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Build OrderArchive

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Build orders are designed to best thrust you into your midgame pump. They create a good mining economy, give you credible rushing chances, and prepare you to expand. Any map with patches normal distance away from the Nexus/CC/Hatchery can adapt these build orders as printed.

1. Pay attention to any special commands or building placement, both are also a part of a successful execution of a build order.
2. Any specific matchups the build can be used against are also included.
3. Any special map conditions will be noted (such as long distance between mains, air map, hybrid map). The default condition is ground map.
4. Please assume workers are being produced between any gaps in number in the build order (unless it specifically says not to make any workers).
5. Any special mining situations will be expressed (such as more than 9-patch mains).

These are a generic set of builds that might alter slightly per map. They are not all specifically designed to be used on Lost Temple. If you practice the build, make sure you do it on multiple maps so you can see the differences. Note that the supply numbers are approximate, they might vary slightly per map, especially the deeper you get into the build.

How to read these builds:

Protoss  Build Orders are in Blue.
Terran  Build Orders are in Yellow.
Zerg  Build Orders are in Red.

The name of most of the builds will tell you a lot about them. Matchups indicate any special matchups (e.g. Pvz) that the build is good for, as well as any specific map conditions (e.g. short distance or Air). Theory gives you a little background on the build and what its supposed to accomplish. The build itself is set up in a supply/supply limit fashion, using constant production of workers as a timing mechanism as to when aspects of the build are supposed to be done. The post-mortem follows, giving a description (under normal circumstances) of what is to follow. Any options are explored, as well as battle tactics as necessary.


Terran Double Rax MnM

Matchups: Tvz, Multi.

Theory:
This is a simple and common build done in most Tvz games, and it is fine for multiplayer. The build can be done with or without a wall. You may also make a makeshift wall with the pair of rax. This build is not suggested for 1v1 vs a protoss other than a suprise, since protoss tech owns mnm hard.

Build:
9/10 Depot (Scout when done)
11/18 Barracks
13/18 Barracks
15/18 Depot
Refinery
Academy+Depot

Pump marines out of both barracks as soon as they finish as supply allows. With your first bit of gas get a pair of medics or medic+firebat and upgrade stim, and get a scanner for detection. Then you may start teching either straight for vessel or for tanks. If you choose tanks, make sure you add an ebay for detection when you push.


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08-02-2003, 02:18 PM   
#11 

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Terran Tri-Rax MnM Rush

Matchups: Tvz, Tvp (Deep 6), Multi

Theory:
This build order is a specific extension of the Double Rax build. Here medics are delayed in favor of a third rax. Detection for cloaked rushes is supplied by an ebay built so a fast +1 attack can be ungraded. This is an attacking opening that allows terran to attack, while the double rax is more of a flexible build order where one can tech or expand quicker, and contain while they do so.

Build:
9/10 Depot (Scout when done)
11/18 Barracks
13/18 Barracks
15/18 Depot
Barracks
Refinery
Engineering Bay+Academy
+1 Attack

From here even though your medics were delayed a bit, your +1 attack is well on its way, you many attack even before medics arrive since you have extra marines. In Tvz normal is quick tech to vessel, if zerg holds the rush, fall back to vessels and expansion (bunker here and there is nice), with tanks getting into the game after the first vessel pops out, unless you did significant damage and perhaps want to try and finish him off right there. Multiplayer normally static detection is made and tanks are slowly mixed in, but vessels is another viable option (assumed is that you are attacking with teammates that can cover the weakneses of Mnm). For Tvp, Deep 6 has its risks, and several other Barracks must be added while you expand. Remember, Reavers and Psi Storm can own terran infantry, beware of reavers and high templars.


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08-08-2003, 05:16 PM   
#12 

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Terran Proxy-Rax Marine Rush

Matchups: Tvp, Tvz

Theory:
This is a suprise build meant to rush a protoss or zerg before enough defense to hold it. If it fails, then usually it's game over for terran.

