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[Q] Zerg BO's

Forum Index > StarCraft 2 Strategy
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1 2 Next All
Mazar
Profile Blog Joined May 2008
United States135 Posts
February 19 2010 21:54 GMT
#1
So I've been playing with zerg for a bit and I had been going a build something like:
10 overlord
10 pool
drone to 15
Queen to 17
zergling to 18
extractor
overlord at 17 with next larvae

and then just whatever from there, but after playing some games I've found that when I get my queen I have an excess of larvae/lack of minerals so by delaying the queen slightly I think this gets a better result

10 overlord
11 extractor trick
drone to 13 when overlord pops (all available larvae)
pool at 13
gas at 12
drone up to 15/16 (i dont really remember
queen to 17/18
overlord

Do any other zerg players have comments on this/experience? I find that the larger amount of drones earlier allows for some optimal use of the extra larvae when the queen comes out at the start and thus a stronger econ. In ZvZ I've found that I am usually on the defensive with this, but because of map distances I will always be able to match/have greater numbers by the time they arrive at my base, along with a stronger economy, which allows me to push out and win midgame.
Peanut Butter
Khaymus
Profile Blog Joined June 2008
United States750 Posts
February 19 2010 23:01 GMT
#2
I have found the following to be very effective for both ZvZ and ZvP

10 Overlord
13 pool (queen as soon as pool finishes)
15 gas
16 Overlord
17 roach warren

This timing gets you enough gas to pump ALL roaches as soon as your first queen larva pops...so you should have a really quick 6-8 roaches. Sometimes I do not have enough gas for roaches...so I just use that larva on zerglings.
Let them say we lived in the time of Boxer, Emperor of Terran. Let them say we lived in the time of Nal_rA, Dreamer of Protoss. Let them say we lived in the time of Savior, Master of the Zerg.
Coldlogic
Profile Joined December 2008
United States116 Posts
Last Edited: 2010-02-20 02:28:31
February 20 2010 02:27 GMT
#3
On February 20 2010 06:54 Mazar wrote:
So I've been playing with zerg for a bit and I had been going a build something like:
10 overlord
10 pool
drone to 15
Queen to 17
zergling to 18
extractor
overlord at 17 with next larvae

and then just whatever from there, but after playing some games I've found that when I get my queen I have an excess of larvae/lack of minerals so by delaying the queen slightly I think this gets a better result

10 overlord
11 extractor trick
drone to 13 when overlord pops (all available larvae)
pool at 13
gas at 12
drone up to 15/16 (i dont really remember
queen to 17/18
overlord

Do any other zerg players have comments on this/experience? I find that the larger amount of drones earlier allows for some optimal use of the extra larvae when the queen comes out at the start and thus a stronger econ. In ZvZ I've found that I am usually on the defensive with this, but because of map distances I will always be able to match/have greater numbers by the time they arrive at my base, along with a stronger economy, which allows me to push out and win midgame.



i have been using both of these.

for zvz i go 10 overpool into roachs as it seems to be the new muta/ling, then just out micro/macro them

something else i try a lot is:

10 overlord
13 pool
17 extractor
16 queen
18 overlord
150 minerals roach warren
150 min/100 gas lair
21 drone
start roachs
blabber
Profile Blog Joined June 2007
United States4448 Posts
February 20 2010 02:34 GMT
#4
On February 20 2010 08:01 Khaymus wrote:
I have found the following to be very effective for both ZvZ and ZvP

10 Overlord
13 pool (queen as soon as pool finishes)
15 gas
16 Overlord
17 roach warren

This timing gets you enough gas to pump ALL roaches as soon as your first queen larva pops...so you should have a really quick 6-8 roaches. Sometimes I do not have enough gas for roaches...so I just use that larva on zerglings.

wouldn't someone who popped 6 zerglings when pool finishes kill you?
blabberrrrr
semantics
Profile Blog Joined November 2009
10040 Posts
February 20 2010 02:50 GMT
#5
I just 12 hatch against all or 12 pool depending on what i scout.
Savio
Profile Joined April 2008
United States1850 Posts
February 20 2010 03:17 GMT
#6
On February 20 2010 11:27 iCCup.CoLd wrote:
Show nested quote +
On February 20 2010 06:54 Mazar wrote:
So I've been playing with zerg for a bit and I had been going a build something like:
10 overlord
10 pool
drone to 15
Queen to 17
zergling to 18
extractor
overlord at 17 with next larvae

and then just whatever from there, but after playing some games I've found that when I get my queen I have an excess of larvae/lack of minerals so by delaying the queen slightly I think this gets a better result

