I used to go mech in 90% of my TvZs. Mech is fairly easy to learn and a very predictable strategy to use. But I found that after a while zergs were learning to play better and better against mech, and games were dragging out to be more tedious.
So, I decided to change strategy and go back to bio. But instead of going for a standard marine/tank composition, I realised that going Marine/Hellion was more effective than marine/tank in many situations. The composition suits a micro/multitasking style awesomely.
No build order is ever an easy win solution. What makes a good build order depends on the current state of the game, and a good strategy will merely put you in a favorable position to outplay your opponent if he is less prepared for the situation than you are.
For lower to mid leagues, I would recommend the 2 base pressure variant of this build. The 3 base hellion/banshee version requires a lot of multitasking to be effective, and you could end up damaging yourself more than your opponent if you make a mistake.
However for higher leagues (dia/master), I would recommend both build orders. Both of them involve a push at an unorthodox timing, throwing zergs off balance. The 2 base version might be regarded as quite cheesy in masters+ league, but it is a very reliable build that allows a good transition into a 3rd, with upgrades.
Video Guide / Playthrough:
This video shows instructions on how to execute the build order, with useful tips throughout the game.
Pro Replays/VODs:
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DRG vs Bomber (Ohana) http://drop.sc/301643 (Ohana)
In this replay of Bomber vs DRG, bomber goes 3rax fact port off 2 bases and does heavy damage with a marine/hellion push. He then transitions into pure bio (I reckon he would have won sooner if he kept making hellions though )
Additional Replays:
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http://drop.sc/301223 (Ohana)
I go for a fast 3rd into marine hellion, the zerg opponent responds perfectly and I do very little economic damage. Zerg goes into infestors, and the game turns into a long macro game with constant unit trades, small battles. Even though the battles are fairly even trades, the zerg is eventually worn out from being out-multitasked and having to spend most of his larva on units.
http://drop.sc/301222 (Daybreak)
An example of a failed zerg all in. He goes mass speedlings and denies my third, but soon loses all his lings to hellions. I win straight after.
http://drop.sc/301221 (Ohana)
An example of zerg going for 2base mutas. I do the 2 base build order and win with one push.
http://drop.sc/301571 (Daybreak) Submitted by iAmJeffReY
An alternative opening for a 2base mmm/hellion push with good execution/micro. This is a good example of how you don't have to win with your first push, and you can always evacuate your units with medivacs. Transitions into long macro game.
I hope to add more replays to this guide as they become available.
Advantages of Marine/Hellion over Marine/Tank
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Damage: Hellions do great damage against lings. Whereas tanks will get off a few shots before either being surrounded or causing friendly fire on your marines, hellions can stutter-step, continue to do damage at close range and also escape if you're in trouble.
Micro/Mobility: Hellions are infinitely more micro-able and mobile than tanks, and can actually soak up damage to protect your marine force instead of hiding at the back.
If the zerg goes for a ling run-by when you push out, hellions will get back to your base much faster than marines would.
"Tanking" ability:
Rather ironically, the siege tank does not have good tanking abilities (by tanking, I mean soaking up damage).
Siege Tanks are kept safe at the back of your army, they are only for dealing damage, not soaking up damage.
Hellions, on the other hand, deal damage as well as being the 'cannon fodder' of your army, improving your armies overall survivability, and crucially, leaving your marines alive to deal with things like mutas, armored units/queens or enemy buildings. In some situations though, it is better to leave the hellions behind the marines and let the marines take the brunt of the damage (I think this is the better option for the 2base build).
Economy:
This composition is more mineral-heavy than marine/tank, which means you can dump even more gas into reactors, medivacs and double upgrades!
A great transition from a fast 3rd hellion/banshee build.
Micro/Mobility: Hellions are infinitely more micro-able and mobile than tanks, and can actually soak up damage to protect your marine force instead of hiding at the back.
If the zerg goes for a ling run-by when you push out, hellions will get back to your base much faster than marines would.
"Tanking" ability:
Rather ironically, the siege tank does not have good tanking abilities (by tanking, I mean soaking up damage).
Siege Tanks are kept safe at the back of your army, they are only for dealing damage, not soaking up damage.
Hellions, on the other hand, deal damage as well as being the 'cannon fodder' of your army, improving your armies overall survivability, and crucially, leaving your marines alive to deal with things like mutas, armored units/queens or enemy buildings. In some situations though, it is better to leave the hellions behind the marines and let the marines take the brunt of the damage (I think this is the better option for the 2base build).
Economy:
This composition is more mineral-heavy than marine/tank, which means you can dump even more gas into reactors, medivacs and double upgrades!
