Checklist: do this
- Open with one barracks and expand early. Zerg always expands first, so you must too.
- Academy by 3:30: stim, marine range, medics, and a comsat station for detection anywhere.
- Add barracks until money stays near zero. Three by 5:00, five by 8:00, more on three bases.
- Engineering bay by 5:00: +1 weapons, then +1 armor, and never let the upgrades stop.
- A factory with siege mode by 7:00. Tanks exist to kill lurkers from outside their range.
- Starport, then science facility, then two science vessels by 10:00 for detection and irradiate.
- Third base around 9:00. The army moves out when stim, +1/+1 and the first vessels are done.
- Scout at 2:30 with an SCV and at 6:00 with a scan, and answer what you see (below).
Why it works
Marines with medics are the cheapest army in the game and beat everything Zerg makes early; with stim, range and upgrades they stay good all game. Zerg's answers to them, lurkers and defilers, are answered in turn by siege tanks and science vessels. So the plan is simple: expand early, spend everything through many barracks, and let tanks and vessels handle the two things bio cannot.
The build
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Supply9
Time1:05
Supply Depot
Never be blocked at 9 or 10. It is the first habit.
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Supply11
Time1:35
Barracks
One marine for safety and the academy later.
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Supply12
Time2:00
Refinery
Gas for the academy, stim and the factory.
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Supply16
Time2:55
Command Center at the natural
Two bases of income is what pays for five barracks.
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Supply16
Time3:15
Supply Depot
Ahead of the cap, always.
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Supply18
Time3:35
Academy
Stim, medics, marine range and the comsat all come from here.
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Supply20
Time4:20
Comsat Station and Barracks 2
Detection anywhere; production must start growing now.
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Supply24
Time4:45
Engineering Bay
+1 weapons first; upgrades matter most for an army of marines.
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Supply28
Time5:20
Barracks 3 and a second Refinery
Three barracks keep two bases of minerals moving.
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Supply32
Time6:00
Factory with Machine Shop
Siege mode, then tanks, before lurkers arrive around 8:00.
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Supply40
Time7:00
Barracks 4 and 5
Five barracks is the two-base standard.
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Supply46
Time7:40
Starport, then Control Tower
The road to science vessels.
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Supply52
Time8:30
Science Facility
Vessels, irradiate and +2/+2 need it.
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Supply60
Time9:00
Third Command Center
Three bases pay for eight barracks and constant upgrades.
Research, in this order
Stim Packs at the AcademyMarines and medics fight at half again their speed and rate of fire. Nothing else comes close.
U-238 Shells at the AcademyMarine range. Hydralisks and lurkers are fought at range.
Comsat Station at the Command CenterA scan reveals lurkers and shows you their base. Keep one energy in reserve.
Infantry Weapons +1 at the Engineering BayMarines kill zerglings in one fewer shot.
Siege Mode at the Machine ShopSieged tanks outrange lurkers and splash hydralisks.
Infantry Armor +1 at the Engineering BayZergling and hydralisk damage drops by a step.
Irradiate at the Science FacilityKills defilers, lurkers and mutalisk stacks.
Infantry +2/+2 at the Engineering BayNeeds the science facility. Keep both going all game.
The army, stage by stage
- Opening
MarineOne or two marines at home until the academy finishes.
- Two bases
Marine
MedicAbout four marines per medic. Add a few firebats against mass zerglings.
- Mid game
Marine
Medic
Siege TankFour to six tanks with the army, sieged before you fight lurkers.
- Late game
Marine
Medic
Siege Tank
Science VesselTwo vessels with the army, more later; irradiate defilers first.
If you scout…
A spire (mutalisks coming)
When 5:30 to 7:00, by scan or a scouting SCV
Do Missile turrets at every mineral line, keep marines in one ball with medics, add valkyries if the mutalisk count keeps growing.
Why Mutalisks kill workers and scattered marines; they lose to grouped stimmed marines under turrets.
A hydralisk den and no spire
When 5:30 to 7:00
Do Siege tanks with the army, siege mode done, and a comsat scan or vessel beside them. Do not stim into lurkers.
Why Lurkers kill marines that cannot see them; tanks outrange lurkers; detection lets everything shoot.
A spawning pool before 1:30, zerglings at your ramp by 2:40
When Your first SCV scout
Do Wall the ramp or bunker the natural, pull SCVs to repair, delay the expansion a little.
Why Twelve zerglings beat two marines; a bunker with repair beats twelve zerglings.
A third hatchery before any tech
When 4:00 to 6:00
Do Take your third command center sooner and attack at 7:30 with stim and +1.
Why Greedy Zerg has few units then; a timing attack punishes it, and your economy keeps pace.
A hive, defiler mound
When 12:00 onward
Do Vessels first, irradiate defilers on sight, keep tanks sieged behind the bio, never stim into dark swarm.
Why Defilers make bio useless under swarm; only tanks and irradiate work through it.
Counters
| They have | You answer with |
|---|---|
| Marines and medics with stim; firebats Zerglings die to splash and to focus; medics keep marines alive through the surround. | |
| Marines with range and +1, tanks behind Hydralisks trade evenly with marines until upgrades and tanks tip it. | |
| Siege tanks in siege mode with detection Tanks outrange lurkers; without detection nothing can shoot them. | |
| Grouped marines, turrets at mineral lines, valkyries Mutalisks lose to stimmed marines under turret cover and cannot fight valkyrie splash. | |
| Irradiate, then fight; tanks through swarm Dark swarm stops ranged bio; irradiate kills the caster. | |
| +2/+3 marines with medics, tanks, firebats Ultralisks soak damage; upgrades and numbers wear them down. |
The mistakes that lose this matchup
- The bank climbs
The sign Over 1,000 minerals after minute 8 with everything producing.
The fix Add barracks, two at a time. Money in the bank is army that does not exist.
- Supply-blocked
The sign At the cap with money, twice a game.
The fix Depots when 10 supply from the cap; two at a time after minute 10.
- One base too long
The sign No natural by 4:00.
The fix Expand at 16 supply after the first marine; Zerg is already on two hatcheries.
- Marines into lurkers
The sign An army lost with kills in single digits.
The fix Tanks sieged first, detection beside them, then stim.
- Never scouting
The sign Surprised by mutalisks or lurkers.
The fix SCV at 2:30, scan at 6:00; read the fork table.
By level
Newcomer
Learn the macro cycle before anything else: every 20 seconds, SCVs, marines, a depot if you are 10 from the cap, a barracks if you have 500 minerals. Get the academy at 3:30 and stim first. Make tanks when you see lurkers. Ignore every other unit and upgrade for now.
Learner
Hit the timings above within thirty seconds, scout at 2:30 and 6:00, and act on the fork table. Keep +1/+1 going from 5:00. Move out for the first time around 9:30 with stim, +1 and vessels, and take the third base behind it.
Competitor
Drop play into the main while the army pressures a third base, vessel control against scourge, tank lines that hold a third against lurker and hydralisk, and the defiler war: irradiate first, science vessels in pairs, and a +3/+3 army by 16:00.