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Build Order
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Posted 2004-06-02, 09:39 AM
Build orders are designed to best thrust you into your midgame pump. They create a good mining economy, give you credible rushing chances, and prepare you to expand. Any map with patches normal distance away from the Nexus/CC/Hatchery can adapt these build orders as printed.

1. Pay attention to any special commands or building placement, both are also a part of a successful execution of a build order.
2. Any specific matchups the build can be used against are also included.
3. Any special map conditions will be noted (such as long distance between mains, air map, hybrid map). The default condition is ground map.
4. Please assume workers are being produced between any gaps in number in the build order (unless it specifically says not to make any workers).
5. Any special mining situations will be expressed (such as more than 9-patch mains).

These are a generic set of builds that might alter slightly per map. They are not all specifically designed to be used on Lost Temple. If you practice the build, make sure you do it on multiple maps so you can see the differences. Note that the supply numbers are approximate, they might vary slightly per map, especially the deeper you get into the build.

How to read these builds:
Protoss Build Orders are in Blue.
Terran Build Orders are in Yellow.
Zerg Build Orders are in Red.
The name of most of the builds will tell you a lot about them. Matchups indicate any special matchups (e.g. Pvz) that the build is good for, as well as any specific map conditions (e.g. short distance or Air). Theory gives you a little background on the build and what its supposed to accomplish. The build itself is set up in a supply/supply limit fashion, using constant production of workers as a timing mechanism as to when aspects of the build are supposed to be done. The post-mortem follows, giving a description (under normal circumstances) of what is to follow. Any options are explored, as well as battle tactics as necessary.


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Protoss 9/10 Gate Zeal Rush

Matchups: Pvz, Pvp, Short distance locations.

Theory: This is the fastest way to rush zerg with zealots, while maintaining a decent economy. The build is all about cutting corners to get those zeals out as fast as possible. Against builds where zerg elected to make a hatchery before a pool, the zealots will arrive at latest by time the hatch finishes. This build is the strongest against the fast-expo, given the travel distance is not too great for the zeals. Scouting and harassing is important here, and probes at the attack site are just as valuable as the zealots.

Build:
8/9 – Pylon (near choke)
9/17 – Gateway (scout, leave probe near enemy base)
10/17 – Gateway
11/17 – Zealot (hotkey, then rally gate to enemy choke, no probes)
13/17 – Pylon, Zealot (hotkey, then rally other gate to enemy choke, no probes)
15/25 – Zealot*, send 2nd probe to enemy choke

For pvz, make sure the scout probe stayed alive, it is needed to assist the zealots in killing the lings. Also make sure that if it is a fast expo situation, harass the drone(s) that comes out so it cannot place what will be a sunken. With the probe attacking with the zeals, lings die in 2 hits instead of 3. Setting hotkeys for the gates is important so you can focus on necessary micro at the enemy choke, instead of going back to the gates to queue more units. After the second pair of zealots, you can gas up and tech as normal (stargate or temp archive), or you can continue the pressure with zealots, looking to force more ling production and delaying economy and tech for the zerg.

In pvp, 9/10 will own a 1 gate-goon tech, even if he sticks a zealot in while the cyber core is warping. However, all you will have gained is an inferior economy if the enemy toss went double gate zealots as well.

* If you are brave, you can make the 2nd pylon in the enemy choke so you can build a battery to reinforce the rush. If the battery finishes warping and there are zeals left to heal (not always the case), it should spell the end for zerg.
^ If you want, you can rally the nexus to the choke as well so other probes can get in on the action in case the original pair died. You have enough economy mining to execute this rush, however, once zerg solidifies his position, these probes should be sent back to mine.


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Protoss 10/12 Gate Zeal Build

Matchups: Pvz, Pvp, Multiplayer

Theory: This is the most popular and simple zeal build for protoss, because it sacrifices no economy besides the standard scout probe. While not as fast as the 9/10 rush, it is serviceable for a variety of situations, including multiplayer games. Room to solidify your position and tech hard is also granted (done easily by halting zeal production), and it still can yield a fairly decent rush against an unwary enemy.

