Tagging Added to the Spawning Tool

It’s funny when StarCraft personalities mention their league promotions since they inevitably are lower than you would expect them to be. I believe the TotalBiscuit recently made Platinum, and Husky made Master, though for all I have heard them talk about StarCraft in the past, I always thought they were at least Masters. Well, you all should know by this point that I’m happily in Diamond, and between content for this blog, following Proleague and Fantasy StarCraft, and the Spawning Tool, I’m beginning to see why these personalities don’t play much. There just isn’t that much time.

The most recent task (and first major feature added to the Spawning Tool since launch) was adding tags to replays, which I completed Monday night. If you look at a replay, you can see a few gray boxes with red text, and those give context and metadata for the replay. Moreover, you can now browse replays by filtering by tags, so if you’re interested in finding all PvT games, you can easily narrow in on those replays.

Moving forward, I hope that tags become to primary method of organizing replays on the site. There is a lot of metadata present in the replays, which I could have (and still may) spit out into specific fields in the database, but I think tags encompass that feature and allow for more flexibility. Note that tags are filed under various categories, which I think should also improve organization. It’s easy to label a replay based on the map it was on, the event it was from, the players in the game, the build orders used, and so forth. I’m not exactly sure what tags are most useful for searching, but it should hopefully be self-organizing.

The strengths of flexibility and community input are also its biggest weaknesses. Because tags can be anything, we could see a lot of strange, esoteric, and unnormalized tags out there. For example, “My Favorites” isn’t helpful because it’s specific to a user, “1 Barracks Expand into Medivac Drops into Early 4th into Late Game Reaper” isn’t helpful because it’s just too specific, and “having both “1 Rax Expand” and “1 rax expand” leads to fragmentation*. Currently, the best solution I have is to include auto-complete in inputting tags so that you are guided to the right result.

Because I’m counting on community input, tags are also open to all users, registered and anonymous. I would like users to be able to upload replays anonymously, and they should be able to tag them as well. This does lead to an odd asymmetry in that I haven’t yet built deletion or editing of tags since that could lead to massive vandalism. I’m toying around with ways to split up permissions based on whether you’re registered or not, but I’m open to ideas.

Anyways, please take a look at the site, play around with tags, and let me know what you think. After the big hit on reddit, traffic has died down a lot, and I’m okay with that. The proof of concept came quickly, but I imagine it’ll be about a month of development before I make another big push for people to start using the site.

In the meantime, I was wondering whether I should put the word “Beta” on the site somewhere. Notice that the front page has a big disclaimer on it for basically the same purpose, but I think “Beta” has been overused and overextended heavily, and I kind of want to fight my little fight. On the other hand, it’s exactly the right description for the Spawning Tool while it’s still in heavy development. Vote below if you have an opinion.

Should I slap "Beta" on Spawning Tool?

  • Yes (75%, 3 Votes)
  • No (25%, 1 Votes)

Total Voters: 4

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* I considered normalizing all input by removing punctuation and reducing it to lowercase, but 2 counter-examples came up. First, “Roach/Hydra” is much easier to read than “roachhydra”, and second, “HerO” and “herO” are 2 different players

Apollo’s HotS Terran TvP

You all know how much I love Apollo’s tutorials, where he plays 4 hours with each race starting from bronze. He usually shows 1 or 2 builds for each race and focuses on safe, reactive, macro play. Well, he’s back with HotS tutorials, and he’s started with Terran.

The games are unfortunately wacky, so there’s not too much to learn from them. I’ll probably post again when he finishes the series, but I’m excited to share.

Terran versus Terran

In TvT, he starts with a Reaper-Expand opening. The early Reaper is mostly for scouting, but you can kill SCVs if the Terran player reacts slowly. Notably, there is no longer a SCV scout, so you should focus on scouting with that Reaper. In the early game, the big dangers are 1) Proxy 2 Rax (where they build 2 Barracks near your base and attack in the first few minutes) and 2) drops (Hellion, Hellbats, Widow Mines). If you can get through that, then you can focus on a normal Marine/Tank army.

He didn’t get through his build without disruption, but here’s the start:

  • 10 Supply Depot
  • 12 Barracks (at ramp)
  • 12 Refinery (delay next SCV slightly)
  • 15 Orbital Command, Supply Depot (at ramp), Reaper (scout)
  • 18 Reactor (Marine x2 when ready)
  • 19 Command Center (in-base)
  • 20 Factory
  • 21 Marine x2
  • 24 Marine x2
  • 27 Starport, Hellion x2, Swap, Orbital Command

Actually, he kind of got through the build the first time, but I disliked it so much, I assumed that he did something wrong.

Terran versus Zerg

In TvZ, he again uses a Reaper-Expand opening. Scouting is more critical since Zerg all-ins can come at any time. By walling at your ramp, you should be able to block any early Zergling aggression, especially since Reapers can outrun Zerglings. With a quick Factory and Reactor, you can get out 4 Hellions for harassing and scouting, then switch into Widow Mines for defense.

We have another abbreviated build for this matchup, though it should look identical to TvT

  • 10 Supply Depot
  • 12 Barracks (at ramp)
  • 12 Refinery (delay next SCV slightly)
  • 15 Orbital Command, Supply Depot (at ramp), Reaper (scout)
  • 18 Reactor (Marine x2 when ready)
  • 19 Command Center (in-base)
  • 20 Factory

Terran versus Protoss

TvP is also a Reaper-Expand, except he follows up with more Barracks instead of the Factory. I would explain more, but he actually through his build, and it should be pretty self-explanatory.

