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[G] ZvX No Gas FE Opening - S1CK

Forum Index > StarCraft 2 Strategy
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clever_us
Profile Blog Joined January 2011
United States329 Posts
Last Edited: 2011-02-25 03:02:52
February 24 2011 19:56 GMT
#1
Clever’s No Gas FE Opening: Overall, a Horrible Trainwreck of a Build.

edit: err.... did i say [G]? I meant [D]. Also i think "Clever's No Gas FE Idea" would be a better title in retrospect. <3 u guys out there who have given me constructive advice on how to work this play in without perhaps going to illogical extremes

Ask yourself the following question: why is it common for zergs to open with an early gas (as early as 14)?

Speedlings. After the first 100 gas are mined, zerg players usually take their drones out of gas and send them back to mine. The point of this opening is to skip that first 100 gas entirely and hold off on the extractor until whenever those drones would have been sent back into gas in a normal build order.

IT IS IN MY OPINION THAT SPEED ZERGLINGS ARE NOT NECESSARY FOR EFFECTIVE ZERG OPENINGS. This is the cornerstone of my build. Getting early speedlings is not always worth the cost:

-- the cost of the extractor,
-- the opportunity cost of what the drone that builds the extractor could have mined,
-- the opportunity cost of what the drones in gas could have mined on minerals,
-- the 100/100 cost of the upgrade,
-- the larva used to build a significant number of speedlings

Of course, something has to be used to ensure the security of the zerg base in the absence of speedlings. This is where Day[9]’s influence comes into play. While watching the queen funday monday, I noted several things from the replays.

Clever’s Spine Crawlers™ and Queens™ have remarkable synergy. Consider the following:
1. Neither costs any gas
2. Both are extremely larva efficient
3. Queens can transfuse spine crawlers
4. Queens can spread creep, allowing spine crawlers to be placed more effectively

Queens handle anti-air extremely efficiently. Void rays and mutalisks are no longer a threat.

Spine crawlers take no supply -- in fact, they SUBTRACT from your supply. This decreases the number of overlords you have to build in order to remain secure. Spine crawlers are also not affected by sentry force fields.

Here’s the premise of this build in a nutshell: abuse the larva efficiency of spine crawlers and queens while spending all your larva on drones. This allows you to get your natural and saturate it extremely quickly, while maintaining a secure position.

Yes, you are giving up map control. Yes, you will not be able to exert pressure on your opponent for some time. This is to be expected. What makes it acceptable is the rate at which you will hit full saturation on both bases. Once this has been achieved, you can immediately mass a significant force of roaches and lings, obtaining map control. In fact, the ways to proceed from this point are boundless. The extra economy could go towards teching up, or getting upgrades, or planting down a quick third.

(Basic) Build Order
+ Show Spoiler +

9 Overlord
9 Drone - Scout on 10/10
Drone to 14
14 Pool
13 2x Drone
15 Hatch
Queen ASAP
Overlords as necessary
Drone hard, maintain constant queen production
Spine crawler at natural when hatch finishes. Add additional spine crawlers as needed.
~40 first gas EDIT: HOLY SHIT popular opinion seems to be that 40 is definitely too late. I'll experiment with getting the gas earlier; it's possible that this just isn't viable, but if it's possible to make it work, it's probably around 30, not 40


Explanation

+ Show Spoiler +
Knowing what your opponent is doing is critical. If you’re playing against Terran and you have any suspicion whatsoever that there may be banshee play, get an evo chamber immediately and drop a couple spore crawlers at your main and natural. Keep a zergling outside your opponent’s ramp and another one on a xelnaga watchtower. These are the only zerglings you should need for a long while -- replace them if they are wiped out, but don’t waste larva on massing them up.

You’ll want to build the first spine crawler at your natural as soon as it finishes. You’ll also want to spread creep between your main and your natural as fast as possible, but don’t sacrifice larva injects to get it there.

It is extremely important that you position your spine crawlers and queens such that enemy units cannot run around them and make it into your main. If this happens you are screwed. Building an evo chamber to create a wall-off can be an effective tactic.

Generally once I get my first gas I continue to add another one on as the last one finishes. Alternatively I suppose you could do them all at once. This depends on your choice of transition.


Bbulzibar's Excellent Explanation
+ Show Spoiler +

On February 25 2011 11:34 bbulzibar wrote:
While this build won't work at the pro level, Anyone below should think about this more. It's really not that crazy, and I've beat ~2700 Masters players with a similar build. I think most people think it takes forever to get to 40 drones, but it's actually very reasonably fast.

