# PiG’s Terran B2GM 2023

2021 Terran B2GM Series (still completely usable\!): [https://www.youtube.com/playlist?list=PLOrKQEirgvjC6wYzKFAYaIBI5kaIS9NX5](https://www.youtube.com/playlist?list=PLOrKQEirgvjC6wYzKFAYaIBI5kaIS9NX5)

The difference between this and my 2021 Terran B2GM is this one focuses on a 1-1-1 (1 barracks, 1 factory, 1 starport) opening all the way to GM. Whilst my previous B2GM started off with a 3-rax opening this one gets into tanks and other higher tech units much faster and is easier to defend just about any cheese or rush that comes your way.

# 

# Mechanics (same info as previous B2GM)

* Keyboard \+ windows settings  
  * Mouse \- 800 DPI \- but whatever works for you  
* Ingame settings AND hotkeys including regedit to change keyboard repeat rates are all detailed in my recent zerg b2gm: [https://youtu.be/A9m2VsBPPvQ?list=PLOrKQEirgvjD0h2N70b\_\_CNnBkypGp0oz\&t=677](https://youtu.be/A9m2VsBPPvQ?list=PLOrKQEirgvjD0h2N70b__CNnBkypGp0oz&t=677)  
* I advise you use control group stealing as default, set it up as per my previous T B2GM: [https://youtu.be/j4FmoC33ly0?t=1366](https://youtu.be/j4FmoC33ly0?t=1366)

CUSTOM HOTKEY CHANGES:

* Change all control groups to stealing as default  
* Caps Lock \= select all army \- very useful key as Terran, though one we don’t want to over-use or we’ll develop bad habits. It’s advisable for those with poor training discipline to just leave this uncontrol grouped and not use it at all whilst developing good control group habits.  
  * I will try to avoid using select all army key until I’m in Plat+  
* Dumping Key \= SPACEBAR (control group 0 and take away units)

F1-F8 \= camera location keys  
F1-F4 \= bases  
F5 \= rally point (production in early game \- important for addon swapping and manual production)

# **Control Groups**:

1. Army  
2. Secondary army (scv scout in earlygame)  
3. Drop Defense/Drop Key  
4. Command Centres  
5. Barracks  
6. Factories \+ Starports  
   1. I chose to split my production up a little, but many pros just put all 3 types of production all on the one key. A few have a separate key for barracks, factories and starports  
   2. I use the small side mouse buttons to tab forwards and back  
7.   
8.   
9. Engi bays/armouries (upgrades)  
   1. Some players put these with their production  
10.  DUMPING KEY \- Showed how to use **\~** as a dumping Key

* I don’t actually use these, I use the core \- a very advanced keyboard layout that takes quite a bit of research to set up and learn to use correctly and hence I don’t recommend it for most players. If you really want to learn more about it: PiG uses "TheCore" hotkey layout (The Core+ Version): http://www.teamliquid.net/forum/sc2-strategy/341878-thecore-advanced-keyboard-layout ||| Join this discord for help and discussion on the core [https://discord.gg/Uw3vX8r](https://discord.gg/Uw3vX8r) (ONLY ADVISED FOR HARDCORE NERDS AND LIFELONG LEARNERS)  
* CHANGE THE LIFT KEY \- Z  
* Make patrol Q

# 

# **Episode \#1: Bronze**

* 3 games basic build order  
* 3 games talking about fundamental habits  
* 2 games talking about macro cycle  
* 2 games talking about how over time practicing this stuff should be like tying your shoelaces \- the aim is for all this stuff that now takes conscious thought to become subconscious habit

**Rough Plan:**

* 1-1-1 Opening (1 rax, 1 factory, 1 starport)  
* Safety tank \+ bunker as standard  
* 2-base marine tank push

## Starting Build

**We’ll use this guide as the baseline and modify it a bit: [https://youtu.be/rYgH0So1tIg?t=58](https://youtu.be/rYgH0So1tIg?t=58)**

* 14 depot  
* 16 rax  
  * Reactor  
  * Marine production  
* 16 gas \+ send SCV across the map  
* 19 orbital \+ reactor  
* 19 Command Center  
* 20 depot  
* 21 factory  
  * Tech Lab  
  * Siege tank production  
* 22 2nd gas  
* 23 bunker  
* @factory finishing: Starport  
  * Viking → use to fly through enemy main base  
  * Reactor  
  * Medivac production  
* 4 Barracks  
  * 2 tech labs, 2 reactors  
  * Stim, shields, then concussive  
  * Mix of marauder and marine production  
* Ebay \+ 3rd/4th gas  
  * \+1 weapons upgrade

## Basic Scouting:

* Are there buildings in their base? If not they’re proxying us and we will respond:  
  * Bunker on highground \+ full wall, then resume build (with CC on highground)  
  * If they have the fastest possible spawning pool (finishes about 1:00, then you can do the same response)  
* Then hide SCV behind their natural and check if no natural at 3:30  
  * No natural at 3:30 \= scan their main to see what they’re doing, 1-base play has a lot of options. Check for proxies

## Attack Timings:

* When stim, shields, \+1 attack are finished and you have 3+ siege tanks and 2+ medivacs, move out and try to kill them  
* If it doesn’t win the game go again once you have another army with 3+ tanks together  
* If that doesn’t work you can try round 3, or just GG if you think you don’t have a chance

## Fundamental Habits that we need to build:

* Constant scv production  
* When to build depots, depot builder (Gary, 2nd depot builder (bruce)  
* Queuing SCVs back to mining after building structures  
* Building multiple structures at once  
* Adding to control groups  
* Setting up Camera locations

