TvT - I mostly expand from double hellbat drops, or make an all in from it
if you all in get 2 gases early, start making both the starport and armory as soon as your factory is done, start a reactor on both your factory and starport, and your rax too(put reactor on the rax only after you began building your armory and starport) if you time stuff correct your two medivacs wich you make simultaneously will be ready the same time your 3rd and 4th hellbats come out of the factory and you are good to go at ~8 minutes, most important thing is to not to lose your medivacs, while you are dropping keep making hellbats marines make a third medivac (or more depending on how many medivacs you lost while dropping) and then vikings, get 1 armor upgrade for mech(you can start it while ur making the medivacs, you'll have the gas), since armor benefits for both air and ground units, you should launch the all in with half of your scvs pulled around 11 minutes ( you can go earlier if you feel like you can finish the game because killed that much, since if you are lucky you can kill shitloads of units too with your hellbat drops, bio melts pretty fucking well if clumped up and you drop 4 hellbats on top of them) When you engage just load your medivacs with hellbats and drop on top of bio, the viking should be landed and firing mostly, but you should adapt to the enviroment, if there are medivacs to be shot down just kill those, or if there are tanks feel free to land near them, you can also drop hellbats on tanks too.
Only thing wich might be scary are reaper heavy opens, scout well at the start and try to read if it's coming, on bel'shir vestige you should just block the cliff with a + supply depo next to your wall off and that way there will be only one way into your base with reapers, just put marines there and you'll be safe.
If you want to do the expand, don't take 2 gases, make a cc right after your factory, and after the cc should you take your second gas, from there it's pretty much the same, you'll come about 30 seconds later with your hellbat drop. From there you need to adapt.
TvP - I have no honest idea, this mu is pretty much crap, everyone just cheeses, scout it and hold it. But I mostly do widowmine drop expand into mech or bio, your choice (I always go mech tvp, cuz i fucking hate bio in tvp, but that's only me) if you go bio take your third cc at 9:30 at least.
TvZ - Widow mine drop expand into mech or hellbat drop exp into mech, or both works into bio too, wich is pretty much preferred in tvz atm, since swarmhosts just rape mech if the zerg player has a functional brain, but that's not too common thanks to god. I crafted a pretty cool 2 base all in a few days ago, that hydra guy on wcs did something similar, he pulled scvs and wasn't successful with it tho, you should 1rax expand get a gas add 2 more raxes 2 techlabs 1 reactor, get a reactor factory and a naked starport and an armory, you should have 4 hellbats a bunch of marines and a lot of marauders 10 minuteish and attack with them, if you feel like you are ahead feel free to take a late third, if not just keep up the pressure, try to save your units with medivacs if things get a bit too daisy and regroup with reinforcements and get at it again, don't pull scvs, that's just stupid in this case imo it's better to have a good reproduction than that little tanking that those scvs would give. You should stop making scvs at like 48 worker supply.
This post was edited by Cpt_Ghost on Jun 7 2013 11:43am