A great transition from a fast 3rd hellion/banshee build.
Disadvantages of Marine/Hellion compared to Marine/Tank
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Mass roach/hydra can be hard to deal with when you only have marines and hellions. However, this build has the flexibility to switch towards more marauders and tanks!
Also, the build order openings allow you to get an early scout on your opponent to check for anything fishy (More on this below).
Also, the build order openings allow you to get an early scout on your opponent to check for anything fishy (More on this below).
Build Order (Fast Third Hellion/Banshee opening):
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Constant SCV production
10 Supply
12 Barracks
15 Orbital Command
16 Command Center
ASAP Single Refinery
23/24 3rd Command Centre
ASAP Factory + Reactor on barracks
After factory completes Put Factory on reactor for double hellion production, and make Starport + Tech lab on barracks.
After Starport completes Switch starport to tech lab, make a banshee and research cloak at roughly the same time
Optional: You don't have to research cloak. You can instead get double upgrades and combat/stim sooner if you prefer.
Transition into double upgrades, and add on reactor barracks.
When you have 3 bases up and running, you should be on around 6-10 barracks, a factory and starport. You can then transition into 2-3 factories if you want tanks.
Build Order (2-base pressure with 2 rax/fact/port):
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Constant SCV production
10 Supply
12 Barracks
15 Orbital Command
16 Command Center
ASAP Single Refinery
Then Second Barracks
Optional Second Refinery (depending on whether you want faster banshees or a faster 3rd)
ThenMake a tech lab on one rax, and start combat/stim.
ASAP Factory + Reactor on barracks
After factory completes Put Factory on reactor for double hellion production, and make Starport.
Either:Make a tech lab on the 2nd rax for the Starport to make banshees
Or:Make a reactor on the 2nd rax for marine production, and single-produce medivacs for the starport
Or:Make a reactor on the 2nd rax for marine production, and make a tech lab on the finished starport for banshees.
When you have a sizeable force (say 10-15 marine/maraudersm, 4-6 hellions, 1-2 medivacs or banshees) Move out towards zerg base.
What if Zerg goes for an early all-in when you go fast 3rd?
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Your first hellions are crucial for spotting an early all in, and defending against a ling/bane bust. You must keep these hellions alive and micro them well, though
If the all-in includes roaches, your banshee will be crucial for staying alive, and you may need to run your scvs away a bit.
It's very important to scout early as shown in the video, to check for early gas.
If the all-in includes roaches, your banshee will be crucial for staying alive, and you may need to run your scvs away a bit.
It's very important to scout early as shown in the video, to check for early gas.
What if Zerg goes Roach/Hydra or Roach Rush?
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Your first 2 hellions should be used to scout the front of the enemy base. If you see any amount of roaches out, you should get a tech lab on the rax and start making marauders, but don't interrupt banshee production. Try to shoot the roaches with your banshee as they are on the way to your base.
In mid/late game, you would just switch the factory over to a tech lab and start tank production like you would with a normal marine/tank composition. Keep up the banshee production.
But even if you get caught off card against roaches, marines aren't too bad at engaging roaches, if you have plenty of medivacs, or banshee support
In mid/late game, you would just switch the factory over to a tech lab and start tank production like you would with a normal marine/tank composition. Keep up the banshee production.
But even if you get caught off card against roaches, marines aren't too bad at engaging roaches, if you have plenty of medivacs, or banshee support
What if Zerg goes for a 2 base muta build?
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The 2 base pressure variant fo this build will completely demolish a muta rush, as your unit composition will pretty much counter muta/ling.
With the fast 3rd variant, defending against a muta rush relies on scouting with your first 2/4 hellions to check the front of zerg's natural.
If you see both extractors taken on zerg's natural with your first 2/4 hellions, chances are the zerg is going for fast mutas, or some kind of roach/bane all in, or nydus all in.
If you see 4/6 queens, I'd be more wary of a nydus queen/roach all in (in which case you should make a few bunkers and check around your base).
After seeing gas 3/4 from the zerg, you should do you best to get a better scout of the base to check if the Lair has finished, and whether there is a spire, roach warren or baneling nest up. Use a scan if necessary, or run a hellion or two into the main.
If you see a Spire, get a single engi bay ASAP, but delay the 2nd ebay until after you have at least 3 rax with combat shield/stim on the way.
IMO The nydus all in is the hardest to defend if unscouted. You will require multiple well places bunkers with repair.
With the fast 3rd variant, defending against a muta rush relies on scouting with your first 2/4 hellions to check the front of zerg's natural.
If you see both extractors taken on zerg's natural with your first 2/4 hellions, chances are the zerg is going for fast mutas, or some kind of roach/bane all in, or nydus all in.
