[Atomic]Peace Profile Blog Joined April 2010 United States 451 Posts Last Edited: 2010-11-15 05:19:26 #1 Status: This opening is current as of Patch 1.1.3 and is used in high level play.







Introduction



This opening establishes map control and opens opportunities for harassment with Hellions followed by Vikings. It protects against pushes with a wall and early Hellions and Marauders. Midgame involves a strong drop at the Zerg natural followed by a transition into any standard unit composition. It works best on Scrap Station due to a reliance on long rush distances and a good drop location by the natural.



Origins



Jinro had some nice Viking builds against Zerg on Scrap Station back in the beta. HopeTorture used it in GSL #2 RO32. Tarson employed this opening in Craft Cup #16. Please post or PM any corrections on the origins of this opening. It is very important to give credit where credit is due! I have simply compiled this opening into a guide.



Build Order



10 Depot

12 Barracks

13 Refinery

15 OC

15 Marine

16 Depot

17 Factory

17 Refinery

18 Reactor on Barracks (swap with Factory)

20 Depot

22 Tech Lab on Barracks

22 Hellion x 2 (pop at 5:20)

26 Starport (swap to Reactor after 4 Hellions)

30 Hellion x 2

32 Stim

32 Marauder

33 Depot

35 Viking x 2 (pop at 6:58)

Marauder x 3

Viking x 2

Dropship x 2 (pop at 8:25)

Command Center (start at 8:25)

Transition



Harassment



The Hellions should be used to clear out any scouting Zerglings and take the Xel'Naga watch towers. You can poke with the Hellions as well, but losing them to Speedlings drastically undermines the effectiveness of the drop. The Vikings should take out any vulnerable Overlords.



The Drop



The drop lands between 9:00-9:20 with 4 Vikings, 4 Marauders, and 4 Hellions. Make sure your Hellions or Vikings kill anything at the Xel'Naga watch tower so you can fly straight to the natural. It is quite strong against any unit composition but Muta. Best case scenario the natural goes down, however even if the Zerg player has fast Mutas you can usually kill a large number of Drones with the Hellions.



Transitioning



Because you have 1-1-1 for your production facilities, this opening can transition into any standard midgame build. Bio/Tank is one such build. To do this, while your Dropships are in flight you should throw down 2 more Barracks, an Engineering Bay, research Combat Shield, and start getting Tanks with the Factory. After your drop finishes your Command Center is complete and you can expand into standard 2 base Bio/Tank.



Replays



Tarson, Craft Cup #16 Finals



Notes: Transition into Bio/Tank.





Tarson, Craft Cup #16 Semi-Finals



Notes: Transition into Bio/Tank.





Future Work



Here is a list of work that needs to be done on this opening:

Is this build viable on other maps? Certainly not on maps with short rush distances. However it could work on maps like Lost Template, Delta Quadrant, and Jungle Basin.



Transitions other than Bio/Tank.



Games where the drop does not kill the natural.



A replay against 2 base Muta.



Marine variant against Mutas? But then can you still stop Roach aggression?

: This opening is current as ofand is used in high level play.This opening establishes map control and opens opportunities for harassment with Hellions followed by Vikings. It protects against pushes with a wall and early Hellions and Marauders. Midgame involves a strong drop at the Zerg natural followed by a transition into any standard unit composition. It works best on Scrap Station due to a reliance on long rush distances and a good drop location by the natural.had some nice Viking builds against Zerg on Scrap Station back in the beta.used it in GSL #2 RO32.employed this opening in Craft Cup #16. Please post or PM any corrections on the origins of this opening. It is very important to give credit where credit is due! I have simply compiled this opening into a guide.10 Depot12 Barracks13 Refinery15 OC15 Marine16 Depot17 Factory17 Refinery18 Reactor on Barracks (swap with Factory)20 Depot22 Tech Lab on Barracks22 Hellion x 2 (pop at 5:20)26 Starport (swap to Reactor after 4 Hellions)30 Hellion x 232 Stim32 Marauder33 Depot35 Viking x 2 (pop at 6:58)Marauder x 3Viking x 2Dropship x 2 (pop at 8:25)Command Center (start at 8:25)TransitionThe Hellions should be used to clear out any scouting Zerglings and take the Xel'Naga watch towers. You can poke with the Hellions as well, but losing them to Speedlings drastically undermines the effectiveness of the drop. The Vikings should take out any vulnerable Overlords.The drop lands between 9:00-9:20 with 4 Vikings, 4 Marauders, and 4 Hellions. Make sure your Hellions or Vikings kill anything at the Xel'Naga watch tower so you can fly straight to the natural. It is quite strong against any unit composition but Muta. Best case scenario the natural goes down, however even if the Zerg player has fast Mutas you can usually kill a large number of Drones with the Hellions.Because you have 1-1-1 for your production facilities, this opening can transition into any standard midgame build. Bio/Tank is one such build. To do this, while your Dropships are in flight you should throw down 2 more Barracks, an Engineering Bay, research Combat Shield, and start getting Tanks with the Factory. After your drop finishes your Command Center is complete and you can expand into standard 2 base Bio/Tank.Notes: Transition into Bio/Tank.Notes: Transition into Bio/Tank.Here is a list of work that needs to be done on this opening: ☢

GWash Profile Joined May 2010 United States 153 Posts Last Edited: 2010-11-02 06:59:04 #2 Also used by Boxer recently in his Ro32 game I think. It ended the game though, so no transition was there.



