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itsabouttogetheavy · 12 years
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Learned new ways to mech in TvP.
Neat. You should try it.
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itsabouttogetheavy · 12 years
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Coming up:
An essay on Mech philosophy and a new opener of mine for TvZ that will win you all the games. :D
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itsabouttogetheavy · 12 years
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A Comprehensive Guide on PvT
I've actually heard quite a few complaints from Protoss players and how they seem to struggle so very much against Terran, as far as to begin debates as to whether or not Terran is balanced. However, many of these complaining Protoss players often are not exploiting key things in the match-up that they should be that often results in a victory for Protoss players. I'm going to discuss those key points of the match-up here and hopefully I'll help.
First, as a Protoss player, you MUST MUST MUST MUST MUST send your first zealot and stalker out to your opponent after scouting. This is extremely crucial in determing the manner of which you will be playing out the rest of your game. Why? Because Zealots and Stalkers, 1v1 against marines will ALWAYS win in smaller engagements. Therefore, if your opponent is doing a more macro-based 1rax-style expand, you will either trade units, delay the expansion, or in general, mess up your opponent in some way shape or form. Furthermore, if he/she is not going for a macro-based greed opening, then you will be able to SCOUT AND AFFIRM the incoming pressure and warp in units accordingly (whether you want to do a sentry heavy defense, maybe drop a later Nexus, etc).
Second, you MUST learn your timings and points of advantage. This is important both if you're doing standard Protoss play or fancy/tech-centric play. Obviously, your points of advantage stem from your technological timings, just like Terran. However, your technological timings are WAY more potent than Terran in that it involves a NEW unit, often siege based or super cost-effective. Protoss advantage points often land on 4:00 (First 1-2 units for pressure), 7:30-8:00 (Warp Gate tech), 9:00 (First immortal timing), 11:00 (Second immortal and Zealot macro timing), etc. etc. You can also do a 12 minute timing push with your first Colossus, and other techy-type things. These same rules apply to people who do Shrine-expand, into chargelot-storm. Your push timings include the completion of the Dark Shrine, completion of Charge, and completion of the Psionic Storm ability. 80% of the time, these will be instrumentally deciding points of the game. These timing pushes are meant to SECURE AN EXPANSION and KEEP YOUR OPPONENT HONEST. What I mean by that is that these pressure pushes CAN be defended if your opponent invests the proper amount of resources into units rather than an early expansion, or with proper scouting and reaction. However, regardless of such, you WILL deal damage to your opponent and trade ESSENTIAL units that he would like to use at his midgame advantage.
IMPORTANT PART OF THIS SECTION: Terran advantage timings. Often times, Protoss players are forced into engagements that most meta-gaming Terran players thrive on for victory. RECOGNIZE THESE TIMINGS. What I mean by that is that between 12:00 and 17:00, Terran players will INCESSANTLY TRADE UNITS AND PUSH AND DROP. That is because the Marine Marauder Medivac play thrives best around that time bracket as typically, 2-1 is finishing, and there are a higher quantity of medivacs to support this bioball. What becomes important is how you stave off this intentional unit-trading and salvage the majority of your army for the late-game advantage. Ways to do this is to, as I said, SCOUT SCOUT SCOUT. You HAVE to understand that if your opponent hasn't expanded to his 3rd by 10-11:00, HE WILL DO A PRESSURE EXPANSION. He will invest MORE resources into his engagements and -- best case scenario, deny one of yours, to secure his 3rd. You may address this by placing good proxy pylons to warp in Zealots to attack his 3rd every time he moves out. With this in mind, securing watchtowers or being attentive to your scouting observer becomes ESSENTIAL. You may also choose to do Warp Prism play, or develop EARLIER COST-EFFICIENT TECH to allow you to grab the midgame advantage, but weaken your late-game. However, 90% of the time, Protoss will have the end-game advantage, for Protoss Tier 3 units are far more cost-efficient than late-game Terran units. 
