TvZ Build Order: uThermals Fast 3CC into Bio (Terran vs Zerg)
Table of Contents
Introduction
Terran vs Zerg (TvZ) has always been a match-up famed for its insane mechanical requirements
and back-and-forth macro game play. Playing a biological (
 Marine, 
 Medivac, 
 Marauder) composition
as Terran against Zerg has always had a unique dynamic, where the Terran is consistently trying
to keep the Zerg player on a manageable economy and away from higher tech units.  This has
become more difficult with the recent playstyle of 
 Zergling — 
 Baneling — 
 Hydralisk which Zergs
use for its mid game strength, allowing an easier transition to the late game 
than 
 Mutalisk-focused compositions of old.
Terran players have always had a large variety of ways in which they can slow down the Zerg
economy early in the game such as aggressive attacks or run-bys, but one method popularized in
Wings of Liberty by Bomber was the Fast 3 
 Command Center play, where having the fast three bases
allows for strong SCV production to keep up with the Zerg. This guide is based on uThermal’s recent
variation of this which sees him using a slightly different follow-up to the cookie cutter 3CC
builds we see.
This build order will initially assume you are going against the very common Ling-Bane-Hydra composition and will talk about adjustments for other compositions in a later section.
Build Order
As with all of our build orders, constant worker production is assumed unless mentioned otherwise and so all builds are based on supply count timings. Rough in-game timer points have been added at points of the build.
Start with a standard Reaper Expand:
- 14 — Build 
 Supply Depot as part of wall (rally first 
worker made from 
 Command Center to the ramp). - 16 — Build 
 Barracks #1. - 16 — Build 
 Refinery. - 17 — Worker scout (uThermal does NOT worker scout when doing this build as an optimization.
	We recommend scouting as it will minimise the amount of improvisation when an attack hits. You are looking
	to scout 
 Hatchery first, which would finish at 2:05, from the 
	Zerg. This is discussed more in a later section). - 19 — Upgrade 
 Command Center to 
 Orbital Command. - 19 — Recruit 
 Reaper. - 20 — Build another 
 Command Center (generally on low ground). 
Continuation of the 3CC Build:
- 20 — Build 
 Supply Depot (completing wall at Main to Natural ramp). - 21 — Recruit 
 Reaper, first Reaper moves across map to scout 
(see scouting section). - 24 — Build 
 Factory (next to Barracks so you can swap add-ons later). - 26 — Build 
 Command Center (in main base, there is no 
need for it to be in location this early). - 26 — Build 
 Reactor on 
 Barracks (both 
Reapers should be across the map at this stage looking for information). - 26 — Build 
 Refinery. - 27 — Upgrade to 
 Orbital Command on Natural 
 Command Center. - 29 — 
 Factory swaps onto the 
 Reactor 
the 
 Barracks was building, beginning Hellion production (2 at a time). - 30 — Build 
 Starport (again near where the 
 Barracks will land, to swap add-ons easily). - 30 — Build 
 Tech Lab on 
 Barracks, 
at completion move swap barracks for a 
 Tech Lab on the Starport. - 43 — Upgrade the third 
 Command Center to 
 Orbital Command. - 46 — Recruit 
 Viking. - 46 — Research 
 Cloaking Field on the Starport Tech Lab. - 51 — Build 
 Tech Lab on 
 Barracks. - 54 — Build another 
 Supply Depot (start walling at entrance to 
Natural. Further supply depots are omitted from this build order, build as required). - 56 — Build 
 Tech Lab on Barracks (also start Marine production). - At this point you should be 4:30 into the game, with 36 
 SCV, 
6 
 Hellion and a 
 Viking. - 58 — Move 
 Factory off of 
 Reactor 
and build a new Reactor with it. Add 2 x 
 Barracks, one on the 
Reactor the Factory moved away from and the other next to the Factory building 
a new Reactor (ready to swap later). - At 4:45 lift Third 
 Command Center and move it into location 
while starting a 
 Banshee. - 64 — Build 2x 
 Engineering Bay. When they are built research 
+1 Infantry Weapons and +1 Infantry Armor. - 64 — Build 2x 
 Refinery. - At 5:30 after your 
 Banshee finishes, move 
 Starport 
to make its own 
 Reactor. 
 Factory goes to empty tech 
lab, 
 Barracks #3 goes to Reactor left by Factory.
