MVP’s 2 base Marauder/Hellbat/Marine All In

Game 3

Game 4

If you weren’t watching the WCS Europe Finals, you were missing out. I myself happened to only catch the finals after sleeping in, which were some fun games. Games 1 and 2 were pretty standard, but in games 3 and 4, MVP came out with a sick 2 base all in.

It starts with Hellbat drops shortly after 7 minutes, which is relatively normal and can do some damage. From 7 to 10 minutes, MVP gets a Hellbat Marauder composition, which can defend against Roach Zergling pushes (especially if the Hellbat drops force the Zerg to go all in). Then, he cranks out 4 Marines at a time with 2 Reactored Barracks to have Marines ready for 11 minute Mutalisks. The push then goes out slightly after that.

So here are the builds.

MVP v. Stephano, WCS Europe Finals Game 3, Newkirk District

Hellbat drops into a 2 base Marauder/Hellbat/Marine All In

  • 10 Supply Depot
  • 12 Barracks
  • 13 Refinery
  • 15 Marine, Orbital Command
  • 16 Supply Depot
  • 16 Marine
  • 18 Factory
  • 19 Reactor
  • 22 Command Center (low ground)
  • 4:45 Swap, Hellion x2, Supply Depot
  • 5:15 Armory, Hellion x2
  • 32 5:50 Starport
  • 6:00 Barracks Tech Lab
  • 6:10 Orbital Command, Refinery
  • 6:15 Hellbat x2 (continuous)
  • 40 6:40 Medivac (continuous)
  • 7:15 Stimpack, Marauder (continuous), Hellbat drop goes out
  • 8:00 Barracks x2
  • 9:15 Barracks Reactor x2
  • 10:00 Marine x4 (continuous)
  • 10:50 Concussive Shell
  • 110 11:15 Push, SCV pull

Some notes:

  1. MVP never gets a Reactor on the Starport. I think Terran players just instinctively swap, but he wants the Reactor for the Hellbats.
  2. There’s no 3rd Refinery, which may contribute to the lack of Medivacs
  3. There’s also no Engineering Bay
  4. He cuts SCVs from 7:30 to 9:00, then again after 10:00. He has the money, so maybe it’s a mistake, but this is MVP, so maybe he really need the money

And the second build. It starts with Reapers, but the rest of the build turns out similarly.

MVP v. Stephano, WCS Europe Finals Game 4, Star Station

Reaper Expand into Hellbat drops into a 2 base Marauder/Hellbat/Marine All In

  • 10 Supply Depot
  • 12 Barracks
  • 13 Refinery
  • 15 Orbital, Marine (canceled for Reaper)
  • 16 Supply Depot
  • 18 Reaper (both out to harass and scout)
  • 20 Command Center
  • 21 Factory
  • 23 Barracks Reactor
  • 24 Refinery
  • 26 5:30 Swap, Hellion x2, Armory, Marine
  • 6:00 Starport
  • 6:15 Hellion x2
  • 6:50 Barracks Tech Lab, Hellbat x2 (continuous), Medivac (continuous)
  • 54 7:30 Stimpack
  • 7:45 drop goes out
  • 8:00 Marauder (continuous)
  • 8:15 Barracks x2, Bunker
  • 9:25 Reactor x2
  • 9:45 Barracks x2
  • Marine x4 (continuous, x6 with
  • 10:55 Combat Shield
  • 120 11:15 Push, SCV pull

Some notes:

  1. The big difference is that he goes for a Reaper opening in this game. He doesn’t cut the 13th SCV to get out a faster Refinery, though, so perhaps it’s not too important
  2. Compared to the last game, he isn’t cutting as many SCVs. Again, not sure how to read that.
  3. At 9:45, he gets out 2 more Barracks for more Marines. Again, I’m not sure how to read this choice.

I like the build a lot, and because of that, Zerg players beware: you might be seeing a lot of this on the ladder.

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!

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.