Build:
8/10 - Send two SCV to the middle of the map. Make sure they are not in any of the normal path scouting workers usually take.
10/10 - Two barracks in middle of map. Depot when money allows in the main.
10/18 - Pump rines from both barracks, SCV from the CC. Use the 2 scv that made the barracks to scout, and rush with them as well.

Against zerg who went fast expo (manyof them will against a chosen terran) its GG for that expo with any micro at all. Against protoss without perfect micro by the toss it will do decent damage, if not win the game outright. Dont forget to use offensive bunkers as necessary.


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08-08-2003, 08:48 PM   
#13 

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Terran 3 Factory Vulture Rush

Matchups: Tvp, Multi

Theory:
This build, especially custom built for Tvp has some multiplayer implications as well. Here the terran quickly builds up three factories with a pair of add-ons, get both vulture upgrades in a timely fashion, and rushes the protoss. In multiplayer this build can be used in conjunction with a partner going melee units (beware of muta however). The use of marines is optional, but factored into this build is use of a three-marine defense. Once again no wall is needed for this opening.

Build:
9/10 - Depot
11/18 - Barracks
12/18 - Refinery (Scout with SCV)
15/18 - Depot
16/18 - Marine (Rally barracks to choke)
18/26 - Factory, Marine
20/26 - Factory, Marine
22/26 - Machine Shop, Depot
25/34 - Vulture, Speed upgrade (From this point build vultures as money allows from this factory, rally factory to choke)
27/34 - Machine Shop
30/34 - Depot
32/34 - Factory, Mines upgrade (From this build build vultures as money allows from this factory, rally factory to choke)

From here rush and harass the protoss with the speed vults, mines will be finished momentarilly to aid you. You may invert the two upgrades to upgrade mines first, it will aid your fight against goons, however it will cut down on your harassment ability since the vultures will not be quite as fast. After the rush upgrade siege, pump a couple tanks and add an ebay then turrets while you expand.


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08-08-2003, 10:48 PM   
#14 

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Terran Gundam Rush

Matchups: Tvp

Theory:
This is a build designed to rush the protoss with marines and mines, with siege soon to come. Even though dragoons do well against marines and vultures, their damage type (explosive) allows this rush to occur. The marines are used as distract fire giving vultures time to plant mines around and behind the goons. SCV's are brought along to make a bunker for early tank protection and later on turrets. The barracks floating towards the enemy main is for upland scouting, and from time to time extra marine production on-site. Scouting is a little later than normal to allow cash for timely production of at least four marines. Below is a build order that allows for 5 marines in the rush (copied from V-Gundam himself).

Build:
9/10 - Depot
11/18 - Barracks
12/18 - Refinery
15/18 - Depot
16/18 - Marine (Scout with SCV, rally barracks to choke)
18/26 - Factory
19/26 - Marine
21/26 - Marine
22/26 - Factory, Marine
23/26 - Machine Shop, Depot, Marine
25/34 - Tank, Vulture, Mines Upgrade (Float Barracks toward enemy main, rally factories to choke)
30/34 - Depot, Siege Mode Upgrade when mines complete

In this build, the later you scout, the more marines you can fit in before tha tank and vulture emerge. You can fit up to 6 marines actually.

As soon as your tank and vulture appear, rush with that force and 2-3 SCV toward the protoss choke, using focus fire on any goons. Rally your two factories to his choke, and continue making tanks out of one and vultures out of the other. As soon as you get there, make a bunker for your marines to set up a contain. If goons try to break it before the bunker is complete, use the marines and focus fire, while sending the vults to plant mines next to the goons, thus driving them back. Siege mode will finish momentarily, and the barracks will arrive for high ground and advanced vision. If no high ground, you could land it and continue marine porduction. Back in your main, continue sending the units from the facts, leave ur 3rd tank behind and make an ebay, then turrets for defense. Too many times a gundam rusher gets carried away and loses their eco to reavers. Once the ebay is up, you can commence pushing in, with each tank that arrives from the main. Last but not least, be sure to expand in a timely fashion.