Third, Unit roles. You cannot cannot cannot cannot cannot engage a Terran bio-ball without your proper unit roles. Many Protoss players I play against claim to KNOW this by heart, claim to UNDERSTAND this, and yet choose shitty engagements lacking ESSENTIAL unit roles. The way that Protoss units synergize are very similar to how traditional MMORPG unit roles are. There are Tanks, DPS, Support, Nukers, and Bruisers. Tanks are obviously your Zealots. You WILL NOT and SHOULD NOT ever fight without your Zealots. They are your DPS+Tankage. Without them, you will NOT be able to keep the engagement rolling long enough for your other unit roles to deal sufficient damage to become cost-effective. Stalkers are buffer-DPS units, whom prefer to take secondary priority and DPS behind the tanking DPS. SENTRIES are SO very important. Guardian shield coverage and force field placement can make a 3000 resource army obliterate a 7000 resource army. Guardian Shield can literally reduce marine DPS by up to 40%. Force Fields can help  force Terran units to tank damage from Zealots, and disrupt the arc-ing that Terran players strive to achieve. Nukers/Bruisers would include Immortals, Colossi and HT's. They provide COVERAGE BLANKET DPS, that help your essential DPS units take the advantage in fights.
Therefore, if you fight without any of these essential unit roles, then you ultimately do not maximize the utility of your army and WILL LOSE. Often times, this forces frustrated Protoss players to scream "Terran imba" when it was truly their own misuse of their racial advantages. Bitter Terran speaking.
Fourth, END-GAME MACRO. This is honestly just a rule-of-thumb for all players, regardless of what race you play. If the Terran is good enough to play out into the late-game and constantly trade units with you and SURVIVE, then you MUST MUST MUST MUST MUST drop hundreds of Gateways and several more Robotics Facilities.  If you and your Terran opponent are trading armies evenly, then eventually, both will reach 200/200, endgame, with their dream composition. When these armies trade/clash, often times, the victor will be whomever macroes their thousands of resources fastest and forces the next engagement. For this to happen, you MUST save your chrono, build several gateways (eventually Warp Gates), and drop several robotics facilities. Protoss, by nature, has the best end-game composition and you MUST take advantage of this.
Speaking of which, my next guide will be on TvX late-game and metagame. Stay tuned kiddos. I hope this was helpful. :D
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itsabouttogetheavy · 12 years
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Standard Bio-mech in TvZ and Unit Roles
I've been getting a few messages from people asking for help in standard Bio-mech TvZ. I plan on using this guide to clear up priorities and how TvZ can be approached in both a passive or aggressive manner.
Let's start with some basic philosophy. Regardless of how you open, either passive macro style or aggressive inhibitory style, you must always be aggressive from mid-game to late-game. This isn't even necessarily to "throw off" your opponent or "hope they make mistakes," but rather to force your opponent to commit larvae to offensive units, rather than droning up and gaining a massive economic advantage over you. The goal of early game aggression is to accomplish exactly this. You must force the zerg player to cut drones and spend entire larva injects on making Zerglings, and burn gas on banelings or early mutalisks. You want to make sure that the Zerg player hits their magical drone count of 75 as LATE AS POSSIBLE. This is why constantly producing SCVs is 100% crucial in TvZ -- You are capable of macroing offensive units AND workers simultaneously. It is far more difficult for Zerg players to do this. Then in late-game, you want to do nothing but expansion denial. The starving game is the best option you have against late-game Zerg so that you'll be up against weak follow-up macro's after they expend the gas they've been stockpiling for the majority of the game.
Aggressive TvZ The most common Terran opening I've seen in TvZ is hellion expand. I still use this strategy to this day. However, even in plat/dia level, I see Terran players expend these hellions worthlessly on suicide runs, rather than using them for their proper unit role. The biggest role of the hellion expand opening is to CONTAIN your opponent and use map control to secure greedier expansions. First off, you should always park your hellions at the EDGE of the creep and deny creep tumors. This allows your hellions to retain map control and keep a tight grasp on your opponent's natural expansion. If your opponent successfully spreads creep so that he/she is able to secure his/her third, then the hellions have actually failed. Also, the creep will give Zerglings the speed advantage they need to get a surround around your hellions. The point of the hellions is to delay your opponent's third base for as long as possible, and occasionally poke up and exploit holes in your opponent's minimalist defense. Doing this will force more spines, and perhaps changes in queen placement. You should not be suiciding hellions until your opponent has clearing oversaturated his/her third and has incoming offensive units that will overwhelm your hellions. The priority when suiciding your hellions is not to pick off drones. Picking off drones is honestly only a little bonus. The purpose of the hellion suicide is actually to SCOUT AS MUCH AS POSSIBLE utilizing their speed. The more scouting you accomplish without burning OC energy, the better. Remember. MULES OP. ;)