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

 

Early game aggression in PvT

I have been watching Apollo and Artosis for Protoss recently, and they both play a defensive, reactive style. They open with a 1 Gate Expand, maybe do some Oracle harass, then transition into a Colossus-focused army for a fight in the 10 to 15 minute range.

I think Terran players have been getting greedy in the meantime. Specifically, Terran can go for a 1 Rax Expand and get whatever they want. Maybe that’s really fast Stim and Starport for Marine drops, or maybe there are Widow Mine drops. Behind this, they’re getting +1/+1 because they feel safe behind one bunker and the knowledge that as long as there’s a Missile Turret to prevent DTs, they will be okay.

Okay, maybe not all Terran players play like this, but I certainly do. And as Protoss, I would like to apply some pressure. My current favorites to watch aren’t doing it, but there is one guy who will: EGHuK. I have watched a few of his games, and it’s a mixed bag. Sometimes it works, sometimes it doesn’t, but he’s willing to march up a ramp early and punish Terran players who just have Marines. Here are 2 builds I wrote down. As a disclaimer, he fizzled and lost both of these games.

EGHuK PvT on Whirlwind, laddering

  • 9 Pylon (no scout)
  • 13 Gateway
  • 15 Assimilator (2 in gas)
  • 16 Assimilator (2 in gas)
  • 16 Pylon
  • 17 Cybernetics Core
  • 20 Warpgate, Stalker (chrono)
  • 24 Pylon
  • 24 Nexus (3 in each gas)
  • 24 Mothership Core
  • 27 Stalker
  • 29 Robo
  • 31 Gateway x2
  • 3 Observers, constants Stalkers
  • 36 lots of Obs, Stalkers
  • 61 Assimilator x2
  • Stalker pressure
  • transition into immortal
  • tries to punish terran greediness

Here’s the 2nd game.

EGHuK PvT on Neoplanet, Laddering

  • 9 Pylon
  • 12 Gateway
  • 15 Assimilator x2 (none in gas yet)
  • 16 Pylon
  • 17 Cybernetics Core (2 in each gas)
  • 20 Warpgate, Gateway
  • 23 Pylon
  • 23 Nexus (3 in gas)
  • 26 Mothership Core
  • Stalker
  • 34 5:40 Gateway x3
  • 6:40 Robotoics
  • 10:00 Stalker Heavy push (fail), 4 Zealots, 2 Sentry
  • 11:30 Gateway x2, Twilight Council

A few things to note here.

First, HuK does a slightly different opening to get to his Nexus. Specifically, he builds the Assimilators early so he’s gas-ready for Stalker/Warpgate/Mothership Core, but he doesn’t get all of his workers in there so he can get the Nexus out faster. It probably also helps that it isn’t really a tell for what sort of build he’s doing based on his gas timings.

Second, he can pressure off of 3 or 4 Gateways. As Terran, I was always worried about the 6-7 Gateway attacks, and scouting that would immediately trigger my defensive instincts. If you stay on top of your macro, though, you can give a good scare with a lot of Stalkers from 3 or 4 Gateways. You don’t have to wait for Robo.

Third, I admit that this isn’t as good as it used to be. Since Siege Tanks no longer require the upgrade, there isn’t that same pre-siege window for attack. Tanks on the high ground raining upon the natural can be brutal.

So consider it. It’s tempting to wait for Colossi, but I think things just get more exciting with early aggression. And if things go poorly, you can always Recall out.

Summary of Apollo’s Protoss Tutorials REVAMPED

As much as I love Zerg, I need to spend more time understanding Protoss, and Apollo’s tutorials REVAMPED from a few months ago provides a solid framework for Protoss. Similar to his Zerg style, he depends on reactive, macro-based play. Given that, it’s harder to summarize the late game, but I did write up his build orders, and they should give you a sense for the different matchups.

Note that these builds are from Wings of Liberty, so they are slightly out of date. Primarily, the Mothership Core should come down somewhere in these builds, but I’m not exactly sure when.

