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Introduction

I. Introduction Hello my name is Yume from Team .SCA and i am here to introduce a sc2 "workout guide" as a source of reference to give a training regiment for players at the lower level to improve. This regiment is basically a guide for players to follow in a day to day basis in order to improve the results they aim for at a reasonable pace. Just like how a workout program works, a player doesnt have to "perfect" the program to get the results they need, but simply a source of direction for players to follow in order to improve the best they can for the given time. The idea is to give a training program for students willing to improve WITHOUT the dependencies of a coach to improve. The program is generally meant for the silver/gold/plat players to achieve a higher level at a reasonable rate. The workout is covered over the course of 4 weeks, each day covering a set of exercises, warm up routines, lecture guide, and tips/advices a person should generally cover for that day. The theory is if players follow the day-to-day workout guide, they would not only improve mechanically but also gain a much better understanding of the game. Please follow the program as close as possible to achieve maximum results and good luck!

II.

How to use and begin

Whenever a player begins the day, it will start off with some exercises. Afterwards there will be a lecture that will give you useful information that will apply to your game knowledge. Please follow all instructions for maximum effect of the program and do not rush it. Remember, this guide is as only as good as the user putting effort and time into their practice. Do not rage, keep calm, and take it as a learning experience just like school.

III.

Additional Notes

The training program is made to be optimized as of April 13, 2013 for Heart of the Swarm patch 2.0.7. Any balance, map, or metagame changes after the date can either void/enhance the training methods written in this program. There obviously will be frustration and possibly rage. Please stay calm and remember that its NOT about winning, but doing each task executed perfectly. It is perfectly natural to lose a lot at the start.

PREPERATIONS AND SETUP BEFORE YOU TRAIN


Before we begin the training program, we must first set ourselves up. The nature of how Starcraft works isnt any different from a normal physical sport. Like sports, the more we practice, the more we mechanically bound we get to the things we do. It is very important the setup we have is done now because over the course of time, we will get comfortable with this setup and wont play optimally otherwise. Mechanical Keyboard and Gaming mice

If you have the money and dont have a mechanical keyboard, i suggest you get one. Having a mechanical keyboard will eventually be crucial for long term improvement. If you do not have a mechanical keyboard, start researching online which mechanical keyboard to get. Just be aware that among mechanical keyboards, there are 4 main different type of key switches (Blue, Brown, Red, Black). Each key switch will have a distinct feel and sound. It will all be preference on which type of key switches you like. Also get a gaming mouse. Having a gaming mouse not only allows a more comfortable hand grip, but also gives a much greater degree of mouse accuracy. This will be super important for long term improvement. Removing Mouse acceleration

Mouse acceleration is a feature where the speed of the mouse cursor is based on the speed you move your mouse. This might sound like a good idea but it causes problems. If you move your mouse from point A to point B then you'd expect your cursor to do the same thing each time you move the mouse between those two points; with acceleration enabled, it wont because you'll vary the speed that you move the mouse between those two points and end up with inconsistent aiming. What most sc2 players wont realize is that even when SC2 is on, mouse acceleration is on by default even if its disabled in the control panel for windows. So to remove this for good, follow the link below and follow its instructions (If you are using Windows 7 or 8). If you are using another operating system, try googling for answers to remove mouse acceleration. http://donewmouseaccel.blogspot.com/2010/03/markc-windows-7-mouse-acceleration-fix.html After applying the registry to completely remove the mouse acceleration, restart your computer to apply the effects. Changing Repeat Delay on keyboard

Click on start, type in keyboard on the search bar and go to keyboard. Set the repeat delay to short and set your repeat rate to fast. Basically if you hold down the "A" button, it will quickly input the "A" command. Try setting the repeat to both long and short to truly see what I mean.

Day 1 Warmup
I.
Finger & Wrist Stretch

Before everything we do, we will always warm up just like physical training. Although this may seem pointless with some people, it helps increase circulations in your hands and prevents computer related injuries such as carpal tunnel syndrome. Benefits: Loosens stiff fingers, hands and wrists Completed daily for a few months, hands will become more flexible Step 1: Starting with the right hand gently extend the fingers back one by one. Step 2: Then take them all back at the same time. This helps to stretch open your palm. Repeat several times.

Step 3: Take your thumb back towards your wrist. Then bring it forwards, stretching gently and firmly. Never force it. Finish by making a fist and slowly opening it, stretching your fingers and thumb out as far as you.

Step 4: Put your palms together, fingers pointing upwards, as if you were praying. Stretch your fingers and press palms together strongly. Keep the base of your palms pressing together, as you gradually lower your hands until your lower arms are horizontal. Step 5: Then take your hands down still further, fingers and upper palms together. You should feel the stretch on the insides of your fingers and wrists. Hold for a few seconds, and then repeat.

II.

Micro Trainer Exercise

In arcade, type in the search bar Darglein Micro Trainer. This custom game is a special custom game that allows you to practice your micro. Normally you would get better at micro naturally by playing many games, but supplementary help is always a good thing. Just remember not to get too into it and just limit your micro training exercise strictly about 10 minutes. There are only two modes you want to play when you do start the game, double marauder survival and The Split. Play The Split for about 10 in game minutes (With stim and baneling speed on, no creep). Splits are basically repetitive actions of boxing your unit in smaller degrees and sending them out to different direction. When you do play the split, its not about sending every marine to every possible direction, but rather focus splitting the marines where the primary baneling clump are directionally heading. As for the double marauder survival, there are two marauders on the field which have to kite zealots in order to live. The zealots cannot die, but you get a point for every marauder attack you land on the zealot. The idea is kiting between two places at once. This exercise is to help you move between screens back and forth nonstop to not only help you force you to move your hands, but to comprehend the speed you are moving. Many times, a lower level player gets dizzy from watching a fast player and often lose track. You are to build your endurance by playing this game. Remember, DONT GET TOO INTO IT. Just play 1 or 2 lives for double marauder survival and 10 in game minutes for the split. Afterwards we can proceed to the lecture. Do NOT be lazy about doing this exercise and do NOT think about skipping it either. More details about the exercise will be coming soon. [NOTE]: The first day is long. Meaning if you have plans or anything, do not start unless you have a clear schedule.

Day 1 The Build Order


We will begin by learning a build order. This build order is unique because it can be used in all matchups (More popular vs. Protoss and vs. Terran) This build will be your bread and butter for the next few days you will not do ANY OTHER builds but this. This is the Korean approach to learn new builds. The idea is so that single build plays against a variety of builds so you learn to counter verse it situationally. On top of that since you are not doing any other build, 100% of your focus goes to this build to learn. You will learn this build to the point where it will become mechanical to you or 2nd nature to you. Just like walking, you dont have to think to walk. You dont really say to yourself Ok, I will put my left foot 15cm forward and inset 100 grams of force to propel my body forward. You just walk because you have done it so many times it becomes 2nd nature to you. The same concept we are doing is exactly same for this build; to do this to the point where it becomes like walking to you. We will refer to this build as the 15 gas reactor expo build. Just remember that since today is the first day, you will be hammered by a lot of stuff you will need to know. It is also perfectly natural to lose and be frustrated but remember that its NOT ABOUT WINNING AT THIS POINT; its about building up your mechanics (Which will set a solid foundation for the future). The whole purpose of this build is to not give you an auto-win strategy, the purpose of this build is to NOT DIE EARLY GAME and set you up for the mid-late game. Now lets begin.

