TvT: Safe Cyclones into Bio Play (Terran vs Terran)
Table of Contents
Introduction
Terran versus Terran has always had the two major playstyles of mech and
bio play as viable choices, each offering their own sets of strengths
and weaknesses. The transition into a bio playstyle has become more difficult
since the Cyclone became such a strong early-game unit
in the match-up. Today we are looking at an opening used by INnoVation which
will lead you into a typical bio style of play while staying safe against
committed Cyclone styles.
By starting with a Cyclone openening and bypassing the
Starport, the build allows you to set up a defensive position
on the natural until your important upgrades such as
Stimpack
and
Combat Shields are finished, allowing you to move into
your mid-game.
VODs / References
Build Order
We start with a typical TvT double-gas opening which leads into an expansion. SCV production is assumed to be continuous unless mentioned otherwise.
- 14 —
Supply Depot;
- 14 —
Refinery;
- 16 —
Barracks;
- 17 —
Refinery;
- 19 —
Orbital Command;
- 19 —
Factory;
- 19 —
Reaper;
- 20 —
Supply Depot;
- 21 —
Reaper;
- 23 —
Cyclone;
- 27 —
Command Center;
The build continues into a Barracks-focused play-style while
continuing to produce
Cyclones.
- 28 — Build
Reactor on the
Barracks.
- 28 —
Supply Depot — further Supply Depots are left out of the build-order for simplicity. Build as required.
- 28 — Recruit
Cyclone;
- 34 — As your second
Cyclone finishes, lift the
Factory and move it onto the
Reactor built previously by the
Barracks.
- 34 — Recruit 2 x
Cyclones.
- 40 — Upgrade your
Command Center to
Orbital Command.
- 40 — Build
Tech Lab.
- 43 — Recruit 2 x
Cyclones.
- 52 — Build 2 x
Barracks.
- 52 — Research
Stimpack.
- 52 —
Marine production begins and should remain continous from this point onwards.
- 53 — Build
Refinery #3.
- 53 — Build
Engineering Bay.
- 54 —
Factory lifts and builds a new
Reactor.
- 54 — Build
Bunker at front of natural expansion.
- 58 — Build
Starport.
Now at 5:00 in the game you should have (assuming no losses) 2 x
Reapers, 6 x
Cyclones, ~36
SCVs and a
set of production typical to a two-base Terran. The build continues towards
establishing a three-base set-up. At this stage, supply counts may not be
exact due to some unit losses, but the order is still correct.
- 60 — As
Barracks #2 and #3 complete, move one to the free
Reactor and on the other Barracks build either a
Tech Lab if your opponent is going to play mech or a
Reactor if they are going to play bio.
- 60 — Research +1 Infantry Weapons.
- 60 — Produce purely
Marines if playing against bio. If playing against mech, start constant
Marauder production.
- 70 — As the
Factory finishes building the
Reactor, move the
Starport onto it and build a
Tech Lab.
- 72 —
Medivac and
Siege Tank production should begin.
- 76 — Build
Refinery #4.
- 86 — As
Stimpack completes, start
Combat Shields. If you are on double
Tech Lab, then you can start this slightly earlier, but you will want to also research
Concussive Shells at around this time.
From 6:30 onwards, you can look toward adding a third
Command Center when minerals allow for it, followed by
Barracks #4 and #5. Your expansion and production comes slower
than in other match-ups due to the investment into
Cyclones
earlier in the game.
Make sure to continue into the +1 Armor and to add your Armory
and second
Engineering Bay when +1 Armor is halfway completed to
start +2 Attack / +2 Armor as soon as possible. As a third base is established,
a second
Factory will be a natural addition to your
production.
The Cyclone Opening
It is very difficult to find a viable build that does not open with
Cyclones simply because of the power of these units in the early
stages of the match-up with low unit counts. This build is aiming to use the
Cyclones in a defensive manner to allow you to establish a bio-composition.