Now, behind the hellion contain, you have three priorities. The first is to outexpand your opponent. There's a line that plat players never seem to cross, and that is greed. In Diamond league play, you see players utilize CALCULATED GREED. That is to say, that if your Zerg opponent chooses to tech heavily and commit larvae to drones behind your hellion contain, you have the freedom to secure a third base with minimal threat -- given proper scouting and precaution. If you see fewer units and heavier teching and an early spire, you can get away with throwing down turrets and securing an earlier third base than your opponent. Considering the amazing advantages of MULEs, Zerg players are ALWAYS striving to be one base above their opponent. Therefore, by securing a slightly greedy -- yet highly rewarding third base, you prepare yourself for an easier mid-game. The second is to tech heavily. This means getting combat shield and ESPECIALLY STIM as early as possible. You should be getting siege tanks as soon as possible, and begin your infantry upgrades -- so that you can have an upgrade advantage asap as well. Most decent Zergs will begin upgrades behind your hellion harass if you do not force gas-intensive units (roaches and banelings, earlier mutalisks, etc.) Other tech options would be offensive vehicle upgrades and medivacs. -- and depending on your opponent's tech options and tells, ghosts, marauders, or vikings. (Although this is difficult to tell by early game play and distorted metagame. I see a lot of ling infestor play recently, rather than ling bling muta). A decent tell of these tech options are to look at your opponents infantry upgrades (missile or melee). The third is macroing heavily and being AGGRESSIVE WITH THESE UNITS. So many people park units at home behind the hellion contain and have them waiting eagerly for the next opportunity for them to be blown up by banelings and mutalisks and zerglings. You should be mass producing marines and siege tanks and rallying them to your hellions, and reinforcing the contain, and poking up the ramp with marines. Go overlord hunting with 1-2 marines, look around for potential hidden expansions, secure map control, etc. The only real threat you have is incoming mutalisk harass, which is actually easily staved off with intelligent turret placement. With these units, you want to pick off creep tumors, etc. etc. Depending on your tech, you want to begin changing your style of harassment. This means throwing down drops with medivac timing, stim timing pushes, upgrade timing pushes, etc. The more you contain your opponent and deny expansions, the bigger advantage you will have for midgame. It is important that players account for the tank's unit role. It is important to have a high tank count for early-mid game, to make up for the high efficiency of ling-bling play. The more splash damage you have, the better -- at least while you work your way up to 3-3 marines. The biggest goal here is honestly to get to 3-3 marines as soon as possible, as they are ridiculously more effective against ling bling muta. Once you hit 3-3 marines, you can actually ease up on tank production and commit more gas to other tech -- depending on your opponent's unit composition. 3-3 marines, with proper micro... can counter anything (Terran imba).
Passive TvZ Although I do not approve of this style myself, you may use this type of play in TvZ if you are EXTREMELY CONFIDENT IN YOUR MACRO CAPABILITIES. Many players who play macro-style TvZ often open with 1-rax gasless expand. This style of play focuses on securing expansions as fast as your opponent, or ideally, FASTER. This means taking greedier third bases, and relying on micro'd marines for harassment (as your tech is often slightly delayed). The style of harassment is just as similar, but you rely on marine/tank pushes (late medivacs) to accomplish your harassment/containing. The important aspect to this opening is that you must retain map control. Having such a passive opening often gives Zerg players the thumbs up to expand greedily and secure an early third -- and if they're smart, a SUPER early 4th. You can also choose to skip the tanks early-game and utilize the lack of air control of Zerg players, and use early medivac drops to deny expos. The problem with this, however, is that these drops have to be STRONG and hopefully distressing (mass drops or split drops) so that your opponent has to macro offensive units and drop spore/spine crawlers. This type of play is actually more utilized in masters/gm play, because the players are often more capable of securing greedy expansions with solid marine micro. However, if you are able to macro at a high rate and secure expansions with a minimalist's attitude, this style yields high rewards.
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itsabouttogetheavy · 12 years
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Sorry guys.
Been inactive recently. I've been practicing with a team, and working on my matchups. I'm getting sloppier and sloppier. I think I'm gonna place a league lower next season =/. BUT, it's okay, because I'm gonna be even more busy -- I'm receiving coaching from a Grandmasters player. :D Will be posting about that experience soon. Stay tuned. :) 
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itsabouttogetheavy · 12 years
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I have found. META.
I use mech in all TvX matchups now. It's unstoppable. It's OP. Guides coming up soon. Also, change of pace, light-unit based ZvP guide coming up soon. :) 
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itsabouttogetheavy · 12 years
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Yeah. If you're struggling with TvT...