Benefits of the build Very safe build One of the fastest possible way to acquire both expo + factory Allows very early aggression

The Build Order


10 depot 12 rax (2 marines then reactor) 15 gas 16 depot (2) 17 orbital 20 command center 21 factory (Widow Mines) 24 depot 25 bunker 28 starport (2 gas after starport complete)
nd

[AUDIO] Build Order walk though (Click on icon)

Scouting Time
Verse Protoss 15-16 supply Verse Terran 13 supply Verse Zerg 14-16 supply

Transition (The Ideal Follow up)


There are couple transitions you can follow up. But we will only focus one type of transition. Until we learn this one transition by heart, there is no need to learn other types of transition. We will eventually learn the other transition in a different day.

1.

The first 300 minerals after the 2 medivac, start 2 more barracks. Start your first engineering bay as well after this. After the 2 medivac, make both factory and Starport a tech lab. The Factory and Starport will be swapped for the 2 rax as addons.
nd

nd

2.

After swapping, start stim and combat shield. Make sure you grab the 3 and 4 gas whenever you can. Start +1 attack as well. Start Marauders whenever you can.

rd

th

3.

Add a reactor on starport. After reactor get 2 medivacs and commence your medivac timing attack. OPTIONAL: Fac can still pump out widow mines or float fac towards enemy for scouting.

Day 1 The Reactions


While we are trying our best to go to the ideal transition (as shown from the previous page), sometimes we are unable to reach those transition due to the enemy performing timing attacks. Here are some basic reactionary changes you must do to adapt to the situation. Doing these reactions may or may not interfere with your build order transition. NOT doing these reactions may result into you losing or get tilted so hard you will start floating to ridiculous amounts. Here are some basic reactions you can perform.

Basic Situational Adjustments to make (vs. Protoss):


Mothership Core: When you scout the Protoss base, there are a few adjustments you might have to make. If you confirmed that the Protoss is starting a Mothership Core (Requires 2 gas to make the Mothership Core), you will need 3 marines at the high ground by the time bunker is done. 3 marines is exactly enough marines to beat a Mothership Core. Any fewer marines will result in the Mothership core winning.

Position the 3 marines at the high ground

No Mothership core: If you scout no Mothership core (But has 2 gas taken), he is doing a tech build. One of the most popular tech builds out there is an oracle rush. To prepare for the build, whenever widow mines pop out, they will need to be placed in the mineral line (specifically between the gas and mineral line). One widow mine shot will kill an Oracle. Otherwise the default position widow mines should be is at the front of your base.

See the Widow Mine in the mineral line?

If you do see 2 gas and no Mothership core, you will still have to do some aggressive scouting. Make sure you have one active SCV scouting random parts of the map to scout for possible proxies. If you do happen to find a proxy Stargate, yes its possible he can use oracles (Which is why we have widow mines positioned). If its not a Stargate but a Robotics or Dark Shrine, you can reposition the widow mine right next to your bunker. If it is a dark shrine, Get Engineering Bay to get turrets soon (Save scan incase until the turret is out)

Scouting Table
3 or 4 Gate

1 gas

Macro Game

Scout

Mothership Core

Blink Stalker All in

DT Rush

2 gas /w no core

One Base Play

Immortal Bust

Late Expo

Stargate Play

Cause 2 gas /w no core No Expo after 5:40 in game

Effect Aggressive scouting + Widow Mine Repositioning The Oh Shit Moment = Aggressive scouting + Ebay (Turrets) + Widow Mine Repositioning

*Aggressive Scouting means at least 1-2 active SCVs scouting the map for every possible proxy location possible. Aggressive scouting could mean not making an unnecessary Ebay, turret, or extra bunkers depending on the situation.

Basic Situational Adjustments to make (vs. Terran): Proxy Rax /w gas Make command center at high ground and start bunker. There are only two possibilities for this. Proxy Reaper or marauders. Scout with your SCV and find any possible proxy locations where might hide his barracks. If you want a absolute safe way out of this, start tech lab on rax after first marine and start marauders with shells. If you choose to stick with the reactor, make sure you pull at least 4 SCVs to fight. Tank All in After first initial Widow Mine, do not make 2nd Widow Mine. Rush getting a tech lab and resume your own tank production. Easiest way to beat tanks is to create your own tanks. Make sure you get 2nd gas when you do start that tech lab. Being defensive in general Instead of medivac, you can always create Vikings instead.

Adjustments to make (vs. Zerg) Widow Mine placements should be near bunker but not too far up front. This is because they will try to trigger off the mine shot by sending a single ling in before a Zerg can ever attack in. If you scout a roach warren or Baneling nest before they have lair, start adding additional bunkers.

Day 1 Timing Attack/Aggression


The build allows you to be aggressive with several timing attacks. Here are some examples of several attacks. Everyone has different ways of using this but listed below are a few examples you can follow. The idea is that Medivacs are NOT healers, but simply drop ships. The moment you acquire your first medivac from the Starport, you will immediately load 6 marines + 1 widow mine into the Starport and commence your aggression.

There are two ways to do this. You can have 2 widow mines and 4 marines, or 1 widow mine and 6 marines. I personally like 6 marines + 1 widow mine combination better for aggression. Just remember that Medivacs are dropships NOT healers so the moment you have Medivacs, you need to start moving them. You will have a 2nd medivac back home so get ready to be more aggressive. While you bring your medivac towards the enemy base, make sure you keep using the afterburners to get to the enemy base closer. Once you are near the enemy base, use the afterburners one more time and drop 1 widow mine in the mineral line and burrow the mine. The rest of your units can be dropped at the other base. The idea is to cause a 2 pronged attack with 1 medivac, which is something WoL couldnt do.

Dropping a mine at one location while dropping marines at the other

A double prong attack with 1 medivac while dropping how many kills has my widow mine made?

Doing these types of attack is extremely good because if the enemy doesnt have the multitask to handle it, they just lose so much. Just remember this is just one medivac, you have a 2 nd medivac along the way to continue.

Once you get your 3rd and 4th medivac, you can push with the rest of your bio units. Your stim, combat shields, and +1 attack should be done or close to done. From here you have the choice to do a strong frontal push or drop, or multi prong attack.

[NOTE]: In the Day 1 folder, there should be a replay called 15 Gas Example. The replay will have a perfect example of how to do the build order, the transition, the aggression, and reaction. Please take a look before attempting it. See what the differences are so you can change it to make it better. [NOTE 2]: If you feel like the enemy might attack during the time you are about to drop, there is no need to drop right away, as defending takes higher priority.

Day 1 Conclusion
Practice this one build in every matchup for the next few days (DO NOT USE ANY OTHER BUILD OR IT WILL DEFEAT THE PURPOSE OF IMPROVEMENT). You will constantly do this build till it becomes part of you. It doesnt matter if its good or bad (Its actually very good) but the idea the build teaches you is to be both very safe and very aggressive at the same time. Focusing on good aggression while macroing can help increase multitasking. For next few days you will focus this build as if its the only build you know and we will learn other things in the meantime. Remember that the build is not an auto win build or anything. The purpose of this build is to allow you to not die early game and properly set up mid to late game. The importance of doing the same thing many times with little changes many times builds consistency. You will learn this build to the point it becomes 2nd nature to you. By allowing it to be 2nd nature, you dont have to think about it to do it. It is kind of like walking, you have walked your entire life yet you dont need to think about how to walk. You dont tell yourself Ok I need to move my feet 6 inches forward and propel 60 grams of force outwards to propel my body forward to walk right? You just walk because you done it so many times. Same goes with consistency with this build order. If you chose to do many random things, not only you will not build consistency, but you wont ever build up speed.

