This build is pretty much what you'd think it is, but I feel it's actually more effective in the midgame than in sc1. I also feel that it is, at least in the current sc2 metagame, very difficult to pull off.
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The starting build order is as follows:
9/10 pylon at nat choke (I use a chrono asap so i actually get my pylon at 10)
11 forge
(this is where the build diverges)
vs pool first with no larva saved up:
1 cannon
pylon at main
nexus
gateway
(2nd cannon if you feel unsafe, which I pretty much always do vs sc2 zergs)
vs pool first with larva saved up:
2 cannon
pylon at main
nexus
gateway
vs hatch first:
pylon at main
nexus first
cannon
gateway
*note: I have yet to see 3 hatch before pool, but I assume it is perfectly viable just as it was in sc1. If so, gateway before cannon and try to abuse that first zealot, especially since you can chrono it out really fast =D
**additional note: pylons are required earlier than in sc1 because you both start with more workers and chrono boost allows you to get more faster.
Now from here on out I'm going to assume all builds are equal (obviously not quite true, but for the purposes of this guide it's much easier to treat it all as one BO and not 4 different ones.)
Pylons as needed
Gas x2 at main
Cyber
Gas x2 at nat
@100% cyber - sentry + stargate + twilight council
Add another sentry
@100% stargate - phoenix (chrono)
@100% twilight council - dark shrine + gateway
@200 gas (I had to wait a bit on this) - charge upgrade (chrono as much as you can)
@100% dark shrine 2 dt (chrono if possible)
From then on, add 2 more gateways and pump speedlots
add templar archives for HT + storm
add another 2 gateways and start making HT from them.
All the while you should be harassing with phoenix and rallying more and more.
If they are making lots of roaches/banelings, get a robo and obs before you attempt to move out.
Lastly, +air and +ground weapons are very viable upgrades. I don't have a specific place for them, but I like to get them when I can.
Important note: zergs these days seem to think 2 base mass hydra is a good build. This build will die to that cheese just as you'd expect, except it's much later and much stronger in sc2. Add a fuckload of cannons and just delay until your tech is out. Once dts are out you can cause some nice havok if they don't have overseers already there.
If they make it impossible to kill overseers with phoenix to let dts out, take those phoenix and stop poppin all his lords so he can't make more hydra. WIth antigrav you can even start killing queens/drones too! It's fun! Oh and when i say fuckload of cannons, I mean a fuckload. Sc2 hydra are like twice as strong as sc1 hydra. Hopefully sentries can use force fields to buy even more time.
That is the one thing I've struggled with so far, but I believe any 2 base zerg play will fall to this, so if you just hang on and turtle you'll eventually just win. Enough of that and zergs will start learning they do need to play a macro game =D
9/10 pylon at nat choke (I use a chrono asap so i actually get my pylon at 10)
11 forge
(this is where the build diverges)
vs pool first with no larva saved up:
1 cannon
pylon at main
nexus
gateway
(2nd cannon if you feel unsafe, which I pretty much always do vs sc2 zergs)
vs pool first with larva saved up:
2 cannon
pylon at main
nexus
gateway
vs hatch first:
pylon at main
nexus first
cannon
gateway
*note: I have yet to see 3 hatch before pool, but I assume it is perfectly viable just as it was in sc1. If so, gateway before cannon and try to abuse that first zealot, especially since you can chrono it out really fast =D
**additional note: pylons are required earlier than in sc1 because you both start with more workers and chrono boost allows you to get more faster.
Now from here on out I'm going to assume all builds are equal (obviously not quite true, but for the purposes of this guide it's much easier to treat it all as one BO and not 4 different ones.)
Pylons as needed
Gas x2 at main
Cyber
Gas x2 at nat
@100% cyber - sentry + stargate + twilight council
Add another sentry
@100% stargate - phoenix (chrono)
@100% twilight council - dark shrine + gateway
@200 gas (I had to wait a bit on this) - charge upgrade (chrono as much as you can)
@100% dark shrine 2 dt (chrono if possible)
From then on, add 2 more gateways and pump speedlots
add templar archives for HT + storm
add another 2 gateways and start making HT from them.
All the while you should be harassing with phoenix and rallying more and more.
If they are making lots of roaches/banelings, get a robo and obs before you attempt to move out.
Lastly, +air and +ground weapons are very viable upgrades. I don't have a specific place for them, but I like to get them when I can.
Important note: zergs these days seem to think 2 base mass hydra is a good build. This build will die to that cheese just as you'd expect, except it's much later and much stronger in sc2. Add a fuckload of cannons and just delay until your tech is out. Once dts are out you can cause some nice havok if they don't have overseers already there.
If they make it impossible to kill overseers with phoenix to let dts out, take those phoenix and stop poppin all his lords so he can't make more hydra. WIth antigrav you can even start killing queens/drones too! It's fun! Oh and when i say fuckload of cannons, I mean a fuckload. Sc2 hydra are like twice as strong as sc1 hydra. Hopefully sentries can use force fields to buy even more time.
That is the one thing I've struggled with so far, but I believe any 2 base zerg play will fall to this, so if you just hang on and turtle you'll eventually just win. Enough of that and zergs will start learning they do need to play a macro game =D
I want to try using this more and more and see how well I do. I would love to see some other people try to use this and see how it goes.