4:00 min 15 Hatch Pops. Immediately put down 2 spines (btw, 2 hurts your econ way more than 1)
4:55 min 2 Spines Pop.
5:45 min 40 drones. Get all 4 gases. This takes 16 drones. (3 on each and 4 to build). 24 drones left mining minerals. 12 drones mining gas. All new drones go on minerals.
When you have 100 gas, get lair, roach warren. 2 evos. Get 1/1, burrow and roach speed. They all finish around the same time.
At 10:30 you have a 134 food army consisting of 30 +1/+1 roaches with speed and burrow, and 62 drones, so you're ready to break down some gold rocks and attack.

I would note that I've never won "because" of this build. It's just another way to get you past the early game into the mid game, without putting you very far ahead or behind.



Maps (and how they affect this build):

+ Show Spoiler +
Shakuras is probably the best map for this build. You can build spines at your nat’s ramp immediately without any creep tumors, and it’s difficult for things to sneak up the ramp into your main.

Other maps, like XelNaga, can be a bit tricky thanks to the position of the ramp in relation to your natural. Having multiple queens can be useful to block off the ramp and prevent zergling runbys or the like from r0flstomping you.

The back door on Blistering Sands can be a problem. If you keep a zergling at his front and an overlord over the rocks and have a bit of notice you can still defend most early pushes. By the time the later pushes hit, you should be past the saturation phase and into the “mass units” one.

I don’t play on Steppes, Delta Quadrant, or Basin. Neither, I believe, do most zergs. I don’t think this will work very well on any of those maps. Delta Quadrant’s natural is actually in the worst possible place for this build. Jungle Basin has the rocks behind its natural -- the downside of spine crawlers is that they can’t bounce from place to place to defend.

Close positions are probably going to be a b*tch. Like most FE builds, this can be pretty vulnerable to early pressure/rushes. Don’t ever try this against a cannon rush. If necessary, zerglings can be built to defend early pressure like bunker rushes. Try to minimize their usage, however. Every zergling you build represents a blow to your economy because it could have been a drone/minerals put towards a queen or spine.


TRANSITIONING EFFECTIVELY

+ Show Spoiler +
Against toss or zerg I like to transition to mass roach off this play because it’s a solid composition and it doesn’t require you to research any long-winded tech (like zergling speed) to be effective. Sometimes you’ll be able to mass enough roaches fast enough to just go trample him and his inferior economy. Otherwise just spread your creep out, move the spine crawlers to a more useful position, and take your third. You want to tech to lair pretty much ASAP, and at that point you can add hydras or infestors or whatever you choose to the mass of roaches.

Against Terran the idea is to get speedlings, banelings, and mutas as fast as possible. A macro hatch may be appropriate, especially if you don’t have sufficient map control to put up a third quickly.

From then on out it’s just standard zerg macro play. Don’t worry if you can’t crush him with your initial surge of units; as long as you can keep him contained, your next expansion will be safe, and you can maximize your economic advantage.


A FINAL WORD

I am far from a talented player. I get supply blocked, miss larva injects, and my (real, not adjusted) APM barely crosses 100. That being said, I’ve had success with this build against a variety of opponents, and I think it could form a stable foundation for higher-level play.

If you notice anything about the build or have any ideas on how to improve it, PLEASE feel free to state these below. I’m sure I haven’t managed to unleash its full potential -- timings after the 23 overlord tend to get pretty funky with my (erratic) play, so I haven’t locked any transitions down yet.

Honestly this isn’t a full-blown strat at this point because I’m just not good enough to take it there. However I’m sure you’ll agree that it’s a cool idea, with specific but effective uses. Thanks for your time. I’ve posted some replays below.

REPLAYS

+ Show Spoiler +
ZvZ - Metalopolis
Despite taking huge economic damage, my spine crawlers/queens/constant drone production allows me to recover and eventually steamroll my opponent.
http://www.sc2replayed.com/replays/143730-1v1-zerg-metalopolis

ZvT - Xelnaga Caverns
I get a strong economy going - stronger than the Terran despite his early expansion - and pull off a win despite abysmal micro and basically throwing away a full army. The midgame surge of resources propels me to victory.
http://www.sc2replayed.com/replays/143958-1v1-terran-zerg-xelnaga-caverns

