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Starcraft 2 n00b ep. 12 - Bad Fast Expansions

Blogs > KingOctavious
Post a Reply
KingOctavious
Profile Blog Joined January 2011
United States324 Posts
Last Edited: 2011-02-11 20:03:57
February 11 2011 19:09 GMT
#1
So, this time I analyze two fast losses, both which occurred because I didn't fast expand properly. The first is because I didn't utilize what I saw from early scouting, and the second is because I way overproduce on my buildings (instead of focusing on my army), despite the economic blow of building an early nexus.

In the first one, I keep my expansion plans despite seeing that the Terran player did a non-wall-in early pressure. I could have raced in with zerglings but stupidly keep going with the expansion. That plus a delayed build = a loss.

In the second, I build a nexus and then go straight for 4 gate/robo. Obviously that doesn't leave me enough minerals to produce units, and I get taken out fairly easily. It's pretty clear that if I had had the minerals spent on either the fourth gate or the robo (or maybe both), I could have held him off, then had a great economy soon after.

Check out the replays with commentary here (both on one video).

[Edit: Oops, forgot lessons learned

1. Keep expansion strategies (or any strategies, for that matter) fluid. If you’re fast expanding and you catch wind of an early assault, cancel it and produce just enough units to hold the other guy off. Then either expand after that or jump up the tech ladder to counter the next wave.

2. Fast expansions are fine, but be aware of the early toll they take on your economy. Don’t fast expand and then build every structure possible. Focus instead on producing units from a smaller number of facilities, then build up as your expo starts to pay off.

3. Don’t wall expansions with essential structures (like the roach warren), especially early on. If it gets destroyed, helplessness ensues.

Further thoughts, or is my analysis right?

Check out my book, The Year in StarCraft II: 2011, http://yearinsc2.com/ :D:D
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