Tasks to do
1. First practice the build against A.I. 5 times. 2. Look at 15 gas example replay to let it sink into your head. 3. Practicing using the build against unranked opponents 3 times. After each game look at the lecture about scouting to make sure you apply it the next game. 4. Look at 15 gas example replay AGAIN to let it sink into your head (Yes seriously). 5. Skim (or quickly read) the entire lecture notes again to let it sink in your head. 6. [OPTIONAL IF YOU ARE BOSS ENOUGH] Play 3 games in rank and repeat tasks #4 - 5. Remember after each game look at the lecture about scouting to apply it next game. Please commence the Day 2 folder 2-3 days later to make sure you have nailed down the build order. If you feeling confident that everything is super easy so far, commence day 2 the next day.

Day 2 Warmup
I.
Finger & Wrist Stretch Stretch your hands, no exceptions. Do it.

II.

Micro Trainer Exercise

Like the previous day, go to arcade and type in the search bar Darglein Micro Trainer. Play The Split for 10 in game minutes (Stim, baneling speed, no creep). Now we are going to do Scoot and Shoot. The idea is simple, have banshees kite the marines. Start at level 1 and only play until you lose twice. After you lose twice, we are now ready for the day.

Day 2 Understanding HotS


Widow Mines
Since we are using Widow Mines in this build, lets talk more about it to understand it. Widow Mine is unique unit that has an interesting mechanic that most players dont really understand. Widow Mines are technically time bombs. Whenever a target enters the radius of a burrowed Widow Mine, the target is acquired, and after 1.5 seconds delay the Mine shoots the target if the target is still within its range. You can manually target units with Widow Mines during this 1.5 seconds interval. Manually selecting another target in the radius of the Widow Mine during the 1.5 seconds will reset the time bomb (So yes, if you kept target firing nonstop a bunch of units before it fires, you can hold fire of the Widow Mine shots).

Widow Mine Protocol

Enemy steps in Widow Mine range

1.5s Later

Shoot the target

If yes Is target still in range?

if no

auto-acquire another target if there is one available.

[NOTE] If, for some reason, you need to hold fire with a Mine, you can keep switching targets and prevent the Mine from shooting until you're ready. Widow Mines have 5 range, but can sometimes trigger against 6-ranged targets (such as Stalkers, Marauders or Hydralisks with the range upgrade) attacking them because instead of stopping at exactly 6 range, it seems units sometimes do not decelerate properly and step a little further forward, thus entering the range of the Mine and suffering its wrath. Mines also cannot auto-acquire the same target at the same time. If one Zergling walks in the range of 5 Mines, only one of them will shoot. If one Immortal enters the range of 3 Mines at the same time, they will not fire at once but successively shoot (i. e. the first Mine will lock on it and shoot, after which the second Mine will lock on it and shoot, after which the third Mine will lock on it and shoot). You can circumvent this problem by manually targeting the desired target so Mines fire at once, but in this case Mines can overkill.

Other Useful Facts


Mines need detection to acquire cloaked targets. Mines deal splash damage to your troops, but not to your other Mines. Mines do not trigger on Changelings (After it acquires a form). Mines do trigger on Hallucinations unless you have detection to reveal them. Mines will one shot any gateway unit and Oracle

The Composition
Just like every other race in HotS, the Terran race has new army compositions in their arsenal. In WoL, there are 3 main army compositions in a standard game (Marine tank, mech, and full bio). In HotS, the army compositions arent that much different. HotS is simply is an extension of the standard 3 army compositions of WoL.

WoL 1. Marine Tank 2. Mech 3. Full Bio

HotS Marine Tank + Hellbats and/or Mines (Pure) Marine Tank Mech (Hellions Hellbats + Mines) Bio + Mine Bio + Hellbat (Pure) Full Bio

All compositions can transition to Sky Terran

The Marine tank is traditionally used verse Terran/Zerg. With HotS units extending that, things become much easier. Mech is pretty much same as before but the utility of mech has increased with Hellbats (Making mech tankier) and Mines (To stay safer). Full Bio is the biggest metagame change for terran is most matchups. Currently, full bio + (Mine/Hellbat/pure) is most commonly played style for majority of Terrans.

I.

Choosing your Composition

There are several ways to get to the composition of your choice based on the build you choose to do. Since we learning only one build (As of now; 15 gas reactor expo), Getting to any of the army composition is very flexible. All it takes is the correct infrastructure to get there. The replay you have watched the previous day is an example of getting to the Full Bio transition. By default with the build you are doing, you will always have 1 barracks/factory/and Starport. Depending what unit composition you want to go, read below which ideal infrastructure you want to go with. My suggestion is to go with the Full Bio or Marine tank route.

The Infrastructure

2 Base Ideal Infrastructures (Full Bio or Marine Tank) 2 Base Transition (Beginning) 3 Barracks (2 Tech lab, 1 reactor) 1 Factory (Tech lab if marine tank) 1 Starport (Reactor) 1 Engineering Bay or Committed 2 base/Not good Macro/All in 5 Barracks (3 Tech Lab, 2 reactor) 1 Factory (Tech lab if Marine Tank) 1 Starport (Optional 2nd Starport (0 Add on) if vs. Toss) 1 Engineering Bay

In the beginning of these transitions, it will start to look like 3 Barracks, 1 Factory, and 1 Starport. But eventually there will come a point there you will have enough minerals to add a 3rd command center. That timing when you do have that 400 minerals is the time to get your 3 rd down. You have also the choice to stay on 2 bases longer by getting your 4th and 5th barracks before you get your 3rd is you feel unconfident about your macro or want to choose to all in. Ideally you only need 5 Barracks max off 2 bases, so dont add more barracks until you add your 3rd command center THEN add your barracks. 5 barracks max REMEMBER THIS CLEARLY. If you choose to go marine tank, make sure there is a tech lab on factory to constantly produce tanks. Otherwise if bio, you can leave it alone or make widow mines.

2 Base Ideal Infrastructures (Full Mech) 2 Base Transition (Beginning) 3 Factories (2 Tech Lab, 1 reactor) 1 Starport (Reactor optional) 1 Armory or Committed 2 base/Not good Macro/ All in 5 Factories (3 Tech + 2 reactor OR 4 Tech + 1 reactor) 1 Starport (Reactor optional) 1 Armory

While the 2 Base transition is perfectly fine, mechs biggest limitation is the initial gas. By committing 5 factories, you will go all in because the amount of units you can produce will be ultimately limited on 4 gas geysers.

Day 2 Practice
You have read the lecture notes, now its time to test things out. Complete the following tasks to conclude the day. DO NOT SKIP OUT THESE TASKS. There will be tasks after every lecture and its important you complete them.

Tasks to complete
You have read the lecture notes, now its time to test things out. First open up an empty map. Your goal is to perform the build while getting use to the transition. Here are the notes from the lecture as a reminder. 2 Base Ideal Infrastructures (Full Bio or Marine Tank) 2 Base Transition (Beginning) 3 Barracks (2 Tech lab, 1 reactor) 1 Factory (Tech lab if marine tank) 1 Starport (Reactor) 1 Engineering Bay or Committed 2 base/Not good Macro/All in 5 Barracks (3 Tech Lab, 2 reactor) 1 Factory (Tech lab if marine tank) 1 Starport (Optional 2nd Starport (0 Add on) if vs. Toss) 1 Engineering Bay

1. Begin by playing an empty map (No A.I.) and try to achieve the ideal infrastructure 2 times without an opponent. 2. Play against A.I. 3 times to reach your ideal infrastructure. 3. Play against unrank opponents 6 times. After each game, re-read the lecture from the previous day about scouting. Scouting will be important and MUST BURN INTO YOUR HEAD. 4. Conclude the day by re-watching the 15 gas Example replay in the Replays folder (Yes I am serious, watch it again). 5. [OPTIONAL FOR BEAST PLAYERS] Play 5 ranked opponents and give it your best!

Day 3 Warmup
I.
Finger & Wrist Stretch You know the drill.

