This sounds juicy. me gusta
Yeah, I'm trying to figure out if it's possible to just expand with it or if the weaker version with an expand is only viable because Zergs aren't expecting it, those games where I went 6-1
I just went 1 rax 1 fact with a reasonably timed expo. I ended the game outright about 70% of the time but even in the game I lost, my first push got crushed and I still did enough direct and indirect damage that the game went all the way to the late game. He had been going for an absurdly fast ling bane roach all in, AND I threw the army away after killing the natural by going up the ramp when I should have just backed up and taken out his that second completed third, or at least forced better trading at the third than up a choke. I'm just a high, sometimes master, diamond player, but still.
In terms of doing the true 1 base all in (2 rax 1 fact no expo), with added Armory for hell bats, the build actually floats enough resources that you can fit in a 6 min armory for a 7 min push out with basically no hit to production or the push-out time. I have yet to lose a TvZ doing this. a complete change to my usual 3cc late game focused plays, but a lot of fun.
True 1 base all in benchmark: 7:10 you should have 8 hellions/Hellbats 6 Marauders 2 marines 7 SCV pulled and that is when you move out.
Ways to optimize the push out itself: Hotkey marauders, Hellbats, and SCV separately, protect SCV, make sure to gosu split against banelings.
Better to let Marauders tank banelings, Hellbats can be repaired but baneline hit on hellbats will kill repairing scvs, and Marauders are much worse against lings, hellbat splash can quickly help marauders that get caught by lings while still zoning the hellbats out from bane-ling splash. Only need a small handful of marauders for concussive shell slow. rally with hellions and use them to body block retreating queens etc and then transform. Make sure to aggressively stutter step with hellbats etc.