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9

Background info This is what time their spawning pool will finish based on their build order (in-game time): 6 Pool ~1:49 7 Pool ~1:57 8 Pool ~2:04 9 Pool ~2:10 10 Pool ~2:18 11 Pool ~2:26 Additionally, the build time for a pair of zerglings is 20 seconds, so their zerglings will be on the field at: 6 Pool ~2:09 7 Pool ~2:17 8 Pool ~2:24 9 Pool ...


5

The answer to this in early game is generally the standard 3-4 queen opening, a large number of Zerglings, and maybe a few Banelings or Roaches, if you'd like. Banelings and Roaches are usually not necessary with good Zergling and Overlord control. When scouting, you're looking for an early gas- one started before the natural CC. If you see this, you can ...


4

To get an ultra-gas heavy composition like this, you're going to want to start with a macro build order like Idra's 14 pool, 15 hatch: 9 Overlord 14 Spawning Pool 15 Hatchery 16 Queen 18 Extractor 18 Overlord No need for an early extractor, because this will get 4 extractors going quickly, and you've got a lot of teching time ahead of you. As you ...


3

The AI gets stuck because it can't find a spot to place his spawning pool. IIRC, too many minerals or doodads near the hatchery can cause Zerg AI's building placement algorithm to fail. Unfortunately, I don't remember how I know this.


2

Not sure what roach timing you're referring to. There are many possible timings, on one base, two bases, three-base roach max, etc. Also, you haven't specified if you're opening gateway first or forge FE. Given that the metagame right now is for gateway openings, you should scout on 9 or 13. If you see he's on a single base you drop 2 extra gateways and ...


2

You essentially have a different account on different servers. So when you log in there, you'll be asked to create a username for the first time, and you will have no games played. You'll play the 5 placement matches to determine your league when you start. So there is no MMR transfer between regions, otherwise (logically) you wouldn't need to play 5 ...


1

How do I know how much defense is necessary to defend early-midgame gateway pressure? Typically you don't make units until you see him move out. An overlord sac will get you an idea for what he's doing (all-in vs pressure). Making sure there are no hidden pylons on your side of the map is very important, because you need the time between his base and ...


1

The units that you mention are a very popular composition in a Zerg vs. Protoss match. But can work against a Terran Mech player aswell. Though I would cut down on the Vipers versus a bio playing Terran. One of the best fights I can think of, where these units gets the work done, is between Stephano and BabyKnight. Follow this link, and find game number 2! ...



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