Thor Drop (TvT)- Build Orders That Probably Shouldn’t Exist

     Hello again, and welcome to the second posting of horrifying strategies that most likely should not be as successful as they should be. This one involves my previously established favorite unit to play around with as Terran, and so I figured I’d share it because I think it needs some love and I would love to face this in a mirror matchup.

The Thor.png

    This build works pretty well, as long as you learn to hide your buildings well and deny scouting. Otherwise, your Thor is going to meet some very unhappy Marines, Tanks, Widow Mines, and Cyclones, all determined to usher you off their lawn.

     This is the general build:

14              Supply Depot @Ramp
15              Refinery
15              Barracks @Ramp
16              Refinery
-->             [Send out SCV for proxy]
18              Reaper
19              Orbital Command
19              Factory [Proxy]
20              Supply Depot @Ramp
@100% Factory   Armory
@100% Factory   Starport [Proxy]
@100% Factory   Tech Lab [Factory]
22              Supply Depot
@100% Armory    Thor
@100% Armory    Medivac

First Refinery     The build seems innocent enough, but looking more closely, there are a lot of things happening at once.

     Let’s imagine we’re on King Sejong Station, as that seems to be a pretty popular map for Terrans right now. The first line of the build order is as normal as it gets; Terrans wall-off against pretty much everybody nowadays. We’re going to be pretty gas-greedy though, so we’ll start off with a quick Refinery at 15. This is not terribly out of the ordinary, as many Terrans will open up this way for Banshees. Nothing bizarre yet! The image up and to the left shows how far your Refinery should be once your Barracks goes down.Freddy the Fightin SceeVee.png

     About halfway through the Barracks finishing, we’re going to send our SCV out for scouting. Say hello to Freddy the Fightin’ SceeVee!

     The best place I’ve found to be for proxying on KSS is by the Reaper cliff in the main base, and up the ramp in the corner. Every map is different, however, so you may want to experiment timings to send out Freddy and where to tell him to build stuff. If you’re on Ruins of Endion or Ulrena, I suggest you don’t even bother proxying, as those maps are close by air, and the proxies are either further from their main base than your main base is, or it can be spotted with a Xel’Naga Watchtower.

Proxy Location

     Once the Barracks is finished, we’re going to queue up a Reaper in the Barracks and make an Orbital Command. This will be used to defend against other Reapers that potentially will enter the base, and to ward off other scouts. You can use it to harass and scout as well, but it’s more risky and it’s imperitave you don’t lose it. There’s no room economically to pay for another Reaper and not enough time or supply to pump out Marines. Don’t forget to Mule! The Factory should go down ASAP, after the Reaper and Orbital are taken in production. Don’t forget to finish walling off as well!

     When the Factory is almost done, we’re going to send an SCV to a weird corner of the base. I like the corner opposite of the Reaper cliff in your main base the best, so that’s where we’re going to place it. Make sure that you’re still producing workers, as this build can transition into a macro-oriented build. The Supply Depot at 22 supply is crucial to allowing you to continue macroing.

Armory Location

     The Starport is second priority because it takes less time to build than the Armory. We’ll let Freddy build that next to the Factory. Thirdly, the Factory is going to get a Tech Lab. Once the Armory is finished, obviously, build the Thor. Medivac is second priority because, similarly to the Armory and Starport, it takes less time to build. Build another Supply Depot sometime afterwards–you’ll want more supply for workers and a playmate for baby Thor!

–Note: The Thor should be in High Impact Payload. While the pictures have the Thor without it, there’s no need for the splash damage, and High Impact Payload allows you to target Vikings or Banshees if need be.–

     The rest of the build is fairly self-explanatory, but it’s very micro-intensive. if the Thor gets in a bad place, pick it up and move it. If workers surround it, pick it up and place it a little out of range or in a choke point. After the first Thor, you should be able to afford another Thor and an expansion, and eventually a second Medivac. Don’t be afraid to be a little risky with the Thors, but losing them early on usually means that you will lose, or at least be significantly behind. Remember, Freddy is still sitting at the proxy to nurse his babies back to health!

     If the game hasn’t ended after you’ve harassed with both Thors, you’re set up very nicely to be ahead with a mech army. If you prefer mech, throw down two Factories, float your proxy structures home, and pump out mass Siege Tanks, with a Reactor on the Starport pumping out Vikings. This plus attack upgrades at the Armory, and you’re set up perfectly for the long haul.

     While I haven’t attempted a transition into a bio composition, I suppose it’s possible. The only thing I have to mention about this though is that your opponent will typically try and counter-attack once your Thors fly home or stop attacking for a little bit. As long as you keep this in mind, then you should be all set! I’d also recommend skipping the fast third base in exchange for earlier Barracks, as you’ll likely need it for the forces soon to be knocking at your door.

     That’s all for today, guys. Happy hammer-dropping, and I look forward to posting again next week!

The Thor, Again.png

The Liberating Turtles (TvZ)– Build Orders That Probably Shouldn’t Exist

    Hello there, and welcome to the first batch of posts regarding build orders from Proxy Tempest! Being the resident nightmare in our community, I have decided that I would show some of my Terran builds that I use to terrorize the ladder. The first up is for the TvZ matchup, which is something that normally doesn’t see much creativity or deviation from standard on the Terran side anymore. I did not receive that memo, so we’re going to build these.

