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[?] 15 Hatchery?

Forum Index > StarCraft 2 Strategy
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Jeffbelittle
Profile Joined August 2010
United States468 Posts
August 23 2010 22:02 GMT
#1
I hear from many diamond zerg players (for any preface, I am a silver zerg player) that they build their 2nd hatchery by 15 food. At the 15 food mark, I am making my 2nd overlord and building drones, lings, and maybe 2 roaches or so.

Can anyone enlighten me on this what seems ludicrously fast expo?
MICHELLE
Profile Joined June 2010
Korea (South)199 Posts
August 23 2010 22:07 GMT
#2
I hatch at 12 every single game. :3
Artosis, he's like that moss that grows on a tree that lets you know where the sun is
RedLobster
Profile Joined August 2010
4 Posts
August 23 2010 22:17 GMT
#3
72 Division Platinum zerg player

When I first started I found this idea ludicrous as well Jeff. I recommend looking up some replays of Idra, very likely the best macro zerg player in the world. He's like an artist and I learned the 15 hatch strategy from watching him.

Expanding quickly in my opinion is very map dependent. If you are playing in an area where a choke point leads into your nat then it's amazing. You should easily be able to defend that entrance with only a few lings and a spine crawler. Likewise economically you will take the advantage early in the game. Lastly it's good because you have an extra larva production facility. This build however takes a good deal of practice against early rushes. If you can master it, you will advance quickly as a zerg player. Here is my usual build order

9 Overlord
14 gas
14 pool
(Put 3 drones on the gas right when it finishes, this will give you enough gas for speedlings right when it pops)
15 Overlord
15 Queen and Hatch

Start your second Queen as soon as the first finishes and send it to the expansion, it should arrive right when the Hatch pops. My best advice would be to give it a try against a practice teammate who isn't going for a quick rush build. RedLobster is my battlenet account name so if you want to practice I don't mind showing you some stuff.
Jeffbelittle
Profile Joined August 2010
United States468 Posts
August 23 2010 22:28 GMT
#4
What's your friend code?

Also. How many zerglings should I keep to reasonably defend my base until I get a good patch of roaches out? It seems like I'd take a huge hit on army doing this...
Soulous
Profile Joined April 2010
United States133 Posts
Last Edited: 2010-08-23 22:53:54
August 23 2010 22:33 GMT
#5
On August 24 2010 07:17 RedLobster wrote:
72 Division Platinum zerg player

When I first started I found this idea ludicrous as well Jeff. I recommend looking up some replays of Idra, very likely the best macro zerg player in the world. He's like an artist and I learned the 15 hatch strategy from watching him.

Expanding quickly in my opinion is very map dependent. If you are playing in an area where a choke point leads into your nat then it's amazing. You should easily be able to defend that entrance with only a few lings and a spine crawler. Likewise economically you will take the advantage early in the game. Lastly it's good because you have an extra larva production facility. This build however takes a good deal of practice against early rushes. If you can master it, you will advance quickly as a zerg player. Here is my usual build order

9 Overlord
14 gas
14 pool
(Put 3 drones on the gas right when it finishes, this will give you enough gas for speedlings right when it pops)
15 Overlord
15 Queen and Hatch

Start your second Queen as soon as the first finishes and send it to the expansion, it should arrive right when the Hatch pops. My best advice would be to give it a try against a practice teammate who isn't going for a quick rush build. RedLobster is my battlenet account name so if you want to practice I don't mind showing you some stuff.

With 14 pool 15 hatch you don't get your gas until after your queen -_-
More info on this build: http://wiki.teamliquid.net/starcraft2/14_pool_15_hatch
This BO is rather risky on most maps, however, so many players have been favoring 14 gas 14 pool and an expo at around 21 so they can get zerglings with speed out quickly to defend.


On August 24 2010 07:28 Jeffbelittle wrote:
How many zerglings should I keep to reasonably defend my base until I get a good patch of roaches out? It seems like I'd take a huge hit on army doing this...

How many zerglings/spine crawlers you need depends solely on how much pressure you opponent is putting on you. Zerg if a very reactionary race so you need to be scouting at all times to see how much you need to defend.

EDIT:@redlobster well if you go early gas, you won't be able to afford both zergling speed and an expansion at 15, so you should probably get you gas later at around 16 food or expand at around 20 instead.
RedLobster
Profile Joined August 2010
4 Posts
August 23 2010 22:49 GMT
#6
How many zerglings/spine crawlers you need depends solely on how much pressure you opponent is putting on you. Zerg if a very reactionary race so you need to be scouting at all times to see how much you need to defend.


Completely agree with you, thats usually why I get the early gas so that I have speedlings early for fast scouting. What would you recommend Soulous instead of the early gas?

What's your friend code?


229 Jeffbelittle
Jeffbelittle
Profile Joined August 2010
United States468 Posts
August 23 2010 22:59 GMT
#7
Red, I added you.

