I'm looking for help and I wish to update the Terran Strategy guide on the wiki page. But in order to do so, I would like to get help from high-level Terrans regarding this build.
I actually saw this in the Gisado Stream (I think it's down now ) but at least this is a gem that will help all of us terran players:
So here is how it goes:
This is build provides an early economy lead or match the economy of a fast expanding Protoss. It also slightly delays the Protoss in fast expanding on their natural
For Terran to have an economic advantage over the protoss. Also a slight delay if ever the Protoss opponent decides to fast expand himself. The goal here is to match/overwhelm the amount of units the opponents has once he has the warp gate tech. It's important to note that you are pushing for a macro-oriented game.
Basic Build Order
+ Show Spoiler +
9 - supply
12 - rax
13 - refinery + add 2 more SCV's once ref is made
14 - marine
15 - OC (orbital command) \ tech lab
16 - supply / concussive shells
17 - marauders (Queue two of these)
23 - Command Center / Supply
24 - add 2 barracks or 1 barrack
25 - refinery / stim pack research
at 100% of barracks add reactor
if you have two, add a tech lab to the other one
at 100% of Command Center upgrade to Orbital Command then lift off to natural once it's done
This is the time that you choose to tech up or build a sizable army of infantry, also if your opponent goes for a timing push you can pull out some of the scv to join in the fight. This build is great if you're on a cross position against an opponent in 4 player maps (Lost Temple, Delta Quadrant, Metalopolis, Shakuras Plateau)
if you see that you're being saturated with minerals, you can use the OC energy to scan opponents tech / or if he is powering units. You can sacrifice an SCV to check if he is massing/Fast expanded as well.
The most important part of this build is the marauder harass. you basically need to keep protoss at bay in order for you to have the safe expand, a marauder can single-hand
a stalker but you'll have a hard time if they've produced a sentry. Also note that you should micro while you multitask in making production facilities on your main base. Do not let the marauders die if ever your harass fails, bring them back to your base and create a bunker in front of natural if you feel that he will push.
Check what tech he is powering up, if collosus, try to create a factory / reactor then starport which you would swap once starport is done. If you find a twilight council, create a ghost academy to counter Dark Templars/High Templars with EMP. Usually, adding an engineering bay once you have the economy really helps since it would counter both a VR/Dark Templars/Warp Prism Drops at the same time.
Superb early economy, can do double tech at mid game, easy addition of production facilities because of economy lead. pretty strong against fast Void Rays
If opponents went for very fast collosus, (if you weren't able to scout) susceptible to timing pushes.
Removed first video since it's the Zatic Build (damn, should have rewatched it in the office)
(Nada part 1)
Note: I'm not an expert but I do have great success when using this build. Please constructive criticism, help will be so much appreciated since this isn't only for us but for the whole community and people who would like to find more terran strategies.
Help me out with grammar errors and if you want to add something please help out! Will post this in the wiki page once we have finalized that it's good to go