# 

# **MACRO CYCLE \- every 25s**

* Drop MULES, queue 2 SCVs/CC  
  * When we hit ideal SCV count, and are focused on attacking we stop SCVs and save energy for scans  
* Queue 3 marines, 1 marauder for each tech lab/reactor barracks, tank and 2 medivacs  
* Add depots  
  * When maxed or after a big fight we don’t depots anymore

# 

# **Episode \#2: Silver Part 1**

* Silver part 1  
  - [ ] 3 games how to set up the push (just sieging right in range of the enemy army and stim a moving up to this point)  
  - [ ] 3 games benchmarking our push timing \+ when we hit 45 SCVs.  
  - [ ] 4 games watching each replay and comparing to replay to see if we followed the build order and make corrections

## **Micro/Setting up for the attack:**

* Stop scanning as you move out, use scans ahead of your army to see where the enemy is and try to siege up a bit further away from their army so you aren’t caught unsieged in the battle  
* Siege your tanks and then leapfrog them using shift click to unsiege and queue a siege a bit further forward  
* Spread your bio out a bit with the tanks as you get more advanced  
* Stutter Step \- Alternate right click (move command) and A-move (A+ left click on the ground)  
  * Stutter step away from melee units  
  * Use it aggressively to push in decisively when you have overwhelming numbers (your units will clump like crazy so if they have splash damage this is very dangerous)  
* Don’t select the whole army and clump up to ruin our spread\!  
  * Just select the whole army and press stim  
  * Try to manually box small sections of units and move them around to spread or focus things as needed. But this way it’s much harder to mess your whole army up

## **BENCHMARK YOUR PLAY**

**Benchmark when we hit 45 workers, when our attack arrives and with how much and also when our 4-rax start**

You CAN hit 45 workers by 5:30 \- but more important than hitting this “perfect” point is just getting better every game you play. Same thing with we CAN hit the attack at maybe like, 8:00? But more important is just hitting a little faster every game we play. So getting it from 11m, to 10:30, to 10:00, then 9:30 etc.

### TvZ vs Jocanada on Royal Blood

* 7:30 \- 47scvs (but lost lots to roach attack early)  
* 9:43 \- Move out of base with tanks, 6 medivacs, 8 marauders, 28 marines, 48 scvs, \+1 attack, stim, shields, concussive halfway done

### TvP vs Juchel on Altitude

* 5:26 \- 4rax start  
* 5:36 \- 45 SCVs  
* 8:35 \- 7 tanks, 5 medivacs, 4 marauders, 51 marines, stim shields \+1, concussive half done, 150 supply.

### TvZ vs darkmatter on dragon scales

* 5:00 \- 4rax start  
* 5:33 \- 44 SCVs  
* 8:14 push gets ambushed moving out, 4-tanks, 4 marauders, 39 marines, 3 medivacs, stim shields \+1 and concussive halfway done, 127 supply. (I lost a lot of SCVs to a 6:00 bane attack

## **Watching Replays/Replay analysis**

* Moving the map to the corner and just watching SCV production, floating money \+ supply blocks to identify big gaps in the macro cycle  
* Checking we did the build in the right ORDER. Remember if we want things to become muscle memory like tying our shoelaces, we need to do things in the same order over and over again. If we keep doing it slightly differently each game, the muscle memory can never settle in.  
* Rough supply comparisons between us and the opponent. Basic worker vs army supply comparisons. Our goal is to start understanding the general game state

## Reaction to 5-roach pressure

* Pull back marines  
  * Totally ok to let them inside the main, no need to raise depots (assuming you’ve built marines nonstop the way you’re meant to)  
* Grab \~12 scvs, control 3, A move  
* A move marines with SCVs just in front  
  * Best to engage on top of the ramp, let them start moving up the ramp then a move  
* Get back on building bunker/CC on lowground and resume build  
* Note: if bunker is already up and loaded when they arrive, just pull scvs to repair ASAP and you should have a very easy hold

## Reaction to 1-base BC

* You should scout this when you see no expand at 3:30 and drop a scan \- fusion core is the tell  
* Lift barracks and build new reactor  
* Swap starport onto reactor and pump vikings  
* Cancel tanks/build cyclones

## Reaction to Cannon rush

* You just pull 1-2 workers to attack probe and 4 to attack pylon  
* IF you see a second probe or an actual cannon start \- then you know it’s ACTUALLY a real cannon rush, you can pull pretty much every worker and just overcommit shutting it down. You will always be ahead if you block the rush without losing SCVs, even if you lose a tonne of mining time  
* 

# 

# **Episode \#3: Silver Part 2**

* **Build order optimisation** **3-games**  
  * pause factory/starport production until after 4 barracks start, then nonstop tanks, medivacs start after stim/shields starts  
  * **Depot optimisation \- gary only joins bruce as the second depot builder AFTER the 4-rax go down.**  
* Control grouping army 2-3 times through the early stages so we can react to attacks/harass easier **4-games**  
* Shift de-selecting for map vision \+ gas **3-games (Actually both of these parts are combined)**  
  * Marine spotters to see if enemy moves out \+ see some of the map before we move out

## Build Order optimisation

Changes from previous opening highlighted in yellow:

* 14 depot  
* 16 rax  
  * Reactor  
  * Marine production  
* 16 gas \+ send SCV across the map  
* 19 orbital \+ reactor  
* 19 Command Center  
* 20 depot  
* 21 factory  
  * Tech Lab  
  * Siege tank  
  * Pause until 4rax starts  
  * Resume tank production  
* 22 2nd gas  
* 23 bunker  
* @factory finishing: Starport  
  * Viking → use to fly through enemy main base  
  * Reactor  
  * Pause until 4rax starts  
  * Resume medivac production  
* 4 Barracks  
  * 2 tech labs, 2 reactors  
  * Stim, shields, then concussive  
  * Mix of marauder and marine production  
* Ebay \+ 3rd/4th gas  
  * \+1 weapons upgrade

## Shift de-selecting

* All we’re doing is giving all our current selection a command, de-selecting the units we want to carry out that command, then giving a new command.  
* We’re using shift \+ left click on a portrait in the wireframe at the bottom of the screen to remove these units.  
* We will remake our control group afterwards to remove any units that got special orders out of our army. This way we don’t accidentally cancel those orders when we select our army and tell it to move somewhere.

## Control Grouping Army

* This is tough to get used to doing, but it’s a necessary skill. Getting in the habit of frequently boxing and control grouping your army will make reacting to harassment much easier.

## 8 roach ravager 4:20 pressure \- Royal Blood

* Siege tank on edge if not already sieged  
* Repair bunker \+ put SCVs on autorepair (ALT \+ repair hotkey)  
* Queue up tank \+ liberator  
* Pull marines to the front (keep behind bunker if possible)  
* Rebuild depots in the back of main base

## Pylon Block

* Build CC next to it  
* Move CC to proper position as soon as possible  
* just continue normal build

## Gas Steal

* Just take gas at normal time but on your natural  
* Send some marines to clear the assimilator at some point  
* just continue normal build

# 

# **Episode \#4: Gold Part 1**

* Addon swapping in the build  
  * Factory and Starport to build reactors, then build their own reactor/tech lab  
* Start using the viking to land in their main base as well

## Build Order optimisation

Changes from previous opening highlighted in yellow and orange. Colour coding shows which actions are batched together:

* 14 depot  
* 16 rax  
  * Reactor  
  * Marine production  
* 16 gas \+ send SCV across the map  
* 19 orbital \+ reactor  
* 19 Command Center  
* 20 depot  
* 21 factory  
  * Tech Lab  
  * Siege tank  
  * Swap off and build reactor  
  * Swap off and build tech lab  
  * Tank production  
    * Don’t forget to start gary building depots\!  
* 22 2nd gas  
* 23 bunker  
* @factory finishing: Starport  
  * Viking → use to fly through enemy main base  
  * Reactor  
  * Swap off and build reactor  
  * Medivac production  
* Build 4-barracks  
  * Build on reactors/techlab, 1 builds its own tech lab  
  * Bruce can join gary soon after this  
  * Stim \+ Shields  
* Ebay \+ 3rd/4th gas  
  * \+1 weapons upgrade

## Reaction to 1-base tank pushes in TvT

* Put starport on reactor and make vikings to win air fight,   
* Then you are unbreakable and can use liberator \+ tanks to slowly break out as needed

# 

# **Episode \#5: Gold Part 2**

* Same build with addons swaps  
* Liberator instead of vikings for more damage potential  
  * Making sure we micro it in for some scouting and harassment damage  
* Making sure we put marine spotters out

* A little bit more speed/killer instinct with our pushes  
  * It’s ok to mismacro a bit more as we do this

## Reaction to no buildings in their base?

* In the TvT vs proxy I was a bit greedy and went CC on the highground, reactor first, THEN bunker and continued my build.  
* If you want to be super safe just go straight for marines one at a time and bunker, then CC \+ continue build. However I believe most low level players actually will have more success with reactor first as long as you build it immediately when the rax finishes and immediately start nonstop marines

* More focus on basic multi-tasking  
* **Building Urgency (speed/multi-tasking)** \- We’ve been very focused on Organisation. Now it’s time to start focusing on urgency. Whilst ORGANISATION is first, SC2 is a real time game and URGENCY (speed) is a very important factor. We’ll start trying to bounce between different things a bit more quickly, doing our tasks faster. We’ll really test how well we know the macro cycle by trying to look at our scouts/units, then bounce home to do a macro cycle a bit more often. If we can build this muscle memory we won’t get so thrown off when the fighting starts. A lot of Terran’s are quite ok when nothing’s happening and they have a massive drop off in performance once the action starts. This will start training us to swap back and forth between micro and macro.  
  * Remove brain delay  
  * Thinking of things all as one action (batching up tasks)  
  * Moving things ahead of time in tandem (for instance move camera to location, already have hand ready to press the create camera location key)

  * PHYSICAL MUSCLE MEMORY  
    * Exercises \= spam clicking to micro units  
    * No thinking about having to click  
    * Hands just do, like tying your shoelaces\!

# 

# **Episode \#6: Plat Part 1**

We’ll start using a reaper in a few matchups to get used to multi-tasking and micro of the unit as well as add some more flexible scouting. You never NEED to add something like this. You can be GM and never build a single reaper. However it’s a really lovely early scout and harass unit and I assume most Terran players will want to learn to use it at some point, so now’s a good spot to start getting a bit of experience.

Note we may get distracted/excited by using reaper harass. This is great practice for finding mental tactics to stay centered, calm and organised no matter what interactions are happening in the game. We’ll naturally not be perfect on multi-tasking when starting, but being able to bounce between opening macro and reaper micro is really good practice for becoming a stronger SC2 player. Our ability to split our attention effectively is such an important skill and this is where that journey can really take a step up.