II.

Warming up Hands (Optional if you live in a cold environment)

If your hands are cold and you need to warm them up, go to your bathroom and turn on warm/hot water and leave it submerged for a good 3 minutes. Afterwards dry your hands and you should at least able to move your hands much better. III.
Micro Trainer Exercise

Like the previous day, please warm up about 5 minutes The Split (Stim, Bane speed, no creep). After playing The Split, go play Focus Fire Stutter Step (No stim, no speed, no creep). The idea is to practice stutter while performing mouse accuracy. Play for 5 minutes and then we proceed to our lecture.

Day 3 Position, Position, Position


I. Making Sure Engagements Dont Suck As a Terran, its very important your engagements dont suck. The reality is, even if you are way ahead in bases, upgrades, and supply, you can still lose the game to bad engagements. As a Terran, engagements are perhaps the most important aspect to understand and learn in order to win games. Here is a YouTube VOD of an example of how terrible an army engagement can be even if you have the winning army (Watch it). http://www.youtube.com/watch?v=gGtph7XFARs

Todays lecture will be about making sure your armies are actually doing something worthwhile in combat. Proper unit position and formation is the key. The YouTube VOD above is a clear example of the cannons having a concave formation against the stalker/immortal army.

II.

Unit Formations

These are the basic unit formations you would see in a general army. It is important to know each formation has set advantages and weaknesses. The Arc has two Forms: A Concave and a Convex. The difference between the concave and the convex arc is simple the direction of focus. The concave is considered an extremely offense arc formation and as you will see below it focuses fire into a centralized location and creates a semi-surround on your target. The convex arc is considered a more defensive formation as it is designed to protect the focal point behind it. The YouTube VOD shows the cannons are positioned in a concave arc, which gave him an attack advantage. We've all heard the casters and high-level strategists say, "Look at that beautiful arc!" Or they will mention that one player has the arc advantage in a certain scenario. Most of us already know that having an arc is good. But do you know why? Have you visualized why? The following examples pertain specifically to ranged units; however adding melee units into the mix creates extremely interesting dynamics pertaining to each formation.

In Fig B.1 the blue player has an ideal arc formation around the orange player. The orange player is in the ball formation. The blue player will win this battle in equal numbers as the concave arc is more cost efficient. You can visualize this by looking at Fig B.2 and seeing how all the firepower is concentrated into a single point. Additionally, the arc maximizes the number of troops able to engage because they are in range of the enemy's front line.

In Fig B.3 you can see the orange player in the ball formation. He will most likely lose this battle. A portion of his troops will not be in range to fire. Move commands must be issued in order for all of the troops to engage the enemy. This is detrimental because the opponent in the arc formation will not need to issue those move commands. In Fig B.4 you see that the firepower is scattered out from the middle. If the Old Man in the YouTube VOD moved forward, it would allow all his units to attack just like the figure above.

The concave arc is an extremely potent offensive formation but because it is so powerful in a focused direction it is extra vulnerable to flanks and pincer attacks. Now imagine the blue dots being siege tanks in siege mode. If all the tanks were lined up like that, where would it be best to attack to tanks? The sides just like the figure above.

You'll have heard the term "surface area" used by commentators or high level strategists when talking about melee units and forming surrounds on your opponent. This absolutely must be taken into consideration when moving your troops when you know melee units are on the field. This is especially important when fast melee swarms are in play (i.e. in Zerg matchups). Now, since this game is essentially played in two dimensions, there is no "surface area" as that is a function of 3D space. What we're actually measuring is circumference. Do you know just how much more effective a surround is in certain scenarios? We're going to refer to this exposure is attack area. In Fig. D. you see blue's troops in the spread formation. The red circles represent the circumference areas of attack by melee units. c = circumference in the equations. In Fig. D you see blue's troops in the ball formation. In Fig. E. blue's troops are exposed to a total attack circumference of 12.56 while blue's troops in Fig. D., the spread formation, are exposed to an incredible 56.34 attack circumference! The spread formation is 4.49 times more exposed to melee attack. This increase, or decrease, in attack area exposure is directly related to the number of spread clusters and the size of them. So when your army is engaging against melee units, it is best for your army to ball up, to reduce the attack area. The downside to this however is that splash damage will maximize when the units are clumped up.

Day 3 Practice/Conclusion
Understanding unit formation is the key to good engagements and basic positioning. Understanding the advantages and disadvantages is the key to know how to engage without losing as much units as possible. Here are your exercise tasks for the day

Tasks 1. Arc position weakness exercise. Go to arcade and type in HOTS Unit Tester (May only be available on NA and EU). Start the game. This user map is a unit testing map to simulate some combat exercises. Click on Terrain and click Field. This will allow the battlefield to be large as possible. Create 5 red tanks and 6 blue tanks and start. Logically, blue should be able to beat red because he has more tank count but that isnt completely true. Red can beat blue with a lesser tank count. The question is how? If you read todays lecture notes, the Arc positions weakness is its side points. Using that, you can exploit how units can win against larger count. Look at the pictures below as an example.

Typical tank vs. tank siege line.

Exploiting the Arc positions weakness

Move down and siege up

Now its 5 tanks vs. 5 By doing this all the way, reds tanks will win. For this exercise, you are to set up a similar position as the pictures above and attempt it yourself. If you feel like this is too difficult, you can reduce the number of tanks blue has. Attempt this exercise at least 3 times before moving on to task 2.

2. Attempt task 1 again except click on vision. Vision will remove the fog of war aspect so tanks cannot immediately fire upon one another. Allow red to have 1 medivac/Viking. Using reds tanks and using the vision of the air unit, attempt to break blues siege line with an inferior tank count. If you feel this is too difficult, reduce blues tank count. Attempt this task at least 3 tanks. Remember, attacking at the right angle with the right position with give your army a serious advantage. This includes playing against ANY matchup depending in the situation. 3. Play 6 unranked/ranked ladder games. After each game, skim (read quickly) thru todays lecture notes or yesterdays lecture notes before proceeding to the next game. 4. [OPTIONAL IF YOU ARE BOSS] Play an additional 4 unranked/ranked ladder games.

Day 4 Warmup
I.
Finger & Wrist Stretch

Hands up (). Start. II. Warming up Hands (Optional if you live in a cold environment)

If your hands are cold and you need to warm them up, go to your bathroom and turn on warm/hot water and leave it submerged for a good 3 minutes. Afterwards dry your hands and you should at least able to move your hands much better. III.
Micro Trainer Exercise

Like the previous day, please warm up about 10 minutes on The Split. IV. Join the Group

If you are on NA server, join the group YuMe T30X Group. This group is where other people like you are taking in this program. Joining this group will be essential for the future.

Day 4 Lecture
I. TvT The Art of Not Dying Now we are going to specifically talk about each matchup (Starting with Terran vs. Terran). People say TvT is considered the most skilled matchup because of the art of positioning your units. That is true and can be very difficult. Often times players struggle in mirror matchups because its fairly easy to die if they are not aware of certain things. If anything, it is considered the a lot more possible to make a comeback in this matchup compared to non-mirrored matchups if the better player is far superior. The skill of TvT comes from NOT dying. Players generally will not die if they place the right units at the right spot at the right time. To perform this, they will need map vision. Generally placing marines at possible attack paths is the key to knowing when and where the enemy is moving so you can reposition to defend. If you do not do this, it is super easy to get into a base race in TvT. All of the previous days you have learned, will apply in todays lesson with heavy emphasis (So yes its a difficult lesson).

II.

