Code S 2012 Season 1 Ro32. set 2.
http://www.gomtv.net/2012gsls1/vod/66754/?set=2&lang=
*updated with replay vs masters zerg.
So I was watching the VOD of Jjakji vs Sen in round 2 and was really impressed with this build, TvZ is one of my strongest MU's and before seeing this build would play a similar style to this loosely based on TSL Heart's build which I saw on his stream.
The style opts for a hellion stim timing skipping siege tank production in the early game. The unit comp is much less fragile than siege tank pushes at the same timing as well as often forcing roaches, delaying the Zerg's tech, and is very good at denying early thirds.
There are many hellion stim timing builds but JJakj'is is one of the most fluid and well timed I have seen with perfect transitions. Obviously I can't be 100% sure he came up with this build but I can't remember ever seeing this exact build before either.
I have also added some replay vs easy computer where I do the build with minimal mistake if you prefer to watch replay for builds.Jjakji makes a few minor mistake too in the VOD which I will cover. I will try to add some replay of me actually playing vs master zerg with this build as well later,I just wanted to show the build in simple replay without any major mistakes so people know what it should be like.
I will add my notes on parts of the build as well as execution during different stages of the game so I guess it will be sort of a general TvZ guide as well. If you see a * next to something on the build order it means it will reference to something in the execution spoiler for the same stage of the game. Many of the things I say will be discussed before / obvious to people so if you are only interested in the build you can just read the build. *also added build order all in one spoiler with minimal notes at bottom, above replays.
Without further ado here is the build which I painstakingly copied from the production tab of the VOD
I'll break up the build into general stages:
Opening Stage: Reactor hellion Expand
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10 depot
12rax(2 marines then reactor)
13gas
15 orbital
16 depot
18 factory
22cc(*Jjakji opts to build this in his main even though it's daybreak which I thought was weird considering he scouted hatch first and was going hellion but I guess he was just playing extra safe as this build can greedy / dangerous vs really early roach if you cc on low ground.)
2 hellions from reactor> constant production till 6 hellions.
27supply depot (right after 3rd/4th hellion)
Rax makes tech lab. (marine +stim , make 3 marines out of this rax for a total of 5 marine, then start making marauder)
.
12rax(2 marines then reactor)
13gas
15 orbital
16 depot
18 factory
22cc(*Jjakji opts to build this in his main even though it's daybreak which I thought was weird considering he scouted hatch first and was going hellion but I guess he was just playing extra safe as this build can greedy / dangerous vs really early roach if you cc on low ground.)
2 hellions from reactor> constant production till 6 hellions.
27supply depot (right after 3rd/4th hellion)
Rax makes tech lab. (marine +stim , make 3 marines out of this rax for a total of 5 marine, then start making marauder)
.
Transition from Opening to get mid game infrastructure up:
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2nd Rax(next to factory with1st reactor)
OC when 2nd cc done.
When 5th/6th hellions pop out, lift up factory and have it build another reactor.
3rd rax next to factory building 2nd reactor.
40/46 supply depot(and throughout will no longer list supply depots)
Marauder production and continue until 4 marauders(Around this time your fifth marine should have been finished for a few seconds JJakji cuts rax production for a few seconds after fifth marine to get the 3rd rax then makes his first marauder)
OC finishes, calls down mule and floats to natural.
Get 2nd gas as factory is near finishing 2nd reactor. (@possibly a tiny bit earlier I will revisit this later, I'm not sure if it was mistake from Jjajki or not.)
Starport
*Put 3rd rax onto 2nd reactor made by factory and have factory start making a 3rd reactor for starport. (*Around this time JJakji also gets a bunker at his natural)
Combat Shields when stim is done.
Constant Marine marauder production. From 3 rax 1 techlab 2 reactor.
@Now this part of the build I would say is the part where it feels like its either not 100% fluid or JJajki may have made a mistake because when the starport with reactor is done, you won't have enough gas for even 1 medivac, as such JJakji just opted to start 1 medivac and the 2nd a bit after. It's not a huge deal but a slightly earlier gas along with maybe making only 3 marauders instead of 4 could possibly avoid this. It doesn't affect your timing much at all though so it's possible it just really doesn't matter. Just don't feel like you made a mistake if you can't make 2 medivacs right away. Just make them as you get the gas.
Cut Medivac production after these initial 2 medivacs until later(explained in Lategame)
OC when 2nd cc done.
When 5th/6th hellions pop out, lift up factory and have it build another reactor.