**Note:** Some rushes and early pressures will be harder/more technical to defend (reactor marine production is delayed by 50 seconds

* 50 seconds after rax finishes \- with this build you have 1 reaper \+ 1 marine (technically safer) as opposed to 2 marines with the reactor first build.  
* 82 seconds \- you have a reactor and 1 reaper 1 marine, whereas the reactor first build at that point already had 6 marines. This is the window where you’re wayyy more vulnerable with this build (about 3:30 ingame timer)

## Reaper first Build Order optimisation

Changes from previous opening highlighted in Teal  
Colour coding from previous episodes remains to shows which addon swap actions are batched together:

* 14 depot  
* 16 rax  
  * Reaper  
  * Marine  
  * Reactor  
  * Marine production  
* 16 gas \+ send SCV across the map  
* 19 orbital \+ reactor  
* 19 Command Center  
* 20 depot  
* 21 factory  
  * Tech Lab  
  * Siege tank  
  * Swap off and build reactor  
  * Swap off and build tech lab  
  * Tank production  
    * Don’t forget to start gary building depots\!  
* 22 2nd gas  
* 23 bunker  
* @factory finishing: Starport  
  * Liberator → harass  
  * Reactor  
  * Swap off and build reactor  
  * Medivac production  
* Build 4-barracks  
  * Build on reactors/techlab, 1 builds its own tech lab  
  * Bruce can join gary soon after this  
  * Stim \+ Shields  
* Ebay \+ 3rd/4th gas  
  * \+1 weapons upgrade

## New Variation for TvZ

## TvZ Reaper first Build Order optimisation

Changes from previous opening highlighted in Teal  
Colour coding from previous episode remains to shows which addon swap actions are batched together:

* 14 depot  
* 16 rax  
  * Reaper  
  * Marine  
  * Reactor  
  * Marine production  
* 16 gas \+ send SCV across the map  
* 19 orbital \+ reactor  
* 19 Command Center  
* 20 depot  
* 21 factory  
  * Tech Lab  
  * Siege tank  
  * Swap off and build reactor  
  * Swap off and build REACTOR  
  * Widow mine production  
    * Don’t forget to start gary building depots\!  
* 22 2nd gas  
* 23 bunker  
* @factory finishing: Starport  
  * Liberator → harass  
  * Reactor  
  * Swap off and build reactor  
  * Medivac production  
* Build 4-barracks  
  * Build on reactors/techlab, 1 builds its own tech lab  
  * Bruce can join gary soon after this  
  * Stim \+ Shields  
* Ebay \+ 3rd/4th gas  
  * \+1 weapons upgrade

* As you move out with big attack:  
  * 3rd CC \+ 2nd ebay \+ armoury  
* A bit later add 2nd factory with tech lab for drilling claws, and 3 more barracks with 2 tech labs, 1 reactor

* Some of our biggest struggles have been vs Ling-bane players, so it makes sense for us to shift into a more optimized build for TvZ to start off. Our main changes will be:  
  * Swapping tank production to widow mine production   
    * (still build first tank for safety)

* ## TvZ Notes:

  * Remember to use widow mines scattered on the map and on different paths to spot and weaken enemy runby attempts. Only at a very high level will the enemy have multiple armies each with their own overseers running around cleaning these up.  
  * Always send a single dropship out of marines the moment a medivac is ready. This makes it much harder for the zerg to ambush you on the map.  
  * Your aim is to make the game very awkward for your opponent, don’t tunnel vision on army for TOO long. If you float a few thousand resources remember to jump home occasionally and build 2-3 command centres. If you can get away with building them on location and making them immediately into PFs that’s way easier on attention then having to float them each out to different locations.  
    * *Note: So now you understand that expanding on location is great IF the enemy is very defensive. Whereas if they’re very aggressive you should expand safely at home and float them out.*  
  * This style will force us to make sure we don’t use F2 too much. You need to control your:  
    * Main army chilling outside their creep \- never breaking its pre-spread, and just pressing stim and letting it fight on its own whenever the ling-bane engages.   
    * Your drops in the back will always be sent in periodically to threaten multiple angles, never NEEDING to do damage, but simply needing to exist to overload your opponent.   
    * Thirdly your units at your rally at home, defending backstab attempts and periodically reinforcing the frontline.  
  * Always leave safety tank at home covering 3rd base/front of natural from the safety of the main  
    * If overrun at 3rd \- just grab SCVs, mineral walk to natural, then send them back after defending

## TVZ with a proper 3rd base+ transition:

* Taking a 3rd Command Centre, 2nd engineering bay and armoury when we move out with our first big 5-rax push, since our push is a bit more of a slow, continuous push rather than a one-off kill move.  
* A bit later add 2nd factory with tech lab for drilling claws, and 3 more barracks with 2 tech labs, 1 reactor  
* Using drops more often to hit the backlines and make the enemy feel pressure to engage into our spread of army outside their base

## New Variation for TvP

* 14 depot  
* 16 rax  
  * Reaper  
  * Marine  
  * Reactor  
  * Marine production  
* 16 gas \+ send SCV across the map  
* 19 orbital \+ reactor  
* 19 Command Center  
* 20 depot  
* 21 factory  
  * Tech Lab  
  * Siege tank  
  * Swap off and build reactor  
  * Swap off and build tech lab  
  * Tank production  
    * Don’t forget to start gary building depots\!  
* 22 bunker  
* 23 2nd gas  
* @factory finishing: Starport  
  * Liberator → harass  
  * Reactor  
  * Swap off and build reactor  
  * Medivac production  
* Build 4-barracks  
  * Build on reactors/techlab, 1 builds its own tech lab  
  * Bruce can join gary soon after this  
  * Stim \+ Shields  
* Ebay \+ 3rd/4th gas  
  * \+1 weapons upgrade