Map Vision

The first key step is having vision. If you look into any TvT games you have played, check out your visions minimap and see how much vision you have. Generally you are playing blind which isnt good. If you look at higher level play, they will always have vision in some form or another to not die. Please watch this VOD in order to understand and learn the art of TvT. Twitch: YouTube: http://www.twitch.tv/optikdream/c/2105433 http://www.youtube.com/watch?v=OE_7pLGYqrY

III.

Examples of Map Vision

Look at the minimap, how safe do you feel?

Example of getting map vision, putting marines in different attack paths to know where enemy is

Day 4 Practice and Conclusion


You have learned your build order, transition, basic non-derp engagement, and now the idea of map vision. Map vision is the key to good TvT. Whenever you play your TvTs on ladder or practice, make sure you always have some form of vision. If you lose a TvT macro game, check replay what you could have done to change that. Remember, to defend a position, it doesnt always take 100% of your army to stop his army. You will need to intercept his army and siege up FIRST but the key to do that is to know where your opponent is so you can intercept him. Find a Terran practice partner to play against. If you have no friends to play against, find someone in the training group to play against to practice everything you have learned so far. It will be likely that you will know your opponent will do a similar build to you so prepare to play out that situation. After playing each other, go back into the replay and see where the very FIRST mistake occurred. Use the takeover command from the replay with your opponent and start playing before that very first mistake occurred. After that game, go back to replay and repeat the process again and again until essentially you have reached late game. If you can play perfectly like that consistently, you pretty much have a good idea about TvT.

Remember, TvT is about NOT DYING. Having vision is the key.

Day 5 Warmup
I.
Finger & Wrist Stretch Yes, we are seriously doing this every time. Do it.

II.

Warming up Hands (Optional if you live in a cold environment)

If your hands are cold and you need to warm them up, go to your bathroom and turn on warm/hot water and leave it submerged for a good 3 minutes. Afterwards dry your hands and you should at least able to move your hands much better. III.
Micro Trainer Exercise

Like the previous day, please warm up about 5 minutes on The Split. Spend 5 minutes on any micro exercise we have done in the previous days. Afterwards proceed to the lesson.

Day 5 Lecture
I. TvT - Defeating the Tank Wars
One of the most frustrating parts about TvT is the tank wars. It is too difficult to break into a tank line and often a player might throw the game charging into a tank line. Remember from the last lecture that TvT is about not dying. Running into a tank line is pretty much asking to die. So what can we do about the dreaded tank wars? Well there are three main options a player should do to play it out.

Dropping Tank leaping Breaking the line

II.

The Art of Dropping

Remember the VOD of me playing TvT last lecture? There were countless examples in the entire VOD how I handled when both the opponent and myself had siege tanks lined up. The first set example was 13:35 of the VOD (http://www.youtube.com/watch?v=OE_7pLGYqrY). The idea is that you know where the opponent is (Right at your face setting up his tank line). So logically, what is defending back his main base if he brought his entire army at you? Not much. So if we dropped at his base, the units you dropped will basically do very good damage since the opponent is out of position. So rather than a blind drop, this is a more calculated drop a reactionary drop because you know the percentage chance of your opponent defending is far lower when his forces are at another location (Which in this case, he is front of you setting a siege line). Remember, it doesnt take 100% of your units to defend against his 100% of his army if your tanks are sieged up.

By sieging up, the moment your opponent steps into your tank line, your tanks will be the first units to fire before he gets to fire. With this first hit advantage, your army tends to have a general advantage. Since it doesnt take 100% of your army to stop his 100% army, how about lets say 90% of your army stopping his 100% army? If you had 90% of your complete army, can you still stop his 100% army if your tanks are sieged up? The answer is generally yes. So having 90% of your army defending his 100% army, where would the rest of your army (10%) do? It can go to drops. Sometimes you dont have to drop, and have a separate commando army that can represent as a drop if you dont have a medivac. In the best possible case situation, your opponent will lose everything back home and force to his siege line to go back home to defend or run into the tank line and hope to break it (Which wont really happen). III. Tank Leaping

Compared to the dropping option, the tank leaping option is perhaps the most time consuming approach to dealing with tanks. The idea of tank leaping is exploiting the tanks ability to attack further than their actual sight vision. Tanks attack range is longer than tanks sight so if you have sight ahead by using another unit (such as air units) or scanning, you can take full advantage of the tanks attack range. The idea behind tank leaping is to move a tank a few centimeters at a time and having vision ahead while your opponent doesnt in order to have your tanks attack while his tanks cannot attack. The key to tank leaping is air control. By having air control, you have further sight vision while your opponent doesnt. IV. Breaking the Siege Line

Remember the drop method I stated above? Some players may drop too much units that their 100% army vs. your 100% army isnt really true. If they drop their too much to the point lets say 40% army, your 100% army will crush it no doubt. By having such a small army to defend, you can easily exploit it by cracking it at full force. Just remember to spread out (Remember the lecture I said earlier about always spreading out for engagement to make sure every unit is worthwhile?) before engaging. By spreading out each marine will get to attack and reduce a good proportion of splash damage as well. There may be some situations where there are tanks but no marines to support it. Remember, tanks dont really tank damage. If anything, marines do the tanking. So having no unit to supplement the tanks, the tanks are usually extra vulnerable (Which makes it easier to break the siege line). If the tanks have no anti air, you can easily drop unit on top of the tanks as a way to break the siege line. Having no marine support with tanks is one of the worst possible defenses a player could do (And its completely exploitable).

Whenever you do encounter the Tank line situation, you must always think how to break the line. I have named 3 ways to break the stalemate so make sure you always remember to think about those 3 things when the situation occurs.

Day 5 Practice and Conclusion


The tank line war is an inevitable part of TvT. Whether you are setting yourself with a tank line or going against a tank line. Whenever you do encounter that common situation, think of the 3 methods of dealing with it as soon as possible to break the stalemate. Just remember that the same 3 methods can be used against you as well. ALWAYS THINK AND REMEMBER THE 3 METHOD.

Whenever you do encounter the Tank line situation, you must always think how to break the line. I have named 3 ways to break the stalemate so make sure you always remember to think about those 3 things when the situation occurs.

Like yesterday, find a Terran opponent to play against. You are still in the group so you can ask anyone for a game (Try to find someone relative to your skill level). If you really cannot find a game, go play ladder (But make sure whenever you do encounter TvT remember everything we have went over). In addition, please 5 more games on ladder (rank or unrank). If you are boss mode, play 10 ladder games. Good luck!

Day 6 Warmup
I.
Finger & Wrist Stretch

() II. Warming up Hands (Optional if you live in a cold environment)

If your hands are cold and you need to warm them up, go to your bathroom and turn on warm/hot water and leave it submerged for a good 3 minutes. Afterwards dry your hands and you should at least able to move your hands much better. III.
Micro Trainer Exercise

Like the previous day, please warm up about 5 minutes on The Split and 5 minutes on Focus fire stutter Step. Afterwards proceed to the lesson.

Day 6 Lecture
REAPERS
Compared to WoLs Reapers, the current reapers are more designed towards scouting (Due to its high movement speed and healing). It can still harass very well and cheese, but it isnt as effective compared to WoL (unless the opponent has no idea what to do). With the introduction of the newly designed Reapers in HotS, there are several significant changes in every matchup. Some of the significant metagame changes are

TvT
CC first and gas first builds are uncommon. Due to Reapers, those types of builds usually get hard countered. Allows you to have early game map vision/ control/ scouting.

TvP
Easier to scout proxies/and all-ins. Forces a Stalker or MSC (Mothership Core) to defend back at base.

TvZ
Forces many Zergs to drone scout. Forces Zergs to research and create speedlings early in game.