10 overlord
11 extractor trick
drone to 13 when overlord pops (all available larvae)
pool at 13
gas at 12
drone up to 15/16 (i dont really remember
queen to 17/18
overlord

Do any other zerg players have comments on this/experience? I find that the larger amount of drones earlier allows for some optimal use of the extra larvae when the queen comes out at the start and thus a stronger econ. In ZvZ I've found that I am usually on the defensive with this, but because of map distances I will always be able to match/have greater numbers by the time they arrive at my base, along with a stronger economy, which allows me to push out and win midgame.



i have been using both of these.

for zvz i go 10 overpool into roachs as it seems to be the new muta/ling, then just out micro/macro them

something else i try a lot is:

10 overlord
13 pool
17 extractor
16 queen
18 overlord
150 minerals roach warren
150 min/100 gas lair
21 drone
start roachs


Would this be viable against someone who teched to mutas off 2 hatcheries and defended with a couple spines and some lings?
The inherent vice of capitalism is the unequal sharing of the blessings. The inherent blessing of socialism is the equal sharing of misery. – Winston Churchill
bioboyAT
Profile Joined July 2004
Austria1765 Posts
Last Edited: 2010-02-20 03:32:02
February 20 2010 03:30 GMT
#7
2hatch in ZvZ is imo pretty bad, cuz you have your queen anyway and just don't have the minerals with the larvas you get.
all ZvZ's were pretty aggro so far and you just can't get a enough drones out to macro hard, pretty much like in sc1 but just totally differnt with the roaches and the different strategies people are trying out
Milchmann | DeadVessel: Milchmann pwns. I fail.
Happy_Alpha
Profile Joined October 2009
Canada28 Posts
Last Edited: 2010-02-20 13:25:57
February 20 2010 03:42 GMT
#8
Here's a list of zerg build opennings from looking at beta streams (hope it help organize info a little):

10 pool:

Agressive, medium econ

10 drone
10 pool
10 overlord
scout optional
@100% pool 3 zergling
@100% pool queen

At which point you take gas (don't know the exact time) and get roaches (currently recommended), ling speed or lair

10 overpool

Agressive, slightly higher econ

10 drone
10 overlord
10 pool
scout optional
@100% pool 3 zergling
@100% pool queen

Same as 10 pool openning transition.

13 or 14 pool (= 12 pool)

Semi-agressive, strong econ

10 overlord
scout here
13 pool
@100% pool 3 zerglings
@100% pool queen

The theory is because of the distance between bases you can get away with a late pool and therefore a better econ. You can transition roaches or lair and get roaches after.

14 hatch (= 12 hatch)
(vs protoss)
(weak vs 2 gate openings)

Little agression, High econ

10 overlord
scout here
14 hatch
13 pool
13 gas
@100% pool 3 zerglings
@100% pool queen at both hatches

*place a spine crawler if you see early agression

I saw David Kim do this build vs Nony and it worked (after he didn't follow up and lose his base though). However, I am only loosely basing this opening off his game with Nony; I have added queens where he did not make it. You can tech to roaches then tech to lair and get mutas.

Please note that I have not tried these and they may not work in an actual game. I had based these off of beta streams.
semantics
Profile Blog Joined November 2009
10040 Posts
February 20 2010 04:14 GMT
#9
On February 20 2010 12:42 Happy_Alpha wrote:
+ Show Spoiler +
Here's a list of zerg build opennings from looking at beta streams (hope it help organize info a little):

10 pool:

Agressive, medium econ

10 drone
10 pool
10 overlord
scout optional
@100% pool 3 zergling
@100% pool queen

At which point you take gas (don't know the exact time) and get roaches (currently recommended), ling speed or lair

10 overpool

Agressive, slightly higher econ

10 drone
10 overlord
10 pool
scout optional
@100% pool 3 zergling
@100% pool queen

Same as 10 pool openning transition.

13 or 14 pool (= 12 pool)

Semi-agressive, strong econ

10 overlord
scout here
13 pool
@100% pool 3 zerglings
@100% pool queen

The theory is because of the distance between bases you can get away with a late pool and therefore a better econ. You can transition roaches or lair and get roaches after.

