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FE should be a risk for any race including zerg, argueably less risk with zerg. You can minimize risk by sacraficing early economy and/or tech with defense.
It seems from above posts that if you successfully defend against a 4-gate 8min push, it is with a row of spine crawlers and zerglings.
Someone mentioned 3-5 sunkens is enough, but really. Is this true? Is there a more adjustable number of sunkens per supply of protoss units? Lets say that the protoss sees 5 spines and doesn't push at 8 min, and decides to go at 10 mins with more units, how many more spines do you need?
Also, would it be a good guideline to build a set of zerglings for every drone after the 2nd hatchery spawns? It is so easy to just spam either all zerglings or all drones, perhaps that is the mistake a lot of players make.
Has anyone tried FE to speedling instead of the spine crawlers? When I play protoss, i'm very humble to early-mid speedling in the open field. It is also very hard to quantify how many zerglings are in play when they are so small and in several groups running around the map. I am a fan of this strategy because it fits well with the traditional zerg lore of mindless aggressive swarming. Can I get platinum input? I'm sure FE speedling works in lower leagues but not sure in platinum.
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you cant win vs a 4 gate push with speedlings only... the forcefields totaly own your lings and one forcefield on your choke so later spwaning lings cant even defend your exp furthermore you dont have enough larva to make a speedling army which can hold off a allin push
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Though I don't like to FE as Zerg, a way to get spine crawlers defending a hatchery a bit past 15 (in the case they attack a bit earlier) is to make a proxy patch of creep by canceling a hatchery and quickly using that creep patch to plant a creep tumor (about 2 second window). You lose about 50 minerals but you can transfer all of your spine crawlers (or just start making them) on that new creep in your expo.
That way you have base defense even before the hatch is finished.
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FE against P on a 2 player map is impossible because toss will scout it and just chronoboost zealots until you die. If you 14 hatch, the first zealot will reach ur hatch b4 it finishes, and 3 zealots should be on site when you have 6 lings and 1 queen at your nat. Even if you build enough lings to deter all of his zealots, he can follow up with a void ray which you will have no way of countering due to the economy you had to sacrifice early on.
If it's a 4 player map, it's a matter of luck if he scouts you first or if he's cross map from you.
Of course, if you FE and P doesn't 2 gate, then you are in great shape going to mid game with a great economy, ready for muta harass or more passive hydra play, up to you.
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As long as there is no early push, you can set up a huge wall of spine crawlers. It works quite well until the protoss player gets charge for his zealots.
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