Opening  The opening is entirely dependent on your style of play. IT IS NOT MANDATORY THAT YOU OPEN LIKE THIS. I JUST PREFER THIS OPENING. This is a 1-1-1 variation. It often punishes risky and greedy openings such as 1-rax expo or 1-1-1 cloaked banshee rush. Open standard. 12 rax, 13 refinery. First barracks will have a tech lab. You may choose whether or not you want an initial marine, but it is preferable to rush for the tech lab. You will produce reapers out of this barracks constantly until you reach 5. Around 17-18 supply, you want to drop your second refinery. After you queue up your second reaper, you want to drop a factory as soon as you hit 100 gas. This will allow you to tech behind your push. As soon as the factory finishes, constantly produce hellions out of that factory and begin the starport. You will only produce one medivac. Depending on your timings and attention to detail, you should have approximately 5  reapers, 3-4 hellions and one medivac by 7 minutes. YOU SHOULD HAVE THIS ARMY HIDDEN. Elevator play to the opponent's main and drop the hellions. Push out and micro against all light units. If there is a siege tank, either micro well, or load up and move to your opponent's natural. Either way, the purpose is to eliminate your opponent's infantry army, scout, and if you're lucky, to eliminate workers to close the gap. Either way, your opponent should typically turtle up if this is executed properly. If this opening is in direct contrast to a 1-1-1 cloaked banshee, produce a viking before your medivac. The timings should line up. A viable variation of this opening is to expand before the starport, but it will delay the push and consequently carries the risk of your opponent having higher tech, enabling them to defend the push more readily. 
Midgame The first thing you should do after the execution of the reaper hellion elevator push  is expand. You want to drop your natural expansion on the mineral line and drop a bunker. You should also add-on swap your barracks and factory (Tech lab), and immediately begin researching Siege Tech. Produce Siege tanks out of this factory constantly and siege up. If your opponent is anywhere near smart, he will counterpush after your initial push, so preparations are necessary. Obviously, map control is essential in defending said push. Your core composition is Siege Tanks and Vikings. Any buffer units that become necessary will be introduced according to your preferred style of play.
Midgame A This is the mech-centric strategy. You will drop 3 factories after the expansion, as soon as you get the gas. Two tech-lab, 1 reactor. Begin producing hellions out of all of them, as you will be short on gas at this time. When you reach 150-150, start researching Blue Flame. Blue flame Hellions will be used to gain anti-bio ground control and run-bys through expansions of your opponent. Produce vikings 2 at a time out of your starport, as soon as you saturate the geysers in your natural expansion. The way siege tanks work, are that they have an outrageously superior range to all other units in the game, but do not have the visibility to support the range. Vikings have the furthest vision of all Terran units in the game, and allows you to gain the vision advantage by ground, as long as you retain the air advantage. What this means is, solid viking micro if you are facing a large marine count, and sniping counter vikings. If your opponent is smart, he will begin producing Thors to counter your air control. This will lead into late game.
Midgame B Sometimes, your opponent is not always going to be biocentric against your thoroughly mech-based build. Therefore, marines are crucial to serve as buffer units. This requires you to produce marines through a reactor after the initial add-on switch between the barracks (with techlab) and factory (no add-on). You will then drop 2 factories and 1 barracks immediately after your natural is secured. The 2 factories will have tech labs, and the barracks will have a tech lab. You must begin researching stim and combat shield whenever you have SPARE gas. What this means is that siege tanks will remain your top priority in production, and whenever all buildings are producing units and you have gas that you can contribute to tech, spend it on marine tech. Upgrades will remain in Vehicle and Ship, but if you feel ambitious, tech infantry armor as well. These marines will serve as moderate ground and air control, as a versatile unit. Using this method requires strenuous micro, as you are forced to split your marines and micro them to shoot down tanks post-stim. You can also produce 1-2 medivacs out of the starport (although Vikings will remain a crucial point of this method) and use them for drops, while you and your opponent will often be in a positional "chess" match.
