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41

So, you don't seem to be looking for an aggressive strategy and I can respect that. These days I fear the 3 Gate expand far more than the 4 Gate so I often feel the need to be aggressive and cripple the Protoss early, but let's assume for the moment you're not worried about FE Protoss. The strength of a 4 Gate is not so much a strong early-mid game push, ...


33

So there seems to be a bunch of misinformation going on here, mostly around how dangerous a 7 Roach Rush is. I've run it a number of times, especially on very fast maps and I'll tell you right now: it is very weak. The Build itself As others have pointed out even though his Roaches finish around 4:40 his push doesn't come to ~5:30. For people comfortable ...


31

I've added my comments on the replay at the bottom, but you can also find them on youtube. So I think at the core of your problem is the question of: Why do I expand? and I can understand your frusteration. A lot of people will say: "Zerg should always fast expand," and if you take them at their word you might not understand whyearly expansions are so ...


26

There are two reasons for the quick Evolution Chamber. Reason One The first, as you noted, was early upgrades which can quickly turn a fragile force (take zerglings for example) into an early game force to fear. However without gas this isn't a feasible strategy. If attempting this build order, gas first is a must to make use of that early Evolution ...


25

You can't avoid to click, but you can click on the minimap. If you select all your queens (say in a single control group) and cast spawn larva on the minimap, the closest queen will cast spawn larva on the closest hatchery to where you clicked. This is another function of smart casting.


25

Here's what I finally got to work: 8 Pool 7 Overlord As soon as pool completes: Queen Zerglings x 3 As soon as queen spawns, spawn larvae on the hatchery When money isn't a problem anymore, kill a drone for the extra 1 supply for 2 zerglings Keep building zerglings until the achievement pops up. In retrospect, I probably shouldn't have built that 8th ...


25

By "Scout around 9" I assume you mean 9 supply, not 9 minutes. If a Protoss is going for a Forge First Expand build (which is quite strong) there are a couple of options available to you. Taking a Third Going for a third is definitely a solid choice (see IdrA vs MC in group play at MLG). Because he's going to be investing heavily in infrastructure you ...


24

Zerg expansions are the cheapest to build (costing only 350 minerals compared to 400) in addition they can grow their economy the fastest of any races. To compensate for their extreme economic power Zerg units are relatively fragile (largely due to their lack of range), not particularly cost effective, and the Zerg player must constantly choose between ...


22

This is actually the best possible thing to happen for you as a zerg player. He's running just Phoenixes and he has given you map control FOR FREE. Your Strategy is going to be as follows: Build a couple spore to stop early Phoenix harass. Expand to 3 or 4 bases Spread your creep Build pretty much any unit, you're going to run over him He's giving up ...


22

There are a number of ways you can handle this, and I'll try to break them down for you: Roach Work Baneling Style Infestor Harassment Brood lord Back Dooring Roaches are what many people consider the Marine's natural Enemy. With high HP (almost 3 times a Marine) and that 1 base armor its not surprising people would believe this. Unlikely in Starcraft ...


21

While it is true that the range 5 (or 6 after upgrading) is better than the roaches' range of 4, and that the DPS is considerably better (~14.5 vs 8 DPS), the roaches still have a number of advantages over hydras. Better Health: 145 vs 80 Better Base Armor: 1 vs 0 Better Speed post-upgrade: 3.0 vs 2.25 Lower Cost: 75M 25G vs 100M 50G Faster Build Time: 27 ...


17

Simple answer: more health for the opponent to work through when it gets attacked. Longer answer: see above. :) That's really the only reason the expansion gets upgraded first. But it also is a little map dependent too. If they can only reach your base early in the game via the front (i.e. Xel'naga Caverns) you'd want it to have more health so that you can ...


16

So here is your problem: you're trying to figure out what you need right now. This is just about the worst thing you can do strategically. In your defense, this is a very common mistake (more common on the NA servers than EU and KR, but it happens there too). Instead of trying to out play your opponent, you're trying to out think your opponent, and that ...


15

Some smarter people than me decided to find an answer to this question. I'll quote the findings here I used the AI to test the various builds in a very consistent manner, to try to answer the question once and for all. The 9 overlord is the best economic build, period. Minerals at 2:15: 370 10 overlord can be used for 10pool and overpool, ...


