Resaonable win here i think TvT. Any pointers would be good though. http://www.mediafire.com/?3uscp9tpim9x75x
Also how the hell do i defend a zergling rush. Guy just sent 5 at me at which point i only had 1 marine out and there was nothing i could do. 2nd time its happened to me today.
Had a watch, here's some of the main points:
1. Need to try not to get supply blocked, happened twice. Didn't cost you though which is good. It's easy to do though when you are pumping out marauders and marines with 2 or 3 rax as it adds up really quickly.
2. You made a huge queue mid-game for Marauders and Marines, and your minerals were very high. You had a second base up and running, and you could have supported at least another 2 rax for unit production instead of having huge queues.
3. No missile turrets guarding a good chunk of your depots, your ebay, both starports, a factory and your armory. Because you never knew what was coming, if he flew in a banshee squad and hit that area it could have been really bad. Just noticed another post you made as well a couple above this about the Banshee issue and no turrets.
4. No early or mid game pressure at all, if you exclude the suicide marine. In fact the first attack was the game ending attack which was near enough at 17 minutes. You had so many units in your base idling you could have forced some early pressure before he got his siege tanks out.
5. Probably should have set out getting another expansion going, at the end you had so many SCV's mining 1 node in the main as the rest had gone, and that node had 20 minerals left. It didn't really matter for that game as you won't it there and then, but something to think about.
Also some of the niggles, which are small things really:
1. Built a tech lab onto your factory but never used it, could have used it if you switched the 3rd barracks and factory over to save you time and minerals building a tech lab onto the barracks. You could have also built a reactor onto that factory and then switched it with your starport to get your medivacs and vikings faster. In fact I didn't see any reactors, could have used one.
2. Didn't see any need for the armory.
3. Using a marine as a scout is a bad idea. By the time you get infantry out they almost certainly will have, and by the time you get that infantry to their base especially on a large run like Scrap Station, they will have more than 1.
4. Your wall-off wasn't walled off (it's hard to do on Scrap Station)
5. At the start with your 2 barracks you built 2 tech labs and just alternated marine and marauder from both, could have just skipped one tech lab.
6. Gas and minerals at natural expo wasn't saturated
7. Bunker placement at natural expo was a bit odd?
8. Got Concussive Shells upgrade so fast at the start, when you had 1 or 2 marauders.
9. Your second army in the base was very Marauder heavy.
10. Main base Orbital Command was quite late.
Quite a lot of points there, wasn't trying to be overly negative was just picking up all the points you might want feedback on. There were good bits from you, like your MULE control was good, your building placement was good to avoid scans but got a little conjested on the right side, your reaction time to get supply blocked a second time and getting some drops in was superb - most would just build another depot or two instead.
My opinions anyway
others may disagree.



Ill keep at it and see if i get better.
The missus always wants to watch Eastenders/Corrie. There is always time to practice, you enjoy something you get better at it.