ZvP - Shakuras Plateau
This game demonstrates the effectiveness of Clever’s Queens™ at holding off timing pushes involving void rays.
http://www.sc2replayed.com/replays/143956-1v1-protoss-zerg-shakuras-plateau

ZvZ - Shakuras Plateau
This cautionary tale shows what happens when units can waltz past your spine crawlers and into your main. Note that my Clever-brand Drones™ far outstripped his prior to the loss. Note also that proper positioning would have allowed my queens and spines to successfully defend this push.
http://www.sc2replayed.com/replays/143959-1v1-zerg-shakuras-plateau

glhf <3
justindab0mb
Profile Joined October 2010
United States213 Posts
February 24 2011 20:00 GMT
#2
Isn't this just a normal 14 pool 15 hatch build (aka the "Idra build")? The only thing I see different is that you are only making spine crawlers and queens
"Hi there! I'm a big fan of all-ins, and I also play Terran"
clever_us
Profile Blog Joined January 2011
United States329 Posts
February 24 2011 20:03 GMT
#3
exactly. every spine crawler/queen you build instead of zerglings frees up larva for drones
glhf <3
DreamChaser
Profile Blog Joined February 2011
1649 Posts
February 24 2011 20:04 GMT
#4
You forgot one important aspect of Speedlings they give you easy map control. If i see nothing but regular lings i am FAR less fearful of a ling run-by because they are easier to handle than Speedlings. I am also much more aggresive because a ling surround is alot more difficult. When there are speedlings, if you advance to far with your army its easy ti get picked off in the open.
Plays against every MU with nexus first.
DarKFoRcE
Profile Blog Joined April 2010
Germany1215 Posts
Last Edited: 2011-02-24 20:05:46
February 24 2011 20:04 GMT
#5
This is just completely worthless. You absolutely need Zerglingspeed for Mapcontrol and to have the option to pressure when the opponent expands etc. You will also have alot of trouble defending against any kind of early push without Lingspeed.
Also, taking Gas at 40 means that you will get super late t2.

Overall, a horrible trainwreck of a build.
Follow me on Twitter: https://twitter.com/#!/PinDarKFoRcE
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
Last Edited: 2011-02-24 20:06:42
February 24 2011 20:05 GMT
#6
On February 25 2011 05:00 justindab0mb wrote:
Isn't this just a normal 14 pool 15 hatch build (aka the "Idra build")? The only thing I see different is that you are only making spine crawlers and queens


I think you meant the SyCkNeSs build ^.^

The issues I have with this opening is that you delay your Lair tech by so much and you give up map control. Sure, you can defend extremely well early game with that composition, but once the opponent techs, you'll be behind in that respect. Also, by giving up map control, you give up the only advantage Zerg really has in the early game. I don't see this being super efficient.

The trade off you get of course is that you can drone extremely hard and get a really powerful income. I would recommend taking all 4 gas at the same time once you grab it...you really need it to catch up.
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
Last Edited: 2011-02-24 20:09:13
February 24 2011 20:06 GMT
#7
I like the idea and will spend a few games playing with it. StrifeCro has a rather nice ZvZ version that I have been playing around with since watching his 12 weeks session.

Not sure how it will hold up vs T/P, but wouldn't mind losing a few games to find out.
As it turns out, marines don't actually cost any money -Jinro
clever_us
Profile Blog Joined January 2011
United States329 Posts
February 24 2011 20:07 GMT
#8
whoops. I guess I just assumed that since some protoss and terran builds sacrifice map control to get economy up, it might be viable to try the same thing with zerg. That being said I'm not exactly highlighted user material so you're probably right
glhf <3
justindab0mb
Profile Joined October 2010
United States213 Posts
February 24 2011 20:12 GMT
#9
What would stop your opponent from being able to double expand after seeing your mass spines + queens? Or what if they just tech to colossi/dts? Your pretty screwed by getting your first gas at 40. There's absolutely no way for you to put pressure, allowing them to get an even better economy then you.

You talk about massing roaches after you get a good economy, but if your getting your first gas at 40 then i'm assuming you will have no lair, no upgrades, and therefore slow unupgraded roaches with speedless zerglings??
"Hi there! I'm a big fan of all-ins, and I also play Terran"
JERK412
Profile Joined January 2011
United States37 Posts
February 24 2011 20:15 GMT
#10
zerg's strength in the current metagame is that they can outmacro AND have map control. any build that sacrifices either of these should be able to gain a significant advantage compared to other zerg builds. without speedlings you offer your opponent the opportunity to tech up or match your macro without fearing any early pressure.
Some men are born mediocre, some men achieve mediocrity, and some men have mediocrity thrust upon them.
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
February 24 2011 20:27 GMT
#11
Delaying gas until after pool + hatch is started one thing.