Build:
8/9 – Pylon (scout if enemy went random)
10/17 – Gateway (scout if you have not already)
12/17 – Gateway (11/17 if you scouted late)
13/17 – Zealot, Pylon (in that order, hotkey and rally gate to choke)
17/25 – 2 Zealots, Pylon* (in that order, hotkey and rally other gate to choke)

Here is where the build ends, because it depends on the situation what to do next (good scouting helps). If zerg got a decently fast pool, the three zeals can wall the ramp, and you can either tech hard by throwing up the assimilator and cyber core, or continue pumping zeals and rushing with a decent number of them (not to exceed around six, unless he is not teching either). The options from here are up to you, and it depends on how he opened.

*This pylon can be substituted with an assimilator for faster tech, however it will delay the rush somewhat if an opening appears to do so.


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Protoss 10/12 Gate-Assim Build

Matchups: Pvp, Pvz, Multiplayer

Theory: This close cousin of the normal 10/12 gate is designed to allow gas collection while building up a force of zeals. An assim is substituted for the intial zealot in this case, and the drawback is that the rush will contain one less zealot. The economy that will be diverted into the assim is not needed to mine as you will have enough eco to support your mineral-based activities. The main advantage here is that you will have a substantial gas pileup by time your cyber core finishes, something that is helpful for the midgame. In Pvp you will have enough gas to get legs and robo tech, and in Pvz you will have plenty of gas for temp archive units. This is also a solid multiplayer build as well because of its flexibility and ability to switch to hard tech and then produce mid-tech units once those buildings complete.

Build:
8/9 – Pylon (scout if random)
10/17 – Gateway (scout if you have not already)
12/17 – Gateway (11/17 if you scouted late)
13/17 – Assimilator, Pylon (in that order, hotkey and rally gate to choke)
17/25 – 2 Zealots, Pylon (in that order, hotkey and rally gate to choke)

Here gas collection has already begun, and now with good scouting an opportunity to rush may arrive. You can continue zealot production, or you can build a cyber core instead of a 2nd pair of zeals and tech as normal. You will find you will have at least 300 gas (usually a lot more) by time that core finishes, which really broadens your options compared to your normal gas amount when your cyber core warps in (200 at most).


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Protoss Proxy-Gate Zeal Rush

Matchups: Pvz

Theory: This build is a do or die option, based on making medium distance trips much shorter by making the gateways halfway toward the base. This build works well when there is a large middle from which paths emerge going to each starting position (e.g. Lost Temple), as well as on two-player maps (e.g. Bifrost). Gates in both cases would be made in the middle of the map cutting the walking distance for zealots in half. However, if the zerg defends it, those gates are nearly impossible to hold with the threat of the lings running by it and into the undefended economy.

Build:
6/9 – Send pylon to middle of map or near enemy base
8/9 – Pylon near midmap
9/17 – Gateway
10/17 – Gateway (scout)
11/17 – Zealot (hotkey and rally gate to enemy choke, no probes)
13/17 – 2 Zealots (hotkey and rally other gate to enemy choke, no probes)
17/17 – Pylon near nexus, send 2nd probe to enemy choke.
17/25 – 2 Zealots

If zerg went fast expo, that expo is as good as dead since this build is basically 9/10 gate on steroids. Make sure that you take some drones with the scout and zealot and harass plenty. If zerg went 9-pool, then this build dies. If things get hairy hold position at his ramp until reinforcements arrive. This is an all-out rush, and if it fails the game is just about lost for you.


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Protoss Tech Build 1

Matchups: Pvp, Pvt, Pvz (no fast pool), Long distance between mains.

Theory:
This build introduces fast tech on ground maps (assuming there is a ramp). It includes a fast zealot while the cyber core warps for rush defense (hold position with a couple probes on ramp). It is an introductory build that will allow you to go up any tree. It can be done in any matchup, however you will have trouble with fast pool zergs.

Build:
8/9 - Pylon (Scout, preferably at choke in case of random zerg)
10/17 - Gateway
12/17 - Assimilator
14/17 - Cyber Core
15/17 - Pylon, Zealot^ (hold probe production momentarily so you can get a pylon in there first)
17/25 - Dragoon, Gateway
^ Necessary to hold quick lings in Pvz and 2 gate zeals in Pvp.

From here you can add a gate and begin amassing goons, or you can add citadel tech (then gate), or you may elect to go robo or stargate right away. This is a very flexible starting build, and if the zealot lacks a purpose after a while (assuming he did not rush) then it will make an excellent scout.