Edit: Wasn't Boxer, but I definitely saw this in GSL2 recently.

Adebisi Profile Blog Joined June 2010 Canada 1621 Posts Last Edited: 2010-11-02 06:57:54 #3 Cool build, I'll check it out, I'm current ~2k terran and have been experimenting with similiar types of reactor viking harass into bio drop stuff. I struggle most with mutas which every Z seems to get so I'm not sure how going so marauder/hellion heavy would work out, marines feel essential to this. Definitely awesome on scrap but I think its decent on metal, cross spawn or close air, and probably shakuras cross spawn too, stylistically good vs zerg who like to spread their OLs for scouting and goop expos.



I've also found that waiting for 4 vikings to harass is sweet, often I will ignore the scouting OLs at first, and go directly to their base once I have 4 viking (with 2 more rallied) because when you have that real critical mass of viking that's when you do the real damage, and after killing a bunch at his base, you can clean up those outside ones scouting to further supply block him, good players will immediately get OL speed and quickly group OLs in the middle of their base.



I also try to do less pressure with hellions early on in general because Z these days tend to be so good at defending it, but try to do some to simply get them to make spine crawlers and then drop where the spinecrawlers are useless.





The idea of being able to harass with vikings and clear a path to drop bio + landing the vikings really intrigues me. Seems to have great synergy on paper.



I think I originally got the idea from HopeTorture on a Scrap Station TvZ in GSL2, don't remember what round it was.

Douillos Profile Joined May 2010 France 3188 Posts Last Edited: 2010-11-02 07:01:03 #4 Great post :-)

If the Z goes 2 hatch muta (with 14 hatch for example) with a fast lair (2nd hundred gas), are you still able to keep air control with only 4 Vikings, the mutas should be on their way at 9:00, no? I'll check timings later, but with mutas being standard zvt, i'm worried this drop will come a bit late...



Edit: sorry, didn't see the "to do" list :-) Look a giraffe! Look a fist!!

[Atomic]Peace Profile Blog Joined April 2010 United States 451 Posts #5 On November 02 2010 15:58 Douillos wrote:

Great post :-)

If the Z goes 2 hatch muta (with 14 hatch for example) with a fast lair (2nd hundred gas), are you still able to keep air control with only 4 Vikings, the mutas should be on their way at 9:00, no? I'll check timings later, but with mutas being standard zvt, i'm worried this drop will come a bit late...

This is actually my primary worry about this build. I am really interested in the fastest possible timing for 2 base Muta. If anyone could provide a replay (or even just a time) that would be great. This is actually my primary worry about this build. I am really interested in the fastest possible timing for 2 base Muta. If anyone could provide a replay (or even just a time) that would be great. ☢

Adebisi Profile Blog Joined June 2010 Canada 1621 Posts Last Edited: 2010-11-02 07:14:14 #6 On November 02 2010 16:01 Corwin wrote:

Show nested quote +

On November 02 2010 15:58 Douillos wrote:

Great post :-)

If the Z goes 2 hatch muta (with 14 hatch for example) with a fast lair (2nd hundred gas), are you still able to keep air control with only 4 Vikings, the mutas should be on their way at 9:00, no? I'll check timings later, but with mutas being standard zvt, i'm worried this drop will come a bit late...

This is actually my primary worry about this build. I am really interested in the fastest possible timing for 2 base Muta. If anyone could provide a replay (or even just a time) that would be great. This is actually my primary worry about this build. I am really interested in the fastest possible timing for 2 base Muta. If anyone could provide a replay (or even just a time) that would be great.

Yeah I think 2 base Muta kinda decimates it, but if you can position well and support with marines I really think you can definitely make it work.



Here's a rep if you're interested of me playing on ladder trying similiar kinda stuff, there's ALOT of things that need smoothing out, this is me just really winging it, but might be good for some ideas/timing, drop comes just after 10min mark with 6 vikings and 4 medivacs, seems pretty strong in some ways but sketchy in others, my opponent didn't seem at his best either and got way too many lings early I think and hurt his econ alot, but hey, 2200~ z can't be that bad and this did work vs them so there must be some viability too it. Also I think he may have just been thrown off in general which might be another strength of this build. Though I think I was pretty vulnerable to a baneling bust early on, but that can be dealt with fine with a more fortified wall. This replay also really confuses me because he managed to not get supply blocked, dispute his OLs getting really worked.