## TvP Notes:

* The Bunker before 2nd gas optimisation to be ready for chrono’d adept  
  * If they make a zealot first make it even earlier right after starting 2nd depot  
    * You can spot a zealot being built by seeing the gateway lights are shining BEFORE the cyber core is finished (lights \= production. Only unit available pre-cyber core \= zealot).  
* Swap to widow mines vs heavy zealot styles

## New Variation for TvT

Earlier bunker like in TvP

* 14 depot  
* 16 rax  
  * Reaper  
  * Marine  
  * Reactor  
  * Marine production  
* 16 gas \+ send SCV across the map  
* 19 orbital \+ reactor  
* 19 Command Center  
* 20 depot  
* 22 factory  
  * Tech Lab  
  * Siege tank  
  * Swap off and build reactor  
  * Swap off and build tech lab  
  * Tank production  
    * Don’t forget to start gary building depots\!  
* 22 bunker  
* 23 2nd gas  
* @factory finishing: Starport  
  * Medivac → 8 marine drop harass  
  * Reactor  
  * Swap off and build reactor  
  * Medivac production  
* Build 4-barracks  
  * Build on reactors/techlab, 1 builds its own tech lab  
  * Bruce can join gary soon after this  
  * Stim \+ Shields  
* Ebay \+ 3rd/4th gas  
  * \+1 weapons upgrade


## TvT Notes:

* Let’s open up with an 8 marine drop to be a bit more active in the early stage and get some experience with a different form of opening harassment \+ scouting

## 

## Advanced Habit: BATCHING STRUCTURES\!

* Don’t you dare build one barracks at a time past the earlygame  
* Always build 2+ facilities at once so you can come back and then add addons 30s later \- this means you need to look at this area twice. If you floated 1000 minerals, drop 6 barracks, add addons 1 minute later, bam. You’ve added sick production with minimal APM well done  
* The problem most players have is they add one barracks, come back add another barracks, come back add another barracks, come back build one addon, come back 5 minutes later add 2 more addons. Oh cool I’ve spent 5 times the attention to get 3 barracks only producing after 5 minutes. This is an atrocious way to spend your attention.

## Terran Builds are MODULAR

**You can plug most openings into ANY followup:**

* The main line of difference with all bio openings is   
* **Macro followup:**  
  * 3rd CC, double ebays, add all 2-base, then 3-base production (5-rax, 8-rax, maybe a 2nd factory or starport depending on your style)  
* **2-base Aggressive followup:**  
  * Full 2-base production ASAP (5-rax)  
  * Single ebay  
  * Might skip the 4th gas  
  * NO 3rd CC or 2nd upgrade structure \= just pumping units and focusing on taking good fights and micro

## Plat Part 1 Game Notes

* ### Proxy VR Response

  * Build vikings/marines/cyclones  
  * Bunker on highground and fall back to highground if necessary  
  * Add 2nd starport next to barracks \+ 3rd/4th gas  
    * Mass vikings and keep them back and group them up, get a critical mass where you can just gun them down in 1-2 volleys  
  * Build extra depots in the back, especially if depots are getting sniped

* ### Cannon Rush Response

  * Guide: [https://youtu.be/-wBO\_JK7GYE?si=TcCOVWVkWuF2-Qqe](https://youtu.be/-wBO_JK7GYE?si=TcCOVWVkWuF2-Qqe)  
  * Pull workers  
    * Split up their targets  
    * Attack the probes with 1-2 workers each  
    * Try to get maximum surface area  
    * IF they walloff really nicely/you scout it TOO late  
      * Kill highground probes  
      * Build bunker  
      * 2nd gas \+ factory and try to break out with a single tank  
      * Be wary of SG transition, may need to go reactor viking \+ cyclone

* ### DTs

  * We will just die to this sometimes, it is what it is  
  * We can minimise the % loss by:  
    * Reaper scouting initially to see twilight but trying to go in again for another scout to check for dark shrine (or just why is there only 2 gates and a twilight at 3:30 or 4m and nothing else? Doesn’t add up.  
    * MULE energy will differ massively, so you might just happen to have a few scans available in which case it’s much easier to defend  
    * You can wall off your natural with bunker and first depots by default and this shuts down non Warp prism DT openings as well.  
    * Completely counter it by: Change build order to always get an early raven \- I hate this option, only worth it if you play against DTs a lot. Don’t change your entire build for 1 or 2 occasional losses. That’s a bad way to improve at starcraft.

