Scroll Down to view Strat

THE REAVER DROP
Author:
Daktakpaklak

The Reaver is one of the most devastating units in StarCraft. Not only do its shots cause incredible amounts of splash damage, but the Reaver is also available fairly early on. The only disadvantages to the                   Reaver are its slowness and its vulnerability to air assault. However, both of these problems can be overcome by using Shuttles to quickly ferry Reavers in and out of hot-zones. Several specific tactics can develop from this strategy, and perhaps the most widely used is the Reaver Drop.

One of the most widely-used Reaver tactics, the Reaver Drop involves using a Shuttle to ferry a Reaver to an enemy's worker line. The Reaver pops out and systematically                   massacres the enemy workers, and hops back into the Shuttle at any sign of opposition. A tactic that should be executed fairly early on, the Reaver Drop is most effective when playing against a Terran opponent (Reavers eat up Marines). Protoss players                   occasionally fall victim to this too, but performing a Reaver Drop against a Zerg player is difficult; swarms of Zergling and Hydralisk are simply too much for the slow-firing Reaver to handle. The trick to                   successfully pulling off a Reaver Drop is speed; the Shuttles has to get in and out before air defense has been erected. What follows is a build order that leads to a quick Reaver Drop while still keeping in mind the need for anti-rush defense.

Order the original four Probes to gather minerals at separate patches. Warp in three more Probes at the Nexus, assigning them to mineral patches as they are produced. With the third Probe (7/9) warp in a Pylon, then order it to gather minerals.
Warp in a Probe, setting the Nexus's rally point next to the warping Pylon. As soon as the Pylon is finished, begin a Gateway and send the Probe to gather minerals.
Move the Nexus' rally point to the Vespene vent and warp in another Probe (your Psi Meter should read 9/9). Begin an Assimilator as soon as the Probe finishes. Immediately start a tenth Probe, but this time set the Nexus' rally point to the Pylon. The Probe will warp in and move to the Pylon. By the time it gets there, you should have enough minerals for a Cybernetics Core. Assign this Probe to gas (the Assimilator should just have finished) and pull a Probe off minerals for Vespene-gathering too. Warp in another Probe, ordering to gather gas.
As soon as this Probe has finished (11/17 on the Psi Meter) warp in a Zealot and use it to scout out the enemy's position. Warp in two more Probes, ordering one to gather gas and one to gather minerals. You should now have four Probes on has and 9 on minerals.
About 15 seconds before the 15/17 Probe is completed, the Cybernetics Core will finish. Build the Robotics Facility as soon as you can, and when you can afford it another Pylon. When the Pylon is about half-finished, you'll have enough minerals on hand for a second Zealot (bringing the Psi Meter to 17/17 until the Pylon finishes).
Begin pumping Zealots out of your Gateway, but give priority to the Pylons. Never have more than one Pylon or Zealot queued up at a time. When the Robotics facility has warped in, start a Robotics Support Bay and a Shuttle. Also build a Shield Battery or two to support your defending Zealots.
Warp in a Reaver when the Bay is complete. Hot-key the Shuttle to one number and the Reaver to a different number. Queue up five scarabs for the Reaver, but don't wait for them to build; immediately load the Reaver and two Zealots into the Shuttle and head for the enemy base (the scarabs will build en route).  If you're not worried about an enemy rush or if you're playing a one-on-one, send the defending Zealots along too (you should have about seven to nine).

Be sure to have located the enemy base before sending out the Shuttle. It's also important to have a route chosen that avoids enemy defenses; if your opponent sees an incoming Shuttle, he'll be alerted to the                   imminent attack. Also, flying over Terran Bunkers can be hazardous to your Shuttle's health! Try to slip in the rear of a base. Drop the Reaver off right in the middle of enemy workers. It'll automatically start pounding them; single scarabs can take out as many as four at a time! Remember to continually                   cue more scarabs (running out is embarrassing!). Use the two Zealots to distract enemy defenders. If the situation looks grim, bring over the Shuttle and collect your attackers.

The Reaver Drop is a devastating tactic that can                   severely cripple an enemy's economy and permanently swing the balance of power for the entire game.