The Air Army

    While the Banshee-Liberator composition has been around for a little while, there aren’t many easy ways to defend your base to get enough Starports and add-ons to make a sizeable force. However, if you’re on Dusk Towers, Frost, or Frozen Temple, there is a remedy that looks like something from Ketroc’s stream (just without the Ravens, and with whatever I really feel like building instead).

    Here’s the breakdown:

–>                            [Send out SCV to natural ramp @50% SCV]
14                            Supply Depot @Natural Ramp
–>                            [@100% Depot, send SCV to scout]
17                            Command Center
19                            [Rally SCV to third]
20                            Command Center
20                            Refinery
20                             Barracks @Natural
23                            Engineering Bay @Natural
25                            Orbital Command x2
25                            Marine
26                            Bunker
@150 Gas               Planetary Fortress
@100 Gas               Factory
–>                             [Add 5 More Refineries when affordable]
@100% Factory     Starport x3

First Supply Depot    Let’s say we’re on Dusk Towers. When you’re first SCV is about halfway produced, send one SCV to the bottom of the ramp. This is where we’re going to place our first depot. We’ll send the SCV out for scouting as soon as it’s done building.

    Next, we’re going all out for greed, so we’ll open up similarly to a normal Command Center first build, with a Command Center at 17 supply. After the first Command Center, though, we’re going to keep producing SCVs until 20 supply, skipping over the Barracks for now. Rally the 20th SCV to the third base location from the Command Center while it’s being produced and build a third.

    Immediately after that third Command Center goes down, cut SCV production. Now’s catch-up time and making sure our third isn’t going to die to a Ravager or Baneling all-in. Build a Refinery then a Barracks at the wall-off. After these go down, continue SCV production. While it says to build the Engineering Bay at 23 supply in the build listing, it doesn’t really matter when it goes down, as long as you place it at the wall-off and before you have 150 gas.

    Once the Barracks finishes, Orbital Commands at the main and natural are a necessity. Make three Marines and a Bunker at the wall-off to ward off pesky Overlords and Zergling scouts. On Dusk Towers, I’ve had the most success with the wall looking like this.

Wall-Off on Dusk Towers

You should have enough gas at this point to start your Planetary Fortress. I like to send six SCVs to the Planetary from the main base just in case something comes to attack us. Build Refineries at the third while the Planetary is morphing.

    It might seem kind of silly to build a half-wall and a Planetary, but this is by far the easiest way to hold off aggression while simultaneously being extremely greedy. If you scout a highly aggressive build from Zerg at the beginning of the game, I would delay the Factory and instead go for Hi-Sec Auto Tracking. This will help to defend more structures and will get an extra shot on the Zerg army from the Planetary before they can reach it. Otherwise, I would get the Factory first, and Hi-Sec second. This is also when you should be taking your other vespene geysers. In the higher leagues, I suggest building two Missile Turrets by the cliff between your main and your fourth to ward off Overlord drops.

    After the Factory is finished, it’s best to build 1-3 Siege Tanks–the number fluctuates depending on their Roach count. A scan into the main and third usually reveals how aggressive their tech and economy (or lack thereof) are. You should be able to afford three Starports right off the bat if you’ve been macroing well. Keep making SCVs until you reach a critical mass of 60-70.

    Once the Starports finish, make two Tech Labs and one Reactor. We’ll get Banshee Cloaking once one of the Tech Labs finishes. This will be the core of our army production for the rest of the game.

    Over time, you should start floating enough minerals to build additional Missile Turrets around your bases and Command Centers so that you can build more units. On four bases, you should be able to afford 6-7 Starports, 1-2 Armories cranking out air upgrades, and a Fusion Core to research Hyperflight Rotors and Advanced Ballistics. If your opponent is obsessed with Hydralisks, more Tech Labs are probably your way to go (like the picture), but generally you’ll be playing against Corrupters, so it’s okay to go up to three or even four Reactors on your Starports.


    That’s pretty much the build. I recommend building the Armory immediately after the Starports and going for a +1 timing attack, but you could turtle and go double Armory or skip them entirely; as long as you beat them before the 20-minute mark, upgrades aren’t terribly significant. After you have five bases, start replacing your Banshees with Battlecruisers.

Production 2

    There is a mass Factory variant I’ve been playing around with that relies on more Siege Tanks at the beginning, double Armory upgrading, and shooting for mass Thors with some Hellbats thrown in. This is less successful, but I love my Thors, and I think Factories sprawling across your base looks slightly more intimidating than Starports for some reason.

    If you want to go for the mass Thors variant, skip the Starports, save for maybe one for a Raven or some Vikings (unlike the picture). If you do this, you can have 7 Factories running off of three-base economy, 6 of which will be most likely producing Thors. And while the Thors don’t scale quite the same way as the Banshees and Liberators do…

The Ground Army

    …every engagement looks absolutely awesome.

    Thank you guys for reading, and I will have something new and equally bizarre next week!