* ### Proxy 3rax marine scv all in

  * Our reactor is much later so we have less firepower vs this and pulling scvs at the right time \+ building multiple bunkers to make sure one gets up becomes key  
  * Cancel CC (or don’t start it in the first place preferably if you paid attention to scouting)  
  * 2 bunkers on highground  
  * Swap to marine production (if you JUST started a reaper or reactor, cancel it)  
  * USE SCVS on a second army key to surround/fight  
    * Mineral walk as they walk up the ramp to get a full surround can be very effective

* ### Lambo’s 5 roach pressure (hits with 5 roaches around 3:30)

  * If you spot pool first, keep reaper at home, then when bunkers almost done, send it across the map  
  * When you spot roach →  
    * build bunker on highground  
    * Marine \+ cyclone production rallied to highground  
    * Rally SCVs to main base and pull off lowground \+ only drop MULES in main.  
    * Continue build

# 

# 

# **Episode \#7: Diamond Part 1**

## New Variation for TvP

* 2 Cyclone drop \+ marine pressure on the front  
  * If cyclone changes just use 2-3 widow mine drop instead

**2 Cyclone drop build**

**Summary:**

* Reaper expand into 2 marines before reactor  
* Bunker before 2nd gas  
* 2 cyclones \+ medivac \+ push  
  * move marines out ahead and try to sneak them across without spotted if possible  
    * Use first cyclone to clear adept  
* 2nd \+ 3rd rax  
* Raven \+ tank  
* Swap addons around and play biomine  
* 3rd/4th gas \+ ebay

* 4th \+ 5th rax for simpler 2-base push follow-up, or 3rd CC for macro variation  
  * **Start with the 2-base all-in followup**

## 

## Opening Hellions in TvZ

* New 6 hellion \+ liberator opening before going into biomine

**Build:**

* 16 rax  
  * Reaper  
  * Marine  
  * Reactor  
  * Swap off  
  * Chill for a bit  
  * Build tech lab \+ marines and stim  
  * Shields  
* 16 gas  
* 19 orbital \+ reaper \+ send SCV to scout if they expanded  
  * If 16 pool timing keep reaper at home for a little bit before scouting  
* 20 CC on natural  
* 20/21 depot (this guy is your main builder)  
* Factory  
  * Swap onto reactor  
  * 6 hellions  
  * Swap off and build reactor  
  * Mine production  
* @400 minerals 3rd CC  
* Starport \+ 2nd gas  
  * Liberator  
  * Reactor  
  * Swap off and build reactor  
  * Medivac production  
* 2nd \+ 3rd rax  
* Double ebay  
* 3rd/4th gas  
* 4th \+ 5th rax  
* Armoury

Big macro transition added next:

* 2nd factory  
  * Tech lab  
  * Drilling claws  
  * Mine production (or tanks if needed)  
* 4th CC  
* 3 more barracks with tech labs

**Super advanced notes for this style:**

* Need to just keep doing attack \+ pickup micro to pin the zergs APM

## Advanced Habits:

* Each scv having a set task in the build  
  * Depot scv builds barracks, then factory, then starport, then becomes depot builder  
* Rally gas scv to inside of geyser  
* Benchmark first barracks/reaper  
  * marine/reactor/reaper should start at 1:28  
* Depots in a consistent location  
  * If you’re not walling off always build them in a big fat grid near the ebays so that’s a common area you visit to add depots and check ups

## New Variation for TvT

* Double gas opening 2 reaper, 2 cyclone into 2 ravens \+ interference matrix  
* 3-Tank \+ 2 raven push \+ scan to see if it’s worth fighting, otherwise just look for an easy siege angle, pick off what you can then go home  
  * **When learning the build let’s treat this push almost like an all-in. Benchmark it and really try to F up the opponent with this push. This will simplify games as we’ll often win or get crushed here and then we can rinse and repeat.**

**Build**

* 16 rax  
  * 2xreaper  
  * Reactor  
  * Marine production  
* 16 gas  
* 17 2nd gas 0:55  
* @100gas → Factory \+ Pull 3 workers off gas (20 supply)  
  * Hellion  
  * Cyclone  
  * Tech lab  
  * Tank production  
* 19 Orbital  
* 20 2nd depot  
* @400 minerals CC (\~2:20) \+ put back on gas fully  
* Starport \+ depot  
  * Tech lab  
  * Raven \+ interference matrix  
  * Raven  
* 3rd gas (CC should be about 75% complete when starting)  
*   
*   
* Transition after Opener:  
  * 3rd CC  
  * 2nd \+ 3rd rax  
  * Double ebay  
  * 3rd/4th gas  
  * 4th \+ 5th rax  
  * Armoury  
  * 2nd factory  
  * *4th CC*  
  * *3 more barracks*  
  * *2 more starports*  
  * *^Note: these last 3 points are really only if you’re happy playing a longer and slower TvT. Just focusing on 2 factory, 5-rax production and really focusing on engagements as the main priority is an easier path to immediate improvement and winning.*

Talk about writing out your builds and defining plans a lot more as a way to improve with our own builds/variations and in general deal with being stuck or lost in a matchup:

 **TvZ**  
**Opening Build**

* X

**Standard Composition**

* 

**Pre-Planned Attack timings**

* 

# 

# **Episode \#8: Diamond Part 2**

## TvZ

We will simplify from what we were doing in part 1\. We’ll do a 3-base, 8-rax push off the same opening. No 4th base or 2nd factory allowed. 3-base or die trying. Can keep upgrading and lifting CCs to new bases, but hard cap on taking new CCs to force us to commit hard to our timing attack and momentum. Harassing with reaper/hellion \+ liberator AND macroing a 3CC build is already challenging enough. No need to learn 4-base+ TvZ just yet.

