Originally Posted by madgoat
how does that beat any zealot heavy opener?
I've never seen a heavy zlot opener...i'd imagine I could just kite all day and/or emp. If they rush with zlots, I'd have a wall with at least a few marines to defend, and I could just repair.
The build I'm using works like this
16 marine (2x)
19 reactor (keep pumping marines once it's done)
20 tech lab (+1 marine before ghost/maruader)
20 ghost acadamy
34 concussive shells
pull 3 scv's and move out at 6:20 with 10 marines, 1 ghost, 1 marauder, 3 scv's
Behind this I build a CC and a factory as my forces are moving out.
This is the perfect way to execute it. Typically I after the academy is done, I just switch between marines, marauder, and ghost production while pumping scv's and depots. Get concusive when I need to.
The important part is steps up to 20 supply. But yeah, I've been raping Toss lately, which makes me feel wonderful inside as a terran. also, savings scans are important at the end. I like to have 2 scans available when I hit the base. If toss sees it coming, they can waste a FF on the ramp, then you can scan, emp snipe, then scan again and move up to victory.