Fallen’s 3 Rax and timing push is a push based around the +1 Weapons Upgrade for infantry and the Combat Shields upgrade. The push is designed to attack the Zerg opponent with a superior force and either win outright, or heavily contain the Zerg while you expand and transition into later tech. It begins with an Orbital Command opening and is dependant on a completed wall to keep the early lings out of your base. The build is effective against many zerg openings, particularly Roach Builds and Fast-Expands.
* 10 – Supply at Choke
* 11 – First Barracks at Choke, place carefully (an addon needs to fit)
* 13 – Gas
* 15 – Orbital Command ~ Get 1 or 2 marines to fend off lings.
* 16 – Supply Depot (complete wall with this if required).
* 17 – Engineering Bay and a Reactor on first rax.
* 18 – Second Barracks
* 20 – Third Barracks
* 21 – +1 Weapons Upgrade
* 22 – Supply Depot
* 25 – Tech-Lab on second Rax
* 30 – Reactor
Once your Tech-Lab is complete, begin to pump marines and marauders from the first two barracks. When the second Reactor is complete, continuously build double marines at the Reactor-Barracks and Marauders at the Tech-Lab. After your tech-lab is finished, you should research Combat Shields as soon as you have 150 gas.
======The Push
The push is a simple affair. Once you have both Weapons and Shields upgrades, you should lower your depot and push out with your units from behind your wall. You should have about 35-40 units as the upgrades are complete. Simply attack the enemy as you would with any push.
======Supporting the Push
It is key that you continue unit production and re-inforce your marine force. Set rally points to a safe spot near the zerg and continue to rally in units. This is a supply and resource intensive so it’s a good idea to have queued Depots during the heavy production in this build and have continuous MULEs mining. You can also upgrade Infantry Armor to help the push.
======Transitioning
If you opponent defends the push, you should still be in a strong position with an economic advantage and map control. From here it is common to expand, tech to Starports and start supporting your units with medivacs. Upgrading Stim Packs is another option that will often finish a struggling opponent off.


August 3, 2010
#1
This may be a stupid question but, when do I start squeezing in extra svcs?
August 11, 2010
#2
Never stop building scvs, Never