HOTS Tactics - Useful Timings for Terran Builds and Units

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Established Terran Builds & Timings

Below is a list of builds and important timings to do with those builds that you should know for execution and reacting.

[HOTS builds will be added as soon as the builds have been tried and tested. Right now although there are many builds in the Beta being commonly used that could be mentioned, they may not be viable by the time of HOTS' release in March, these builds will be omitted until the SC2 community have accepted them as permanently viable in the publicly released HOTS]

  • Bunker Rush
    V.1 - 12 Rax, bunker -> finishes at 2:55 -> 1 marine enters the bunker at 3:35
    V.2 - 11 2xRax, bunker -> finishes at 3:12 -> 3 marines enter the bunker at 3:52
    V.3 - 12 rax, 14 rax, bunker -> finishes at 3:26 -> 4 marines enter the bunker at 4:14
  • 1 Rax Fast Expand (FE)
    Vs Zerg: 10 supply depot, 12 rax, 15 orbital command upgrade, 15 marine, 16 command centre (~4:00), 17 supply depot, 19 bunker, 21 refinery
    Vs Protoss: 12 rax, CC down @3:30, Bunker down @4:00
  • 2 Rax FE
    Vs Zerg: 10 Supply Depot, 12 barracks (proxy if possible), 14 - Barracks (2), 15 - Orbital Command Upgrade, 15 - Marines, rally to opponent, 16 - Supply Depot (2), 19 Offensive Bunkers, 24 - Supply Depot -> either work on economy or tech factory/starport but do not carry on marine pushes since Zerg will already have countered that to survive.
    Timings: [6 marines and a CC at 4:30], [10 marines at 5:15]
    Vs Protoss: 10 Supply Depot, 12 Refinery with 1 SCV, 13 Rax, 16 OC, 16 Supply depot, 16 Rax Reactor, 16 Rax (tech lab when done and add two SCVs to Refinery), 22 Marine production, 22 Command Center (@5:10-5:30), 24 Marauders & Concussive Shells (then Stimpack) -> Marauder & Marine production into MMM
    Possible Alternative allows: 1 marine, 1 reaper, 1 marauder + CC @ 5:10 and an extra 2 Marines 1 Marauder @5:22
  • Griffith 4 Orbital Command Centers
    Vs Zerg: 10 Supply Depot, 12 Rax, 14 Rax, 15 OC, 16 Supply Depot, 23 CC, 2x Supply Depot, 27 CC, 31 CC (timing is important!), 33 Gas, 33 Gas. transform CCs into OCs -> mule like crazy.
    Timings: [CC's finished at 4:10, 5:10 and 6:10)
  • 3 Rax Marine Stim Push vs Zerg
    • Stim +8 marines @6:23
  • 3 Rax MM stim + conc. push vs. P/T
    stim + conc. +7 marines +4 marauders @6:41, +2 marines +2 marauders @7:05
  • 2 Base Ghost Push vs. P
    Stim + conc. + 17 marines +8 marauders +2 ghosts @9:32
  • MMM Timing Push
    Conc. +8 marines +5 marauders +2 medivacs @7:40, stim @8:20
  • 1/1/1/ Builds
    Vs Protoss
    - Marine/Raven/Banshee/Tank Timing Push -> siege +17 marines +2 tanks +1 raven +1 banshee @ 8:18
    Vs All
    - Hellion Drop: 8 marines +3 hellions +1 medivac @6:10
    - Blue Flame Hellion Drop: 4 hellions +1 medivac @6:45
  • Cloaked Banshee:
    V.1 - Cloak First • 1st banshee @6:40, cloak @7:07, 2nd banshee @7:40
    V.2 - Banshee First • 1st banshee @6:16, 2nd banshee @7:16, cloak @7:29
  • 2 Port Banshee: 2 banshees @ 7:02, cloaked 4 banshees @8:16 with 9 marines
  • Reactor Hellion Expand: 4 hellions @5:27, CC ~@5:44
  • Hellion Marauder Push vs. Z: 8 hellions +6 marauders +2 marines +x scv's @7:12
  • Blu Flame Hellion: 3 hellions @5:53, pre-igniter @6:18, 4th hellion @6:33
  • 2 Factory Mech:
    V.1: Thor - 9 marines +2 thors @7:36, +4 marines +2 hellions +2 thors @9:17
    V.2: Tank - 10 marines +3 tanks + siege @7:29, 4th tank @7:45

For More Cheeses: 'Masters Guide to Cheese'

Summary Per Race

Expected Attacks
Below is a summary of which attacks to expect and when for the races that the attacks could possibly work.