	You should have 3 x 
 Barracks (2 
 Reactor, 1 
	
 Tech Lab), 1 
 Factory with a 
	
 Tech Lab and a 
 Starport building a 
	
 Reactor on around 50 
 SCV. - You will be producing 
 Marine-
 Siege Tank-
 Medivac 
	from this stage while mining from your Third Base. 
Significant additions from this point:
- When your minerals allow for it, add your  
 Barracks #4 & #5, 
which you will add 
 Reactors to. - Remember to add your 
 Armory when +1/+1 is halfway done, so 
that you can start +2/+2 on time. - As you add the 
 Armory, you will want to get your 
Refineries at the third base and add a second 
 Factory 
for increased 
 Siege Tank production. - Add 
 Combat Shield as 
 Stimpack finishes. - As +2/+2 starts you will add a fourth 
 Command Center behind your 
push with two 
 Medivacs, which is discussed 
later. After this you add 
 Barracks #6, #7 & #8 for late game production. 
Scouting & Adjustments
Initial Worker Scout
As talked about in the build order, uThermal typically chooses not to 
 SCV scout at 17 with this build. For the purposes of learning 
and to help create an understanding for what is happening in the 
game as well as to prepare for attacks more easily, we advise to use this initial 
scout. One reason uThermal does not scout is because this build uses a double 
 Reaper opening, which is somewhat uncommon in modern TvZ.
The second 
 Reaper means that it does not matter if the first 
reaper goes across the map to scout even if it is a Spawning Pool first build 
order, because the second 
 Reaper will be available in good time 
to come out and shut down 
any 
 Zerglings which try to run around the map and slow down the 
 Command Center, a common move by Zerg players who open 
 Spawning Pool first.
The initial 
 SCV scout can still help, firstly with being aware
of the possibility of early 
 Zerglings (the last thing you want is
to suddenly find yourself panicked because 6 lings arrived at your Natural and
you have a few seconds until your 
 Reaper is out!) A
 Hatchery first will finish at 2:05, meaning anything later should
leave you wary of those pesky lings. You should check for the gas as well –
 Metabolic Boost will finish 80 seconds after the Zerg has 100 gas,
which will give you a rough timing of possible 
 Zergling-flood
builds (which your 
 Hellion follow-up will deal with as long as
the Hellions are not caught off-guard.)
Reaper Scout
Early gas can also suggest 
 Roach pushes, which will be confirmed 
by your 
 Reaper scout. With this double Reaper opening you should 
always have information on what the Zerg is trying to do. You will be able to 
see Roaches coming 
out of the base and across the map while trying to delay creep at the front. 
You can also sacrifice a Reaper into the main base for further information, 
specifically to see a faster 
 Lair (3 minutes or earlier) and hence 
to prepare for a fast 
 Spire or 
 Nydus Network attack.
In general this Build Order is fairly safe against early aggression which 
involves 
 Roaches. Most importantly you should be aiming to get the 
 Banshee out ASAP (instead of the 
 Viking) when a Roach 
attack is coming as well as building a 
 Cyclone or a 
 Siege Tank (depending on the speed of 
the Roach Rush) instead of 
 Hellions. You can also add a 
 Bunker to help buy time for your units to lower the Roach count 
before they begin to run rampant in your mineral lines.
The final scout you are looking for with the 
 Reapers will be 
the third hatchery. In general with 2 Reapers it should be difficult for the 
Zerg to take a third Hatchery before 
 Metabolic Boost finishes at 
~3:30 with a standard 
Hatch-Gas-Pool build order, as your Reapers can deny the 
 Drone 
from making its way to the location of the third to build the 
 Hatchery. 
The later the Hatchery the more important it will be to keep tabs on what the 
Zerg is doing instead inside of their base, as it 
could very easily be a build up towards an all-in instead.
Compositional Adjustments
Beyond the early game adjustments in case of aggression, there are some 
composition-focused adjustments based on the units the Zerg is using through 
the mid-game. The initial build order discussed building 
 Marine-
 Medivac-
 Siege Tank, 
assuming it was a 
 Zergling — 
 Baneling — 
 Hydralisk 
composition. The Siege Tank count is very important against a composition like 
this, or one which makes use of 
 Roaches as the Siege Tanks will act 
as the spine of the Terran army, their 
heavy splash damage being a major way to deal with the swarm-like nature of 
 Hydralisk and 
 Roach armies.
