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I understang the Fast Expand concept and have employed it. However, I find myself to nervous to FE and end up doing 1 base. The problem is that I get stuck in one base and to focused on offense, neglecting to expand out. I feel if I had a better idea of when to expand, this would fix my problem.

My question is, when you scout your opponent, what are you looking for that allows you to FE or raises flags that tells you to one base for awhile? And if you one base, when is it best to expand?

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i'm pretty sure you're required to yell kekekekekekekekekekekekkekekekekekekekekkekekekekke into your mic while doing so –  espais Aug 20 '10 at 15:16
    
it didn't come up in anyone's answers, but a good time to expand is when you have map control. Any time you feel like you have him bottled, feel free to throw down a 3rd or 4th expo –  tzenes Aug 21 '10 at 0:24
    
The answers to this question are interesting, because the Starcraft 2 meta-game has evolved. It's now considered very safe for Zerg to build a Hatchery first against Terran; with good control a Zerg can defeat a double proxy Barracks bunker rush. –  Kitt Basch May 29 '12 at 8:45
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4 Answers

up vote 14 down vote accepted

If you see your opponent expanding, you know it's safe to expand. He's spending minerals to expand, which will delay his attack and give you time to get up defenses for your expansion if necessary.

If you see the makings of an aggressive build (early spawning pool or multiple barracks/gateways), you may want to hold back on your expansion until you see exactly what he's doing. A fast attack will beat a fast expand every time.

If you see your opponent building to turtle, then expanding is your best option. He will be stuck in his base and is essentially giving you free reign over the rest of the map. The best way to defeat a turtler is through macro.

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+1 for the third paragraph (which I was going to answer before seeing yours) –  Raven Dreamer Aug 19 '10 at 19:00
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+1 I would probably write a longer answer which would say the exact same thing –  tzenes Aug 19 '10 at 19:02
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Notice that this answer implicitly assumes you will be scouting what your opponent is doing, which is the most important part of knowing when to FE or not. –  Peter Recore Aug 19 '10 at 19:14
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If you see your opponent building his expansion, you should go attack it. Start your own expansion just before you leave to attack. –  Lotus Notes Aug 20 '10 at 17:30
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One factor not mentioned yet is map size, or more accurately, rush distance. How long does it take to reach your base from theirs? The shorter the distance, the more you need to be concerned about a rush, as you will have less time to prepare. This is related to map size, but is also affected by the layout. some small maps can have a pretty long rush distance, while a bigger map with no terrain could allow a rush to run straight from one base to another. if you scout a bunch of units leaving their base on a short rush distance map, you won't have time to throw down spine crawlers or pump units instead of drones. On a long rush distance map, you can start pumping units when they push out, and have a small army when they finally arrive.

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+1, I rely on the map much more than scouting for judging if I can FE safely. –  en1gmatic325 Aug 20 '10 at 18:25
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Whatever you do as zerg, you WILL need a second hatchery. I usually go for the second hatch as soon as I don't have any larvas left and have 300 minerals left.

The key to fast expansion is scouting. You need to be sure that you will be able to survive an attack by your opponent. When hes building units, build units. When hes building structures, its safe to expand

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I'd say this is false. There is plenty of one base Zerg play which can be decisive: ie. One base Muta, One base Roach –  tzenes Aug 19 '10 at 18:38
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staying on top of your queen spawning more larva is key to a one base zerg play, you can have enough larva with one base that way. On bigger maps its not always the best strategy if you are up against a strong opponent. Eventually a weak economy will catch up to you. Also, fast expand doesn't mean you have to go right for minerals. Gas is usually the hold up so its usually a good idea to get mining on gas before minerals when you do expand. –  Mark Aug 20 '10 at 0:29
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You don't absolutely need to know what your opponent is doing, all this emphasis on early scouting, etc, is sensible but too 'safe'.

For instance Jaedong (best zerg in the world) frequently fast expands without scouting, or even, gasps, 3 hatch before pool.

IM humble opinion in the current stage of your evolution as a player, you should practice with always fast expanding (choose bigger maps), regardless of scouting. You'll probably find yourself in a large economic advantage in 70% of your games. Because seriously, if a zerg only expands when he sees a terran expanding, THAT IS TOO LATE.

Edit: I wrote some pretty ranty comments that everyone should check out. In conclusion, people should listen to those who actually play the game at a high level rather than pay attention to the vote counts. Because in the end... an aggregate silver league opinion... is still a silver league opinion.

Edit2: You can see on the TL wiki that FE counters 1 base play.

http://wiki.teamliquid.net/starcraft2/14_pool_15_hatch

Edit3:

Two years later I think I'm obviously right.

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The standard zerg 14 pool 16 hatch FE is very very safe, and can hold off the vast majority of early game pushes (like 4 gate) as well as rushes (quick marine pressure) very easily. Unless we're talking about something like a very very aggressive cheese, in which case yes you should expend your energy staying alive rather than expanding yes... –  Ben Aug 20 '10 at 6:09
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Often a zerg player seeing his opponent fast expand will double-expand so as not to remain behind. The points in my post are still valid. –  StrixVaria Aug 20 '10 at 11:07
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@StrixVaria Just because you can double expand doesn't mean you should delay your first expansion. FE without scouting is standard play. [edited by Oak] –  Ben Aug 20 '10 at 16:37
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@Ben FE without scouting is most certainly not standard play. Let's look at Idra (who popularized the 14 pool 15 hatch). He consistently scouts on 12-13. What's more in a 2 Gate situation he'll often sacrifice the expo as a delaying tactic. What's more a late expand for Zerg isn't as detrimental as you make it considering drone production is more rapid than probe or SCV. Try to remember builds like 2 Gate and 40 pop Marine push, are designed to counter FE, so its worth checking that out first. –  tzenes Aug 20 '10 at 17:20
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@Ben allow me to counter thus: youtube.com/watch?v=XSW0vy438_4 Two months later... with the exact same people... The truth is that Idra is an amazing Zerg player, and to show Idra coming back from a 2 Gate is like showing a video of Michael Jordan doing a through the legs dunk. It suffers from the problem that: most people aren't Michael Jordan. –  tzenes Aug 20 '10 at 18:08
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