Protoss versus Protoss

Ah, PvP: the most aggressive matchup. Apollo says there are 4 ways to play PvP:

  1. Robo
  2. Stargate
  3. DT
  4. Blink

The safest of the 3 is 1 Gate Robo, so let’s start with that:

Apollo’s PvP 1 Gate Robo

  • 9 Pylon (scout)
  • 11 Chronoboost
  • 13 Gateway
  • 13 Chronoboost
  • 15 Assimilator
  • 17 Pylon
  • 18 Cybernetics Core
  • 19 Zealot
  • 22 Assimilator
  • 23 Warpgate, Stalker
  • 25 Pylon
  • 26 Robotics Facility (after clearing scouting)
  • 27 Sentry (cut Probes)
  • 29 Observer
  • Gateway x2 OR Nexus
  • Immortal

Notes on the build:

  1. Use your first Stalker to kill any scouting Probes before putting down the Robotics Facility
  2. Cut Probes around 28ish supply until you get your 2nd base up. That is pretty good mineral saturation, and you might need the minerals in other places
  3. Depending on what you see, you can go up to 3 Gateways or Nexus at around the 6:00 mark. If you decide to go 3 Gate, the Nexus will come around 8:00
  4. In WoL, Protoss late game was just Colossi with some Archons mixed in to tank damage, so this is what Apollo continues to (Robotics Support Bay coming in before 10:00). Skytoss is much better in HotS, so you probably need a better mix

The only other build he showed off was a Stargate opening, which is perhaps more interesting in HotS:

Apollo’s PvP Stargate Opening

  • 9 Pylon (scout)
  • 11 Chronoboost
  • 13 Gateway
  • 13 Chronoboost
  • 15 Assimilator
  • 16 Pylon
  • 18 Cybernetics Core
  • 19 Assimilator
  • 20 Zealot
  • 23 Warpgate
  • 24 Sentry
  • 25 Pylon
  • 27 4:30 Stargate
  • 29 Robotics Facility, Gateway (cut probes)
  • 29 Phoenix (chrono, attack with 2, get 4 total)
  • 35 6:30 Nexus
  • 39 Observer
  • 7:30 Gateway
  • 8:45 Gateway
  • 10:15 Robotics Support Bay

Notes:

  1. Chronoboost all of your Phoenix. Attack when you have 2 and max out at 4 Phoenix total
  2. Again, Apollo transitions into Robo because Colossi was PvP late game. You can stick with Skytoss if you like.

Protoss versus Zerg

PvZ is the matchup I dislike the most. Protoss is pretty much required to fast expand, and it’s difficult to get aggression going early in the game. Like the other matchups, Apollo likes aiming for Colossi.

There are so many ways to do fast expands, but you can probably get away with 2 variations: Nexus first and Forge Fast Expand (FFE). I’ll present them together, and the notes will apply to both:

Apollo’s PvZ Nexus First

  • 9 Pylon at wall (Scout)
  • 11 Chronoboost
  • 13 Chronoboost
  • 16 Nexus
  • 16 Forge
  • 16 Pylon
  • 20 Cannon
  • 21 Assimliator x2
  • 26 Cybernetics Core
  • 28 Zealot
  • 32 +1 Attack upgrade (with first 100 gas)
  • Warpgate
  • 6:30 Gateway x3
  • 7:10 Assimilator x2
  • Robotics Facility

And then the safer FFE

Apollo’s PvZ Forge Fast Expand (FFE)

  • 9 Pylon at wall (Scout)
  • 11 Chronoboost
  • 13 Chronoboost
  • 14 Forge
  • 16 Nexus
  • 16 Cannon
  • 16 Pylon
  • 17 Gateway
  • 20 Assimilator x 2
  • Cybernetics Core

Some notes on these builds:

  1. If you’re only going to know 1, know the FFE. As you progress, however, you should be flexible in using both builds depending on the scout. If it’s anything earlier than a 14 Pool, go FFE. Otherwise, go Nexus first.
  2. You can send your 8th Probe down to the natural area to build the wall at 9 Supply. Learn how to wall in on all of the maps: it’s subtly different
  3. React if the Zerg pressures early. Don’t be afraid to build an extra Gateway to complete a wall.
  4. The rest of Apollo’s strategy is Colossus Double Forge

