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Lifetime HD. Liubimoe Kino. MCM Pop. MCM Top. Mezzo Live HD. Motowizja HD. Motowizja TV. MTV 80s. MTV 90s. Please read the following documents before submitting an application..

Upon receipt of an application, ITC will check its eligibility and conduct a preliminary screening. ITC may also seek clarification or supplementary information from the applicant if necessary. Eligible applications will be considered by the TVP Committee while ineligible applications will be returned to the applicant. Applications supported by the Committee will be submitted to the Commissioner for Innovation and Technology for approval of funding. Expand All Collapse All. The is a build which was actually popularised in the Terran vs Zerg match-up, in the first half of It was a build which quickly became the go-to opener for Bio play in TvZ due to its ability to create early game map control, denying creep and forcing units for the Zerg.

The build became very figured out in the match-up, but due to its power it was still successful even if shut down perfectly and was particularly useful due to all of its potential follow-ups.

The build can be applied to the Terran vs Protoss match-up and, in this guide, we will cover a variation with an offensive Siege Tank follow-up, which makes this build a difficulty for Protoss players to hold against, especially punishing very fast third bases. This build works great on maps with a shorter rush distance by ground, mostly due to the power of the follow-up tank push, though the initial Medivac drop can also work well on larger maps, due to the speed of Medivacs and boosting.

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.

From here the initial build order is completed and you have two full Medivac s on the map to apply pressure. The initial worker scout has one extremely important job: to confirm the presence of a Natural Expansion at a standard timing placed at around for a standard Gate-Gas-Nexus expand, slightly later for some forms of double gas expand for faster tech or earlier cybernetics core to apply early gateway pressure in this case add a bunker. Upon seeing the Nexus , you can continue with your build without adjustments.

If you see a lack of Nexus , you next check in the main base for two things: gas and Pylon count. If there is not a second pylon in the main base at this time it is probably on the map for a proxy. In the case of a proxy you want to abandon the build, as additional Marine production and the fast Stimpack upgrade is not the strongest way to defend early aggression.

Your scout timing should allow you to build a faster Engineering Bay instead of the second Barracks to allow for Missile Turret production against Oracle s and Dark Templar. You should add on the Factory as soon as possible as well as a second gas when the factory begins, then a Starport as the Factory finishes. Generally holding on one base will make your life a lot easier than defending on two bases, so bunker up on top of your ramp and lift the natural Command Center to the main when possible.

Try and scout for the proxy as this information can change how you react. In most scenarios a Cyclone will be useful for earlier defense against Oracle s, Siege Tank s will be great vs larger pushes, such as a continued one base play scout with Reaper to confirm. On the Starport , a viking is a good choice vs Stargate pushes and Liberator s a good choice against other ground based attacks.

With the scouting worker you can build an Engineering Bay to block the natural of your opponent, as a way to keep a continuous scout and information on when they might try to take the expansion. This can help a lot with knowing how your opponent is aiming to follow up their aggressive opening. The Reaper scout is your next scout after the initial SCV. Generally what the Reaper sees is not going to change your choice of build.

The first Protoss tech building will go down at Versus Robotics Facility and Twilight Council , the build can continue as normal. An early Twilight Council could mean Dark Templar , which is one thing you should prepare for consider an earlier Engineering Bay for a Missile Turret or saving energy for an initial scan. Versus Stargate make sure to position marines well for versus Oracle play.

You can even invest in an earlier Engineering Bay as well for a turret to help cover your mineral lines. You will need a Missile Turret in your mineral lines against an oracle when you move out just before 5 minutes anyways, as you do not leave any units at home once the Medivac s leave to push across the map.

The initial push with 2 Medivac s and around 16 Marine s should leave your base a , depending on your execution of the build. This means it arrives at your opponent's base just as Stimpack finishes.



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