The M/M/M build is one of the most popular beginner to intermediate Terran build orders, it’s a very generic build that can be employed by beginner to intermediate players, and is occasionally used by advanced players as well. It’s a highly aggressive build that places significant pressure on your opponent early. As all builds and strategies in SC2, the M/M/M takes decent micro to be able to execute effectively, but when done right can be a force to be reckoned with.

Begin by throwing down your first supply depot (with your 10th SCV) at the choke, preferably as early as possible to get the wall off and prevent your opponent’s scouts from entering your base. Your supply count should be at 10/11. At 12 supply start building a Barracks to complete your wall and attach a tech lab to it upon its completion. With your 13th SVC begin constructing your refinery, followed by a second barracks at 15/19 along with a reactor when it is completed. At 16/19 get your orbital command and at 17/19 get your second supply depot. At this point continuously pump out marines and Mauraders while continuing to increase your SVC count until you have two SVC’s assigned to every mineral patch and three per geyser.
This strategy is highly effective as an early push in 2 vs. 2 play, best employed early on against Zerg or Protoss players, more specifically when players are “turtling” or opting to go for an early expansion and likely aren’t prepared for an early push. This is where an early Marine and Marauder push really shines. Unfortunately Terran are usually walled in by the time you have sufficient forces to attack, there for against Terrans the M/M/M is not the best way to open up.
Once you have enough resources and perhaps have clinched your natural expansion, you’ll want to being constructing your third barracks with a second attached reactor or tech lab, however what you do next, as always, should depend on your opponents next move, no build should every be followed meticulously, you need to always be scouting and adapting your build orders as necessary to your opponents strategy. What opening builds such as this one do is give you direction and keep you on track, thus improving your speed, so, unless necessary, build orders should be practiced, memorized and adhered to as outlined.
One word of caution: Do not rush to get your Medivac too early on in the game, this is common mistake made by beginners. They are too big of an investment that early in the game and not particularly effective if your ball of units isn’t large enough. I would advise that you have a supply count of at least 80 units, as well as your natural expansion before adding Medivacs to your ball.








