Focus fire is critical for sniping injured units and for taking down important or high DPS units like void rays, ghosts, brood lords, immortals etc...
But beyond that, it actually worse to focus fire units. Using this awesome map, I have actually tested micro battles with and without focus fire. I have found that 9/10 times any group of units I micro to focus fire just flat out lose to non-micro'd units.
There are two problems with naive use of focus fire. 1) Targeting one unit will most likely cause you to over-kill the unit, which is a waste when you could be shooting at another target. and 2) If your unit is not in perfect range of the target, the unit will bumble around until they are, which means instead of attacking, they are bumbling around.
You don't need much base defense. Try getting by without building any bunkers, and just defending early with the marines that you build, and later with tanks. You'll definitely need a good wall-off and units correctly positioned on the cliff to do damage to the zerg as the come around the corner. You can afford to expand pretty late (you only need it for the gas), once you have the majority of your tanks sieged on your cliff. Expanding late will allow you to not have to spend any extra money on base defense.
You should not stop producing SCVs for a very long time. It should be at least 10 minutes where your command center is NEVER idle. Get an orbital command as soon as your first barracks finishes, and use MULEs every time its up. Pump marines non-stop from your first barracks (no add-on). As gas allows, get your factory up and pump tanks until you hit 8. Get siege when you have enough gas to research it without stopping tank production. As your 1-base economy starts to peak, you will have enough extra minerals that you can't spend with your limited number of production buildings. At this point, build a second barracks and you'll soon be at 30 marines. Once at 30, put tech labs on your barracks and get ghosts as gas allows. You should also have extra minerals, since 2-rax marine, SCVs, and a factory should not be spending it all. When you have 400, build a command center inside your base (you'll float it down when its done). Move SCVs down from your main, and prioritize gas. You should be close to 8 tanks by now, so put all your gas into ghosts. If you can't spend all your gas on 2 rax ghosts, get more.
I got gold on this challenge on my first try. It shouldn't be too difficult if you follow good macro fundamentals (constant production, don't supply block yourself, correctly prioritize your resources).
Best Answer
It depends on what race you're facing and what their army composition is.
Generally though, marines are your best bet as the bunker increases the marine firing range by 1 for a total of 6 (it actually increases range for all units inside by 1).
Marauders are a good choice if they are protoss or zerg and have a lot of stalkers/roaches. The bunker will give you marauders (the hard counter to those types of units) extra hit points and give them more time to deal their extra +damage to armour.
Don't forget, you can stim inside a bunker too.