+ Show Spoiler +
9 Depot
11 Barracks
14 Depot
begin marine production (stop at 6 marines)
19 Command Center
23 Depot
25 Refinery
28 Academy (stim + bat then med when done)
32 Barracks
35 Engineering Bay (+1 attack research when done)
36 Barracks
From here it gets more loose. Get range immediately when stim is done. Get comstats before your factory. Get your factory before 60 supply. Build turrets immediately upon your factory starting. Go straight to vessel and get 3 tanks on the way.
excerpt from this thread.
11 Barracks
14 Depot
begin marine production (stop at 6 marines)
19 Command Center
23 Depot
25 Refinery
28 Academy (stim + bat then med when done)
32 Barracks
35 Engineering Bay (+1 attack research when done)
36 Barracks
From here it gets more loose. Get range immediately when stim is done. Get comstats before your factory. Get your factory before 60 supply. Build turrets immediately upon your factory starting. Go straight to vessel and get 3 tanks on the way.
excerpt from this thread.
or stuff like + Show Spoiler +
for Zerg. I think partially, Zerg players really hate to confine themselves to strict build orders like that, and partially, they can't since one extra sunk or one less sunk or whatever changes supply and messes everything up. The Zerg player has to understand the build, rather than just follow the numbers, both because of the reason I mentioned just before, and the fact that the Zerg can't just sit in his base.
Many Protoss build orders involve sitting in your base massing units until you move out (the famous 1a2a3a I hear so much about) for the attack/expand. Terran can do something similar, just opening 1raxcc, and piling up mnm at the nat, until moving out with mnm, sci vessel, tanks (optional). Of course it's a bit different for Terran because muta harass is so common in ZvT, so they actually have something else to do while they macro (worker scouting doesn't count). Also, they're pressured to try to take out Zerg's 3rd before it gets secure, because TvZ get's much harder once the Zerg's 3rd gas kicks in.
But Zerg can't sit in their base like the other races can. Since maps have natural chokes, if Zerg masses units sitting in their base, they can easily get choked in. Zerg has to control units in the middle to see what's going on, and based on this, they must modify their build order to make that extra sunk, whore more drones, make more lings/hydras/whatever, which makes strict build orders for Zerg impossible, or at least unnatural.
My point is that I had trouble finding build orders to follow, so I ended up just playing out build orders repeatedly in single player until I found what I thought worked best. Result is this for ZvT:
+ Show Spoiler +
ZvT practice: 3hatch muta-lurk-defiler
-9 scout
-12 hatch
-11 pool
-3 (4) drones
-13 (14) hatch
-transfer 3 drones, make 6 (4) lings and gas
-16 overlord
-drone whore, making creep colonies only as needed, using a ling scout to know when to morph sunks
-lair with first 100 gas
-24/25 overlord
-nat gas when lair half done
-spire as soon as lair finishes
-use remaining larva for 3 overlords and a few drones which should put you at 33 or 35 supply
-send out a drone to take 3rd
-when spire finishes, take 3rd and hatch 9 mutas
-make 2 more mutas as gas permits, then build den and evo and get ling speed and build 2 more hatches in main/nat for mass unit pumping
-when den/evo finish, get lurker tech and armor
-when lurker tech is half done, make 5/6 hydras and send them where you want to morph them if needed
-after morphing hydras get queens nest, (second evo optional)
-when nest done, get hive
-obviously pump lurker/ling as needed, and send a ling to every untaken expo if you haven't already
-when hive done, get defiler mound
-when defiler mound done get consume
-when consume half done, make 2/3 defilers
-9 scout
-12 hatch
-11 pool
-3 (4) drones
-13 (14) hatch
-transfer 3 drones, make 6 (4) lings and gas
-16 overlord
-drone whore, making creep colonies only as needed, using a ling scout to know when to morph sunks
-lair with first 100 gas
-24/25 overlord
-nat gas when lair half done
-spire as soon as lair finishes
-use remaining larva for 3 overlords and a few drones which should put you at 33 or 35 supply
-send out a drone to take 3rd
-when spire finishes, take 3rd and hatch 9 mutas
-make 2 more mutas as gas permits, then build den and evo and get ling speed and build 2 more hatches in main/nat for mass unit pumping
-when den/evo finish, get lurker tech and armor
-when lurker tech is half done, make 5/6 hydras and send them where you want to morph them if needed
-after morphing hydras get queens nest, (second evo optional)
-when nest done, get hive
-obviously pump lurker/ling as needed, and send a ling to every untaken expo if you haven't already
-when hive done, get defiler mound
-when defiler mound done get consume
-when consume half done, make 2/3 defilers
It was really helpful for me to do this in multiple ways. First, up until now, my 3hatch muta I always got gas at 17 or so supply. Now that I know the correct time to get gas, my mutas come 30 seconds sooner (HUGE). Also, I got good practice with basic macro, since getting supply blocked is common for me.
I'm planning on going through some ZvP stuff next. My preferred ZvP style involves 5 hatch off 3 base, early evos (as in first 150 to armor, then melee attack a bit later) and spore(s) to deal with corsair and also to deal with DTs later. Ovie speed, then hive, then crack/3 armor/drop mass ling/ultra. I'm gonna try to work out a build with this idea in mind.
1v1 analysis:
Zerg(20 games)
( 4)ZvZ: 2-2 50.0%
( 6)ZvP: 3-3 50.0%
(10)ZvT: 3-7 30.0%
8-12 40.0%
overall:
Zerg(35 games)
( 6)ZvZ: 4- 2 66.6%
(14)ZvP: 4-10 28.5%
(15)ZvT: 4-11 26.6%
12-23 34.2%
ZvZ: I'm now favoring 9pool fast lair builds on maps with ramps, and overpool speed builds on maps where ling harass is a more viable option. Played 4 ZvZs, 2 against Koreans and I have no idea how I got owned so badly, 2 against non-Koreans and won.
ZvP: I need to work out a game plan. I've now manned up and realize that I need to 12hatch in ZvP, and along with better scouting, I'm doing okay. If not 12hatch, I go overpool speed, but that hasn't been working out too well. Protosses are too used to it now and it's becoming ineffective.
ZvT: See above. Besides the standard 3hatch muta, I'd like to work out another build as well, specifically a lurker opening similar to July vs FBH, though that build was map specific. + Show Spoiler +
July used the hills on Chupung to delay/contain FBH with a minimal number of lurkers, allowing him to tech quickly to guardians with 3hatches on 3 bases
Questions:
ZvZ:
No questions really, although I might post something in the strategy forum asking how I got raped so badly by those Koreans.
ZvP:
1. Any ZvP build order suggestions? I already mentioned what I'd like to try, but I have no idea if that's viable really. Though I've done it, it pretty much hinges on me being able to camp until I have 2/2 or better cracklings, at which point mass crackling with drops becomes a powerful attack.
ZvT:
1. Any imperfections in the above-mentioned build order?
2. Who da man? + Show Spoiler +
Jaedong da man+ Show Spoiler +
July too+ Show Spoiler +
and I hear Firefist used queens against go.go in the OSL games, but I can't find them on youtube+ Show Spoiler +
hyvaa would have been the man, but he couldn't flank for shit
As always, comments and constructive criticism welcome.