Apollo’s standard HotS TvP

  • 10 Supply Depot (at ramp)
  • 12 Barracks (at ramp)
  • 12 Refinery (delay next SCV slightly)
  • 15 Orbital Command, Supply Depot (at ramp), Reaper (scout)
  • 18 Reactor (Marine x2 when ready)
  • 19 Command Center (in-base)
  • (sees wall at ramp, cannon)
  • 24 Barracks x2
  • 27 Bunker (at natural)
  • 30 Orbital Command
  • 30 Supply Depot
  • 33 Tech Lab x2
  • 35 Stimpack, Marauder x2 (continuous)
  • 53 7:30 Refinery x2, Factory (reactor), Engineering Bay
  • 8:00 Combat Shields
  • 8:30 +1 attack
  • sees Twilight Council
  • 9:00 Turret at front, Starport
  • 9:45 Concussive Shells
  • 10:00 Swap Factory Reactor, Medivac x2 (continuous)
  • 10:15 Refinery
  • 10:30 Command Center (in-base)
  • 11:30 Barracks x3
  • 12:30 Engineering Bay, Armory, Attack

Conclusion

Since I actually play (and get crushed as) Terran nowadays, I have stronger opinions and totally plan on writing that guide later this week. To be honest, though, most of my StarCraft attention is currently focused on spawningtool, which continues to go well. Currently, it’s really focused on build orders, and a cursory glance at this blog should explain that obsession. Keep an eye out for development there!

Flash build orders from Proleague (TvZ Hellbat drops!)

At some point, my friend George told something like, “It just doesn’t feel like real StarCraft unless it’s Proleague.” Well, thanks to Fantasy Proleague, I have really gotten into Proleague, and it’s just about all I watch.

The timing is not terrible. Friday and Saturday nights work well, and I’m willing to stay up Sunday/Monday night until 1 watching games. The gaps between games give me time to take care of chores and get ready for bed. But of course, the real draw is that these are the best players playing high stake games and are willing to do all sorts of crazy all-ins, map-specific strategies, and builds tailored for the matchup.

This past weekend was the start of round 5, which is an all-kill round. Instead of each team picking a full lineup of 7 players, the winner of each match stays on while the losing team picks another player. There’s more variance for Fantasy StarCraft, and you don’t get as much exposure to new players, but the aces come out for more games. Innovation looked good in an all-kill of EG-TL, but I think the bigger bounce-back was Flash, who did poorly last round and got knocked out of his GSL Code S group of death (Life, Innovation, Parting, and Flash).

I have a few Flash builds written up. Let’s jump into them.

Flash’s Standard TvP

(v. Terminator on Neo Planet) (TwitchYoutube)

  • 10 Supply Depot
  • 12 Barracks, Refinery
  • 15 Reaper, Orbital
  • 17 Command Center, Reactor
  • 18 Supply Depot
  • 19 Bunker
  • 20 Engineering Bay
  • 20 Marine x2 (continuous)
  • 27 5:20 +1 attack
  • 30 5:45 Barracks
  • 6:20 Barracks
  • 6:35 Refinery
  • 6:50 Tech Lab
  • 7:10 Factory
  • 7:15 Refinery
  • 7:20 Stimpack
  • 7:30 Tech Lab
  • 7:55 +1 armor
  • 8:15 Reactor (on Factory), Starport
  • 8:35 Combat Shield
  • 9:15 Medivac x2
  • 9:40 Armory
  • 9:45 pushing out, delaying Protoss 3rd
  • 10:00 Command Center

This build should look pretty normal: Reaper opening into Bio. The funny part of htis build is the very early Engineering Bay. This lets him get out +1/+1 upgrades for the usual 10-11 minute push. Otherwise, this should be reassuring since it looks like Apollo’s progression.

Flash’s TvZ Hellbat Drops into Mech
(v. Roro on Akilon Wastes) (Twitch, Youtube)

  • 10 Supply Depot
  • 14 Command Center
  • 15 Barracks
  • 16 Refinery
  • 19 Marine, Orbital Command
  • 22 Refinery, Factory
  • 23 Reactor
  • 26 Supply Depot
  • 27 Bunker
  • 29 Starport
  • 6:00 Swap, Hellion x2 (+ a few more), Marine
  • 6:10 Armory
  • 6:35 Medivac (continuous)
  • 7:15 Hellbat x2 (continuous)
  • 7:30 Factory, Tech Lab (will swap onto Factory)
  • 8:00 First drop out, Refinery
  • 8:45 Siege Tanks start
  • 9:00 Command Center
  • 9:20 2nd drop arrives, Refinery
  • 9:35 +1 Attack
  • 10:05 Factory

I myself have been looking for a Hellbat drop build, and it looks roughly like what I should have expected. CC first if you like, or maybe don’t: I certainly won’t. Otherwise, it looks like Polt’s drops, but you add in an Armory for the Hellbats. Disclaimer: none of us can micro like Flash, but Flash was continuously dropping at 2 locations. The Starport and Reactored Factory are an endless stream of drops, and even Roro was losing tons of workers. This is a great way to punish quick 3 bases from Zerg.