Also: How do you suggest I scout all the time? I've heard overlord but I get BEYOND nervous when it comes to using overlords because that's my food we are talking about!
RedLobster
Profile Joined August 2010
4 Posts
August 23 2010 23:02 GMT
#8
Use the overlord but leave it in an area of the base where marine's wont be able to easily come over and snipe it. If at all possible then put it in a nearby location where the player won't even see it. Scout initially with the drone or a set of early speedlings. Usually I take 2 in case one goes down on the way in. If you are going against a terran use the drone, if they're fairly decent then they will have walled in before you get your speedling. Once you have your lair and Overlord speed upgrade, send the overlord you hid in to scout their mid game building composition, then run it out quickly.
Soulous
Profile Joined April 2010
United States133 Posts
August 23 2010 23:04 GMT
#9
On August 24 2010 07:59 Jeffbelittle wrote:
Red, I added you.

Also: How do you suggest I scout all the time? I've heard overlord but I get BEYOND nervous when it comes to using overlords because that's my food we are talking about!

Well it is a bit difficult as zerg, but depending on the map, you should be able to see when your opponent is moving out with zerglings controlling the watchtowers or overlords to be able to react in time and make a few spines/units. On maps with shorter rush distance, such as Steppes, you probably shouldn't go with a 15 hatch for obvious reasons and make a few for units defense.
RedLobster
Profile Joined August 2010
4 Posts
August 23 2010 23:07 GMT
#10
Well it is a bit difficult as zerg, but depending on the map, you should be able to see when your opponent is moving out with zerglings controlling the watchtowers or overlords to be able to react in time and make a few spines/units. On maps with shorter rush distance, such as Steppes, you probably shouldn't go with a 15 hatch for obvious reasons and make a few for units defense.


For a small map like Steppes I've found that creep expansion does a good job scouting. Larger maps sacrificing some zerglings helps a lot. I leave one near their exit. It'll probably get sniped but that let's you know they're moving out
eLiE
Profile Blog Joined April 2010
Canada1039 Posts
August 23 2010 23:55 GMT
#11
I've given up fast expanding, cause it really leaves me open to early pushes. i find it much safer to build up some speedlings/roaches or banelings (depending on sit) and expand when i feel a bit safer. it's a real play it by ear thing.
How's the weather down there?
Jeffbelittle
Profile Joined August 2010
United States468 Posts
August 24 2010 00:01 GMT
#12
eLie: I think I am on your same plane but I haven't given too fast of an expansion much of a chance.

I am very susceptible to harassment because my minds thinking as much as it possibly can already when I play this game. Add in that early reaper and I am swearing every curse word while pretty much ready to quit.
horoLA
Profile Joined August 2010
Brazil50 Posts
August 24 2010 02:12 GMT
#13
Only expand when you know you can do it, don't do those builds because if you aren't reacting to your opponent, you are just playing lucky.
Twaxter
Profile Joined April 2010
Canada190 Posts
August 24 2010 02:29 GMT
#14
Diamond Zerg 1v1 300 Points,
Played Beta and was D+ in Brood War

To stay on Par with a protoss or a terran, you need a 30% bigger economic advantage, this idealogy has been since brood war. I used to 11 hatch in brood war, and even double expand at times, if I saw forge fast expands.

In StarCraft 2, this is changed slightly. but the idea is there. Terran has mules, which shows how their economy can be bigger than ours, while a toss, has chrono boost, which allows him to also power probes. A 1 base zerg can not beat a 1 base protoss, or terran. This is just how it goes in StarCraft. If you play of one base, you doing some sort of play, like 1 base muta, or baneling busts. Most build orders late game, revolve around a zerg with an expansion.

Now, before Zergs just did 14 pool, 15 hatch, 13 pool 15 hatch, and even 16 hatches, but this was quickly countered, as terran's/protoss would easily shut it down with 2 gates, or a reaper pushes. Zergs now get speed upgrade before expansion, which allows them to safely expand at 20.

I suggest you can a replay of known zerg players, who do this method, like Slush, IdrA, Machine.

Cheers
Lose and Learn
Calmwinds
Profile Joined July 2010
57 Posts
Last Edited: 2010-08-24 03:07:46
August 24 2010 02:56 GMT
#15
Diamond 600ish almost 700 zerg player, although i have been d/cing many games I should have won, take this for whatever it means to you.

14 pool 15 hatch is currently the standard zerg opening (lest reapers change this) that sets you up with a strong economy and reasonable defenses(pool before hatch) The idea is so that your drones can collect minerals from different patches, they will be more efficient in collecting resources overall, and since you have more overall mineral patches to saturate, you can of course have naturally a stronger economy, there is also another very important factor, that you can now inject 2 hatcheries, and get twice the larvae, this becomes very important, into the transition into mid game, where you can now manage some larvae to drone up, and some to produce army units and it doesn't seem or feel like much of a compromise.

The expansion also sets you up to have some actual mid game force, the two gas geysers count for a lot. Off of one base it feels like you can barely get your hydralisk range, and produce hydralisk or barely get mutalisk, but once taking the expo, you are able to effectively make gas heavy units in quite the number(but it is indeed preferable to be thinking about another expansion at this point, to tech to hive, and get range attack/carapace upgrades as well as having an army).

