

^^ That one seemed fitting, but any other suggestions are great!
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Posts: 215
You can do a marauder, hellion pressure, you just have to hit before he gets out mutas so before about 9 minutes.

Look up Polt I think he has a good build, I did a marauder hellbat push that worked amazing in the beta, but the changed it so you have to get an armory before you can get hellbats so I don't think it'll hit soon enough anymore.
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Posts: 1,059
You can do a marauder, hellion pressure, you just have to hit before he gets out mutas so before about 9 minutes.

Look up Polt I think he has a good build, I did a marauder hellbat push that worked amazing in the beta, but the changed it so you have to get an armory before you can get hellbats so I don't think it'll hit soon enough anymore.


You could easily still make this work. It would be very similar to the 4 thor, 9:20 push off of 1 rax FE, except you wouldn't need as much gas and would be able to have quite a few Hellbats at that time. Just off the top of my head, I would think that 16 Hellbats and 10 marauders would be doable at 9'ish minutes. Switch the add ons with the push and move into marine/tank or Bio/ widow mine for a 15 min follow-up push.
Just theory-crafting here, but I would think that 1 rax FE, then double gas, second rax, double factory, then add-ons (reactors on factories, Tech labs on Rax) and armory. Begin Hellbat/marauder production as soon as possible and spend the gas on Stim, Combat shield and other upgrades in preparation for the second push.
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Posts: 215
You can do a marauder, hellion pressure, you just have to hit before he gets out mutas so before about 9 minutes.

Look up Polt I think he has a good build, I did a marauder hellbat push that worked amazing in the beta, but the changed it so you have to get an armory before you can get hellbats so I don't think it'll hit soon enough anymore.


You could easily still make this work. It would be very similar to the 4 thor, 9:20 push off of 1 rax FE, except you wouldn't need as much gas and would be able to have quite a few Hellbats at that time. Just off the top of my head, I would think that 16 Hellbats and 10 marauders would be doable at 9'ish minutes. Switch the add ons with the push and move into marine/tank or Bio/ widow mine for a 15 min follow-up push.
Just theory-crafting here, but I would think that 1 rax FE, then double gas, second rax, double factory, then add-ons (reactors on factories, Tech labs on Rax) and armory. Begin Hellbat/marauder production as soon as possible and spend the gas on Stim, Combat shield and other upgrades in preparation for the second push.


My concern is muta's, I think it would be better to dot he 1 rax FE double gas 2 factories reactor and techlab and a starport with techlab, hellion and banshee harrass while you build up tanks and tech to thors, then make a big 1/1 push. That's kind of how my TvZ works.
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Posts: 1,059
If he pushes at 9 min he should get there before mutas pop... that's also why I think the transition to marine-tank or bio-mine is appropriate.
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