Flash’s TvT Mech
(v. Reality on Whirlwind) (Twitch, Youtube)
10 Supply Depot
12 Barracks
15 Refinery
16 Marine, Orbital Command
17 Supply Depot
17 Marine
19 Marine
20 Command Center, Reactor
22 4:20 Factory, Supply Depot
23 4:50 Marine x2
5:20 Starport, Refinery, Swap Reactor, Hellion x2 (continuous)
Orbital Command
6:10 Viking (defend drops)
6:50 Tech Lab (Barracks)
7:20 swap onto Starport, Raven
7:50 fends off a drop and run-by (takes some damage)
? 9:00 Hellion pressure
8:30 Command Center
9:00 Armory x2
9:45 Refinery x2
9:50 Factory x2
10:30 +1/+1 vehicle
11:00 Siege Tanks x2, Hellbats x2 start
11:20 Engineering Bay
12:00 Medivacs, Missile Turrets

I don’t have much to say about this build: it kind of speaks for itself. I have just 2 things to draw attention to. First, there’s the early Raven. I have been looking at ways to integrate a single Raven into my own builds (great in TvZ for clearing creep, right?), so I guess the answer is just to go for it. Second, Siege Tanks start really late for mech play. Barring any signs that you need the defense, I guess it’s okay to go up to 3 bases before getting Tanks. I guess it worked in this game because Reality revealed his hand in the 7:50 Marine/Hellion pressure, but even so, that’s really late.

I hope you like the builds. To be honest, all Terran play is starting to look very similar to me, but I guess that makes it easier to put together a guide. On that note, I heard that Apollo will be doing another set of videos, so you should look forward to those. On a related note, I’m feeling good enough to write up a Terran guide at this point. Maybe you can look forward to that.

Finally, Blizzard is getting serious about replay analysis, and I’m very excited. They apparently have enhanced the data provided and released an open source library for parsing that data. I have already put together a tool for extracting build orders that I’m calling the Spawning Tool, so check that out when you get a chance. Note that this is primarily just a proof of concept, so there are a lot of bugs. I would go into more detail, but that’s not really what this post is about, so expect more news about that soon!

Play Fantasy Proleague!

The 5th round of Proleague is starting tomorrow night, and in the 36 hours before that, sick nerd ballers everywhere are filling out their Fantasy Proleague teams. I highly recommend that you all play.

If you’re unfamiliar with Fantasy sports, the idea is that you put together a team of players, and based on their performance in real games, you get points based on their statistics. For Fantasy Proleague, each player has a value. At the beginning of the round, you put together a team with a value up to 30 for your main team, and at least 13 points on your anti-team. When players on your main team wins, you get points. When players on your anti-team win, you lose points. Each week, you can make a few trades, and player values fluctuate based on their performance. That’s it.

Is this nerdy? Tremendously. But if you watch Proleague, it will definitely enhance your knowledge of the games, and if you don’t watch Proleague, you should. In the Americas, it’s conveniently on in the evenings over the weekend. You will pay a lot more attention to individual players and follow their performance much more closely, which hopefully enriches your StarCraft knowledge. And fantasy in itself is fun.

To get started, you just need to sign up at http://www.teamliquid.net/fantasy/proleague/Entry.php. If you want to do additional research, here are a few more resources:

I hope you play this round and enjoy!

P.S. Here’s my team right now. I might change my mind multiple times in the near future:

Main Team

  • 8 – Innovation – might be the best SC2 player. Also can win a lot of games against EG-TL this week
  • 6 – SoS – people seem to think he’s undervalued, and I would agree. He’s good, and he’s on Woongjin Stars
  • 6 – CJ herO – he didn’t do so well last round, but he’s still the CJ ace and should bounce back
  • 3 – Brown – he starts in week 1, is on SKT1, and did well in his first Proleague round in round 4
  • 2 – Mekia – he starts in week 1 and is on Woongjin Stars. Good enough for me
  • 1 – Bear – I didn’t see any 2 point players I wanted, and he’s on STX Soul, so that’s worth something
  • 4 – SKT1 – They have Rain, Fantasy, and Parting. And then they have the rest of their lineup

Anti-Team

  • 5 – Crazy – I wanted to go 5-4-4, and had a really hard time picking a 5 point player. I went with Zero, but WJS are just too deep, so Crazy and KT seem safer
  • 4 – Hitman – KT hasn’t looked good recently, and Hitman is pretty deep on their lineup (5th best player, behind Hydra who I already don’t like)
  • 4 – Mini – again, he’s deep on their lineup (maybe 5th best player, 3rd best Protoss)

TvX Reaper opening into Mine drops into bio

In my posts so far, I have emphasized a macro-focused, reactive style. I think focusing on macro is the best way to learn how to play, but nailing your build and keeping your money low alone isn’t going to win you games. To play reactively, you need to scout and know how to respond to what you see, but even more importantly, you need to micro to deal with it.

That’s kind of where I’m at in my development, and unfortunately, it’s not going so well. I don’t play particularly quickly, and I’m not good at switching back and forth between micro and macro. Repeating reactive, safe builds hasn’t helped me develop that, either, because not enough of my games turn to micro-intensive styles.