Also note marine placement early on, especially before ling speed I think keeping z from peaking up your ramp to see really anything is essential. I see so many top rated T just letting zergs see a command center or starport coming up with a single ling running up their ramp... Yeah I think 2 base Muta kinda decimates it, but if you can position well and support with marines I really think you can definitely make it work.Here's a rep if you're interested of me playing on ladder trying similiar kinda stuff, there's ALOT of things that need smoothing out, this is me just really winging it, but might be good for some ideas/timing, drop comes just after 10min mark with 6 vikings and 4 medivacs, seems pretty strong in some ways but sketchy in others, my opponent didn't seem at his best either and got way too many lings early I think and hurt his econ alot, but hey, 2200~ z can't be that bad and this did work vs them so there must be some viability too it. Also I think he may have just been thrown off in general which might be another strength of this build. Though I think I was pretty vulnerable to a baneling bust early on, but that can be dealt with fine with a more fortified wall. This replay also really confuses me because he managed toget supply blocked, dispute his OLs getting really worked.Also note marine placement early on, especially before ling speed I think keeping z from peaking up your ramp to see really anything is essential. I see so many top rated T just letting zergs see a command center or starport coming up with a single ling running up their ramp...

Douillos Profile Joined May 2010 France 3188 Posts #7 On November 02 2010 16:01 Corwin wrote:

Show nested quote +

On November 02 2010 15:58 Douillos wrote:

Great post :-)

If the Z goes 2 hatch muta (with 14 hatch for example) with a fast lair (2nd hundred gas), are you still able to keep air control with only 4 Vikings, the mutas should be on their way at 9:00, no? I'll check timings later, but with mutas being standard zvt, i'm worried this drop will come a bit late...

This is actually my primary worry about this build. I am really interested in the fastest possible timing for 2 base Muta. If anyone could provide a replay (or even just a time) that would be great. This is actually my primary worry about this build. I am really interested in the fastest possible timing for 2 base Muta. If anyone could provide a replay (or even just a time) that would be great.





Yeah i saw the end of your post



My main being zerg I'll provide a replay ASAP.



but im really liking this build, im a bit sick of opening blue flame hellion into Thor/hellion/Bio, and this sounds like a lot of fun



Yeah i saw the end of your postMy main being zerg I'll provide a replay ASAP.but im really liking this build, im a bit sick of opening blue flame hellion into Thor/hellion/Bio, and this sounds like a lot of fun Look a giraffe! Look a fist!!

positron. Profile Joined May 2010 634 Posts #8 I think Tarson learned this from HopeTorture in the GSL. Pretty cool build. Every TvZ on scrap station is going to be hard for Zerg.

Douillos Profile Joined May 2010 France 3188 Posts #9 Anybody on EU server wanting to try this out timing wise? Im looking for a zerg or terran 1200 + diamond...

Look a giraffe! Look a fist!!

Douillos Profile Joined May 2010 France 3188 Posts #10 On November 02 2010 15:40 Corwin wrote:

It works best on Scrap Station due to a reliance on long rush distances and a good drop location by the natural.







Ive been trying to drop in main on maps like metalopolis, in "backdoor natural" on delta quadrant, and it really works pretty good against FE zerg! I think the main condition is to be able to drop, arrange to have marauders in front, and then attack. Ive been trying to drop in main on maps like metalopolis, in "backdoor natural" on delta quadrant, and it really works pretty good against FE zerg! I think the main condition is to be able to drop, arrange to have marauders in front, and then attack. Look a giraffe! Look a fist!!

tournamentnow Profile Joined August 2010 Australia 111 Posts #11 Need to examine more replays of 2 base muta ling.

NathanNever Profile Joined October 2010 17 Posts #12

But require more then 100 apm to make it works good. Nice strategy.But require more then 100 apm to make it works good.

tournamentnow Profile Joined August 2010 Australia 111 Posts #13 try dropping behind enemy mineral line, since you got hellions, he may have a bunch of lings and they can't get a good surround.

kariido Profile Joined December 2007 Saudi Arabia 179 Posts Last Edited: 2010-11-03 10:44:28 #14 With how T have been nerfed recently I'm genuinely intrigued about playing as T, I don't like relying on gimmicks or OP/unbalanced units. The standard 4 hellion drop is a good form of harassment, although this does come in later it looks it can pack quite the punch. http://campaignforliberty.org/

[Atomic]Peace Profile Blog Joined April 2010 United States 451 Posts #15



If there are any Zergs willing to test out the timing of fast Muta against this build with me, please post here or send me a PM. I just finished watching this replay where IdrA goes fast Muta. It's an old replay, but none of the patches since then have changed anything about the timing. IdrA get's his first few Mutas out a little after 9:00, exactly the time that the drop lands. This is with building a reasonable number of Zerglings and a few Spine Crawlers. I think because of the harassment that this build does (killing Overlords, etc), it is reasonable to say that the fastest possible time to get a few Mutas is around 9:00. Note that the time to get enough Mutas to deal with the Vikings (probably like 5 or 6) is probably a little longer.If there are any Zergs willing to test out the timing of fast Muta against this build with me, please post here or send me a PM. ☢