3rd rax next to factory building 2nd reactor.
40/46 supply depot(and throughout will no longer list supply depots)
Marauder production and continue until 4 marauders(Around this time your fifth marine should have been finished for a few seconds JJakji cuts rax production for a few seconds after fifth marine to get the 3rd rax then makes his first marauder)
OC finishes, calls down mule and floats to natural.
Get 2nd gas as factory is near finishing 2nd reactor. (@possibly a tiny bit earlier I will revisit this later, I'm not sure if it was mistake from Jjajki or not.)
Starport
*Put 3rd rax onto 2nd reactor made by factory and have factory start making a 3rd reactor for starport. (*Around this time JJakji also gets a bunker at his natural)
Combat Shields when stim is done.
Constant Marine marauder production. From 3 rax 1 techlab 2 reactor.
@Now this part of the build I would say is the part where it feels like its either not 100% fluid or JJajki may have made a mistake because when the starport with reactor is done, you won't have enough gas for even 1 medivac, as such JJakji just opted to start 1 medivac and the 2nd a bit after. It's not a huge deal but a slightly earlier gas along with maybe making only 3 marauders instead of 4 could possibly avoid this. It doesn't affect your timing much at all though so it's possible it just really doesn't matter. Just don't feel like you made a mistake if you can't make 2 medivacs right away. Just make them as you get the gas.
Cut Medivac production after these initial 2 medivacs until later(explained in Lategame)
Late Game Transition:
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Ok so after the first two medivacs and first 4 marauders have popped you will now be switching completely to marine production no marauders (at least for now) and you will be cutting medivacs until later.
Put down a CC at 400 minerals as your push is moving out. (when its moving out you should only be making 5 marines and 2 scvs at a time so you get money for CC very fast.)
Tech lab on factory
x2 refinery at natural.
x2 engineering bay.
Siege tank + siege mode.
+1+1 (Jjakjis makes a slight mistake and gets his armory late in the VOD I don't think this was intentional considering his resources, so when +1+1 is at around 60% I think you should be getting an armory.)
CC 100%> move to third and make into PF,(you could Opt for orbital depending on map / how well you are doing.)
3 more Rax
Start Medivac production again.
Armory (at 60%)
JJakji eventually adds 2 reactors to his additional 3 rax. I think you could also opt for a tech lab on the 3rd one, for 6 rax with 2 tech lab 4 reactor. this way you are set up for marauder production again if he goes ultra. (or ghost if you like ghosts).
I would also add in another factory if your gas gets high but JJakji finishes the game with this production alone.
He also adds a couple turrets to deny muta but nothing really crazy just a really solid build leading to a strong terran late game.
Put down a CC at 400 minerals as your push is moving out. (when its moving out you should only be making 5 marines and 2 scvs at a time so you get money for CC very fast.)
Tech lab on factory
x2 refinery at natural.
x2 engineering bay.
Siege tank + siege mode.
+1+1 (Jjakjis makes a slight mistake and gets his armory late in the VOD I don't think this was intentional considering his resources, so when +1+1 is at around 60% I think you should be getting an armory.)
CC 100%> move to third and make into PF,(you could Opt for orbital depending on map / how well you are doing.)
3 more Rax
Start Medivac production again.
Armory (at 60%)
JJakji eventually adds 2 reactors to his additional 3 rax. I think you could also opt for a tech lab on the 3rd one, for 6 rax with 2 tech lab 4 reactor. this way you are set up for marauder production again if he goes ultra. (or ghost if you like ghosts).
I would also add in another factory if your gas gets high but JJakji finishes the game with this production alone.
He also adds a couple turrets to deny muta but nothing really crazy just a really solid build leading to a strong terran late game.
What you should be doing during Opening stage:
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*As with any reactor hellion opening it can be vulnerable to early roach pressure so when scouting with scv if you see obvious things like zerg not researching speed, staying on one base and getting gas, get a bunker at the top of your ramp and maybe opt for a marauder.
*Alternatively, if you see zerg get very late gas / pool you can opt to put cc on low ground for eco bonus.
With your hellions depending on your skill level I would do one of several things:
1)low skill level: just keep them at your base and alive for your eventual push and focus on your macro.
2) medium skill level: try and keep xel naga towers / deny early third/ occasionally deny creep tumor, click hellions back to base when you need to macro.
3) high skill level: poke and prod queens constantly, deny tumors, in general being very active without slipping on macro at home, delay roach advances by threatening run by with hellion if they try to move out.