Since I’m playing Terran nowadays, I’m using Reaper openings now. I feel cheesy doing it, but it’s astoundingly good practice to micro 2 Reapers around your opponent’s base while executing your build. The build gets a quick expansion and uses Widow Mine drops and Hellion harass into the midgame to keep your opponent off-balance. That gives you the opportunity to transition into your favorite bio composition.

Even better, the opening generally works against all races. You may tweak things slightly depending on what you see, but good harassment is good. Things probably start to diverge around 6:00.

Here are the build orders from 2 games from Polt that he posted to YouTube.

Polt’s TvT Reaper opening against Mech

  • 10 Supply Depot
  • 11 Barracks (I think this was a mistake)
  • 12 Refinery
  • 15 Orbital Command, Reaper
  • 16 Supply Depot
  • 16 Reaper (lost a worker, sees no gas)
  • 19 4:10 Command Center
  • 4:25 20 Factory
  • 4:40 Reactor
  • 21 Supply Depot
  • 22 5:05 Barracks (poke in with Reapers)
  • 5:25 Starport (start Marine production), Widow Mine
  • 6:15 tech lab on Barracks, Refinery
  • 6:50 Medivac
  • 7:00 Barracks, Refinery
  • 7:30 tech on Stim
  • 7:40 1 Widow Mine drop (other Mine at opponenemt’s ramp)
  • 8:00 Engineering Bay
  • 8:30 Mine drop, sees mech, Siege Tanks
  • 9:30 push out with army, drop in back
  • 10:30 Command Center
  • Marine/Marauder/Tank/Medivac
  • 14:00 4th base

And the M4 Carbine against Zerg:

Polt’s TvZ Reapers into M4 Carbine

  • 10 Supply Depot
  • 12 Barracks
  • 12 Refinery (delay SCV slightly)
  • 15 Reaper, Orbital command
  • 16 Supply Depot
  • 18 Reaper (attack with both when done
  • 20 Command Center
  • 21 4:20 Factory
  • 22 4:30 Reactor
  • 23 Supply Depot
  • 25 5:40 Swap, Bunker, Hellion x2 (to 6, then Widow Mines), Tech Lab
  • 5:55 Refinery
  • 30 6:05 Starport
  • 7:00 Viking
  • 7:10 Stimpack
  • 8:00 Medivac, harassing with Hellions and Reaper
  • 8:20 Command Center
  • 8:30 Drop leaving with Medivac and 2 Mines
  • 8:50 Engineering Bay x2, Refinery x2
  • 9:10 Barracks x2
  • 9:50 Barracks x2
  • 11:00 Tech Lab x2, Armory, Barracks x4, moves out to 3rd base
  • 12:00 Factory

Just a few notes:

  • Feel free to lose the Reapers at your discretion. If they survive, you can watch for expos or take towers with them
  • Your money will get high when you supply is in the upper 20s before you can blow it all on Hellions. I think you can get a Bunker, earlier 2nd Refinery, and 2nd Barracks in that gap
  • An alternate build is to go for a quick 3rd Command Center around 5:00 with those extra minerals. See Reality’s build in TvZ (youtube, twitch)
  • There are lots of units being cranked out all along the way that I’m not noting in the build

Finally, here’s a game from yours truly against Protoss. My Reaper harassment works okay, and their Oracle harassment works even better. A few Widow Mines in my base and a poorly timed push from my opponent seals the victory for me. Overall, it was pretty gratifying seeing the new build work, especially in TvP, which I have recently been having difficulty with.

To recap, at some point, you need to learn how to micro while sticking with your build/macro, and trying out harass-heavy builds, like Reaper openings, are a great way to do that. Reaper openings are surprisingly versatile and can definitely lead into any type of bio build.

(edit 5/4/13: adding reference to 3 base build)

Writeup of Apollo’s Terran Tutorials REVAMPED

I mentioned at the beginning of my last Apollo writeup that I needed the most help with Protoss. Well, a 88% win rate with Protoss a 53% win rate with Terran suggests that I might be wrong about that. Thankfully, Apollo is there to help with his Tutorials REVAMPED, with the last one recorded about a month before the release of HotS.

As usual, Apollo recommends an economic, reactive style. In all 3 matchups, he uses a 1 Barracks Expand opening with scouting, walling, and bunkering to survive the first bit. Compared to his Zerg and Protoss, however, I noticed that his Terran builds are centered more around ordering and relative timing instead of absolute time. Whereas his Zerg builds would dictate a 7:00 Roach Warren and Evolution Chamber (+/- 30 seconds for the early game), the Terran builds fit together so that buildings are started so that they finish just in time for use, and subsequent tech/research starts immediately upon prerequisites completing.

One more note: Terran early game has changed more than the other races from WoL to HotS. Reapers, Widow Mines, and Medivac speed boost all add new options for Terran, and standard play has shifted towards these new pieces. The builds below are still solid, though my Terran strategy guide will definitely incorporate new developments.

Anyways, let’s jump in.