Protoss versus Terran

This matchup has also changed as everything new is a bummer for Protoss: Reapers can be annoying if you don’t get your Stalker quickly, Medivac speed boost will tear you apart, and Spider Mines can get a good pop on your slower units. Despite that, Apollo’s guide is still solid. He goes for a “reactive Colossus double Forge” style, using Archons, Zealot, and High Templar in the late game while getting lots of Robotics Facilities up for an easy tech switch. To get there, he uses a 1 Gate Expand into Robo. It’s usually safe enough. He plays the prototypical game at this point in the video, so watch it for almost exactly the build below.

Apollo’s PvT 1 Gate Expand

  • 9 Pylon (scout)
  • 11 Chronoboost
  • 13 Gateway
  • 13 Chronoboost
  • 15 Assimilator
  • 16 Pylon
  • 18 Core
  • 18 Zealot (rallied across the map)
  • 23 Warpgate, Stalker
  • 23 Pylon
  • 25 Stalker
  • 27 4:50 Nexus
  • 31 5:20 Assimilator
  • Pylon
  • 34 6:00 Robo
  • 6:30 Gateway x2
  • 7:00 Assimilator x2
  • Observer
  • 7:30 Robo Bay
  • 60 8:40 Colossus, Double Forge
  • Thermal Lance
  • 9:30 +1/+1 upgrades
  • 10:30 Gateway x3
  • Twilight Council
  • 12:30 3rd Nexus (timed with your opponent’s)
  • 110 13:00 Templar Archives
  • Zealot Charge
  • 15:00 Gateway x6

And the last bunch of notes:

  1. The 9 Scout is key because Terran players will wall off and keep you out of their base. It’s very important to see if they have taken their gas and will 1 Rax gasless expand or whether you should consider anything else coming from them
  2. The Zealot and 2 Stalkers should poke early, so send the slow Zealot across first. This poke is probably replaced with a Zealot/Stalker/MsC poke in HotS, but either way, it’s important for scouting, and you may even do some significant damage.
  3. The Twilight Council may need to be earlier nowadays for Blink to deal with Medivac boost

Conclusion

Like in the Zerg tutorials, Apollo goes for a safe, reactive, macro-oriented style. It appears that he really likes Colossi compositions, so all of his builds move towards that. I’ll likely be going over some Artosis footage soon since he’s so good at commentary during his games, and that will be a good complement to this piece. Still, these builds are pretty standard through about 30 supply, so definitely try them out.

Dealing with a 3 Hatch opening in PvZ

I’m playing random on HotS right now until I figure out my best race. I’m feeling okay with all of the match ups, except PvZ. Gosh, I just have no idea what’s going on. I know that I need to open with a fast expand as Protoss, but the Zerg just goes up to 3 bases when they see that. And then a few minutes pass, and all of a sudden, an army of arbitrary composition but immense size rolls up and kills me.

The problem is that I don’t know what I’m to do from about 4:00 to 12:00. Pros do Stargate openings, so maybe that? Oh, but I should take a 3rd base at some point. How much army do I need? Maybe I should poke with my 1 Zealot, 1 Stalker, and 1 MsC. It’s pretty disastrous.

Thankfully, I’m currently watching Apollo’s Protoss Tutorials REVAMPED from WoL, and he has an excellent video showing what I think is the prototypical Protoss play against 3 bases. Admittedly, I haven’t watched enough PvZ in HotS to know if things have changed a lot, but I’m inclined to believe that things haven’t changed too much yet.