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Protoss Tech Build 2

Matchups: Air, Hybrid, Pvp, Pvt

Theory:
This build introduces fast tech on air and hybrid maps. It can also be done in Pvp and Pvt ground games. It is an introductory build that will allow you to go up any tree.

Build:
8/9 - Pylon (Scout, preferably at choke in case of random zerg)
10/17 - Gateway
12/17 - Assimilator
14/17 - Cyber Core
15/17 - Pylon
17/25 - Dragoon^ (ground maps)

From here you can add a gate and start massing goons (for ground maps), or you can continue up the robo or stargate trees on air/hybrid games. On non-ground, robo is preferred and is good for random. Stargate is exclusive for zerg.

^Against zerg a second zealot is better. If you are going to do a furnace (pvt strategy for fast backdoor drops) start a robo right away.


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Protoss Tech Build 3

Matchups: Air, Hybrid

Theory:
This build introduces fast tech on air and hybrid maps. It varies from tech builds 1 and 2 since here the assimilator is made first and then the gateway after. It has features that will allow for more aggressive teching once the slightly slower cyber core finishes.

Build:
8/9 - Pylon
9/9 - Assimilator
11/17 - Gateway
13/17 - Cyber Core
15/17 - Pylon

In this build when the core finishes, you have the added choices among the normal plans to go double robotics (Pvp, Pvt) and double stargates (Pvz). The extra gas will also allow a fast +1 air that will finish long before goon range is needed.


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Protoss Fast Expo Build

Matchups: Pvp, Pvt, Pvz (no fast pool), FFA, Average/long distance between mains

Theory: This build allows for a fast second nexus at your expansion. Depending on what the enemy is doing the build will differ after the nexus has begun warping in. However it does supply protoss with a tremendous economy after five minutes, however watch out for hard tech by the enemy.

Build:
7/9 – Send probe to expansion
8/9 – Pylon in choke (make sure not to block where the nexus will go)
12/17 – Nexus (scout)

The build now diverges.

Pvt (mech build):
13/17 – Gateway, Assimilator^
14/17 – Pylon in main
15/17 – Cyber Core
18/25 – Robo Facility, Dragoon

Continuously scout the terran. You might need a forge to stop a vulture sneak. This build is risky when you have a cliff above the natural, since even though you will get your shuttle out early enough, he will have too many harass or push options. When you nexus finishes, do not Maynard too many probes (six at the most) so in case that expo comes under fire your economy does not suffer. You can always send extra later on when it becomes secure. Make sure you get warp pylons earlier than in other builds since you will have two nexuses pumping probes.

^If a SCV gets in the base before the gateway is laid down, run to your geyser and warp an assimilator before he can build a refinery on it.

Pvp:
13/17 – Gateway, Gateway*
14/17 – Pylon
15/17 – Zealot, Assimilator (if not built already)

Watch out once again for fast robo and either reaver drop or a turbonewbie if there is a cliff over your natural. You should have fast archive covered nicely since you have the pylon to make cannons down there. Make sure you get warp pylons earlier than in other builds since you will have two nexuses pumping probes.

*If the enemy toss went straight for goons, then make that second gateway an assimilator and rush up to goons as well. If he went zeal rush, then throw up a battery as soon as the first gateway finish next to your choke pylon, and gather some probes ready to defend with the zealot.

Pvz:13/17 – Forge
14/17 – Cannon, Gateway#
15/17 – Assimilator$, Pylon (in main)
16/25 – Zealot
17/25 – Cyber Core, Assimilator (in natural)
21/25 – Stargate, Pylon (near main nexus)

You will need the stargate for the muta. Two stargates may be needed even. You will have the gas to get +1 air if you want. You will also ave the gas to go double robo or fast to archive, slapping down another 3 gates before the archives finishes. Make sure you get legs before starting the archive. You can do anything you want really (zeal-sair-reav or zeal-temp or dragoon-reav) just scout well to make cannons as necessary. Make sure you get warp pylons earlier than in other builds since you will have two nexuses pumping probes.

#Make a 2nd cannon if you scouted a mass ling attempt, you will need it. Make sure to space out both cannons and place them behind buildings so the lings do not have easy access to them. Hold your ramp so the lings do not try to sneak by and run into the main.