Terran versus Terran

Apollo uses a Marine/Tank/Medivac style in TvT, which you actually don’t see a lot of nowadays. In any case, I synthesized his games and tightened it up in game to the build below

 

Apollo’s Standard TvT (Feb 2013)

  • 10 Supply Depot (wall, scout)
  • 12 Barracks (wall)
  • 15 Orbital Command, Marine
  • 16 Command Center
  • 16 Marine
  • 17 Supply Depot
  • 21 Barracks x2
  • 23 Refinery x2
  • 25 Orbital Command (when CC is done)
  • 27 5:20 Tech Lab (on 3rd Barracks immediately)
  • 34 6:00 Stimpack (when Tech Lab finishes)
  • 48 7:45 Factory, Engineering Bay, Combat Shield
  • 8:00 Reactor x2,
  • +1 Attack
  • 8:30 Refinery x2
  • 8:45 Reactor on Factory, Starport
  • 9:50 Swap Reactor to Starport, Medivac x2, Tech Lab on Factory
  • 10:00 Command Center,
  • Siege Tanks, Siege mode
  • 10:45 attack with Medivacs
  • 11:00 Factory
  • 11:30 Barracks x4 (Reactors later)
  • 11:40 +1 armor
  • 13:00 Engineering Bay, Armory (+2/+2 upgrades)
  • 13-15:00 Command Center

A few notes:

  1. Wall in at the top of your main ramp to deny scouting
  2. The goal is to get to double Factory and tons of Marines
  3. Starting after the 2nd Marine, you should be constantly building Marines out of all of your Barracks
  4. Scout with you SCVs often and don’t be afraid to scan. Information is everything when you’re playing reactively
  5. As I mentioned above, the build is more about order and relative timings, so rely more on feel than exact timings here. Timing varied by more than 2 minutes in Apollo’s games, so focus on playing as cleanly as possible, and let the rest follow

Of the builds he uses, I think this one is the most outdated. Currently, early Medivacs with Widow Mines are very popular. Hellbats make Mech more viable, and just having tons of Marines until 10:00 might not cut it.

Terran versus Protoss

TvP, however, hasn’t changed too much. I still recommend bio, and the new threats are Mothership Core and Oracle, both of which are handled by Marines. Anyways,

Apollo’s Standard TvP (Feb 2013)

  • 10 Supply Depot (wall, scout)
  • 12 Barracks (wall)
  • 15 Orbital Command, Marine
  • 16 Command Center
  • 16 Marine
  • 17 Supply Depot
  • 20 Bunker at natural
  • 22 Barracks x2
  • 25 Refinery x2
  • 25 Orbital Command (when CC is done)
  • 27 5:20 Tech Lab (on 3rd Barracks immediately)
  • 34 6:00 Stimpack (when Tech Lab finishes)
  • 6:45 Engineering Bay, Factory
  • 7:30 +1 Attack
  • Missile Turret
  • 48 Combat Shield, Start Marauders
  • 8:00 Reactor x2,
  • 8:30 Refinery x2
  • 8:45 Reactor on Factory, Starport
  • 9:45 +1 armor
  • 9:50 Swap Reactor to Starport, Medivac x2
  • 10:30 attack with Medivacs, Command Center behind it
  • 11:00 Barracks x4
  • 11:50 Engineering Bay, Armory

Notes:

  1. This build is almost identical to the Terran one. The first difference is the early Bunker: 1 Bunker will hold off Stalkers at your front just fine. Second, you don’t get a second Factory or a Tech Lab on your first Factory. That gas goes into Marauders first, then Vikings if necessary, then Ghosts. Third, the later Barracks get Tech Labs instead of Reactors for those Marauders and Ghosts
  2. Apollo recommends a Missile Turret at the entrance to your natural expansion regardless of the game. 100 minerals isn’t much to make sure that you don’t randomly lose to Dark Templar
  3. The push at 10:30 can be pretty scary for them. If they don’t have significant AOE damage (Colossi or Psionic Storm), you should be able to do a lot of damage

– early bunker prevents the Stalker shenanigans
– scan a lot
– looks like TvT, except no 2nd Factory and get Tech Labs for Marauders
– early Engineering Bay, get a turret at front
– if they don’t have storm, you can probably crush them

Terran versus Zerg

TvZ ended up being interesting study in StarCraft because over the 2 months from the 1st Terran tutorial to the last one, Apollo changed his style. Originally, he advocated a very specific, tight Banshee opening into Mech build. By the last video, however, he fell back to a Hellion opening into Marine/Tank/Medivac. My guess is that he hit a wall playing with Mech and then fell back to a more classic style. Regardless of his preferences, though, they’re both solid build and demonstrate 2 very different outcomes.

Apollo’s TvZ Banshee into Mech (Dec 2012)

  • 10 Supply Depot (scout)
  • 12 Barracks
  • 15 Marine, Orbital Command
  • 16 Command Center
  • 16 Marine
  • 17 Supply Depot
  • 19 Refinery x2
  • 25 Orbital Command
  • 25 5:10 Factory, Reactor (Barracks)
  • 26 Bunker
  • 32 6:20 swap Reactor onto Factory, Hellion x2 (continuous), Tech Lab on Barracks, Starport
  • 7:30 CC (in base),
  • 7:35 Banshee (continuous), Cloak
  • 8:30 Refinery x2
  • 9:00 Armory x2
  • 76 9:30 Factory x2, Engineering Bay
  • Poke with Banshees and Hellions together
  • 10:30 Double upgrades
  • 11:20 Tech Lab x2
  • 11:55 Blue Flame, Siege
  • 12:10 Factory x2, move 3rd CC to 3rd base
  • 16:30 push

Notes on this build:

  1. The first big deviation from the other 1 Barracks Expand build is the Refineries straight into a Reactored Factory
  2. You should get 4-5 Marines before starting the Reactor. Once you have those, you can poke out for some minor scouting. Take shots if you want, stutter step if Zerglings come, run if you see a Queen, and try to get them back into your Bunker
  3. This build has a very early 3rd Command Center. Zerg will want to stay a base ahead of you and will likely go up to 3 bases. If they don’t, you can delay this. In either case, you should build it inside your main until the rest of your army is tough enough to defend it at your 3rd.
  4. The Banshees are great. Unfortunately, the Hydralisk buffs in HotS make it more likely that Zerg will be prepared for it. Still, you might be able to get some Queen kills if they aren’t ready or just go Zergling/Roach
  5. Be aggressive with both the Hellions and the Banshees. Sneak early Hellions in for Drone kills and scouting, but once the Zerg is onto you, keep them around the perimeter to watch for movement and slow creep spread. When your Banshees are ready, you can attack with them together
  6. You will have lots of extra minerals playing Mech, and your army won’t be very mobile. Build Planetary Fortresses at critical chokes and entrances around your bases for defense with that money.

Apollo TvZ Hellions into Marine/Tank/Medivac (Feb 2013)

  • 12 Barracks
  • 15 Marine, Orbital Command
  • 16 Command Center
  • 17 Depot, Marine (continuous)
  • 19 Refinery x2
  • 25 Orbital Command
  • 25 Factory, Reactor on Barracks (poke with Marines)
  • 28 Bunker
  • 32 Hellion x2, Swap, Tech Lab on Barracks
  • 6:50 Hellion x2 (4-6 total)
  • 7:00 CC (in base)
  • 7:30 Stimpack
  • 7:45 Engineering Bay x2
  • 8:30 +1/+1 upgrades
  • 9:00 Barracks x4
  • 9:45 Factory (for Siege Tanks), Tech Lab on existing Factory, Starport on Reactor
  • 9:50 Refinery x2
  • 10:00 Combat Shields, Armory
  • 10:30 Armory
  • 11:00 attack, move 3rd CC to 3rd base
  • 11:05 +2/+2 upgrades, +1 vehicle weapons

Notes on this build:

  1. This should also feel similar to TvT, so that should help with consistency, since the TvP build was also similar to TvT
  2. The differences are the hybrid of TvT and the TvZ build above: early gases, early 3rd Command Center, and Hellion harass
  3. You can get up to 4 Hellions, but after that, you can switch bank into the build
  4. If you’re comparing timings, you’re a little slower around 5-9 minutes, but after that, the 3 bases should kick in

Like in TvT, I think the Carbine (Marine Marauder Mine Medivac: M4) is popular right now in HotS. This build, however, is probably closer to that style than the TvT build above.

Conclusion

Well, this is the last of the Apollo writeups. Again, they’re old, but Apollo plays a very standard style, and he does a great job talking through it. If 4 hours of your race seems like much, do what I did: watch the first 10 minutes of his games, and once he has it in the bag (or is at least significantly ahead), skip to the next game. The important talking he does is early in games, and thinking like Apollo should certainly help you develop a stable, macro-oriented style.

Get your ladder on while you still can!

Blizzard says that the ladder lock is coming at midnight on Wednesday, so you all have about 22 hours from now to try to get into the division you want to be in. Or if you think you’re at risk of dropping off, maybe you shouldn’t play for the next 22 hours.

Myself? I’m set. I started the season in Gold when I went 4-1 in my placement matches. It didn’t take much to get into Platinum from there. Since then, I have been slowly moving up and playing better and better opponents. That culminated in tonight, when I played 3 matches, all against Masters league players. Yikes.

I first got slaughtered in a TvT when he delayed my natural with Reapers and Hellions while taking 3 bases and getting a crazy Mech army. Then I got slaughtered in a ZvZ where I didn’t defend up against an early Baneling attack, putting me behind for the Muta switch. Then I played a TvZ, where he went for an all-in against my complete wall off with Siege Tanks behind it. That got crushed, and I denied his 3rd and eventually beat him after failing to macro while I was winning. That win pushed me up to Diamond. Hooray!

Okay, maybe you don’t feel so good about getting advice from a Diamond league player. And I’m not going to lie: I think that’s probably about how good I am. I don’t actually ladder nearly as much as I should: watching and writing takes a lot of time, and when I do play, I often play 2v2 with my friends because it is actually more fun to hang out with friends and play instead of dealing with ladder anxiety. I haven’t played more than 3 ladder games in a row in awhile since I’m usually shaking too much and need to relax. And that’s why I have only played 27 games this season (though I’m actually really proud of that).

Anyways, the ladder lock is a good opportunity for me to fill you in on what’s coming up in StarCraft for me.

First, I’ll be shooting to write here twice a week. With the HotS release, I was writing almost daily, and that was way too much. I think twice a week is sustainable.

Second, I’ll keep laddering for the sake of this blog. Since I’m much closer to my aptitude, however, I need to pick a race, or else my play will stagnate. At the moment, I’ll leaning towards playing Terran, which means there will be more Terran content in the future. I’m accepting all opinions/petitions/recommendations for other races in the comments

Speaking of Terran, I’ll be posting the recap on Apollo’s Terran tutorials soon. Unfortunately, I think Terran has aged the least gracefully, but his builds are still a good framework. After that, I’ll be watching the pros and get the Terran Strategy article together.