14 hatch (= 12 hatch)
(vs protoss)
(weak vs 2 gate openings)

Little agression, High econ

[1]10 overlord
scout here
14 hatch
13 pool
@100% pool 3 zerglings
@100% pool queen at both hatches
15-17 gas

*place a spine crawler if you see early agression

[1]I suggest you move your second overlord to your natural so you can dump creep and therefore can build a crawler earlier (just before the hatch pops)

I saw David Kim do this build vs Nony and it worked (after he didn't follow up and lose his base though). You can tech to roaches then tech to lair and get mutas.

Please note that I have not tried these and they may not work in an actual game. I had based these off of beta streams.

So basically unusable at gold rank and lower as just about every toss seems to either cannon rush or 2 gate push.
Bosu
Profile Blog Joined June 2008
United States3247 Posts
Last Edited: 2010-02-20 04:19:15
February 20 2010 04:18 GMT
#10
I think nony had 2 gates. Maybe not I should watch again.
#1 Kwanro Fan
semantics
Profile Blog Joined November 2009
10040 Posts
Last Edited: 2010-02-20 04:28:56
February 20 2010 04:23 GMT
#11
It was diff nony didn't just go 2 gate build up 10-15 zealots and push your ass he was doing other things.

Nony did gate-gas-core-gas-robotics facility-gate
diehilde
Profile Joined September 2008
Germany1596 Posts
Last Edited: 2010-02-20 04:50:24
February 20 2010 04:49 GMT
#12
On February 20 2010 13:14 Virtue wrote:
Show nested quote +
On February 20 2010 12:42 Happy_Alpha wrote:
+ Show Spoiler +
Here's a list of zerg build opennings from looking at beta streams (hope it help organize info a little):

10 pool:

Agressive, medium econ

10 drone
10 pool
10 overlord
scout optional
@100% pool 3 zergling
@100% pool queen

At which point you take gas (don't know the exact time) and get roaches (currently recommended), ling speed or lair

10 overpool

Agressive, slightly higher econ

10 drone
10 overlord
10 pool
scout optional
@100% pool 3 zergling
@100% pool queen

Same as 10 pool openning transition.

13 or 14 pool (= 12 pool)

Semi-agressive, strong econ

10 overlord
scout here
13 pool
@100% pool 3 zerglings
@100% pool queen

The theory is because of the distance between bases you can get away with a late pool and therefore a better econ. You can transition roaches or lair and get roaches after.

14 hatch (= 12 hatch)
(vs protoss)
(weak vs 2 gate openings)

Little agression, High econ

[1]10 overlord
scout here
14 hatch
13 pool
@100% pool 3 zerglings
@100% pool queen at both hatches
15-17 gas

*place a spine crawler if you see early agression

[1]I suggest you move your second overlord to your natural so you can dump creep and therefore can build a crawler earlier (just before the hatch pops)

I saw David Kim do this build vs Nony and it worked (after he didn't follow up and lose his base though). You can tech to roaches then tech to lair and get mutas.

Please note that I have not tried these and they may not work in an actual game. I had based these off of beta streams.

So basically unusable at gold rank and lower as just about every toss seems to either cannon rush or 2 gate push.

im sorry but I have to say it - please dont post builds if you arent even in beta ffs! I mean you got that david kim build completely wrong, he didnt build double queens against nony, he just built one and a very late one at that, nowhere near when the pool finished. Plus you make a suggestion which is downright impossible - spawn creep for overlords is only available after lair. Instead of mocking you, I hope people see the problem with theorycrafting on a game they cant play and stop making fools out of themselves °_°
Savior: "I will cheat everyone again in SC2!" - SCII Beta Tester
semantics
Profile Blog Joined November 2009
10040 Posts
February 20 2010 05:27 GMT
#13
I am in beta... lol

Oh lol you quoted the wrong guy kind of there...
Go0g3n
Profile Blog Joined December 2009
Russian Federation410 Posts
February 20 2010 07:28 GMT
#14
So far I've been using:

1. ZvT
15 pool, 15 gas, 16 ovi, Queen, 6 lings, 21 gas, 22 roach den, lair, spam roach ling then nat. (+1 ranged attack vital)

2. ZvZ
a. 10 gas 10 pool 10 ovi start with 2 on gas, after ordered ovi put 3rd on, remove as you get 100, get speed first, spam lings, run in kill drones, slow lings have absolutely no chance of catching even one fast ling, if he goes roaches, go RD + nat, take 2nd gas, get muta.
b. 13 pool 13 gas, 15 ovi, 15 queen + 6 lings, 18 roach den.