15

Nydus worm can be very effective in many different use cases. Combat: All you need for a nydus worm deployment is line of sight which you can easily achieve with an overlord/overseer. This can be an effective way to get through a walled in opponent without actually taking out their wall. Nydus worms also generate creep so you could even setup spine ...


14

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 ...


14

There are two schools of philosophy on drone transfer (this only is for drones on minerals): All but 16 Half (or really any other number between this and #1) Both have their merits. The first is based on the assumption that any unit after the 16th is only doing a fraction of the work it could do otherwise; transferring those means you gain more minerals ...


14

Just Zerg movement. Zerg (ground) units move about 30% faster on creep (notable exceptions being: Queen, Hydralisk and Drones). Additionally Zerg can build on creep and non-Zerg structures cannot be built on creep. You can actually use an Overlord to spread creep at a number of expansions to slow down your opponent's expansion rate. Zerg structures off ...


14

So there is an 8 Minute Mutalisk strategy which does leave you sort of capable of defending yourself until your boys are in the air. There are rumors of a 6:30 Mutalisk strategy, but you're cutting everything from defense to drones. Both of these builds are pretty bad; and I think its important to discuss why they are so very bad and why you should never ...


14

There's no reason to scout because even with a hatch first build your drone scout won't get to the enemy in time for you to change anything about your build. You're not going to cancel the hatch, because your pool will already be started or just about to be. Yes, you can hold a 6 pool with hatch first- it's gotten easier as maps have gotten larger but it ...


13

I normally build my overlord when I have 4 or less supply left. My starting BO involves: 9 Ovi 16 Ovi 22 Ovi <4 Supply left. I think this really helps. Additionally if Larva have popped from one of my Hatcheries, I usually spend 1 on an Overlord if I'm going to use the other 6 on units. Hope this helps.


13

There is no unit that will magically let you beat a Zerg air mix, even Thors fall to mass Muta with a little micro. Instead let's break down what there is and discuss possibilities: One of the things you need to ask yourself is: Is he Corruptor heavy or Muta heavy? This question will influence the result. If he's Corruptor heavy you're going to want more ...


13

The problem with most people transitioning with zerg to late game is that the other two races have what most people consider a "late game" unit. Carriers & Battlecruisers. This is a carryover of playing against the computer where you turtle until you build your "finger of god" army and then wipe the computer. Truly though, those 2 units are not good ...


13

Scout Early! Scout early as you will need to see this rush coming, it has the following characteristics: No scout drone, lings or expo. A higher drone count, 17 towards 3:00. A roach warren, he can't hide it because of the creep. Harass a Drone! If you are good in micro you can hope for drones to follow and harass a single drone. Protoss might want to ...


13

Banelings usually prefer to attack units and don't attack buildings unless manually ordered to do so. When "Attack Structure" is set to auto cast, banelings will prefer to attack buildings and only go for units if there are no buildings in sight. When a baneling explodes next to a building and a unit, the building will take 80 damage and the unit will take ...


12

Banelings deal 80 damage to buildings. Supply Depots have 400 health == 5 Banelings Command Centers have 1500 health == 19 Banelings Pylons have 200 health and 200 shields == 5 Banelings Nexus have 1000 health and 1000 shields == 25 Banelings Destructible Rocks have 2000 health == 25 Banelings All numbers are approximate, as they do not take armor into ...


12

There's a very popular way to break out of this wall in called the drone drill. Essentially you will be puling most/all of your drones and making them all focus a single pylon. It's very micro intensive, but you can break out of it very quickly. Psystarcraft has a tutorial on how to do this here: ...


12

For a player that is in the gold league, your initial build orders seems very solid, at least a lot better than other gold zergs that I have met before. One fundamental rule that you have to remember about ZvZ is this: Anything can happen at any point of the game. ZvZ is the most volatile matchup out of any other possible ones largely because of Zerg's ...


11

Backspace will allow you to cycle through your Command Centers/Nexuses/Hatcheries. You can also set a building to a group -- for instance, I set my main base's command center to 0, my first expansion to 9, etc. That might be useful or not for you, but it helps me get around the map faster than hitting Backspace several times.


11

So the quick Zerg transition is a myth (kind of like the Yeti or his North American cousin the Sasquatch); Zerg take just about as long to transition from one build to the next as every other race. Where this misconception comes from is the Zerg's ability to remax, very quickly, with a new army. Now obviously, I could tell you about how you need to scout ...



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