The important things are not losing your hellions and not falling behind on macro. You don't have to kill any drones, you are on 2 base and he should be too as long as you keep hellions alive.
*Alternatively, if you see zerg get very late gas / pool you can opt to put cc on low ground for eco bonus.
With your hellions depending on your skill level I would do one of several things:
1)low skill level: just keep them at your base and alive for your eventual push and focus on your macro.
2) medium skill level: try and keep xel naga towers / deny early third/ occasionally deny creep tumor, click hellions back to base when you need to macro.
3) high skill level: poke and prod queens constantly, deny tumors, in general being very active without slipping on macro at home, delay roach advances by threatening run by with hellion if they try to move out.
The important things are not losing your hellions and not falling behind on macro. You don't have to kill any drones, you are on 2 base and he should be too as long as you keep hellions alive.
What you should be doing during Midgame:
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*I'd like to note this transition time is probably the most dangerous time to get attacked, as you basically only have 5 marines and 6 hellions.You need to know if they are going to do some sort of roach attack so try and see it as early as possible. With good hellion map control a baneling bust shouldn't really be possible so just be ready with bunker with scv repair and holding off roach attacks isn't too bad, especially when you will soon be pumping 1 marauder and 4 marines off 3 rax.
While waiting for your marine marauder army to build up and medivacs to pop there isn't a whole lot to do, maintain as much map control as you can with your hellions while keeping them alive and just try and see how fast zerg is taking third. Make sure you are constantly building supply depots as a wall at your nat as well.
Most zergs will be taking their third around when your medivacs are popping and will have made roaches delaying their muta tech so when you push out at around 10 minutes you won't have to worry about getting harrassed at home.
Start moving out with your marine marauder army towards the zerg's third as your medivacs are finishing (they can fly and are faster so they will rally and make it there in time. along with hellions to try and kill lings on the attack path so they don't see it coming. (make sure to keep hellions alive, if you are bad at this just click the hellions and left click or move command them onto a marauder or something and just make your ctrl group marine marauder medivac to prevent them from running ahead and getting owned.)
If the zerg is playing strange and is doing something like 2 base muta or other 2 base build you can just defend and transition into the late game part of the build and kill him when he takes his incredibly late third.
Do your best to kill the zergs third or at least trade cost effectively then go back home. As this is not a 2 base all in build.
While waiting for your marine marauder army to build up and medivacs to pop there isn't a whole lot to do, maintain as much map control as you can with your hellions while keeping them alive and just try and see how fast zerg is taking third. Make sure you are constantly building supply depots as a wall at your nat as well.
Most zergs will be taking their third around when your medivacs are popping and will have made roaches delaying their muta tech so when you push out at around 10 minutes you won't have to worry about getting harrassed at home.
Start moving out with your marine marauder army towards the zerg's third as your medivacs are finishing (they can fly and are faster so they will rally and make it there in time. along with hellions to try and kill lings on the attack path so they don't see it coming. (make sure to keep hellions alive, if you are bad at this just click the hellions and left click or move command them onto a marauder or something and just make your ctrl group marine marauder medivac to prevent them from running ahead and getting owned.)
If the zerg is playing strange and is doing something like 2 base muta or other 2 base build you can just defend and transition into the late game part of the build and kill him when he takes his incredibly late third.
Do your best to kill the zergs third or at least trade cost effectively then go back home. As this is not a 2 base all in build.
Playing in the Late game:
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Late game is actually very difficult for zerg when terran is on 3 bases even if zerg has been able to hold his 3rd. This is because on many maps the fourth base is much more difficult to take than the 3rd, it's also the time when zerg has to inject the most to keep up with macro. Whereas the terran should be nearing maxed and won't need to add more production or supply depots or make additional scvs, allowing more time to be allocated to micro and multitask. It is also the time when drops are not only the most expendable because they aren't as large a portion of your army, but also when they are strongest due to upgrades. Building armor doesn't increase over time but marine with upgrades DPS does, meaning buildings get sniped much faster.
Now the most basic and annoying late game tactic terran can do is dropping the main while pushing the fourth. Since they will often be the two farthest bases from each other this makes it incredibly hard for the zerg to defend both while keeping up on injects and stopping you from getting a good siege set up. Add in drops to the third and it become's a really big headache especially when losing queens at this stage of the game is so crucial.