If you see 4/6 queens, I'd be more wary of a nydus queen/roach all in (in which case you should make a few bunkers and check around your base).
After seeing gas 3/4 from the zerg, you should do you best to get a better scout of the base to check if the Lair has finished, and whether there is a spire, roach warren or baneling nest up. Use a scan if necessary, or run a hellion or two into the main.
If you see a Spire, get a single engi bay ASAP, but delay the 2nd ebay until after you have at least 3 rax with combat shield/stim on the way.
IMO The nydus all in is the hardest to defend if unscouted. You will require multiple well places bunkers with repair.
What if Zerg goes for a mass speedling/baneling push?
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Mass speedlings is a huge dump of minerals and larva for the zerg. Hellions allow you to trade extremely cost efficiently, provided you micro well and use obstacles to your advantage.
It is crucial that you don't allow the speedlings into your main base. This could ruin the whole game, but it's not an auto loss if you can micro hellions perfectly.
Once you have successfully defended the push, you should be far ahead in macro and be able to win with a counter push a few minutes later.
If you're doing the 2 base variant and you encounter mass speedlings during your push, then stay and fight like a man until you're down to 8-16 units, then evacuate your remaining units in your medivac(s). Back at your base you should easily be able to defend this, as long as you've walled off, and you'll still be in a favorable position if you managed to evacuate your units.
The 3-base build demolishes mass speedling pushes. Using your wall off to your advantage, you can easily defend any number of lings and you will be far ahead economically after defending. Just don't let them run into your main for christ's sake!
It is crucial that you don't allow the speedlings into your main base. This could ruin the whole game, but it's not an auto loss if you can micro hellions perfectly.
Once you have successfully defended the push, you should be far ahead in macro and be able to win with a counter push a few minutes later.
If you're doing the 2 base variant and you encounter mass speedlings during your push, then stay and fight like a man until you're down to 8-16 units, then evacuate your remaining units in your medivac(s). Back at your base you should easily be able to defend this, as long as you've walled off, and you'll still be in a favorable position if you managed to evacuate your units.
The 3-base build demolishes mass speedling pushes. Using your wall off to your advantage, you can easily defend any number of lings and you will be far ahead economically after defending. Just don't let them run into your main for christ's sake!
What if Zerg goes for fast infestors?
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This is where the fun starts. You've gotta to micro extremely carefully and make sure your units don't get fungaled while you're off-guard. You must pre-spread your units before any engagement.
If you spread well, this composition does fantastically against infestors. If you mess up and get everything killed in 2 fungales, it can go completely the other way.
What if Zerg goes for a heavy drone style into Hive Tech?
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Both the 2 base and 3 base variants should do very well against this kind of strategy. The 2 base variant is designed to go up against multiple queens and spine crawlers as well as lings, and a heavy eco zerg can't have all of these at once.
For the 3 base variant, the push comes way sooner than hive tech can be out, and will most likely kill off the zerg.
For the 3 base variant, the push comes way sooner than hive tech can be out, and will most likely kill off the zerg.
What if I don't win with my first push?
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You will rarely win with your first push against a good zerg player.
If your are still even after the trade, or even slightly behind, your long term goal is to macro like a beast and keep wearing down your opponent with constant unit trades, while gaining an economic advantage. If all goes well, you should get to 4 bases to zergs 3 or 4 bases.
The reason this works is because constantly trading forces the zerg to spend larva on units. Also, it is hard for a Zerg to continue to macro well while defending from constant harassment, probably even more so than for Terrans. The push comes in just before the Zerg is comfortable with tech, and they usually won't expect it
If you don't pull an advantage, you must play defensively and go for the super late game with vikings/ravens or tanks, depending on whether the zerg goes ultra or BL/infestor.
If your are still even after the trade, or even slightly behind, your long term goal is to macro like a beast and keep wearing down your opponent with constant unit trades, while gaining an economic advantage. If all goes well, you should get to 4 bases to zergs 3 or 4 bases.
The reason this works is because constantly trading forces the zerg to spend larva on units. Also, it is hard for a Zerg to continue to macro well while defending from constant harassment, probably even more so than for Terrans. The push comes in just before the Zerg is comfortable with tech, and they usually won't expect it
If you don't pull an advantage, you must play defensively and go for the super late game with vikings/ravens or tanks, depending on whether the zerg goes ultra or BL/infestor.
Furthermore
If you'd like to improve your marine splitting micro, check out my guide on marine splitting.
I hope this guide was useful, and I hope to add more to this guide when I have time (e.g. replays, pics, strategy).