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08-09-2003, 12:16 AM   
#15  

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Terran 1 Fact Expo

Matchups: Tvp, Tvt

Theory:
This build can be done with or without marine defense. Marine defense will slow the command center, but those marines will serve well, especially in Tvp games. Anyway, this is an opening that allows for a quick capture of the natural, and the few tanks that are pumped while the CC builds in conjunction with turrets and siege mode are sufficient defense to allow expansion. A wall is very helpful with this build in Tvp, but within the marine defense sub-opening, walling is not necessary. In Tvt this build is playable but risky on some maps.

Build:
9/10 - Depot (Scout if random)
11/18 - Barracks
12/18 - Refinery (Scout if you haven't already)
15/18 - Depot
16/18 - Marine
18/26 - Factory

The build now diverges...

With Marine Defense:
19/26 - Marine
21/26 - Marine
23/26 - Machine Shop, Marine*
24/26 - Depot
26/34 - Tank
28/34 - Siege Mode Upgrade, Command Center

*4th marine is optional

From here as money allows continue pumping tank from the 1 factory, add an engineering bay then a 2nd factory. Secure your expansion with well placed turrets and even a bunker, then you can add 2-4 facts and continue on with standard massing with Tvp (adding mines and speed upgrade) or Tvt (armory and starport). If you have a ledge above your natural, make sure to float the rax over so siege tanks below can have vision. To finish up, get your academy up and get a pair of scanners.

Without Marine Defense:
21/26 - Machine Shop
23/26 - Command Center
24/26 - Tank
26/26 - Depot, Siege Mode Upgrade
27/34 - Tank
29/34 - Engineering Bay

From here add a fact as soon as money allows, and continue pumping tanks from the one factory. Secure your expansion with well placed turrets, then you can add 2-4 facts and continue on with standard massing with Tvp (adding mines and speed upgrade) or Tvt (armory and starport) If you have a ledge above your natural, make sure to float the rax over to siege tanks below can have vision. To finish up, get an academy and add on a pair of scanners.



Terran 2 Fact Mech Build

Matchups: Tvp, Tvt, Hybrid, Air, Multi

Theory:
This is a general, flexible metal build that opens with two factories. You can make vultures or tanks to start, leaves room for marines and can be done in Tvp, Tvt, Air, Hybrid, and in Multiplayer games as well (no marines for air or hybrid maps of course). It is so flexible that economy can be sacrificed to have the second factory start sooner. You can go with one, two or no machine shops, and can easily add an armory for goliaths in Tvt. This is the foundation build for terran mech, most other specialized builds started from this point and were then tweaked to maximize their effectiveness.

Build:
9/10 - Depot
11/18 - Barracks (Scout with SCV)
12/18 - Refinery
15/18 - Depot
16/18 - Marine*
18/26 - Factory
20/26 - Factory^

*Optional, you can fit in this marine anywhere during the build as long as supply allows for it. If you make this marine, keep it behind the wall.
^You can hold SCV production until you have another 100 gas for the 2nd fact (and be sure you have 200 mins for it)

There are many little variations to this build. The marine can be build before, during, or after the first factory. You can temporarilly halt SCV production so you can fit in the 2nd factory just a bit sooner. After the first factory is completed, you will have money to continue teching to starport (common in Tvt, mandatory for air and hybrid maps), armory (also common in Tvt), or you can just attach a shop or two and go tanks and vultures. To micro the marine in Tvp against a goon rush, address the goon, then move back and watch the glorious goon dance that will result, buying precious seconds for your tank. In close locations, make sure you make more than one marine just to be safe. More specific builds for fast goliaths and 2 fact starport can be found elsewhere in this archive.


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08-09-2003, 07:15 PM   
#17

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Terran Goliath Build / Goliath Drop

Matchups: Tvt, Air, Hybrid

Theory:
This build utilizes the anti-air powers of the versatile goliath for opening on air and hybrid maps. Arguably, the only reason these pair of openings are viable is because four goliaths can fit in a shuttle.

Build:
9/10 - Depot
11/18 - Barracks (Scout if ground map)
12/18 - Refinery
15/18 - Depot
16/18 - Marine*
18/26 - Factory^
20/26 - Factory

*The marine is unnecessary for air and hybrid maps.
^You may (optional) float the barracks toward the enemy base at this time. On air and hybrid maps the barracks will be your primary scouting unit, so build it at the edge of your island toward the first place you want to scout.

