universal build, usually a good beginning. i want to see what othersthink 7/11-SCV 8/11-SCV 9/11-SCV 9/11-depot 10/11-SCV 11/11-SCV 11/19-rax 12/19-SCV 12/19-rax 13/19-SCV 13/19-gas 14/19-SCV 14/19-OC 15/19-depot 15/19-rax 15/19-marine 16/19-marine 17/27-marine 18/27-SCV 19/27-SCV 20/27-marine 21/27-marine 21/27-depot 22/27-gas 22/27-Tech Lab for all three Raxs 23/27-SCV 23/35-Rax 25/35-marauder 27/35-marauder 29/35-marauder 29/35-concussive shells and stimpack 29/35-depot 31/35-marauder 33/35-marauder 35/35-marauder(after these are done, u are ready to attack) 35/35-reactor for rax (u wont be supply capped trust me) 36/43-SCV 36/43-Depot 38/43-marauder 39/43-SCV 41/43-marauder 43/43-marauder 44/51-marine 45/51-marine 46/51-marine 46/51-CC 46/51-depot a couple notes *remember when you attack that you have the rax's rally point to be on a marauder or near enemy base *have the rax's hotkeyed *anytime i have the same unit being made over and over, im using all the raxs i have. *expand during the attack or right after it *decent micro will help with marauders feedback pls? thanks
Pretty good build but just a quick question, what is happening after this? Pure rine rauder won't get you too far, especially vs a toss (cannons and such, typically takes ot infantry in a snap). At what point is a factory going down? Not a bad thing to start with heavy infantry but it needs a good backing to be most effective. hope I helped a bit EDIT: just read you said good beginning, my bad, just woke up and i guess I have an early case of stupid XD. Anyway, disregard what I've said because you probably knew all that, it's a good start though, especially since most enemies expect early factory
thank you, and no worries. i like this build because if heavy infantry doesnt work, u can build fact and port and switch out the techlab or reactor. makes the build very flexible for midgame