This is my first guide that I have ever written. I decided to write this after watching Day's Daily #395 and thought that it would be awesome if somebody took whatever Day had covered and put it in a convenient thread.
Anyway, we have all seen Bomber play TvZ. Bomber's macro is like a club, and he likes to beat Zergs over the head repeatedly until the Zerg gets a concussion and skull cracks open and brain fluids start spilling out. Day has given us a tutorial on how we ourselves can wield Bomber's club of macro.
TvZ is a stressful matchup to most Terran players. Early all-ins, Speedlings all game long, Mutalisk harass, counter-attacks, and Broodlords too! It it tempting to find a quick fix to all these problems with a 2 base all-in or a sneaky Medivac drop. However, Bomber has an effective playstyle that is easy, fun, and ridiculously powerful.
The core of ST_Bomber's TvZ Strategy
- We get up 2 additional Command Centres very quickly (excluding the one you start with).
- We will rely on Siege Tanks for defence (siege mode is essential).
- The reactor on the Barracks is to be used on the Factory first to produce Hellions (2~4) and then switched over to the Barracks once again for Marine production.
- The total or 3 Orbital Commands and one Engineering Bay (Second will come afterwards) with fast upgrades will carry you smoothly toward the late game.
You're opening doesn't really matter, you can opt to go straight for Reactor Hellion play or you can do a delayed Reactor Hellion play. For rushing towards the Reactor Hellion play, you will want to get your first Refinery on 13 supply and for the delayed play, 16 supply.
Do not be concerned with your opening, but be concerned about your core buildings!
Obviously, you can make bunkers as well if you need them. Typically, 1 Bunker should suffice. I have observed Bomber doing 2 different types of Bunker placements.
The one that is built beside the Orbital Command.
The one that is built further away from the Orbital Command, but surrounded by depots.
You don't really need to scout until you send your Hellions out, because you are not going to change anything about your build! (Unless you sense an all-in of course.)
Once you get either 2 or 4 Hellions out, switch your Barracks with your Factory (Your Barracks should have built a Tech Lab after building a Reactor; building Marines as well.) and start Siege Mode and Siege Tank production as soon as possible. When you build your Third Barracks and Engineering Bay, you should start Stim Pack and Infantry Attack Upgrade research as soon as you can.
Confused? Here's some pictures so you have a rough idea of what your build should flow like.
If you have extra minerals, feel free to build a third Barracks! After you get all the core buildings of Bomber's playstyle, get a third and fourth Refinery and a Starport for Reactor Medivacs. However, before you do any of that, get the core buildings up and running first!
- 2 Barracks, 1 with a Tech Lab researching Stim Pack, then Combat Shields, and 1 with a Reactor.
- 1 Factory with a Tech Lab producing Siege Tanks and researching Siege Mode.
- Third Orbital Command providing extra MULES and SCV production.
- Engineering Bay researching +1 Attacks for Infantry.
After getting your core buildings and Starport, you should be around the 10 Minute mark; generally when Mutalisks will start appearing. You should start building Missile Turrets by then, and begin to secure your third base with that third Orbital Command. Also, start a second Engineering Bay and an Armory.
Feel free to get a Thor once your Armory is complete. Remember though, the focus of this build is to get a quick +2 Attack and +1 Armor for your Marines, so remember to start the upgrades once the second Engineery Bay and the +1 Attack is complete. Also, feel free to build Bunkers/Turrets as you wish.
Next, throw down a second Factory for additional Siege Tank Production. Don't forget to get more Barracks as well. Bomber will then usually move out once the +1 Vehicle Attack, +2 Infantry Attack, +1 Infantry Armour is nearing completion or completed. (Because you are usually almost 200/200 by then).
As you move out, throw down more Missile Turrets and 2 Ghost Academies (For double Ghost upgrades!) and continue getting upgrades. Remember to push out slow, and not rush it, you don't want to make mistakes. Once your Ghost Academies complete, start getting Ghosts to deal with the Zerg (You should have secured your Gases at your Third base already.). Also, get a fourth base when you are attacking the Zerg.
What's next? If you aren't able to kill the Zerg, just keep macro-ing and pushing because if you can't kill the Zerg, chances are you have lost the game. If you are able to effectively use Bomber's club, then congratulations!
Please feel free to give me any criticisms about this, and if you liked it, tell me! I plan to cover the other 2 Dailies Day has done for Terran week.
My online alias is oGsJotGga btw (in Battle.net)