This Reaper FE gives you reapers to harass your opponent very early, and then sets up your economy for the midgame while going for a reaper/hellion timing to take advantage of an opponent still trying to macro out of the initial damage.
- 10 – Supply Depot
- 12 – Barracks (then skip 1 SCV)
- 12 – Refinery (resume SCV production)
- 15 – Orbital Command
- 15 – Reaper (constant Reaper production)
- 17 – Supply Depot
- 17 – Attempt Bunker pressure with scouting SCV at opponent’s natural expand
- 22 – @400 Mins, start 2nd Command Center
- @150 Gas, start Reactor on Barracks, and Factory
- @400 Mins, start 3rd Command Center in-base
- @100% Factory, swap Factory onto Reactor (constant Hellion production), start Techlab on Barracks, and get 2nd Refinery
- @100% Techlab, start Stim
- Commit to push with your first 2 hellions (7:00ish if opponent has slow lings) or 6 hellions (8:00ish if opponent has ling speed) and your initial 3 Reapers.
Because you can open with this build regardless of what your opponent is doing, you only need to SCV scout in order to confirm that your opponent is going hatch first, and then to start a bunker at their natural in order to begin your pressure. The rest of your scouting will come from your reapers and then later Reaper+Hellions poking the front and forcing your opponent to reveal what units they have in order to defend your attacks. Note: Ling Speed will finish around 3 minutes after your opponent takes a gas geyser. Thus, if your initial SCV/Reapers see your opponent taking gas, be sure to send your reapers back just before those 3 minutes are up and wait some Hellions before attempting to engage speedlings in the open field.
Note: in case your Reapers or Hellions spot your opponent making Roaches or going for a Roach Warren, immediately cancel your next pair of Hellions and begin making Widow Mines and Marauders. Having your Widow Mines positioned effectively, and using SCVs to tank damage or repair your Bunker will be all you need to stay alive.
This build transitions well into both Marine/Tank or Bio/Widow Mine because it sets up the basic infrastructure needed for either of those and gets stim.
For either transition, start getting your Barracks as soon as possible and start two Engineering Bays so that your midgame army will have some staying power on the field. Only produce enough Hellions to stay safe and apply light pressure; as soon as you feel reasonable safe, start producing Siege Tanks or Widow Mines from your Factory to transition into the later game. Lift up your third base and take your third once you have completed several Siege Tanks or Widow Mines.
Another great transition if you have done some damage with your reapers or hellions is going for a Hellbat/Marauder follow-up attack. How Dragon does this is throw down an Armory as soon as you start your 3rd Command Center, and then make Hellbats constantly as soon as the Armory finishes. Starting two Engineering Bays and going for a +1/+1 Marauder/Hellbat push is a great way to keep up the aggression against your zerg opponent.
Pros and Cons
This build is a super aggressive build that takes advantage of the Reapers’ healing ability to do constant damage vs a zerg who does not rush for Ling Speed and a lot of speedlings or Roaches for defense. However, while doing this ridiculous pressure, you also have enough minerals to start your 3rd Command Center at home very quickly and start transitioning into the midgame at a normal time. Thus, even with the ridiculous pressure you get to put on, this build is not all-in by any stretch of the imagination.
However, this build is very weak to early Roaches or fast speedlings. Because you’re committing to early Reaper play and your Hellion production does not start until after the 6 minute mark, you are left quite vulnerable to a mass speedling timing or an early Roach rush rallied to your main. That being said, pulling your army up behind your main wall-off might buy you enough time to get enough units to deal with these early attacks.
This build is strongest on maps with lots of cliffs so your Reapers have more ways to stay alive, as well as maps with a large natural wall-off so it is harder to defend your later Reaper/Hellion timing with simply a spine crawler or two.
- Bel’Shir Vestige
- Akilon Wastes
- Neo Planet S