Third, I’m open to recommendations on content moving forward. The Terran Strategy article was as far forward as I had thought, and I’m open to suggestions for content after that. I discussed computational modeling of StarCraft before, so I might think more on that. I could just keep doing build orders, though I recently have thought I should instead put more specifics on liquipedia instead. Since I mentioned I play more 2v2s, I could write more about that as well.

Let me know what you would like to see. You can find me on twitter (@warstrekkid), or you can comment on this post, or find me wherever else on the internet. In any case, get those ladder games in while you still can move leagues! And ignore the complete double-standard when I tell you that the best thing you can do to improve is to play more!

Apollo taught me how to hold a TvT tank push

Replay 1 (TvT on Neo Planet)

Replay 2 (TT v TT on Bone Trench)

In preparation for my Terran guide, I have been watching Apollo’s Tutorials REVAMPED, just like I did for the Zerg and Protoss guides. Although Apollo plays a reactive style, I mostly try to synthesize the intended build and game plan without the specific reactions to his opponent. Even though I don’t add these details to my notes, I still note them, and in a game earlier this evening, it paid off.

In this TvT game on Daybreak, Apollo sees early gases and a late expand from his opponent. Upon scouting the Factory and Starport as well, he predicts a Tank/Viking push. Apollo’s opening is a 1 Rax Expand into 3 Barracks with Stim and then Tanks. His reaction is to put down an extra Bunker, and when the Tanks come, he lets them wail on his Bunker while he repairs. When his Siege Tanks complete, he sieges them on the high ground, then breaks the attack with Stimmed Marines.

In my TvT on Neo Planet, I saw early gases but went for Apollo’s 1 Rax Expand anyways, despite Reapers being a threat in HotS that Apollo didn’t have in his WoL tutorials. A scan later revealed a Factory, so I left Marines around the 2 walking paths on the map. That soon revealed a Marine/Marauder/Tank push coming for me, so I kept working towards a Tank (thank goodness you don’t need to research Siege anymore) and pulled my SCVs to repair my Bunker. That held fine, and when I got my Tank sieged, I destroyed one of his Tanks immediately then pushed and destroyed the other and his army. At that point, he tapped out.

So in my guides, I focus a lot on the big picture and what you should be shooting for, but games aren’t played in a vacuum. For example, in the TvP I played immediately before, I macroed and got to 3 bases, but when the big engagement came, I wasn’t ready for his composition at all and got rolled when he instantly reinforced.

So thanks Apollo for that win. Your videos have certainly taught me a lot and affect my play in more subtle ways, but in this game, copying your response instantly won me the game. That’s pretty gratifying.

P.S. The 2nd is a long TT v TT I played with my friend. It’s 50 minutes of us bludgeoning each other until they transition into Battlecruisers and we hang out for the win. I’m sure it won’t be worth your time to watch, but it was a lot of fun to play.

PvZ Skytoss from Dear

YouTube VOD and English VOD (subscription required)

If you’re not watching Proleague, you’re missing out. I wasn’t watching too closely for the past few rounds, but then I started playing Fantasy Proleague, and it’s now consuming my life. If you’re not familiar with Proleague, it’s a team format where 8 teams play best of 7 matches once or twice a week. Each team comes up with their lineup based only on the maps, and they spend the week practicing that map. Because the lineups are announced early, this leads to very different games from the individual, weekend tournaments. Instead of just needing to be in good shape for any games you might play, you can prepare a specific build for a specific map for a specific opponent for one week.

Last night, STX Soul’s Dear came ready with a 3 base Skytoss build against SK Telecom T1’s Sacsri on Naro Station. This build looked great on Naro Station, where the natural has 1 choke and another path, which leads to the 3rd, blockable by collapsible rocks. The 3rd also has 2 entrances, with rocks at one of them. Dear walls off the natural, then quickly moves to take the 3rd and walls that off as well. And the best part of Skytoss is that the 3rds are close by air, so Tempests can almost shoot from your 3rd into your opponent’s third.

Anyways, here’s the build. You can probably follow it up till around when the Tempests start at 9:20. The rest should be reactive.

Dear’s PvZ Skytoss on Naro Station

  • 9 Pylon (in base)
  • 16 Nexus
  • 17 Forge (in base)
  • 17 Pylon
  • 19 Gateway (wall natural )
  • 19 Cannon (at natural)
  • 21 Assimilator x2
  • 4:20 sees 3rd base
  • 27 4:30 Core (wall nat)
  • 29 Zealot
  • 31 Pylon
  • 5:30 Stargate
  • 38 5:40 Assimilator x2
  • Sentry
  • Warpgate
  • Sentry
  • 50ish 6:40 Void Ray
  • Mothership Core
  • Void Ray
  • 7:30 Nexus (3rd)
  • 7:45 Gateway x2 (walling on 3rd)
  • Void Ray
  • 8:10 Fleet Beacon, Stargate
  • 8:10 (Zerg starts Spire)
  • 8:35 +1 Air Weapons
  • 9:20 Tempest x2 (continuous)
  • 9:20 (Zerg starts Hydra Den
  • 10:40 Stargate, Tempests attacking 3rd
  • Cannons
  • 11:40 +2 Air weapons
  • 12:20 Sees Mutas, Switches to Phoenix
  • 14:10 Zealot Leg speed
  • 15:30 Back into Void Rays (maybe 12 Phoenix at this point?)
  • 16:20 Templar Archives

So, a few notes on how this game went.

