The goal of this build is to kill your opponent in the early game with marauders and hellions. Hopefully, your hellions will take out the zerglings and drones, while the marauders kill the roaches, queens, and spine crawlers.
- 10 – Supply Depot
- 12 – Barracks
- 13 – Gas
- 16 – Marine (up to 2)
- 17 – Orbital Command
- 17 – Supply Depot
- 19 – @100 Gas, Factory
- 19 – @50 Gas, start Reactor on Barracks
- 20 – Supply Depot (3)
- 21 – Barracks (2)
- @100% Reactor, Swap onto Factory, and start Techlab (1) on First Barracks
- @100% 2nd Barracks, start Techlab (2)
- @100% Techlab (1), start Stimpack Research
- As you’re pushing out, start Concussive Shells Research
- Push out with 10 SCVs, 7 Marauders, 2 Marines, and 8 Hellions to kill your opponent
Deny overlord scouting with your 2 marines. Seeing 2 barracks with techlabs before your expansion is up is a dead give-away that you’re hellion/marauder allining. Thus, when putting down the barracks, make sure they are not near your ramp or where an overlord is likely to fly into your base.
With your first 4 hellions, take the watchtowers and poke into your enemies natural to see what he has. Whatever you do, do NOT lose these hellions – they are there for map control and to deny zergling scouting of your base. Rally the rest of your hellions and all of your marauders where your opponent is not likely to scout them.
When stim is about 30 seconds away from completion, (around 7:45), move out with the rest of your hellions and at least 10 SCVs for the attack. Make sure you have your hellions attack the zerglings and drones, and the marauders attack roaches (if there are any) as well as queens and spine crawlers. If there are banelings, make sure your marauders are in the front and take the brunt of the damage. DO NOT lose your SCVs to a baneling detonation.
This build is only effective on maps where your opponent’s overlords cannot scout your lack-of-natural. It is also much better on maps with a small rush distance.
- Antiga Shipyard
- Entombed Valley