Today, we will utilize Reapers into the current build you are using to understand the Reapers place and purpose in the game. Reaper can also be used as a cheese such as the proxy Reaper 8-8-8 or the 11/11 reaper rush. These cheeses can easily be fended off using your build (Read day 1 section 3 notes for an example of a reactionary counter to this). The main purpose of Reapers is generally a safe way for you to scout and do light harass (Mainly the scouting). The usage of Reapers is the highest vs. Zerg (In the current metagame) because you will always do economical damage (Drone scout + grabbing gas thus reducing mineral count + possible ling/drone kills).

The Build Order (vs.Terran)


10 depot 12 rax (Reaper then reactor) 12 gas 15 orbital 16 depot (2) 18 Command Center 19 Factory 23 depot (3) 27 Starport

The transition is the exact same as the build you have done before. Another similarity is the reactor into expansion transition just like the 15 gas build. The main difference in this build is that you included a reaper instead of the initial 2 marines. The great part about this build is that the factory timing doesnt change just like the reactor rax expo build. Both builds allow factory to be created at exactly 4:18 into game. You do not have to SCV scout if you choose to reaper scout. So its up to you to decide, to get the reaper scout or choose the previous build that allows the initial 2 marines and 10 second faster command center. Just remember this build transition is meant for TvT. If this build was done in TvP, then the initial Mothership Core/ gateway harass can kill you since you only have 2 marines to defend. Against a Mothership core, you always need at least 3 marines. On top of that, with gateway units behind it, you wont be able to fend off the harass.

If you need a visual demonstration on how to perform the build, you can check out the Reaper into Reactor Rax Expo replay in the replays folder. If you are able to perform the 15 Reactor Rax Expo build up to the Starport timing, then this build should be super easy to perform.

The Build Order (vs. Protoss)


10 depot 12 rax (Marine then reaper, marine (2), marine(3), then reactor) 14 gas 17 depot (2) 17 orbital 21 Command Center 22 Factory (Widow Mine) 24 Bunker 27 starport

If you used the TvT Reaper variation vs. Protoss, you will realize that your 2 follow up marines after Reapers will get completely owned by a simple Mothership core harass. On top of that, putting that together with a Stalker and/or Zealot will pretty much end the game there. Its important we rush 3 marines + bunker so we dont lose to anything silly. This style of opening is perhaps the fastest and most economical way to get both the initial 3 marines and the Reaper. The follow up afterwards is same what you normally deal with the 15 gas build (Reactor, widow mine, Starport). If you want to take a risk in production advantage, you can make marine out of the rax, then reaper, then reactor. If they chose to do the super fast zealot/stalker/core harass by grabbing double gas before cybernetics, you might run into problems.

If you need a visual demonstration on how to perform the build, you can check out the TvP Reaper Variation replay in the replays folder. If you are able to perform the 15 Reactor Rax Expo build up to the Starport timing, then you will have an idea how this build works.

Adding Reapers into the current builds for TvP and TvT should be very easy if you have done the 15 gas plenty of times. In fact, it would probably hardly be considered as a complete new build, but more or less a variation of something you have done. Remember, Reapers dont have exactly high attack power, making defending early aggression slightly abit more difficult. Consider making the Command Center at the high ground. For TvZ however we will not be learning Reapers yet. The reason behind this is because it involves a certain level of mechanics and game sense to utilize to its full potential. Unlike the other matchups, TvZ requires very good execution and mechanics to be great at the matchup. For the purpose of learning TvZ from scratch, we will learn this the next day.

Day 6 Practice and Conclusion


Using the build you have done up until now, you now have a Reaper extension as a option to scout further. This day isnt anything super intensive with heavy content or anything, but something you will need to get use to since you have been performing only one build up until now. Your task today is simple Play against A.I. to try out the build yourself to get use to it. Play 6 ladder games using this Reaper extension into your play. [OPTIONAL] Play an additional 4 ladder games using the Reaper extension.

Remember to take heavy emphasis on scouting. The Reaper usage for this build is meant for scouting rather than harassing. Take a look at the scouting charts at day 1 if you need assistance to know how to read the scouting information

The next day we will focus more about TvZ

Day 7 Warmup
I.
Finger & Wrist Stretch

() II. Warming up Hands (Optional if you live in a cold environment)

If your hands are cold and you need to warm them up, go to your bathroom and turn on warm/hot water and leave it submerged for a good 3 minutes. Afterwards dry your hands and you should at least able to move your hands much better. III.
Micro Trainer Exercise

Like the previous day, please warm up about 10 minutes on The Split.

Day 7 Lecture

As most of you noticed by now, the first few days we started off was mainly TvT related material. For the next few days we will be focusing on TvZ as our core focus. There are A LOT of things to talk about in TvZ and it definitely isnt an easy matchup. We will first talk about build order Our choice of build order is a 1 Rax FE into Hellion Banshee. If you do not like the Hellion/ Banshee opener or have your own TvZ build you like, you do not have to use this and may proceed to skip this day (You still have to play 10 ladder games as your task). This build was extremely popular in the woL metagame for several reasons 1. 2. 3. 4. 5. Bio-based openers was risky Hellion/Banshee gives much easier map control Hellion/Banshee is pretty good at harassing Queens can shut down earlier ground based aggression easier Its a great economical build while maintaining points 2 + 3

Bio units need upgrades to make them viable to be strong (Such as Stim, combat shield, +1 attacks, medivacs) however it takes some time to get these things... which gives Zergs plenty of breathing room to drone up and be safe and greedy. If you look at Hellion/Banshee, the units dont require upgrades to make them viable. The upgrades are good, but by all means not necessary. Bio upgrades are required, not optional whereas Hellion/Banshee upgrades are optional, not required. Bio needs stim to make them move pretty fast whereas Hellions already naturally move fast. This build is still viable even in hots. A lot of the new features of Zerg usually applies mid to late game, so the early game remains mainly unchanged other than the new Reaper based tactics and speed/burrow type all ins. This build is also very multitasking intensive. If you can nail this build down, you pretty much built up the multitasking level of yourself. By all means this isnt an easy build to master.

The Build Order


10 depot 12 rax (1 marine then stop marine production) (SCV that is building the rax will build a bunker afterwards) 15 orbital 16 command center (Start orbital when its finished) @150 minerals double gas (After starting scv after double gas, start moving an SCV to ramp to finish walloff) 17 depot (Resume marine production, stop once you have 3 marines) @100 gas start factory (After Factory, start Starport) @50 gas start reactor on rax (This will swap with Factory to start Hellions; Afterwards Rax makes tech lab to be swapped for starport) *Once you start your first pair of Hellions, start supply depot (The SCV making supply depots are making depots throughout the game) *Once you get Starport on techlab, start banshee

This build is very multi tasking intensive. Dont rush it and take your time. Watch the replays Hellionbanshee1 and Hellionbanshee2 for visual demonstration

Day 7 Hellion/Banshee
There are multiple ways to use Hellion/Banshee. Each usage of hellion/banshee has its pros and cons, but for starters I will list the multiple ways you can do. (Arrows on diagram indicate swapping usage)

Diagram Usage of Hellion/Banshee Usage Safe/ Control Usage

3rd Base Attacker

Queen Sniping

Drone Destroyer

Usage of Hellion/Banshee

There are 4 main ways to use Hellion/Banshee: Safe/Control, 3 rd Base Attack, Drone Destroyer, and Queen sniping. The arrow shown in the diagram shows you can switch easily from one usage into another usage when the situation allows it.

The usage of each of the known Hellion/Banshee tactics will be difficult because the amount of multi tasking you have to put into. Remember, these are like your weight training. After constantly forced to use multi tasking intensive tactics, your mind will be forced to adapt and that is how you will naturally build up speed or APM (Actions per minute).