3. ZvP

a. 2 player maps - b. 13 pool 13 gas, 15 ovi, 15 queen + 6 lings, 18 roach den, 2nd gas, 4-6 roaches + nat.
b. on 4 player maps with possibility of closer positioning - 10 pool 10 gas, 10 ovi, queen + 6 lings, 15 2nd gas, spam lings + drones, 22 exp, go muta/hydra + ling push. (+1 def vital)
Happy_Alpha
Profile Joined October 2009
Canada28 Posts
February 20 2010 13:24 GMT
#15
On February 20 2010 13:49 damenmofa wrote:
Show nested quote +
On February 20 2010 13:14 Virtue wrote:
On February 20 2010 12:42 Happy_Alpha wrote:
+ Show Spoiler +
Here's a list of zerg build opennings from looking at beta streams (hope it help organize info a little):

10 pool:

Agressive, medium econ

10 drone
10 pool
10 overlord
scout optional
@100% pool 3 zergling
@100% pool queen

At which point you take gas (don't know the exact time) and get roaches (currently recommended), ling speed or lair

10 overpool

Agressive, slightly higher econ

10 drone
10 overlord
10 pool
scout optional
@100% pool 3 zergling
@100% pool queen

Same as 10 pool openning transition.

13 or 14 pool (= 12 pool)

Semi-agressive, strong econ

10 overlord
scout here
13 pool
@100% pool 3 zerglings
@100% pool queen

The theory is because of the distance between bases you can get away with a late pool and therefore a better econ. You can transition roaches or lair and get roaches after.

14 hatch (= 12 hatch)
(vs protoss)
(weak vs 2 gate openings)

Little agression, High econ

[1]10 overlord
scout here
14 hatch
13 pool
@100% pool 3 zerglings
@100% pool queen at both hatches
15-17 gas

*place a spine crawler if you see early agression

[1]I suggest you move your second overlord to your natural so you can dump creep and therefore can build a crawler earlier (just before the hatch pops)

I saw David Kim do this build vs Nony and it worked (after he didn't follow up and lose his base though). You can tech to roaches then tech to lair and get mutas.

Please note that I have not tried these and they may not work in an actual game. I had based these off of beta streams.

So basically unusable at gold rank and lower as just about every toss seems to either cannon rush or 2 gate push.

im sorry but I have to say it - please dont post builds if you arent even in beta ffs! I mean you got that david kim build completely wrong, he didnt build double queens against nony, he just built one and a very late one at that, nowhere near when the pool finished. Plus you make a suggestion which is downright impossible - spawn creep for overlords is only available after lair. Instead of mocking you, I hope people see the problem with theorycrafting on a game they cant play and stop making fools out of themselves °_°


Sorry I was suggesting that you could have two queens and even though I don't have beta I could see how good they are so I kind of added them in. Even so I was loosely basing it on his build I should have stated this.

I didn't not know creep spawn was lair tech because I was using the sc2armory site for reference it didn't say anything about that so I'll change that.

And are you saying people without beta can't theorycraft, that's not fair at least we can try it doesn't mean we'll make a fool of ourselves.
diehilde
Profile Joined September 2008
Germany1596 Posts
February 20 2010 14:02 GMT
#16
On February 20 2010 22:24 Happy_Alpha wrote:
Show nested quote +
On February 20 2010 13:49 damenmofa wrote:
On February 20 2010 13:14 Virtue wrote:
On February 20 2010 12:42 Happy_Alpha wrote:
+ Show Spoiler +
Here's a list of zerg build opennings from looking at beta streams (hope it help organize info a little):

10 pool:

Agressive, medium econ

10 drone
10 pool
10 overlord
scout optional
@100% pool 3 zergling
@100% pool queen

At which point you take gas (don't know the exact time) and get roaches (currently recommended), ling speed or lair

10 overpool

Agressive, slightly higher econ

10 drone
10 overlord
10 pool
scout optional
@100% pool 3 zergling
@100% pool queen

Same as 10 pool openning transition.

13 or 14 pool (= 12 pool)

Semi-agressive, strong econ

10 overlord
scout here
13 pool
@100% pool 3 zerglings
@100% pool queen

The theory is because of the distance between bases you can get away with a late pool and therefore a better econ. You can transition roaches or lair and get roaches after.