Lategame Thors will be necessary to counter Viking air control and vision. Eventually, if you are caught in a stand-off with siege tanks and vikings, you will be required to expend heavily into tier 3 tech. If you wish to continue playing chess with siege tanks, then you must tech a single Raven, to use the PDD and block volleys while your siege tanks lay fire where they were previously denied vision. If your opponent teched heavily into siege tech and ONLY siege tech, mass Thors. Thors are capable of tanking ridiculous amounts of damage while still negating splash, and do plenty of ground DPS -- and will be able to stomp straight through siege lines. Hellion runbys/medivac drops will be crucial at this point if you ever retain air control, for vikings prevent drops and provide excellent scouting vision. If you and your opponent end up in a huge positional stalemate with no solution, then you can also produce ghosts and tech nukes, to force position changes, or sneak a ghost by into the players' main and do an eco-nuke. Finally, my personal favorite, you may tech to battlecruisers. Although not quite the most natural tech switch, Battlecruisers, when upgraded properly and backed up with Vikings, can dominate all ground and all air without a scratch. Just be sure to avoid poor engagements with stimmed armies.
Disadvantages Like all mech builds, this build is extremely immobile. If your opponent tends to do early drops, you will most likely not create solid contain around your opponent's choke until late game. To prevent this from happening, you may position vikings at the corners of your opponents' base, and spot drops before they're executed. This requires your opponent to bring viking back-up with his/her drops, which will make them much more expensive and often times, not even worth it. This build will also lose to EXCELLENT bio-centric unit composition control. If your opponent is capable of splitting their bioball and focusing down tanks quickly and efficiently while tanking minimal splash damage, then you will probably lose to marauders. Luckily, the splash damage of this build is so massive, most likely, the person will be stuck with a small army afterwards, and will not be able to make a solid ending push. 
Conclusion Terran vs. Terran will always be a positional game with focus upon air and ground control. Siege tanks will always be the top ground control unit of SC2:WoL. Often times, Terran vs. Terran games become a game of chess between siege tanks and vikings and buffer units. However, like all mirror match-ups, the best thing that you can do is exploit your opponent's weaknesses, and inhibit his strengths. This means constant hellion runbys, positioning siege tanks on the lower ground and moving vikings over his main to snipe production buildings, dropping marines, etc. etc. TvT is definitely an intellectual match-up, and should be approached with a more deliberate attitude. No more A-clicking, eh? :D 
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itsabouttogetheavy · 12 years
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Okay, no, seriously.
Why the fuck do Zerg players insist on sticking with Zergling Baneling Mutalisks against Terran when the Terran player overtly reveals mech-centric composition? It's SO boring. You're flushing minerals down the drain when you constantly rush a ball of 11 blue flame hellions with lings. Good lord. And magic box can only get you so far. Infestor play, please.
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itsabouttogetheavy · 12 years
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Game plan.
So I already have a Mech Hybrid TvZ build up. I'm gonna work on guides for all 1v1 match-ups (Yes, including mirror match-ups!) And then start going into crazy unique builds/plays. Next guide will be concerning TvT. Because... how do you play a race that's just as OP as you? ;) 
Anyhow, if anyone's interested in Starcraft 2 discussion, guides, strategy, or random tournament pictures, please follow this blog. =) Thank ya. 
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itsabouttogetheavy · 12 years
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AND MARINEKINGPRIME TAKES THE WIN IN THE GRAND FINALS AT MLG COLUMBUS 2012!!!
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itsabouttogetheavy · 13 years
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MarineKingPrime, after his triumphant set at MLG Columbus 2012 determining him as the top player of his pool -- undefeated at 4-0.
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itsabouttogetheavy · 13 years
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Holy DAMN!
If anyone missed the MLG Columbus set with MarineKingPrime vs. Sase, Regret it now. Most amazing Terran micro I've ever seen. Lessons to be learned for any struggling Terrans with TvP:
Early game aggression will always delay tech. Map control prevents counter-aggression. When you are pushed against a wall and cannot stutterstep, medivac pick-up. Float factories over to confuse Stalker AI-Aggro. Flanking protoss armies in late-to-mid-game will change everything. The more sentries you force early-game, the more cost-efficient your units will be. 
I will be posting a great TvP opener soon, for those who struggle with TvP in the early game. 