$Gateway goes here followed by assimilator and pylon if you made a 2nd cannon.


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Terran Double Rax MnM

Matchups: Tvz, Multi.

Theory:
This is a simple and common build done in most Tvz games, and it is fine for multiplayer. The build can be done with or without a wall. You may also make a makeshift wall with the pair of rax. This build is not suggested for 1v1 vs a protoss other than a suprise, since protoss tech owns mnm hard.

Build:
9/10 Depot (Scout when done)
11/18 Barracks
13/18 Barracks
15/18 Depot
Refinery
Academy+Depot

Pump marines out of both barracks as soon as they finish as supply allows. With your first bit of gas get a pair of medics or medic+firebat and upgrade stim, and get a scanner for detection. Then you may start teching either straight for vessel or for tanks. If you choose tanks, make sure you add an ebay for detection when you push.


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Terran Tri-Rax MnM Rush

Matchups: Tvz, Tvp (Deep 6), Multi

Theory:
This build order is a specific extension of the Double Rax build. Here medics are delayed in favor of a third rax. Detection for cloaked rushes is supplied by an ebay built so a fast +1 attack can be ungraded. This is an attacking opening that allows terran to attack, while the double rax is more of a flexible build order where one can tech or expand quicker, and contain while they do so.

Build:
9/10 Depot (Scout when done)
11/18 Barracks
13/18 Barracks
15/18 Depot
Barracks
Refinery
Engineering Bay+Academy
+1 Attack

From here even though your medics were delayed a bit, your +1 attack is well on its way, you many attack even before medics arrive since you have extra marines. In Tvz normal is quick tech to vessel, if zerg holds the rush, fall back to vessels and expansion (bunker here and there is nice), with tanks getting into the game after the first vessel pops out, unless you did significant damage and perhaps want to try and finish him off right there. Multiplayer normally static detection is made and tanks are slowly mixed in, but vessels is another viable option (assumed is that you are attacking with teammates that can cover the weakneses of Mnm). For Tvp, Deep 6 has its risks, and several other Barracks must be added while you expand. Remember, Reavers and Psi Storm can own terran infantry, beware of reavers and high templars.


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Terran Proxy-Rax Marine Rush

Matchups: Tvp, Tvz

Theory:
This is a suprise build meant to rush a protoss or zerg before enough defense to hold it. If it fails, then usually it's game over for terran.

Build:
8/10 - Send two SCV to the middle of the map. Make sure they are not in any of the normal path scouting workers usually take.
10/10 - Two barracks in middle of map. Depot when money allows in the main.
10/18 - Pump rines from both barracks, SCV from the CC. Use the 2 scv that made the barracks to scout, and rush with them as well.

Against zerg who went fast expo (manyof them will against a chosen terran) its GG for that expo with any micro at all. Against protoss without perfect micro by the toss it will do decent damage, if not win the game outright. Dont forget to use offensive bunkers as necessary.


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Terran 3 Factory Vulture Rush

Matchups: Tvp, Multi

Theory:
This build, especially custom built for Tvp has some multiplayer implications as well. Here the terran quickly builds up three factories with a pair of add-ons, get both vulture upgrades in a timely fashion, and rushes the protoss. In multiplayer this build can be used in conjunction with a partner going melee units (beware of muta however). The use of marines is optional, but factored into this build is use of a three-marine defense. Once again no wall is needed for this opening.

Build:
9/10 - Depot
11/18 - Barracks
12/18 - Refinery (Scout with SCV)
15/18 - Depot
16/18 - Marine (Rally barracks to choke)
18/26 - Factory, Marine
20/26 - Factory, Marine
22/26 - Machine Shop, Depot
25/34 - Vulture, Speed upgrade (From this point build vultures as money allows from this factory, rally factory to choke)
27/34 - Machine Shop
30/34 - Depot
32/34 - Factory, Mines upgrade (From this build build vultures as money allows from this factory, rally factory to choke)

From here rush and harass the protoss with the speed vults, mines will be finished momentarilly to aid you. You may invert the two upgrades to upgrade mines first, it will aid your fight against goons, however it will cut down on your harassment ability since the vultures will not be quite as fast. After the rush upgrade siege, pump a couple tanks and add an ebay then turrets while you expand.