Take a fourth base when you can and keep up the pressure with drops and denying fourth / fifth. Be ready with marauder for ultra or viking for broodlord ( I personally think ghosts are overrated in TvZ but you could definitely add two ghost academy with this build if you wanted to)
Now the most basic and annoying late game tactic terran can do is dropping the main while pushing the fourth. Since they will often be the two farthest bases from each other this makes it incredibly hard for the zerg to defend both while keeping up on injects and stopping you from getting a good siege set up. Add in drops to the third and it become's a really big headache especially when losing queens at this stage of the game is so crucial.
Take a fourth base when you can and keep up the pressure with drops and denying fourth / fifth. Be ready with marauder for ultra or viking for broodlord ( I personally think ghosts are overrated in TvZ but you could definitely add two ghost academy with this build if you wanted to)
Build Order minimal notes:
+ Show Spoiler +
10 depot
12rax(2 marines then reactor)
13gas
15 orbital
16 depot
18 factory
22cc
2 hellions from reactor> constant production till 6 hellions.
27supply depot (right after 3rd/4th hellion)
Rax makes tech lab. (marine +stim , make 3 marines out of this rax for a total of 5 marine, then start making marauder)
2nd Rax(next to factory with1st reactor)
OC when 2nd cc done.
When 5th/6th hellions pop out, lift up factory and have it build another reactor.
3rd rax next to factory building 2nd reactor.
40/46 supply depot(and throughout will no longer list supply depots)
Marauder production and continue until 4 marauders
OC finishes, call down mule and floats to natural.
Get 2nd gas as factory is near finishing 2nd reactor.
Starport
*Put 3rd rax onto 2nd reactor made by factory and have factory start making a 3rd reactor for starport.
Bunker at nat
Combat Shields when stim is done.
Constant Marine marauder production. From 3 rax 1 techlab 2 reactor.
2 Medivac as you get the gas.
Cut medivac production
cut marauder production(marine instead)
3rd CC
Tech lab on factory
x2 refinery at natural.
x2 engineering bay.
Siege tank + siege mode.
+1+1
3 more rax
begin medivac production again
armory
2 reactor on new rax, +tech lab(optional)
12rax(2 marines then reactor)
13gas
15 orbital
16 depot
18 factory
22cc
2 hellions from reactor> constant production till 6 hellions.
27supply depot (right after 3rd/4th hellion)
Rax makes tech lab. (marine +stim , make 3 marines out of this rax for a total of 5 marine, then start making marauder)
2nd Rax(next to factory with1st reactor)
OC when 2nd cc done.
When 5th/6th hellions pop out, lift up factory and have it build another reactor.
3rd rax next to factory building 2nd reactor.
40/46 supply depot(and throughout will no longer list supply depots)
Marauder production and continue until 4 marauders
OC finishes, call down mule and floats to natural.
Get 2nd gas as factory is near finishing 2nd reactor.
Starport
*Put 3rd rax onto 2nd reactor made by factory and have factory start making a 3rd reactor for starport.
Bunker at nat
Combat Shields when stim is done.
Constant Marine marauder production. From 3 rax 1 techlab 2 reactor.
2 Medivac as you get the gas.
Cut medivac production
cut marauder production(marine instead)
3rd CC
Tech lab on factory
x2 refinery at natural.
x2 engineering bay.
Siege tank + siege mode.
+1+1
3 more rax
begin medivac production again
armory
2 reactor on new rax, +tech lab(optional)
Replays:
+ Show Spoiler +
Atm these just showcase the general build vs easy computer with some minor supply block mistake occasionally. Got maxed at around 14:30-15mins. I'll try to add in real games vs master level zerg later.
http://drop.sc/89192 (Game vs master zerg, I do build order correctly but macro slipped during engagements, also get greedy when I see he has only lings with my first push, which while practically was the best decision because I get so many drones, the wiser choice would have been to go deny his third then go back and defend while taking a fourth to secure the game. Various other mistakes but still properly shows the correct order to get buildings at least ^^).
http://drop.sc/88844
http://drop.sc/88843
http://drop.sc/89192 (Game vs master zerg, I do build order correctly but macro slipped during engagements, also get greedy when I see he has only lings with my first push, which while practically was the best decision because I get so many drones, the wiser choice would have been to go deny his third then go back and defend while taking a fourth to secure the game. Various other mistakes but still properly shows the correct order to get buildings at least ^^).
http://drop.sc/88844
http://drop.sc/88843
I hope you enjoyed my first guide and if you have any corrections / tips / things to add please let me know.