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itsabouttogetheavy · 13 years
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For those of you who track the "Starcraft 2" tag
If you like Starcraft II strategy, are seeking advice or discussion, Or just appreciate the game, Feel free to follow this blog. :) 
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itsabouttogetheavy · 13 years
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Yeah. If you’re struggling with TvZ…
Midgame A Mech is extremely reactionary. You either force Roaches, giving your opponent the mid-game advantage, OR your opponent decides he can micro his speedlings well enough to kill hellions. If he forces mass roaches, his spire is delayed. Therefore, Thor production can be held off. If he commits 2-3 larvae injects to Roaches, lay down 2 more raxxes with Tech lab, and constantly produce marauders. Hellion Marauder will give you mid-game stability. (Assuming he invests heavily into roaches, rather than teching to mutas) Therefore, you cannot be gg'd with a timing push. Be sure to do hellion run-bys on his 3rd and 4th. Any decent Zerg player will assume that you are doing a doom push... And consequently expand greedily. BE SURE TO CONSTANTLY CHECK YOUR OPPONENTS' UPGRADES FOR CLUES ON WHAT HE WILL TECH IN LATE-GAME. 
Midgame B: What if he goes Ling-Roach-Muta? Despite the ridiculous stigma of lower league ladder, Thors are efficiently producible on two base. If you forced Roaches, then you know the Spire HAS to be delayed. (Especially with proper harassment). You have until approx 13-15 minute (be sure to scan!) for the first mutalisk harass. Position ONE Thor for your main and natural (between). If the Zerg player magic box's well, then be sure to have your SCV's mass repair. For every expo henceforth, you should E-bay turrets. Your marauders will be DELAYED until you expand to your third. Why is this okay?  If your opponent invested gas into mutalisks, Then 2-3 Thor at 13-15 minute can sustain your bases (with SCV mass repair). However, it is important that you upgrade Vehicle attack for Thor at this point So that you can clear mutas at a more efficient rate, and focus fire Roaches. Late game By this point, ideally, you have either executed your biggest push well, Or, your Zerg friend has tech tree'd up to Tier 3 and defended your push. Late game A Your opponent has teched to Infestors. You simply lay down a ghost academy. And produce out of your 3 barracks with Tech labs (reasons why this build rocks). EMP or Snipe the infestors in the engagement, and gg. Late game B Broodlord + Corruptor. There are two ways to deal with this: 1. Hard counter with Vikings and suffer ground control. 2. Micro your hellion and Thor ball. I personally choose option 2 most often. (especially if the opponent has an excess of corruptors) Remember that Thors outrange Broodlords. Therefore, with proper micro and AI, you can eliminate Broodlords Without sacrificing ground control. DIY: Focus fire Thors on Broodlords. Move-command/Follow hellions behind Thors. Drop 2 MULEs per Thor for auto-repair. This allows for minimal Broodling surface area DPS contact Rapid elimination of Broodlings with blue flame, and a small, yet significant rate of HPS from the MULEs' autorepair. Lategame C If your opponent teched heavily into Ultralisks, Which you should have/could anticipate based on mid-game upgrades and scans, Then make sure Concussive Shells are researched, pump 1-1 upgrade Marauders, And you can -- if you are feeling doubtful about your Armored Unit DPS, Stop producing Thors and commit your Tech-Lab Factories to SIEGE TANKS. Be sure NOT to siege your tanks. Unsieged Tanks actually carry a combative advantage over sieging them -- ESPECIALLY LATE GAME. Unsieged tanks do higher DPS on single target armored units and are completely micro-able off-creep, against Ultralisks. Unsieged tanks + upgrades + marauders = Ultralisk rape. If you're feeling sassy... You can research 250mm Cannon on Thors and just hope it kills ultras in time. If you're feeling SUPER sassy... You can tech to Ravens and research Seeker Missile. And just seeker missile the shit out of the Zerg army.
Disadvantages Just like with any build, there are disadvantages. This build is prone to fail to 1 or 2 base Zerg all-ins. For example, if your opponent gets early game mass banelings. Banelings are NOT light units. Hellions do not have a damage bonus. They will eliminate Hellions very quickly, leaving your early game vulnerable. (Since you early expanded). This build is also extremely weak against 2-base roach all-ins. You must anticipate these things and bunker up with marauders + SCV repair asap. This build is also terrible if you do not micro correctly. If the Zerg does an outrageous amount of expansion denial and magic boxing, Then your midgame will be very VERY difficult. (Especially if he is consistently denying your third. This is a 3-4 base build.) These are all manageable disadvantages, if you have proper scouting and APM. 
Conclusion I have been using this build on ladder, and have come out with a 90% success rate in my TvZ matches. I've tested it against Bronzes, Silvers, Golds, Plats, and Diamonds. I have yet to try it on Masters, but it is still a viable TvZ build. I did write this with the intent of helping any Terrans who struggle in TvZ Especially since the Ghost nerf (For bio-ball players). If you have any questions, feel free to ask me. gl hf. 
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