14 hatch (= 12 hatch)
(vs protoss)
(weak vs 2 gate openings)

Little agression, High econ

[1]10 overlord
scout here
14 hatch
13 pool
@100% pool 3 zerglings
@100% pool queen at both hatches
15-17 gas

*place a spine crawler if you see early agression

[1]I suggest you move your second overlord to your natural so you can dump creep and therefore can build a crawler earlier (just before the hatch pops)

I saw David Kim do this build vs Nony and it worked (after he didn't follow up and lose his base though). You can tech to roaches then tech to lair and get mutas.

Please note that I have not tried these and they may not work in an actual game. I had based these off of beta streams.

So basically unusable at gold rank and lower as just about every toss seems to either cannon rush or 2 gate push.

im sorry but I have to say it - please dont post builds if you arent even in beta ffs! I mean you got that david kim build completely wrong, he didnt build double queens against nony, he just built one and a very late one at that, nowhere near when the pool finished. Plus you make a suggestion which is downright impossible - spawn creep for overlords is only available after lair. Instead of mocking you, I hope people see the problem with theorycrafting on a game they cant play and stop making fools out of themselves °_°


Sorry I was suggesting that you could have two queens and even though I don't have beta I could see how good they are so I kind of added them in. Even so I was loosely basing it on his build I should have stated this.

I didn't not know creep spawn was lair tech because I was using the sc2armory site for reference it didn't say anything about that so I'll change that.

And are you saying people without beta can't theorycraft, that's not fair at least we can try it doesn't mean we'll make a fool of ourselves.

of course you can theorycraft all you want cus its fun to do so, but yeah, sometimes you will make people who actually play the beta smirk with suggestions like that
Savior: "I will cheat everyone again in SC2!" - SCII Beta Tester
Deathfate
Profile Joined November 2008
Spain555 Posts
Last Edited: 2010-02-20 16:28:40
February 20 2010 15:30 GMT
#17
I did this ZvP Build on paper and would like someone to try it out.

4x Drone
Overlord
6x Drone
Pool (You should have 338 mins or so, do it when u are making your 6 drone and not before)
Hatch -> Expo
Drone
Overlord
Drone
Extractor
Roach Warren
Queen
100 % Extractor -> 3 to gas
4 x Ling (2 eggs only, normally 1 in the expo) Right now his first zea should come to your base, your queen also pops out in this moment, inject larva and use it to defend too.
4x Roach -> Start making roaches, about 4 is ok imo, and then just mass drones, and mass drones, in main you should have 18 in min and 6 on gas, and in the expo 3 on gas and 6 on min, go lair in the next 100 gas after the 4 roaches, from here play as you want, but you should have a good economy.
Feel the power of the zerg swarm.
Wire
Profile Joined July 2009
United States494 Posts
February 20 2010 17:54 GMT
#18
I'm having issues with phoenixes and voidrays as Z. anyone offer some advice?

My standard build goes something like this:

10/10 ovie
14/18 pool
14/18 gas
16/18 ovie
16/18 queen
20/26 lair
22/26 drone from 16-22
22/26 2nd gas
Hydra Den when lair is done --> hydra/ling

queen should pop at around 20? if not then the lair timing is definitely different it should be right after queen pops.

^ This build has worked for me generally. This is the build I'm having isses with:

10/10 ovie
14/18 pool
14/18 gas
16/18 ovie
16/18 queen
20/26 lair
Roach warren when lair is at ~25%
22/26 drone from 16-22
22/26 2nd gas
Roach/ling

I think the two issues are 1: i might not need to get a second gas although the second gas makes a far smoother transition into hydra/roach/ling or muta/roach/ling but what I've noticed is that the past 2 games both tosses turtle up with cannons and then tech to stargate for phoenixes and void rays. the void rays i held of the second time with a hydra transition after the roaches but I really had issues with phoenixes. anyone enlighten? spores maybe?

"You sacced your ovie, which is great, but then you didn't watch it die, which is bad :("
Medzo
Profile Blog Joined June 2009
United States627 Posts
February 20 2010 21:51 GMT
#19
Wire we use very similar builds but I get my 2nd gas right after the queen at 18/18 then another drone. It has worked well for me so far.
Wire
Profile Joined July 2009
United States494 Posts
February 20 2010 23:36 GMT
#20
for roaches or hydras?
"You sacced your ovie, which is great, but then you didn't watch it die, which is bad :("
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