The 3rd base comes very quickly, and this build depends on being able to secure this. Of the current ladder map pool, I think Akilon Waste is maybe the only viable map to use this build on. Maybe Newkirk Precinct if you’re lucky.

Dear doesn’t harass with his early Stargate and instead gets Void Rays. I can’t really explain that. Please comment if you know why.

For defense, Dear walls in a lot and gets lots of Cannons. This does leave his main open for Mutalisk harass, but some emergency Stalker warp-ins and bringing the Void Rays home rescue that. The Mothership Core will also be a huge help in defense.

In the midgame, he switches into 3 Stargate Phoenix, which locks things down. They’re good against both Mutalisks and small numbers of Hydralisks.

In the late game, he has a Tempest/Void Ray force with Phoenixes, High Templars, and Zealots (the mineral dump). The High Templar can deal with the Hydralisks and Abducting Vipers.

Dear doesn’t take a 4th until 19 minutes into the game. I guess that’s not part of the game plan as he depends on good control and retaining his core, valuable air units.

Sacsri never builds Corruptors, and I’m assuming this is because of the Void Ray count and the new Prismatic Alignment ability.

So, try it out and let me know how it works. It’s a little wacky, but this is Proleague: you will see strange, but very well optimized and thought-out builds.

Aggressive Artosis Protoss builds

Artosis claims to play a safe, reactive style, but it doesn’t mean he goes into a game passively. I think his default builds are relatively standard, but he also mixes in some interesting all-in builds and experiments quite a bit.

Since I’m moving onto Terran now, I thought I would drop in a few interesting build orders that he used. I don’t have good enough notes to actually indicate how well they worked or what change he would make, but they could be an interesting starting point for you.

First up is a Dark Templar rush. The Dark Shrine is now 150 Minerals and 150 Gas (instead of 100/250 from WoL), so it could be worth throwing into Blink play just to catch your opponent off-guard. This particular build seems very fast.

Artosis PvP DT Rush

  • 9 Pylon
  • 13 Gateway
  • 15 Assimilator
  • 15 Pylon
  • 18 Core
  • 19 Assimilator
  • 20 Gateway
  • 21 Warpgate, Stalker
  • 23 Pylon, Twilight Council
  • 24 Stalker x2
  • 29 Dark Shrine, Proxy Pylon
  • 30 Gateway
  • 6:30 Blink
  • 6:55 Dark Templars (at proxy)
  • 7:30 Nexus
  • 7:45 Gateway
  • 8:00 Gateway

Artosis also claimed that he wouldn’t be doing any more Void Ray all-ins, but he did. This particular one seems pretty standard, but if you’re like me and had never seen one before, expect a pre-10:00 attack.

Artosis PvP Void Ray all-in

  • 9 Pylon
  • 13 Gateway
  • 15 Assimilator
  • 16 Pylon
  • 17 Core
  • 19 Assimilator (cut probes)
  • 19 Gateway
  • 19 Stalker, Warpgate
  • 21 Pylon (starting probes again)
  • 23 Stalker (cut again)
  • 25 Stalker (start again)
  • 28 5:10 Stargate
  • 29 Mothership Core
  • Void Rays (up to 3)
  • 7:30 Gateway x2
  • 9:30 push

Switching matchups, Artosis also showed off a Stargate opening in PvZ. Elsewhere, I always advocate the Robo opening, but Stargate openings are also quite common. The Oracle is all the rage nowadays, but you can still go Phoenixes, or you can even do the old school 1 Void Ray and 2 Phoenixes if you really want.

Note that he still goes Robo anyways. Go figure.

Artosis PvZ Stargate opening

  • 9 Pylon
  • 16 Forge (Drone blocked Nexus)
  • 17 Nexus
  • 17 Pylon
  • 17 Gateway (sees Spawning Pool)
  • 17 Cannon
  • 19 Assimilator
  • 20 Assimilator
  • 21 Core
  • Stalker, +1, Warpgate
  • 6:00 Gas
  • Mothership Core
  • 8:00 Stargate
  • 9:00 Robotics Facility
  • 10:30 Fleet beacon (reacting to Mutalisks)
  • 11:00 Gateway x2
  • 11:15 Robotics Support Bay

Finally, a PvT build. I’m actually really not sure what the intent of this build is, so I guess I included this just to show you what’s possible.

Artosis PvT Fast Colossus

  • 9 Pylon
  • 13 Gateway
  • 15 Assimilator (2 in gas)
  • 15 Pylon
  • 18 Core
  • 18 Zealot
  • 23 Nexus (3 in gas)
  • 24 Stalker
  • 26 Pylon
  • 26 Assimilator
  • 26 Warpgate
  • 27 5:20 Robotics Facility
  • Assimilator
  • 6:30 Robotics Support Bay
  • Mothership Core
  • Observer
  • 7:45 Colossi, Gateway x2
  • Sees mech, goes for Stargate instead
  • Assimilator

Watch Artosis when you can. He’s not quite Code B level, but you can still learn a lot from him.

References