With your very first Reapers and
Cyclones, the
most important idea to keep in the front of your mind is that you need these
units to stay alive. It is viable to move across the map and to try and pick up
information and damage with them, maybe even punishing an opponent with worse
micro or a greedier build, but these moves are going to be made at your own
risk. It is simply safer to keep them at home defensively, or on top of a ramp
on your side of the map, to hold that defender's advantage if your opponent
tries to engage.
Fun Tip: the Reaper grenade ability can have a large
impact in
Cyclone battles — it can slow a retreat or cause lost
damage time if placed correctly!
You are aiming for 6 Cyclones, which can then sit behind a
bunker on your natural and keep you safe while the bio upgrades and units start
to be present in the game. With a bunker in an engagement, your opponent's
Cyclones would have to waste a lot of time targeting the bunker first before
your own Cyclones, which allows you to off-set the Cyclone disadvantage you
would have by switching into
Barracks compared to continuing to
build Cyclones.
One benefit of being on the map is that if you do see your opponent cutting
Cyclones before you do, you can potentially pick up some damage
with the Cyclones. It may also become a lot easier to identify if they are
playing mech or bio. Until you stop Cyclone production, there is no real reason
you should be at a Cyclone disadvantage, so skirmishing is viable if you feel
you have good enough control.
Transitioning into Bio
The scariest part of switching to Bio is surviving against continued
Cyclone production — anything else will not be able to apply
pressure until you have enough bio units on the map with upgrades to allow them
to fight, hence why the build sets up to deal with the "worst case scenario" of
continued Cyclones.
Your composition will differ slightly depending on whether you are playing
against bio or mech. Versus bio, you will play the age-old Marine
-
Siege Tank -
Medivac composition, hence the need
for 2 x
Reactors and 1 x
Tech Lab on the
first 3
Barracks. Against mech, the double tech lab allows you
to add
Marauders to the composition. There will also be more of a
fight for air control, which is something which different players focus on at
different stages of the game depending on their play styles.
The strength of your bio army is when it is fully kitted with
Stimpack and
Medivacs — at this stage you will
actually trade very well against
Cyclone-only armies, so your
opponent will usually be transitioning into
Hellbats and
Siege Tanks. This is the stage at which you break out of your
defensive position on the natural and expand while being able to pressure the
expansion of your opponent at the same time.
Switching to Air
Liberators protected by enough
Vikings can be a
problem for both bio and mech players as it is a great method of pushing back
Siege Tank lines and taking over positions that are usually much
more difficult to break.
Against mech, it will be slightly more difficult — they will have upgrades
already helping them in the sky battles. They also have little use for
Medivacs and so they will usually already have some
Vikings in their army. By taking a slightly more passive
approach, you can usually add an extra
Starport while pressuring
with smaller groups of units than usual. This will allow you more of a chance
to compete with your opponent's air army.
Against bio, you are on even footing, but take note that committing to the
air army will be more punishable by your opponent in this scenario. It is more
common to just have a couple of Liberators supported by
Siege Tanks to stop
Marines from targeting them down.
These smaller Liberator counts will still do the similar job of breaking
down defensive positions due to the usual lack of
Vikings in a
bio player's army. Essentially, you want to stay in slight control of the air, as
overcommitting will lead to you just being rolled over.
Conclusion
This is a great build if you are someone that prefers to approach TvT with a
bio playstyle instead of with mech. It allows you to safely get through to the
mid game, where your army will start to excel, without having to worry about
the power of opponent's Cyclones. You are also set to have the
potential to out-micro your opponent early game with your own Cyclones, or
even punishing them if they try to cut Cyclones too early themselves.
Once your upgrades and unit numbers are up, you will be able to take to the map with your highly mobile army to play out the game as you see fit. The build leaves you with the natural follow-up of a third base at a reasonable time as well as continuing with attack and armor upgrades.
Changelog
- 14 May 2018: Added a new TvT build, the safe cyclone opening into bio follow-up.
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