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ThorZaIN's 2-2 Bio
From Liquipedia StarCraft 2 Wiki
Overview[edit]
Opening with Marauder (1) to cover a fast expand and adding Marauder production and addition Barracks after Infantry Weapons Level 1 and Stimpack have started, Terran does a fast tech to 2-2 Infantry upgrades and then add Starport and produces heavy Barracks production on two mining bases and takes map control with a huge army size and upgrade advantage.
Goal[edit]
Stockpile the early army of Terran and make the early game a defensive tech to fast 2-2 infantry upgrades. And start taking a strong map presence after either 1-1 or 2-2 to deny any greedy expansions from Protoss.
Notes[edit]
- Short on gas? Make Marines instead of Marauders.
- Only make a total of four Medivacs or Vikings before starting 2-2.
- Start all three other Refineries with the Factory, which will be at the same time as the third set of 100 gas.
Scouting[edit]
- Forge or even Double Forge builds are weak for Protoss in the early game and hitting them before 1-1 finishes or at least harassing is strongly recommended.
Execution[edit]
- Bunker and Missile Turret defenses are used for adding health and detection respectively, while massing a large bio army to punish an unsuspecting Protoss.
- Ghost Academy, and a single Starport, should be used if there are no opposing Colossus in play to further weaken the Protoss Gateway units, especially for High Templar and Sentry en masse.
- If there are opposing Colossus, two Reactored-Starports should be used solely for Vikings until Colossi numbers are reduced to zero.
Adaption[edit]
- Only two noted adaptions have been:
- Five Barracks (4 Naked) before second Engineering Bay (2), this was when ThorZaIN felt that the opponent was going to be more aggressive, this held off a Void Ray/Stalker build.
- Two Starport and Ship Weapons (1) was taken when the opponent went straight for Colossus, and was overwhelmed by the huge Viking numbers
Maps[edit]
Generally has the same map strength and weaknesses as normal Bio-heavy Terran style.
Pro features[edit]
- Wide open maps with multiple attack and retreat paths.
- Xel'Naga Caverns, Tal'darim Altar
- Main Base or Natural Expansions with one entrance and choke point ramp leading in make the early game easier to defend.
Con features[edit]
- Wide entrance at natural,
References[edit]
- LiquidTyler (P) vs Prae.ThorZaIN (T) Match 3 - TSL3 Ro16 Match 1 Double Forge vs Double E-bay anyone?
- TSL3 Ro8 Match 2 - oGsMC (P) vs Prae.ThorZaIN (T): Game 1 Game 2 Game 4
- TSL3 Grand Final - Dignitas.NaNiwa (P) vs Prae.ThorZaIN (T): Game 6 Game 7
- TL Forum Discussion of this build
- Col.Minigun (P) vs ThorZaIN (T) Fast Templar and Upgrades for Protoss, Large Ghost count used to flank the opponent