TvZ Build Order: uThermals Fast 3CC into Bio (Terran vs Zerg)
Table of Contents
Introduction
Terran vs Zerg (TvZ) has always been a match-up famed for its insane mechanical requirements
and back-and-forth macro game play. Playing a biological ( Marine,
Medivac,
Marauder) composition
as Terran against Zerg has always had a unique dynamic, where the Terran is consistently trying
to keep the Zerg player on a manageable economy and away from higher tech units. This has
become more difficult with the recent playstyle of
Zergling —
Baneling —
Hydralisk which Zergs
use for its mid game strength, allowing an easier transition to the late game
than
Mutalisk-focused compositions of old.
Terran players have always had a large variety of ways in which they can slow down the Zerg
economy early in the game such as aggressive attacks or run-bys, but one method popularized in
Wings of Liberty by Bomber was the Fast 3 Command Center play, where having the fast three bases
allows for strong SCV production to keep up with the Zerg. This guide is based on uThermal’s recent
variation of this which sees him using a slightly different follow-up to the cookie cutter 3CC
builds we see.
This build order will initially assume you are going against the very common Ling-Bane-Hydra composition and will talk about adjustments for other compositions in a later section.
Build Order
As with all of our build orders, constant worker production is assumed unless mentioned otherwise and so all builds are based on supply count timings. Rough in-game timer points have been added at points of the build.
Start with a standard Reaper Expand:
- 14 — Build
Supply Depot as part of wall (rally first worker made from
Command Center to the ramp).
- 16 — Build
Barracks #1.
- 16 — Build
Refinery.
- 17 — Worker scout (uThermal does NOT worker scout when doing this build as an optimization.
We recommend scouting as it will minimise the amount of improvisation when an attack hits. You are looking
to scout
Hatchery first, which would finish at 2:05, from the Zerg. This is discussed more in a later section).
- 19 — Upgrade
Command Center to
Orbital Command.
- 19 — Recruit
Reaper.
- 20 — Build another
Command Center (generally on low ground).
Continuation of the 3CC Build:
- 20 — Build
Supply Depot (completing wall at Main to Natural ramp).
- 21 — Recruit
Reaper, first Reaper moves across map to scout (see scouting section).
- 24 — Build
Factory (next to Barracks so you can swap add-ons later).
- 26 — Build
Command Center (in main base, there is no need for it to be in location this early).
- 26 — Build
Reactor on
Barracks (both Reapers should be across the map at this stage looking for information).
- 26 — Build
Refinery.
- 27 — Upgrade to
Orbital Command on Natural
Command Center.
- 29 —
Factory swaps onto the
Reactor the
Barracks was building, beginning Hellion production (2 at a time).
- 30 — Build
Starport (again near where the
Barracks will land, to swap add-ons easily).
- 30 — Build
Tech Lab on
Barracks, at completion move swap barracks for a
Tech Lab on the Starport.
- 43 — Upgrade the third
Command Center to
Orbital Command.
- 46 — Recruit
Viking.
- 46 — Research
Cloaking Field on the Starport Tech Lab.
- 51 — Build
Tech Lab on
Barracks.
- 54 — Build another
Supply Depot (start walling at entrance to Natural. Further supply depots are omitted from this build order, build as required).
- 56 — Build
Tech Lab on Barracks (also start Marine production).
- At this point you should be 4:30 into the game, with 36
SCV, 6
Hellion and a
Viking.
- 58 — Move
Factory off of
Reactor and build a new Reactor with it. Add 2 x
Barracks, one on the Reactor the Factory moved away from and the other next to the Factory building a new Reactor (ready to swap later).
- At 4:45 lift Third
Command Center and move it into location while starting a
Banshee.
- 64 — Build 2x
Engineering Bay. When they are built research +1 Infantry Weapons and +1 Infantry Armor.
- 64 — Build 2x
Refinery.
- At 5:30 after your
Banshee finishes, move
Starport to make its own
Reactor.
Factory goes to empty tech lab,
Barracks #3 goes to Reactor left by Factory. You should have 3 x
Barracks (2
Reactor, 1
Tech Lab), 1
Factory with a
Tech Lab and a
Starport building a
Reactor on around 50
SCV.