**Lessons:**

* The decisive pressure of fast 8-rax is really nice for putting zerg on the backfoot  
* Once we have a bunch of marauders it’s really nice because we can just ctrl click micro our marines back and its a really simple easy form of micro with massive effect  
* Press “STOP” on your medivacs to stop unloading if they’re unloading on top of ling-bane  
* Attacking multiple locations is absolutely key for bio-mine styles  
* Constantly producing off our control groups in between and after every single skirmish meant we always had a new army at home to deal with runbys  
* Gary and Bruce should wall off all entrances to your 3rd  
* If they keep doing runbys and backstabs constantly add a bunker at your 3rd and put widow mines on all the attack paths to spot their army movements coming across the map

## TvP

Fleshing out the same build from Diamond Part 1\. This plan was good we just need a lot more games. This plan was good we just need a lot more games to show different variations and solve problems as they arise

**Lessons:**

* Vs colossus attacking the 3rd whilst dropping the main repeatedly to force them to split up is massive  
* Add an armoury to make widow mines invisible and keep killing observers with ravens and then scans  
  * This just creates a nightmare for the protoss as widow mines get left all over their bases and inbetween their bases even after they “Hold” your push  
* Lift the main to the 3rd to keep your mining steady and prolong the endless 2-base push

**Defending 2-base chargelot prism attack**

* Extra bunkers  
* Viking to defend prism in the main  
* Pull everything back to a central defence around your ramp/bunkers/walloff \- don’t get split up and spread out  
  * Make sure you hide behind your buildings and sit on ramps/in choke points where the zealots can’t surround  
* Try to walloff the front  
* Focus on marine marine production over everything else (ok to build marauders on tech lab rax)  
* Once you get a critical number of units together the zealots struggle  
  * Once you get stim, shields etc. and a good mine count the zealots fall off super hard

## TvT

Fleshing out the same build from Diamond Part 1\. This plan was good we just need a lot more games to show different variations and solve problems as they arise

Benchmark Radhuset

* 6:22 outside enemy natural with  
  * 3 tanks, 1 cyclone, 2 ravens, 2 vikings, 1 hellion, 8 marines

* Rapid Fire

**Lessons:**

* Staying on 5-rax, 2 factory and focusing more on army is a nice way to take CONTROL of the matchup  
* Getting forward positions is always key in this matchup, it puts pressure on the opponent to do something about it, and allows us to maneuver and find openings

## TvRandom

* Send a scout across the map at the very start of the game \- this will spot their race in time for you to follow your normal build, you’ll just be slightly behind on minerals.

# 

# **Episode \#9: Diamond Part 3**

* Let’s talk about scouting more throughout  
* Encourage lots of questions from chat and discussions to drive my explanations to the heart of what viewers need more details on  
* Stepping up the execution and continuing to improve our micro and awareness of how to adapt in various situations

## TvP

* Remember to get the armoury as you move out for your push each game

## TvZ

* 4m Surprise ravager ling attack  
  * Pull to highground  
  * Build bunker back from ramp  
  * Bunch of scvs on autorepair near bunker  
  * Keep hellions alive to fight the lings  
  * Make libs/marauders anything you can to fight  
  * Optional bring SCVs to fight  
  * Keep in mind this is a 23 SCV attack. You can drop to 10 SCVs and still be totally fine due to MULES and your high tech counter harassment of hellion lib that they’ll struggle to deal with

## TvT

* Game vs 3-rax before 3rd CC  
  * Safe Option is to just stay at home, seiged across all your bases and maybe do some light raven auto turret harass, but otherwise just macro up to 3-base  
  * In this case I still went for my attack since I knew I could hit pre-stim, so even if they have a lot of marines, they’re shit-marines  
  * When the drops hits I had NOTHING at home, so I had to respond very quickly:  
    * Rally to highground  
    * Pull back SCVs  
    * Lift CC  
    * Make sure producing more units  
    * Siege tank in very conservative position

# 

# Episode \#10: Masters to GM

## TvZ

* Re-ordering the build so we go:  
  * 4th CC THEN   
  * 6-8th rax  
  * 2nd+3rd factory  
    * Tech lab  
    * Tank production \+ drilling claws  
  * 3rd bases gases (5th \+ 6th gas)  
  * 4 orbitals  
  * Ghost academy  
    * Just enough ghosts to emp casters \+ snipe some ultras

**Keys to the style**

* Hit as hard as possible with first medivacs and mines \- stim right in and force fights \+ reactions and clear as much creep/kill as much as you can before picking up  
* Send reinforce to be the drop squad on opposite side of the map  
* Just keep rallying over and alternating attacking both sides and using the hot pickup micro technique  
* NOTES:  
  * Remember to restart depot production after starting 4th and 5th rax

**Maintaining pressure**

* It’s easier to just dive with your hellion lib, see what you can do, and go back to perfect macro  
* The problem is if they crush your pressure, they have map control until your double drop arrives  
* In that window they can:  
  * Spread creep like a mother trucker  
  * They can inject perfectly  
  * Hit their upgrades on time for once  
  * Take a 5th base  
  * Set up ling backstabs  
* So there’s something to be said for just keeping your units alive and poking and prodding for small damage without ever overcommitting or losing units. This is the holy grail of TvZ, it’s just very hard to execute. You have to find your own balance as a player between overcommitting to micro and shitting the bed on your macro back home VS being too passive or SIMPLE with your harassment (single dive and lose all units) and letting the zerg get out of control.  
* Also remember that even if you lose your units for a bad trade, if your double drop next pressure isn’t too late, you can still disrupt the zerg in a very big, meaningful way.