Also, it IS possible to get gas and still do a hatch at 15, although the mineral allowance is very tight, but still with a comfortable amount of time you can get zergling speed, an expo, and a spine crawler or two, and still be in good economic shape, but this requires good sense about any incoming early aggression, and you need to be trying to squeeze as many drones as you can without falling to said early aggression.

Though naturally risk comes with every expansion, although the risk of having any expo is not too much from what I have experienced, 2 gate aggression is standard right now in ZvP. as soon as you see 2 gateways, it's time to throw down 2 spinecrawlers, delay the queen and get 6 zergling to surround the zealots, to buy you time to get some more zergling numbers, and get your queen up. Against terran, the most dangerous thing is a well timed 3 rax timing push that comes around 50 supply with a good number of marauder and marines coupled with stim, this generally occurs right after you have decently saturated your natural, but have not had enough time to actually "explode"[1] some units onto the field, as of course with anything uncertain it is best to scout, whether it be with an overlord, overseer, or running zerglings up the ramp (VERY USEFUL, as many terrans do not position rax correctly and you can see 3 of them, and to check army composition)


[1]- The period of nonstop army production which is supported by your booming economy.


Just for reference purposes, this the strength of an opening economy wise, the higher up the opening, the stronger it is economy wise, but the less safe it is against early game aggression.

1.Hatchery before pool(16 hatch, 15 pool, 14 hatch, 14 pool, 15 hatch 14 pool etc)
2.15 pool 16 hatch. or 14 pool 15 hatch
3.14 pool zergling speed, hatch around 20-21 (As this is when you cannot sufficiently spend minerals on everything, so it's a good time to expand) This is generally the compromise and midpoint between economy and safety
4. All roach rushes do aggression for you to take an expansion after aggression
5. 1 base mutalisk, sets you up for an expo as your mutalisk contain the terran
6. All other 1 base play is here
Bair
Profile Joined May 2010
United States698 Posts
August 24 2010 03:10 GMT
#16
I am currently at 500 diamond, and I do not do this anymore.

Why?

More often than not, toss 2 gate me which makes this extremely hard to pull off. And if they 2 gate pressure transition to 3 gate + robo, there is not much you can do because your gas (and subsequently lair) comes too late for you to get enough anything to fight off a P ground army with colossi in it. Against standard 4 gate FE is more manageable, but still quite hard to defend against.

Against terran, reaper openers have become very popular, and hellion harass has always been popular, so I do not expand until 25-30 food depending on what I scout.

Against zerg, an FEing zerg is a dead zerg.
In Roaches I Rust.
Murkyith14
Profile Joined January 2008
United States111 Posts
August 24 2010 03:19 GMT
#17
I expo before pool almost every game against Terran, unless I scout early push play. Generally, however, I find it is not too difficult to get enough zerglings to defend early pushes from Terran.

Against Protoss, I find that 2gate is too difficult for me to defend against going hatch before pool, so I tend to pool on say, 14, and then hatch on 15.

Against Zerg, I do the same thing as versus Terran. I always hatch before pool, and proceed to do mass queens.
Dave[9]
Profile Blog Joined October 2003
United States2365 Posts
August 24 2010 03:31 GMT
#18
I would seriously check out some of idra's and dimaga's replays fromthe IEM tournement. the 15gas/14pool opening seems to be a very well timed build, and works very nicely if you do it right. it goes something like this...


15gas
14pool
queen or 100 gas to speed (whichever happens first)
take 2 off gas
make another queen
expand at around 20-22
next 100 gas goes to lair, your queen should pop out at the same time, and after lair starts put gas back and get two more extractors up so you can time getting your mutas up (around 5-6) when the spire is finished.

If you can execute that decently, you will be in pretty damn good shape for the game, it's a solid opener against any 2gate or other rush's. Just very safe. You do have to worry about what kinds of things he can be doing while getting a spire, sometimes it may require you to do a tech switch to roaches. But it also means you need to work on muta micro if you take this route. It requires a pretty good amount of APM to pull off.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=104154&currentpage=316#6317
Floophead_III
Profile Joined September 2009
United States1832 Posts
August 24 2010 03:33 GMT
#19
I think on all maps but DO and maybe scrap or cross spots metal you can't survive a dedicated 2 gate with any sort of 14 hatch or later FE build. I've done some pretty significant testing on the matter.

12 double extractor trick hatch FE followed by an 11 pool and double extractor trick 12 lord seems to actually be pretty effective at stopping 2 gates. It also honestly is pretty good in general.

I'd like to see more detailed analysis on that opening, because I feel it really has merit.
Half man, half bear, half pig.
Truffy
Profile Joined May 2010
United States95 Posts
August 24 2010 04:29 GMT
#20
On August 24 2010 12:10 Bair wrote:


Against zerg, an FEing zerg is a dead zerg.



Not true at all, hatch first is a totally legitimate opening in ZvZ, its actually quite good. www.sc2win.com watch some of dimagas ZvZ 15 hatch 14 pool is quite common sets him up for an unbeatable mid game because the other Z seems to always decide since his pool is a bit earlier he should cut drones and try aggression. The key is lots of spine crawlers win against aggression.
1a2a3a-->gg
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