The build now diverges:

Goliath Build (Tvt):
22/26 - Armory, Machine Shop
23/26 - Depot
24/26 - Vulture

Once your depot finishes, the vulture should have completed, as well as the armory, and you may begin pumping goliaths. From here you can throw up an ebay for turrets and start an expansion. Very soon after you will need a starport so you can drop on tank pushes. You have the added option of pumping goliaths from one factory, and tanks from the other, with siege soon to come. Up to you though.

Goliath Drop (Tvt, Air, Hybrid):
21/26 - Starport, Armory, Machine Shop
23/26 - Depot
25/34 - Control Tower, Charon Boosters*
2 Goliaths*
Depot, Dropship
2 Goliaths

*You may substitute the siege mod upgrade and a tank here.

Once the 4 goliaths and dropship are aready, your barracks should have found your enemy, or you will be able to deduce where the opposing base is at based on elimination of scouted, empty mains. From here you may continue goliath production, start up an ebay for detection, and begin a command center so you can expand.


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08-09-2003, 08:42 PM   
#18 

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Terran 1 Fact-Port Build / Wraith Rush

Matchups: Tvt, Tvp, Tvz, Air, Hybrid

Theory:
This is a fine, versatile build that can be done on almost any map with a choke. It has great usefulness, taking the form of a wraith rush (with or without 2nd Starport) in Tvz, and alternating as a double tank drop (with siege mode) for harassment in Tvt, Tvp, as well as on air or hybrid maps.

Build:
9/10 - Depot
11/18 - Barracks (Scout if ground map)
12/18 - Refinery
15/18 - Depot
16/18 - Marine (exclude on air/hybrid maps)
18/26 - Factory

The build now diverges:

Fast Drop Build (Tvt, Tvp, Air, Hybrid):
19/26 - Marine*
21/26 - Marine*
23/26 - Starport, Machine Shop, Marine*
24/26 - Depot
26/34 - Tank
28/34 - Siege Mode Upgrade, Control Tower
Tank, Engineering Bay
Dropship

*These marines are needed for defense in Tvp. If there is a ramp, rally the barracks to the ramp.

Once your dropship comes out, you may harass his economy. From here you can set up for expansion (most common) by starting a command center, or add an extra factory. Either way begin to secure yourself with detecting turrets. You may drop a second time if you got good eco rape in the first time.

1 Port Wraith Rush (Tvz):
19/26 - Marine
21/26 - Marine
23/26 - Starport, Marine
24/26 - Depot
25/26 - Marine, Academy
Wraith, Barracks
Control Tower, Science Facility

Continue making marines from your one rax as money and supply allows throughout the build. Harass his overlords with your wraith while adding a control tower to enable dropships. If you spot spire morphing, get an engineering bay and turrets. Be sure to repair your damaged wraiths to prolong their life and harassment opportunities. From here add barracks and get a science facility for vessels and expand. Do not forget to make depots as needed.

2 Port Wraith Rush (Tvz):
19/26 - Marine
21/26 - Marine
23/26 - 2 Starports
24/26 - Depot, Marine
Control Tower, Wraith, Academy
Wraith, Wraith, Cloak Upgrade
Barracks, Engineering Bay
Science Facility

Continue to make marines from your one rax as money and supply allows throughout the build. Harass his overlords with wraith while you build your academy. You can slow a lurker push or hydra counter with cloak. The cloak will come in handy if he goes spire for scourge and/or muta. Add extra barracks and engineering bay while you prepare vessels and expansion with the facility.

2 Port Wraith Rush (Tvt):
21/26 - 2 Starports, Vulture
23/26 - Vulture, Depot
26/34 - Wraith, Control Tower, Engineering Bay
Cloak Upgrade

Harass with your wraiths in places where your opponent does not have turrets, only cloak when anti-air arrives. After this harass stage prepare expansion by adding your command center and machine shop for tanks. Armory will be soon to follow.



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