So check out this game (24:00 into the 2nd Protoss video), with the build order written out below. The keys here are timing attacks. First, he goes in with 4 Zealots and 4 Stalkers with +1 attack around 8:15 (you can even add the Mothership Core too). It doesn’t look big, but I’m certain that the early pressure is very important. At my level, I think Zerg knows to get to 3 bases, but they have difficulty knowing how to time aggressive Droning and enough defense. Second, he goes up to Colossi and attacks around 15:00, which is slightly earlier than classic deathball pushes. This timing might have changed as Zerg are looking to get to Hive sooner with Roach/Hydra/Viper, so let me know if that doesn’t work out as well.

The build order writeup is a little sketchy, but it’s a good outline. Just watch the game: it’s only about 11 minutes of real time.

Apollo’s Prototypical PvZ from WoL (Oct 2012)

  • 9 Pylon
  • 11 Chrono into probes
  • 16 Nexus
  • 16 Forge
  • 16 Pylon (resume Probe production + Chrono)
  • 20 Cannon
  • 21 Assimliator x2
  • 26 Cybernetics Core
  • 28 Zealot
  • 32 +1 Attack upgrade (with first 100 gas)
  • Warpgate
  • (Sees 3 base)
  • 6:30 Gateway x3
  • 7:10 Assimilator x2
  • Robotics Facility
  • 8:15 attack on 3rd with 4 Zealot/4 Stalker
  • +1 Armor upgrade
  • Observer
  • Sentry x4
  • Immortals
  • 9:30 Gateway x2, Twilight (for more upgrades)
  • 10:30 Nexus at 3rd
  • 11:30 Robotics Support Bay(seeing Reach/Ling), Robotics Facility
  • 13:00 Gateway x3
  • Gateway x4 (shooting for 12 total)
  • 15:00 Attack (timing attack before Hive)

Summary of Apollo’s Zerg Tutorials REVAMPED

A year and a half ago, Apollo (AKA dApollo back then) posted the Working up from Bronze League tutorial videos, which I previously covered. A few months ago, he posted an updated version of “Tutorials REVAMPED” for changes in the game over that year. Although the game has changed again with the release of HotS, his style and basic builds are still sound. Since I have been focusing a lot on openings recently, I thought I would post  the build orders he’s using, his thoughts on reacting to various things, and how these might have changed with the release of HotS.

Zerg versus Protoss (or Random)

Let’s start with the basic build:

Apollo’s standard ZvP (Oct 2012)

  • 9 Overlord (to natural)
  • 12th Drone Scout
  • 15 Spawning Pool (for cannon rush)
  • 15 Hatchery (send @ 200 mins)
  • 14 Queen
  • 16 Zergling x2
  • 18 Overlord
  • 4:20 3rd Hatchery
  • 6:00 Extractor x2 (scout for natural gas)
  • 7:00 Roach, Evolution Chamber, Extractor x2
  • +1 Missile Attack, Lair
  • Macro Hatchery

A few notes here:

  1. Your first Overlord goes to scout and should hang out for future scouting.
  2. The Overlord on 9 goes to the natural to watch for a cannon rush.
  3. 12th Drone scouts means that 1 of the 2 Drones you build after your Overlord finishes should scout
  4. Apollo goes Pool first so that he isn’t screwed by a Pylon block, but if you don’t see a Probe scout, you can go Hatch first if you want
  5. If you get Pylon blocked at your natural, build your 3rd Overlord immediately, then move to build your first expansion at your 3rd base instead. Also bring an Overlord in case of a cannon rush there
  6. If you don’t see a fast expand from the Protoss when you scout, then you don’t need to get your third. As usual, stay 1 base ahead of your opponent
  7. If your opponent does cannon rush you, you can delay the 6:00 and 7:00 timings by maybe 30 seconds
  8. At 6:00, send the waiting Overlord in to look for Assimilators at the natural. If any are taken, then they are teching, not all-in.

Overall, this build is still mostly valid against Protoss in HotS as well. A few thoughts on this:

  1. The new, early threat from Protoss in HotS is the Mothership Core. Because it is an air unit, have a Queen at all bases and target it as necessary
  2. Protoss may also be more willing to poke early because the MsC can Recall the units out. As such, be prepared for light pressure, but don’t freak out
  3. There will probably be more Stargate openings from Protoss since that is also now a viable midgame strategy (and because people like new, shiny things).