Safe/ Control
This is considered the most popular usage of Hellion/Banshee. The idea behind this style of usage is to pick off free units without committing and losing the Hellion/Banshee. The Hellion/Banshee is used to also control creep and effectively doing free hits without getting hit. As long as you have an active force constantly out on the field, you basically have map control. By having map control can scare the Zerg and actively control creep, making the mid-late game engagements a lot easier. The key idea behind this is not losing any unnecessary Hellion/Banshee count and constantly picking off free units and tumors.

As shown in the picture, the hellion/banshee camps at the border of the creep to deny tumors

Simple key ideas to make this work Constant eye on Hellion/Banshee Camping the units at border of creep to always deny tumors and possibly knocking out Queens Always fighting Speedlings off creep Scanning creep tumors to push back creep if lack of defense (Lings/Queens) are there If they go roaches, that would also not be a bad thing would you since they have to invest more to be more secure. Banshees can still deal good DPS verse roaches, just dont lose your units for no reason. You are basically trading super efficiently or doing free damage.

Drone Destroyer
This is pretty much focused on search and destroying the Zergs economy. Cloak Banshee can target fire (Shift click) each drone, and you are taking a risk by attempting Hellion run-bys. If you watched the Hellion/Banshee replays earlier, both replays show an example about this style of usage. Flow Chart of Run-by Decision Making

Runby Attempt (Minimum Hellions)

No walloff or decent count of speedlings/ roaches

Yes. Roast the drones

No. Play Safe/ Control usage

Assuming the Hellion/Banshee cannot do anymore damage, it will transition back into the Safe/ Control usage. There are some downsides to doing hellion run-bys. The first downside is that you are very likely to lose those Hellions. Losing those Hellions will mean you will have to remake them. Remaking them will mean you 3rd base or extra production facilities are delayed. You need to replace them to constantly have map vision/ control so you are able to safely expand to your 3 rd base. Without active units on the field, you will basically play blind.

3rd Base Attacker


This is considered the simplest approach to using Hellion/Banshee. Basically all the Hellions and Banshees are rallied and just attack the 3rd base of the Zerg (if there is one). Attacking the 3rd base Zerg can either force a reaction or the 3rd base actually gets destroyed.

Step 1: Find the Zergs 3 base (If there is one)

rd

Step 2: Any newly rallied units will join up and harass

Step 3: Forcing a reaction from Zerg to come defend. Transition to Safe/Control usage to get free damage

If you looked at the first diagram usage above, the usage of Hellion/Banshee for 3rd base attacker can change to drone destroyer or safe/control usage. Because you forced a reaction out of Zerg, there may be a chance where queens might come out to defend the 3rd (meaning chance there is no wall off for drone defense) or play safe/control where you just pick off free units and not lose your units for no reason. You can also potentially snipe queens with cloak banshee or sheer hellion count (If you choose to have a lot of hellions).

Queen Sniping
Obviously the idea is taking out the Queens. Taking out Queens will ultimately mess up their injects and creep spreading. It will force hatcheries to pump more queens which will delay their lair potentially and their macro. For this usage, you will need cloak banshees (Or more than 1 banshee).

Holding Timing Attacks


Zerg timing attacks are very linear and often difficult to predict if they will do it (Thats why some Terrans dont SCV scout or use Reapers). There are ways to hold Zerg aggression using Hellion Banshee. Holding timing attacks always requires to pull SCV to not let bunker die. Speedling All in or Ling/Bane all in All it takes is proper Hellion control. If you lose hellions, you are pretty screwed. Idea is dont lose the Hellions and constantly produce them. Early Roach timing attacks When I mean early, I mean before Banshee starts appearing. Constantly kite Roaches with Hellions to buy time for the Banshees. Remember to not lose any Hellions as much as possible and stall long as possible for the Banshee to arrive. If the opponent has lings with the Roaches, kite against the lings.

If Banshees do come out, you use the Banshees to be defensive, not offensive. The unit attack priority order for Banshees should be Banelings > Roaches > Speedlings. If you do not have the Banshees to focus down the correct unit, you will more likely to lose. So if you opponent uses a Roach/Ling/Bane all in, Banshees should focus down Banes first, then Roaches, then w/e is around left. If your opponent is doing a 1 base build, your command center should not be at the low ground at all.

Day 7 Transition
This build is extremely flexible in terms of what you would like to transition to. You can transition to pretty much anything you like. You can transition to Marine/Tank, Bio/Mine, Bio/Hellbats, or Mech. Depending on what you like best, you have both economy and tech at your disposal. Regardless of unit composition, there are 2 main infrastructure transitions. One staying on 2 base longer (Allows more unit production short run + Allows early timings) and the other going fast 3 rd base (For best macro transition possible + late game).

Ideal Infrastructures to Aim for Committed 2 bases/ Slow 3rd Base can support up to Bio/Tank 5 Barracks (1-2 tech labs, 3-4 reactors) 1 Factory (Tech lab) 1 Starport (No addon) 2 Ebays (+1/+1) 4 refineries

Bio/Hellbat 5 Barracks (1-2 tech labs, 3-4 reactors) 1 Factory (Reactor) 1 Starport (Reactor) 2 Ebays (+1/+1) 1 Armory (Anything you like) 4 refineries

Bio/Widow Mines 6 Barracks (1-2 tech labs, 4-5 reactors) 1 Factory (Reactor) 1 Starport (Reactor) 2 Ebays (+1/+1) 4 refineries

Mech (Ultimately depends what units you make) 3 Factories (2 tech lab, 1 reactor) 2 Armories 1 Starport (Any Add on) 4 refineries Or

5 Factories (3-4 tech lab, 1-2 reactors (For no Thor approach) 1 Armory 0-1 Starport (Isnt really making unless you float gas or choose to drop) 4 refineries

There are multiple ways to transition into the structures you want, but the end result will always remain the same. For the fast 3rd command center variation, the first 400 minerals after the initial Hellion/Banshee will be the 3rd command center and then resume the production listed above. Its either you get the 3rd command center before the ideal infrastructure above or after.

The replays Hellionbanshee1 and Hellionbanshee2 still show an example of transitioning into Marine/ Tank. One showing committed 2 base style and other showing the fast 3rd base transition.

Day 7 Conclusion
Practice this one build in every matchup for the next few days (DO NOT USE ANY OTHER BUILD OR IT WILL DEFEAT THE PURPOSE OF IMPROVEMENT). You will constantly do this build till it becomes part of you. It doesnt matter if its good or bad (Its actually very good) but the idea remains the exact same as the first day where you are just going to get use to it. Remember there is no such thing as an auto win build.

Tasks to do
1. First practice the build against A.I. 5 times. 2. Look at Hellionbanshee1 or Hellionbanshee2 (Depend if you want 2 base play or 3 base play) replay to let it sink into your head. 3. Practicing using the build against unranked opponents 3 times. After each game look at the lecture about the ideal infrastructure to make sure it sinks into your head. One of the hardest aspects of this build is getting the right infrastructure while performing Hellion/Banshee on time. The more you practice this, the more you will get use to it. 4. Look at both at Hellionbanshee1 or Hellionbanshee2 replay AGAIN to let it sink into your head (Yes seriously). 5. Skim (or quickly read) the entire lecture notes again to let it sink in your head. 6. [OPTIONAL IF YOU ARE BOSS ENOUGH] Play rank games and repeat task #5 after each TvZ game. If you have a practice partner, that works too. Remember to only use this build in TvZ and not the 15 reactor gas build. If you still struggle, do not proceed to the next day until 2-3 days later. Good luck!