- You will be producing
Marine-
Siege Tank-
Medivac from this stage while mining from your Third Base.
Significant additions from this point:
- When your minerals allow for it, add your
Barracks #4 & #5, which you will add
Reactors to.
- Remember to add your
Armory when +1/+1 is halfway done, so that you can start +2/+2 on time.
- As you add the
Armory, you will want to get your Refineries at the third base and add a second
Factory for increased
Siege Tank production.
- Add
Combat Shield as
Stimpack finishes.
- As +2/+2 starts you will add a fourth
Command Center behind your push with two
Medivacs, which is discussed later. After this you add
Barracks #6, #7 & #8 for late game production.
Scouting & Adjustments
Initial Worker Scout
As talked about in the build order, uThermal typically chooses not to
SCV scout at 17 with this build. For the purposes of learning
and to help create an understanding for what is happening in the
game as well as to prepare for attacks more easily, we advise to use this initial
scout. One reason uThermal does not scout is because this build uses a double
Reaper opening, which is somewhat uncommon in modern TvZ.
The second Reaper means that it does not matter if the first
reaper goes across the map to scout even if it is a Spawning Pool first build
order, because the second
Reaper will be available in good time
to come out and shut down
any
Zerglings which try to run around the map and slow down the
Command Center, a common move by Zerg players who open
Spawning Pool first.
The initial SCV scout can still help, firstly with being aware
of the possibility of early
Zerglings (the last thing you want is
to suddenly find yourself panicked because 6 lings arrived at your Natural and
you have a few seconds until your
Reaper is out!) A
Hatchery first will finish at 2:05, meaning anything later should
leave you wary of those pesky lings. You should check for the gas as well –
Metabolic Boost will finish 80 seconds after the Zerg has 100 gas,
which will give you a rough timing of possible
Zergling-flood
builds (which your
Hellion follow-up will deal with as long as
the Hellions are not caught off-guard.)
Reaper Scout
Early gas can also suggest Roach pushes, which will be confirmed
by your
Reaper scout. With this double Reaper opening you should
always have information on what the Zerg is trying to do. You will be able to
see Roaches coming
out of the base and across the map while trying to delay creep at the front.
You can also sacrifice a Reaper into the main base for further information,
specifically to see a faster
Lair (3 minutes or earlier) and hence
to prepare for a fast
Spire or
Nydus Network attack.
In general this Build Order is fairly safe against early aggression which
involves Roaches. Most importantly you should be aiming to get the
Banshee out ASAP (instead of the
Viking) when a Roach
attack is coming as well as building a
Cyclone or a
Siege Tank (depending on the speed of
the Roach Rush) instead of
Hellions. You can also add a
Bunker to help buy time for your units to lower the Roach count
before they begin to run rampant in your mineral lines.
The final scout you are looking for with the Reapers will be
the third hatchery. In general with 2 Reapers it should be difficult for the
Zerg to take a third Hatchery before
Metabolic Boost finishes at
~3:30 with a standard
Hatch-Gas-Pool build order, as your Reapers can deny the
Drone
from making its way to the location of the third to build the
Hatchery.
The later the Hatchery the more important it will be to keep tabs on what the
Zerg is doing instead inside of their base, as it
could very easily be a build up towards an all-in instead.
Compositional Adjustments
Beyond the early game adjustments in case of aggression, there are some
composition-focused adjustments based on the units the Zerg is using through
the mid-game. The initial build order discussed building
Marine-
Medivac-
Siege Tank,
assuming it was a
Zergling —
Baneling —
Hydralisk
composition. The Siege Tank count is very important against a composition like
this, or one which makes use of
Roaches as the Siege Tanks will act
as the spine of the Terran army, their
heavy splash damage being a major way to deal with the swarm-like nature of
Hydralisk and
Roach armies.
