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One Hatch Play for SCII

Blogs > romnomz
Post a Reply
romnomz
Profile Blog Joined August 2011
United States54 Posts
October 23 2011 16:46 GMT
#1
So i was wondering what the strengths of going one base were vs a fast expand like 14 pool 15 hatch? Like would it be safer on small maps like xel'naga caverns due to the short travel time and the vulnerability to early aggression? or should i just stick with my fast expand as i usually do?

*
"Bravery is the capacity to perform properly even when scared half to death" -Omar Bradley
Azera
Profile Blog Joined December 2010
3800 Posts
Last Edited: 2011-10-23 16:49:03
October 23 2011 16:48 GMT
#2
Hi! I think the question you've asked will be better received in the StarCraft 2 Strategy Forum!
Be sure to read the rules too! =)
Check out some great music made by TLers - http://bit.ly/QXYhdb , by intrigue. http://bit.ly/RTjpOR , by ohsea.toc.
Rotodyne
Profile Blog Joined July 2005
United States2263 Posts
October 23 2011 17:08 GMT
#3
If you plan on staying one one hatch, you have to attack and win pretty early in the game. It doesn't take long for the expo economy to kick in if you let it. So he has better econ and better army and you lose.
I can only play starcraft when I am shit canned. IPXZERG is a god.
ComaDose
Profile Blog Joined December 2009
Canada10357 Posts
October 23 2011 17:40 GMT
#4
A good place to ask is: questions and answers thread.

basically you have to do damage equal to not fast expanding so you have to be aggressive.
i don't agree that you have to win but if you transition into an expo you had better have done damage to balance out the economies.
BW pros training sc2 is like kiss making a dub step album.
NeonFox
Profile Joined January 2011
2373 Posts
October 23 2011 18:04 GMT
#5
Except in zvz I don't see any advantage of one basing versus expanding at latest around 20-21 food.
Mostly because the terran/protoss will know what you are up to, and they have a wall.
Geovu
Profile Blog Joined November 2010
Estonia1344 Posts
Last Edited: 2011-10-23 18:20:15
October 23 2011 18:19 GMT
#6
If you don't want to 6 pool, mass ling off 1 base, roach rush, baneling bust or go 1 base muta (Actually really fun) then there is no reason to not expand.

If you want a safe expo build just do gas pool or pool gas (Doesn't really matter, effects ling speed and thats about it) and get hatch at 20-21 food as above poster mentioned. If you want to hatch first you will definitely lose some early games to things like bunker and cannon rushes but after you get used to it it is a completely safe build. Except ZvZ, 10 pool destroys hatch first so it is a bit of a coinflip.
SpoR
Profile Blog Joined November 2010
United States1542 Posts
Last Edited: 2011-10-23 22:36:48
October 23 2011 22:35 GMT
#7
On October 24 2011 02:08 Rotodyne wrote:
If you plan on staying one one hatch, you have to attack and win pretty early in the game. It doesn't take long for the expo economy to kick in if you let it. So he has better econ and better army and you lose.

You don't have to win outright, you just need to make it worthwhile. In other words, you are sacrificing zergs inherent ability to gain macro advantage early game in order to do enough damage to equalize or do greater macro damage to the opponent. And then you take an expansion more safely and control the flow of the rest of the game and hopefully seal the deal in a few minutes when the expansion kicks in.

But to be perfectly honest even when zerg is doing some sort of early game aggression or all in, it's best to have 2 hatches. So you might as well just make it at the expansion. Destiny build for example/
A man is what he thinks about all day long.
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