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Terran Gundam Rush

Matchups: Tvp

Theory:
This is a build designed to rush the protoss with marines and mines, with siege soon to come. Even though dragoons do well against marines and vultures, their damage type (explosive) allows this rush to occur. The marines are used as distract fire giving vultures time to plant mines around and behind the goons. SCV's are brought along to make a bunker for early tank protection and later on turrets. The barracks floating towards the enemy main is for upland scouting, and from time to time extra marine production on-site. Scouting is a little later than normal to allow cash for timely production of at least four marines. Below is a build order that allows for 5 marines in the rush (copied from V-Gundam himself).

Build:
9/10 - Depot
11/18 - Barracks
12/18 - Refinery
15/18 - Depot
16/18 - Marine (Scout with SCV, rally barracks to choke)
18/26 - Factory
19/26 - Marine
21/26 - Marine
22/26 - Factory, Marine
23/26 - Machine Shop, Depot, Marine
25/34 - Tank, Vulture, Mines Upgrade (Float Barracks toward enemy main, rally factories to choke)
30/34 - Depot, Siege Mode Upgrade when mines complete

In this build, the later you scout, the more marines you can fit in before tha tank and vulture emerge. You can fit up to 6 marines actually.

As soon as your tank and vulture appear, rush with that force and 2-3 SCV toward the protoss choke, using focus fire on any goons. Rally your two factories to his choke, and continue making tanks out of one and vultures out of the other. As soon as you get there, make a bunker for your marines to set up a contain. If goons try to break it before the bunker is complete, use the marines and focus fire, while sending the vults to plant mines next to the goons, thus driving them back. Siege mode will finish momentarily, and the barracks will arrive for high ground and advanced vision. If no high ground, you could land it and continue marine porduction. Back in your main, continue sending the units from the facts, leave ur 3rd tank behind and make an ebay, then turrets for defense. Too many times a gundam rusher gets carried away and loses their eco to reavers. Once the ebay is up, you can commence pushing in, with each tank that arrives from the main. Last but not least, be sure to expand in a timely fashion.


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Terran 1 Fact Expo

Matchups: Tvp, Tvt

Theory:
This build can be done with or without marine defense. Marine defense will slow the command center, but those marines will serve well, especially in Tvp games. Anyway, this is an opening that allows for a quick capture of the natural, and the few tanks that are pumped while the CC builds in conjunction with turrets and siege mode are sufficient defense to allow expansion. A wall is very helpful with this build in Tvp, but within the marine defense sub-opening, walling is not necessary. In Tvt this build is playable but risky on some maps.

Build:
9/10 - Depot (Scout if random)
11/18 - Barracks
12/18 - Refinery (Scout if you haven't already)
15/18 - Depot
16/18 - Marine
18/26 - Factory

The build now diverges...

With Marine Defense:
19/26 - Marine
21/26 - Marine
23/26 - Machine Shop, Marine*
24/26 - Depot
26/34 - Tank
28/34 - Siege Mode Upgrade, Command Center

*4th marine is optional

From here as money allows continue pumping tank from the 1 factory, add an engineering bay then a 2nd factory. Secure your expansion with well placed turrets and even a bunker, then you can add 2-4 facts and continue on with standard massing with Tvp (adding mines and speed upgrade) or Tvt (armory and starport). If you have a ledge above your natural, make sure to float the rax over so siege tanks below can have vision. To finish up, get your academy up and get a pair of scanners.

Without Marine Defense:
21/26 - Machine Shop
23/26 - Command Center
24/26 - Tank
26/26 - Depot, Siege Mode Upgrade
27/34 - Tank
29/34 - Engineering Bay

From here add a fact as soon as money allows, and continue pumping tanks from the one factory. Secure your expansion with well placed turrets, then you can add 2-4 facts and continue on with standard massing with Tvp (adding mines and speed upgrade) or Tvt (armory and starport) If you have a ledge above your natural, make sure to float the rax over to siege tanks below can have vision. To finish up, get an academy and add on a pair of scanners.














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Posted 2008-03-28, 07:54 AM in reply to D3V's post "Build Order"
Wow, I remember when I actually had this memorized...














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