## 

## 

## TvP

* 1rax expand no scv scout  
* Barracks  
  * Reaper (check for proxies then join marines to intercept adept before going scouting)  
  * 2xmarines  
  * Reactor  
* 2nd depot  
* Factory  
  * 2x mines  
  * Tech lab  
  * Tank  
  * Swap off and build reactor  
  * Mine production  
* SKIP BUNKER  
* 2nd gas  
* Starport  
  * Medivac  
  * Tech lab  
  * Raven  
  * Swap off and build reactor  
  * Medivac production  
* 2nd \+ 3rd rax  
  * Swap onto addons from starport/factory  
* Ebay \+ 3rd/4th gas  
* 3rd CC  
* 4th \+ 5th rax  
  * Tech lab \+ reactor  
* Ghost academy \+ swap to vikings after 4 medivacs  
* 2nd starport \+ swap onto factory reactor, factory swaps off and builds new reactor

**Transition:**

* 4th CC \+ 5th/6th gases  
* 3 more barracks (you can delay this till after fusion core and get faster libs, is a perfectly fine way of doing it if you prefer faster liberators)  
* Fusion core  
  * Lib range  
  * Medivac energy upgrade

**Ghost micro**

* Use tab (i have tab on my small side mouse buttons)  
  * STIM  
  * TAB  
  * EMP  
  * Tab back to stim when needed

Occasionally you can control click the ghosts and run them forwards to EMP

**VS Storm**

* Pre-spread  
* Try to EMP high templar  
* Stutter step a group of units to bait them in  
* Once storm is all gone, just keep steadily attacking and picking good engagements, never give them a chance to warp in new HT and gather energy for storm

**Vs Phoenix Colossus**

* If you spot stargate into phoenix colossus early, you can do the 3CC response into a big 3 base tank viking push  
  * Tells: \- super fast ROBO \+ SG (pre 3:30 robo after SG)  
* Reaction  
  * 3rd CC (HIDE in back if possible)  
  * Factory  
    * Widow mine  
    * Cyclone  
    * Tech lab  
    * Swap off and build new tech lab  
    * Tank production  
  * Starport  
    * 1-2 vikings  
    * Tech lab  
    * Swap off and build reactor  
    * 2 medivacs  
    * Viking production  
  * Get a cyclone and a viking \+ marines for defence in main base  
  * 6 marines in natural mineral line defending there \+ widow mine assuming you already built one  
  * 2nd \+ 3rd rax  
  * Single ebay  
    * Both upgrades slowly working  
  * 4th and 5th barracks  
  * Pump bio, tanks, vikings  
  * Only saturate minerals on your 3rd, don’t need to fully saturate it, just 12 workers is ok  
  * Bring 6 workers with push and build turrets if they keep building phoenix, but mostly bunkers and repair if they’ve swapped to charge/ground composition  
    * Make sure you always push a side that doesnt have a ramp so you can bunker crawl  
  * Rally to the front and keep hammering with this big attack, need to at least kill their 3rd.

**Followup (get back to a more normal macro setup):**

* SCV production  
* 5th \+ 6th gases  
* 2nd ebay \+ armoury  
* Ghost academy  
* 4th CC

**Variation vs very early scout on stargate**

* Don’t build Starport, just go 3rd CC and get 2 cyclones for AA from your factory  
* Cyclones defend main, marines defend natural mineral line  
* Do normal transition just only add starport AFTER 2nd/3rd rax \+ ebay  
* Push with 3 tanks, 2 medivacs, and viking rally \+ start the bunker push

**Vs 2-gate**

* Bunker on highground  
* Make cyclones/tank  
* Drop mules \+ rally SCVs to main base  
* Retake natural

**Vs Mass zealot styles**

* Spot this by scanning for a low gas count  
* Be more conservative with army, don’t get surrounded, just try to fight for map control when you can without losing your army  
* Armoury \+ send 2 widow mine drops, 1 down each edge to punish their lack of detection  
* Once you have a BIGGER army, go for a giant bio ghost mine push  
  * Keep marching your mines and bio forwards and you should be able to win the game  
  * Be patient on stim as they might do a lot of backing off and force you to stim a lot  
* 

## TvT

* More consistent liberator-tank-viking crawls to break through defensive positions  
* Faster 2nd and 3rd starport  
  * Get viking control  
  * Add libs \+ fusion core for range  
  * Leapfrog tank/viking/lib forwards

# 

# Why are there less views for this B2GM?

* “Dead game” \- less players lately, no new content, more other games taking attention, lots of people waiting for Zerospace/stormgate/SC3 mobile edition \- **I don’t think this is it, Z b2gm did well a few months earlier**  
* Inconsistency \- more gaps in the release schedule for this B2GM  
  * Lots of events break up the schedule  
  * **I will do better on future ones, but I don’t think is that huge an issue on this one**  
* FORMAT \- this is the only second b2gm that is done with volunteers  
  * “Less authentic” to playing ladder  
  * However this format still did well in Zb2gm  
  * I’m taking more time to explain things slower and play slower rather than blitzing through \- perhaps this is less entertaining to watch \-   
  * It mostly effects silver/gold

* EXTRA EPISODES for this B2GM  
  * 9 hours to get out of silver league vs 3 hours  
    * **THIS IS TOO LONG \- this is the biggest issue**  
      * **Especially in silver and bronze where almost ALL my opponents were just doing my own previous b2gm builds back at me, it was very samey and uninteresting from the interactive perspective.**  
      * **I was blind to this because it meant I got to explain and teach all of the details so much cleaner and more organised and therefore it is simply a superior learning resource**  
      * **But people aren’t here for the best learning resource. B2GM is a mix of relatable and easy to consume EDUTAINMENT \- this killed that**  
* So I’ll apply these lessons on my Protoss B2GM but unfortunately for now this terran one has had its momentum killed. If we get good support on each stream we can keep it going, otherwise we’ll finish up and start Protoss B2GM in the near future.