Protoss

  • Viable bunker rushes between 3:35 and 4:15
  • 8 marines +3 hellions +1 medivac @6:10
  • 1 Banshee @ 6:15
  • 4 hellions +1 medivac @6:45
  • 7 marines, 4 marauders from a 3 Rax at 6:41
  • 9 marines, 6 marauders from a 3 Rax at 7:05
  • 2 Banshees (no cloak) @ 7:00
  • 1 Cloaked Banshee @ 7:10
  • 2 Cloaked Banshees @ 7:30 - 7:40
  • 8 marines, 5 marauders, 2 medivacs with Conc. Shells @7:40
  • 4 Cloaked Banshees with 9 marines @ 8:15
  • 8+ marines, 5+, marauders, 2+ medivacs with Conc. Shells and Stim @8:20
  • Siege Research with 17 marines, 2 tanks, 1 raven, +1 banshee @ 8:20 (expect many if not all SCV's)
  • 2 ghosts, 17 marines, 8 marauders with Stim and Conc. Shells @9:32

Zerg

  • Viable bunker rushes between 3:35 and 4:15
  • 8 marines +3 hellions +1 medivac @6:10
  • 1 Banshee @ 6:15
  • 8 marines with stim at 6:20
  • 3 hellions with blue flame @6:18,
  • 4 blue flame hellion @6:33
  • 4 hellions +1 medivac @6:45
  • 2 Banshees (no cloak) @ 7:00
  • 1 Cloaked Banshee @ 7:10
  • 8 hellions, 6 marauders, 2 marines + SCV's @7:10
  • 2 Cloaked Banshees @ 7:30 - 7:40
  • 8 marines, 5 marauders, 2 medivacs with Conc. Shells @7:40
  • 4 Cloaked Banshees with 9 marines @ 8:15
  • 8+ marines, 5+, marauders, 2+ medivacs with Conc. Shells and Stim @8:20

Terran

  • Viable bunker rushes between 3:35 and 4:15
  • 8 marines +3 hellions +1 medivac @6:10
  • 1 Banshee @ 6:15
  • 4 hellions +1 medivac @6:45
  • 7 marines, 4 marauders from a 3 Rax at 6:45
  • 2 Banshees (no cloak) @ 7:00
  • 9 marines, 6 marauders from a 3 Rax at 7:05
  • 1 Cloaked Banshee @ 7:10
  • 2 Cloaked Banshees @ 7:30 - 7:40
  • 8 marines, 5 marauders, 2 medivacs with Conc. Shells @7:40
  • 4 Cloaked Banshees with 9 marines @ 8:16
  • 8 marines, 5 marauders, 2 medivacs with Conc. Shells and Stim @8:20

Alternative Summary

Below is the general times that you should expect different pushes e.g. bio push, hellions etc. Remember to inclue any early battles or mistakes you know your opponent made (as well as what you've scouted) whilst calculating what and when to expect his pushes.

An easy way of making the below information useful is by remembering when the attacks could happen and then factoring in the fact that the more time elapses the stronger those attacks can become. So for example, if you know that blue flame hellions can come at around 6:20, you know it's only going to be a weak attack, but, if you have waited 20 seconds after that time and still expect hellions, you will expect 4-5 hellions and should prepare accordingly.

Bunker Rushes: 3:35 - 4:15
Banshees: 6:15+
Blue Flame Hellions: 6:20+
3 Rax Push: 6:40+
Blue Flame Hellion Drops: 7:00+
Cloaked Banshees: 7:10+
2 Base Ghost Push: 9:30+

General Terran Facts to Consider

  • 50 energy (one mule) is generated every 1:30 game time
  • The combined time of building a CC and researching OC on it is 2:15
  • A 12 Barracks finishes at @2:40
  • It takes 2:35 to begin producing 2x medivacs or vikings from a factory (to build a Factory, Starport and then reactor on that Starport: 2:35)
  • It takes 2:05 to build a ghost academy and train a ghost
  • It takes 2:05 to build an Armoury and then train a Thor.
  • Start an armoury when +1 is 60% done and you can smoothly begin researching +2 in time.
  • If you don't already have a factory then you need to start building it at 20% of the +1

Things You Must Do

  • Since DT rushes can only viably happen at around 7:30 so put down an engineering bay at 7:00 if you haven't already.

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