If Roaches do come into play, you can add an extra
Tech Lab to one of the
Barracks #4/#5 and
start
Marauder production instead of just focusing on
Marines from the Barracks. The Marauders do bonus damage to
Roaches and can also split ahead of your army to tank
Baneling
damage. One thing to be careful of here, however, is that
Ravagers
do not have an armored tag, meaning if it is mostly Ravagers, you would probably
be better with the Marines.
Mutalisks are the other major tech choice that is commonly seen
in a mid-game Zerg army, even if they are not as popular as they used to be.
Against Mutalisks you will want to move away from
Siege Tank
production as they are
immobile and hence easily picked off.
Widow Mines are the general
go-to here, and when you add a second
Factory later, you can also
add a
Thor or two to your army, which will make it even more
difficult for the Zerg to engage.
How to use Your Units
As you are building up your strong economy with the three
Command Centers, it is important to use all of your units correctly
to ensure you are in as good a position as possible. This build is a fairly
unique 3CC build, which allows you to harass while building up your economy
rather than other 3CC builds which focus on a faster marine-based follow-up and
no attacks for multiple minutes.
Hellions
uThermal tends not to use his initial Hellions across the
map to poke or run by, instead leaving them at home. This has the positives of
being able to deal with a large number of
Zerglings easily and not
having to worry so much about multi-tasking with the Hellions, however, it does
mean that they will not be on the map to help against creep spread, which can
get out of hand if you don’t control it with the Reapers. Keeping the Hellions
means that when you attack with +1/+1 you can use them in the engagement as
Hellbats.
Viking
The Viking is plain and simple as it is there to shut down
Overlords on the map which denies scouting as well as general map
vision for drops. Each map has common locations to rally your Viking around
based on where the
Overlords usually hang around (think where you would usually send your
Medivac drops!) Even if you don’t find Overlords, you gain
information on where you can send drops without being scouted.
Banshee
While you only make a single Banshee, it is still a great
addition to the build because of the general map control it gives you.
Especially as you are looking to keep your
Hellions at home, the
Banshee gives you some
further chances to scout around the bases. It forces
Spore Crawlers
and should at least find a few
Drones from the sides of a base here
and there. Get the Banshee onto the map as soon as you can because it will help
to spot aggression and the sooner it is on the map the sooner you are picking
away at drones.
+1/+1 Timing
One of the important features of TvZ is that you can never just sit back and macro forever or the Zerg will get ahead. You need to force out units and slow down creep spread as much as possible. While this build allows you to keep up for longer without truly moving out on the map, there comes a point where it just makes sense to.
At around 7 minutes you will have your first Medivacs, a couple
of
Siege Tanks and a good chunk of
Marines (plus the
Hellions from earlier). Together this set of units can get a lot
of damage done; most importantly it will
punish any Zerg who is trying to be too greedy by investing in research and
higher tech units (e.g. if they are looking for a fast
Hive). At the
very least you will force out more mid-game units, which the Zerg would like to
ideally skip.
By having the Siege Tanks in the back-line to target fire some
Banelings and the
Hellbats in front to be able to tank
some of the damage you should be able to trade efficiently against any Ling-Bane
based composition, while your
double
Siege Tank production and more really begins to kick in at
home so you can continue the aggression beyond this first attack (or build up
towards a +2/+2 timing). If things do begin to get a bit scary, you also still
have the
Medivacs to evacuate some of your army and to threaten
a drop with if you need to buy time. Do be careful of
Roach-based
compositions, which are naturally slightly better at dealing with early attacks
like this.
Using this attack to clean out creep, pressure a fourth base and to force units and combined with your strong economy you are now in a prime position to play out the macro game.
Conclusion
This is a great build order to have in your arsenal to crack out against a Zerg. As someone who personally struggles sometimes with the usual TvZ builds where you have to be attacking from early in the game while continuing to macro, this build gives you a bit more time to get comfortable in the game first, while also keeping you safe and secure from early attacks.
It’s a unique take on a classic way to play bio-focused TvZ, building up
early game with light harassment and then going into the typical Terran pressure
once Medivacs get onto the field, even if they are later than usual.
Changelog
- 15 Feb. 2018: Added our second build order: TvZ uThermals Fast 3 Command Center Variation.
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