TvP CC First

General Overview

This CC First build opens up with enough Barracks to stay safe against early Gateway units and gives you the versatility to transition into the Bio or Mech army of your choice.

Build Order

  • 10 – Supply Depot
  • 14 – Command Center
  • 15 – 1st Barracks
  • 17 – 2nd Barracks
  • 19 – @100% 1st Barracks, start 2 Orbital Commands and a Bunker at the front
  • 26 – Supply Depot
  • Benchmark: When your 2nd Orbital Command finishes (@4:35ish), you should have 2 Marines and 18 SCVs.


This CC First build is a greedy build, so scouting for all-ins is important.  However, you cannot afford to (nor have any need to) scout with an SCV before 17 supply.  When you get to your opponent’s base, check whether they have a natural expansion started at or before the 5 minute mark.  If your opponent has not started a Nexus by around the 5 minute mark, and they have both gas geysers, then you can assume they are performing an all-in with either a Twilight Council or Stargate.  Be prepared to get more Bunkers at the front (or main if your opponent appears to be doing a Blink all-in) and/or a Missile Turret per mineral line to deal with Oracles.


This CC First opens with 2 Barracks for defense, but does not commit yet to either Bio or Mech upgrades, so it can transition into either quite easily.

To transition into standard Bio play, get a 3rd Barracks before your first 2 Refineries.  Then start Stimpack, an Engineering Bay, and a Factory to tech up to Medivacs.  Innovation’s CC First is a solid example of this transition in action.

To transition into standard Mech play, start your double gas instantly, and get a Factory with your first 100 gas.  Then start a 2nd Factory and start constant Siege Tank/Hellion production as you take a fast in-base third and go for a macro game.

Pros and Cons

This CC First is a strong economic opener that is still safe against early Gateway unit pokes.

However, this build is only safe if your scouting is effective.  Misjudging that your opponent is going for a macro game instead of an all-in can cost you the game instantly.

Favorable Maps

This build is strongest on larger maps so that you have more time to prepare against early attacks.

  • King Sejong Station
  • Merry Go Round
  • Deadwing
  • Foxtrot Labs
  • Nimbus


Innovation performing this build against Rain in the 2013 Season 2 GSL

Polt beating Dear with a similar build on Whirlwind at MLG Anaheim 2013

Mid Masters Example Replay of this build in action

CC First Tutorial Replay vs a Very Easy AI