Day 8 Warmup
I.
Finger & Wrist Stretch

You dont have to stretch. Just kidding, stretch. Seriously. II. Warming up Hands (Optional if you live in a cold environment)

If your hands are cold and you need to warm them up, go to your bathroom and turn on warm/hot water and leave it submerged for a good 3 minutes. Afterwards dry your hands and you should at least able to move your hands much better. III.
Micro Trainer Exercise

Like the previous day, please warm up about 10 minutes on The Split. IV. Lumosity

http://www.lumosity.com/ This is your temporary 3 days warm up training where it helps stimulates your brain activities. This would be an excellent way to warm up your head and keeps the blood flowing. Although this is only trial, you have 3 days of free trial. If you like it and wish to buy it, go for it. If you have used this before, make a fake email and do it again.

Day 8 Attacking the Zerg


Most players would ask How should I attack Zerg or When should I attack Zerg. Often lower level players would not attack anyone in general until really late in game or never attack at all which causes a lot of problems. QXC (Pro gamer from Complexity) long ago said If you are not attacking, you are probably losing. Todays lecture is about showing some basic guide lines about attacking/ moving out, and how to increase the efficiency of your attacks.

General Attack Rules


There isnt a set of attack rules that are completely set in stone, but there are some general (Most situation) rules you can follow to increase the efficiency of your attacks verse Zerg.

General Attack Rules (Detailed Long Boring Version)


A. The attack path you generally want to take to attack the Zerg is towards the most recent expansion. The logic behind this is i. There is usually less creep there, making engagements easier (most creep starts off at the natural of the Zerg) ii. If you attack a Zergs natural, its easier for Zergs to setup in position to flank and engage you (And they have benefits of creep: Movement speed + vision). iii. As game progresses further and further, their main base and natural are usually the first to get mined out. The purpose of attacking those bases becomes minuscule (Possibly the only purpose left is to snipe out specific tech trees).

As shown in this mini-map, creep is less concentrated on the right side compared to the left. The right side has more chokes in comparison to the left side of the map, where its more open field.

B. Multi pronged attacks are almost always a good thing (How much you invest into multi pronged attacks is a separate issue). Whenever you attack the Zerg, you almost generally want to do this (Esp. large maps). The logic behind this is i. Even if you lose the frontal army engagement, you do get something out of the attack by taking out another thing. There are some people who argue that every marine is necessary for winning a big fight, but another counter argument is that Zerg players will also have to split their armies as well, making their army size smaller as well. If anything, Terran units in smaller numbers still work very effectively and the execution to attack is far easier than the execution to defend. ii. Might put them out of position. A bad Zerg might pull a large sum of his units to defend a single drop at a particular location, when the entire 99% of the Terran army can take out any location. iii. Multi prong attacks can take out expo/drones. If a Zerg typically loses his army, he would have to remake his army. If a Zerg typically loses his drones, he would have to re-drone. But if he lost both army and drones, what will he remake? The nature of Zerg creating units is usually one way or the other, making this a difficult part for Zergs to decide what to do.

As shown in the minimap, the Terran army is moving towards the most recent expansion while a drop is on route towards another Zerg base. If the entire army comes defending against the push, his army would be at the furthest point away from the location where the drop would take place (Making his army unable to reach the drop location on time).

C. General Timing Attack Opportunities: You should attempt doing timing attack (Since its really strong). Examples of timing attacks: i. Move out your entire army to attack 10-15 seconds before +1/+1, +2/+2, and +3/+3 upgrades complete. These are usually the three main timing attacks (If you chose to attack) that will generally at its most effective peek. By the time you reach the enemy base, your upgrade will complete. ii. Rules of timing attacks still follow General Attack Rules #2: Where you should try to multi prong attack at the same time. With the combined effectiveness of the timing attack and multi prong attack, its usually is the best time to do damage. D. Marine/ Tank Pushes: If you chose to marine tank push, always have minimum 3 tanks if you chose to push out with this composition. i. Low tank counts suck (Esp. if you are paying 150/125 for one or two tanks to attack once or twice before it dies) 1. This is one of the reasons why some players like Bio/Mine composition better. Tanks require a certain minimum count to move out while mines dont generally need a key specific minimum number to move out, since after one fire of mines its purpose becomes fulfilled. This allows potentially Bio/Mine players to play far more aggressively. ii. Each Sieged up tank has a weapon attack speed of 3. Having 3 tanks will mean attacking once every second (In terms of numbers). So ideally its like a tank firing in rotation So minimum 3 tanks is generally the most effective minimum count. Anything less becomes pretty useless. iii. Tank count requirement can apply to the timing push rule. So if you have your upgrades just ready

General Attack Rules (TL;DR version)


a. Attack the Zergs most recent expansion (Or potentially recent expansion) b. Always multi prong attack the Zerg. c. Move out your entire army to attack 10-15 seconds before core attack/armor upgrades are complete (Dont forget to multi prong same time). d. If you chose to marine tank push, always have minimum 3 tanks if you chose to push out with this composition.

Maximizing Unit Usage If you generally look at the Zerg or Protoss Army in a fight, almost 100% of their units are in the fight. If you look at a typical Terran army in a fight, not all 100% of their units are in the fight. In fact, a good percentage of units are actually back home being created or rallied on the spot. This gives Terran army engagements a slight disadvantage in unit engagements. So while Zerg and Protoss have 99% unit usage in the engagements, the Terran army is more realistically closer to 95%. So what can we do about that extra 5% that isnt with our army? There is actually a good way to make them used.

1. Use the units and rally them to our army a. Unfortunately these army wont immediate get there on time and there is also a large risk of getting attacked back home when your entire army is out on the field. The advantage out of this is that if the engagements between you and the enemy still ongoing, these units will make the difference between win or lose. 2. Load the newly created units with the newly created Medivacs and drop at a different location. This approach is not only difficult for the enemy to realize there is a drop at another location, but ensures that your army is being utilized much closer to 100%. Compared to dropping and then doing a big army frontal push at the same time, this tactic does the reverse order where you move out with a frontal army and then drop with the remaining newly created units. The enemys attention is fixed upon the initial army march, making the drop very difficult to detect and stop. 3. Using them to defend potential run-bys and base trade situations. This is another possibility although it doesnt really utilize your army completely in the engagements.

Day 8 Practice and Conclusion


Using the some simple guide lines about attacking Zerg, apply the Rules of attacking in all the TvZ games you play. If you have a practice partner (Zerg), follow Task #1, otherwise follow Task #2. Your objective is to
1. Attack Zergs most recent expansion as a default attack route. 2. Try to attack and drop same time. You can (and should) use the newly created units/medivacs back home to drop in a different location while you are pushing same time. 3. Follow timing attack rules if situation allows it

Task #1
Play 6 practice games with your partner. Tell your partner your objective (The 3 objectives above). Whenever you play your games, after your games analyze your replays to see if you really did follow the attack rules. Your partner can help remind you if you did follow the attack rules whenever. Play 4 ladder games to complete your day (Any TvZ = Follow the attack rules) [OPTIONAL] Play till you burn out

Task #2
Play 10 ladder games. (Any TvZ = Follow the attack rules). After each TvZ game, analyze your replay to see and make sure if you really did follow the attack rules. Remember, whenever you move out, look at the units back home that are newly created and see if they are doing anything worthwhile. If there were Medivacs that were just newly created, you could have used those units to drop for the newly created rallied units. Always make sure you attack the most recent attack under normal circumstances.

If possible, try to stick to task #1, as it is more effective since you have someone else telling you and reminding you as well.

Special Thanks

Special thanks to AllThingsTerran, Team .SCA, and my followers for supporting me in this guide. This training program is completely free so if you paid YOU GOT RIPPED OFF (I only accept donations).

Group (NA): Email: Stream:

YuMe T30X Group DreamRaider1111@gmail.com www.twitch.tv/optikdream

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