Zerg versus Terran

Apollo’s ZvT is a little squishier, mainly because he’s much more reactive here, but the basic idea is Hatchery first and 4 Queens:

Apollo’s standard ZvT (Oct 2012)

  • 9 Overlord (to natural)
  • 12th Drone scout
  • 15 Hatchery
  • 15 Spawning Pool
  • 16 Overlord
  • 17 Queen
  • 19 Queen
  • Zerglings if you need them
  • Queen
  • 4:00 Gas
  • Queen
  • 5:30 Zergling Speed
  • 8:00 Evolution Chamber x2, Assimilator x2

Since this one is less-defined, let me explain more:

  1. The Overlord on 9 goes to the natural to watch for Bunker rushes.
  2. The Drone scout looks around for proxy 2 Rax. If you see it in time, go for the Spawning Pool
  3. 4 Queens is important because the primary threats from Terran are Hellions and Banshees, both of which Queens can deal with effectively
  4. If you see Terran go CC first, you can open 3 Hatch (like in ZvP) to stay one base ahead.

The openings here have changed more significantly with HotS. Specifically,

  1. Fear the Reaper! Apollo was worried about 2 Rax; you should worry about Reaper openings. Because Reapers are so dang fast, Terran players are more likely to build the Barracks at their ramp and race the Reaper across, so just scout for that. If you see an early Refinery, you should prepare yourself for Reapers. 
  2. Given the early Reaper play, I’m a fan of earlier gas, similar to what IdrA does. He sandwiches it around 18 supply when you’re waiting on Overlords.
  3. Also be careful of Widow Mines. They’re scary, and Terran players may use them to block your 3rd base. I’m not sure whether this requires a reaction, but just be aware.

Zerg versus Zerg

The build:

Apollo’s Standard, Safe ZvZ (Oct 2012)

  • 9 Overlord (scout)
  • 12th Drone Scout
  • 15 Spawning Pool
  • 15 Hatchery
  • 14 Queen
  • 16 Zergling x2 (can be Drones if you see no threat)
  • 18 Overlord
  • 18 Gas (can delay if they haven’t taken gas)
  • 19 Queen
  • 22 Queen
  • 25 Overlord
  • ~4:40-5:00 Zergling Speed (or @100 gas)
  • Baneling Nest at Natural (or @ next 50 gas)
  • Spine Crawler (if you feel threatened)
  • Lair (when you have the gas)
  • 6:30 – 7:15 rest of your gases
  • Roach Warren
  • Evo Chamber
  • 10:00 3rd base

Again, some notes:

  1. Unlike the other matchups, you can send all of your Overlords out to scout. Specifically, you should form a line of Overlords between your bases since Zerg can’t shoot them down early
  2. After you get your Baneling Nest, the rest is somewhat flexible, and what’s above is a rough guide. Apollo isn’t very aggressive with his Zerglings, but if they are, you should have an Overlord outside their base to see it coming, and you can morph Banelings for defense
  3. Apollo does mention that he himself is willing to go Hatchery first, but probably just because he’s a boss at StarCraft. Pool first is safer since Zergling rushes do happen.

Fortunately, HotS hasn’t really changed ZvZ openings much. The important thing to note is that currently, midgame ZvZ is all about Mutalisks. Now that Mutalisks are faster (and Fungal Growth is a projectile, and therefore harder to land), the midgame is just having a better Mutalisk count and destroying your opponent. As such, you should get gas earlier since that is the limiting factor in your Mutalisk count.

Conclusion

You should watch Apollo because he teaches solid, clean play. I don’t blame you if you don’t want to watch 4 hours of him playing your race (or 12 if you play Random), but at least watch one or two openings so you can see the mechanics and style that he plays. His Zerg play is reactive, not proactive, and he relies on good scouting and clean macro to win games. His thought process explains how pros often seem psychic by just being aware, so don’t shy away from his WoL content. It’s still good.