If 
 Roaches do come into play, you can add an extra 
 Tech Lab to one of the 
 Barracks #4/#5 and 
start 
 Marauder production instead of just focusing on 
 Marines from the Barracks. The Marauders do bonus damage to 
Roaches and can also split ahead of your army to tank 
 Baneling 
damage. One thing to be careful of here, however, is that 
 Ravagers 
do not have an armored tag, meaning if it is mostly Ravagers, you would probably 
be better with the Marines.
 Mutalisks are the other major tech choice that is commonly seen 
in a mid-game Zerg army, even if they are not as popular as they used to be. 
Against Mutalisks you will want to move away from 
 Siege Tank 
production as they are 
immobile and hence easily picked off. 
 Widow Mines are the general 
go-to here, and when you add a second 
 Factory later, you can also 
add a 
 Thor or two to your army, which will make it even more 
difficult for the Zerg to engage.
How to use Your Units
As you are building up your strong economy with the three 
 Command Centers, it is important to use all of your units correctly 
to ensure you are in as good a position as possible. This build is a fairly 
unique 3CC build, which allows you to harass while building up your economy 
rather than other 3CC builds which focus on a faster marine-based follow-up and 
no attacks for multiple minutes.
Hellions
uThermal tends not to use his initial 
 Hellions across the 
map to poke or run by, instead leaving them at home. This has the positives of 
being able to deal with a large number of 
 Zerglings easily and not 
having to worry so much about multi-tasking with the Hellions, however, it does 
mean that they will not be on the map to help against creep spread, which can 
get out of hand if you don’t control it with the Reapers. Keeping the Hellions 
means that when you attack with +1/+1 you can use them in the engagement as 
 Hellbats.
Viking
The 
 Viking is plain and simple as it is there to shut down 
 Overlords on the map which denies scouting as well as general map 
vision for drops. Each map has common locations to rally your Viking around 
based on where the 
Overlords usually hang around (think where you would usually send your 
 Medivac drops!) Even if you don’t find Overlords, you gain 
information on where you can send drops without being scouted.
Banshee
While you only make a single 
 Banshee, it is still a great 
addition to the build because of the general map control it gives you. 
Especially as you are looking to keep your 
 Hellions at home, the 
Banshee gives you some 
further chances to scout around the bases. It forces 
 Spore Crawlers 
and should at least find a few 
 Drones from the sides of a base here 
and there. Get the Banshee onto the map as soon as you can because it will help 
to spot aggression and the sooner it is on the map the sooner you are picking 
away at drones.
+1/+1 Timing
One of the important features of TvZ is that you can never just sit back and macro forever or the Zerg will get ahead. You need to force out units and slow down creep spread as much as possible. While this build allows you to keep up for longer without truly moving out on the map, there comes a point where it just makes sense to.
At around 7 minutes you will have your first 
 Medivacs, a couple 
of 
 Siege Tanks and a good chunk of 
 Marines (plus the 
 Hellions from earlier). Together this set of units can get a lot 
of damage done; most importantly it will 
punish any Zerg who is trying to be too greedy by investing in research and 
higher tech units (e.g. if they are looking for a fast 
 Hive). At the 
very least you will force out more mid-game units, which the Zerg would like to 
ideally skip.
By having the 
 Siege Tanks in the back-line to target fire some 
 Banelings and the 
 Hellbats in front to be able to tank 
some of the damage you should be able to trade efficiently against any Ling-Bane 
based composition, while your 
double 
 Siege Tank production and more really begins to kick in at 
home so you can continue the aggression beyond this first attack (or build up 
towards a +2/+2 timing). If things do begin to get a bit scary, you also still 
have the 
 Medivacs to evacuate some of your army and to threaten 
a drop with if you need to buy time. Do be careful of 
 Roach-based 
compositions, which are naturally slightly better at dealing with early attacks 
like this.
Using this attack to clean out creep, pressure a fourth base and to force units and combined with your strong economy you are now in a prime position to play out the macro game.
Conclusion
This is a great build order to have in your arsenal to crack out against a Zerg. As someone who personally struggles sometimes with the usual TvZ builds where you have to be attacking from early in the game while continuing to macro, this build gives you a bit more time to get comfortable in the game first, while also keeping you safe and secure from early attacks.
It’s a unique take on a classic way to play bio-focused TvZ, building up 
early game with light harassment and then going into the typical Terran pressure 
once 
 Medivacs get onto the field, even if they are later than usual.
Changelog
- 15 Feb. 2018: Added our second build order: TvZ uThermals Fast 3 Command Center Variation.
 
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