But delaying gas until 40 supply is entirely another thing. That's WAY too late to be getting gas. What are you going to do against igniter hellion drop? Blink stalkers? cloak banshees? 1 base phoenix?
next week on Everybody Loves HypnoToad:
lim1017
Profile Joined April 2010
Canada1278 Posts
February 24 2011 20:31 GMT
#12
You guys may be taking the 40 food gas to literally.. The basic idea is to def with queens and crawlers while you drone up super fast. Maybe take ur gas at 30 who knows

If you can double your opponents woker count while still defending pressure there is potential
Xanbatou
Profile Blog Joined February 2010
United States805 Posts
February 24 2011 20:31 GMT
#13
Yeah, how are you going to deal with early stalker pressure? On maps like LT and Shakuras, you can feasibly defend against stalker pressure with solely spine crawlers, but on other maps you're kinda screwed.

Helions, especially with blue flame, will also wreck your day (and your econ)
NacRuno
Profile Joined July 2010
44 Posts
Last Edited: 2011-02-24 20:42:40
February 24 2011 20:38 GMT
#14
I think this build is more promising than it is given credit for. Since the funday monday of Day9 I have been playing around with a similar build (spines + mass queens) against Protoss and Terran. The only difference is I get my gas at 21, have the ling speed and a 2 pairs of lings on the map. Then I drone up very hard, like till I have full saturation on two bases or three bases if my opponent committed an attack on me and retreated due to the spines. Then I switch to mass unit production and attack the opponent.


Going no gas that long might be worth a try but you don't need to anyways since you have a ton of drones and excess minerals you can't spend.

EDIT: The stalker pressure usually comes before you have the speed anyways and you need spines for that. You can use your queens as blockers and spine as defense for that. Also by the time terran can come with helions you should already have your front blocked my spines and queens. Unless terran tries an hellion drop you are totally fine and that is late enough for you to have some units anyways. This strat works for me on all the maps including xel naga with a bit more tactical spine placement. Of course not gonna work on the three maps OP listed but I don't play on them either.

My 0.02 cents as a 2.4k diamond zerg
Deleted User 109835
Profile Blog Joined September 2010
629 Posts
February 24 2011 20:40 GMT
#15
--- Nuked ---
Algar
Profile Joined September 2010
United States27 Posts
February 24 2011 20:40 GMT
#16
TLO actually used a very similar opening in a recent MrBitters episode. In his case, he used it specifically against 2 Rax aggression... just Queens and crawlers til he saturated both bases then took 4 gas all at once.
Thanks. I like to play.
iDrone
Profile Joined December 2010
United States176 Posts
February 24 2011 20:40 GMT
#17
i have tried this a bunch.. the only way you can get away with this is with an early pool and possibly a roach warren (they think you are going all in)
and you can't do this in zvz.
dementrio
Profile Joined November 2010
678 Posts
February 24 2011 20:42 GMT
#18
While I do think that delaying gas for minerals is an option to be explored, you are dumping that extra minerals into queens and spine crawlers. they give you safety but nothing besides that. essentially you are delaying your tech to afford no-tech defenses, instead of using higher tech for defense. You end up more or less at the same point (2 safe and saturated bases), except you are way behind in tech, and that makes it really hard to actually go out on the map after that point. this can be more viable on maps like LT where the spines can cover 3 bases, but it's still pretty iffy because eventually your opponent will tech to something that allows them to ignore the spines.

If the extra minerals you get by not mining gas were going into a really fast 3rd instead, the long-term benefits of that are apparent, and this is something that has been experimented somewhat in zvp lately. you do absolutely need at least speed to make that work tho.
NacRuno
Profile Joined July 2010
44 Posts
February 24 2011 20:43 GMT
#19
Agreed ^^ this would be too risky to try in ZvZ
KawaiiRice
Profile Blog Joined May 2007
United States2914 Posts
February 24 2011 20:48 GMT
#20
if you do this against terran you will lose to literally everything possible. I can make marines only and win vs this.. non-speed lings are so bad that stim is gonna deal more damage to the marines than your lings will.
your analysis of your own build is shallow and covers nothing whatsoever short of whimsical rushes where you just tell zergs to pray against cloak banshees or runbys...
@KawaiiRiceLighT
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