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[D] Fast Lair Build + Overseer Scout ZvP

Forum Index > StarCraft 2 Strategy
Post a Reply
JaqMs
Profile Joined August 2007
United States73 Posts
Last Edited: 2011-05-17 06:31:26
April 26 2011 07:07 GMT
#1
Hey guys. My fast Lair build incorporates an extremely early overseer that solves all early game scouting woes for Zerg. That is the most important benefit of this build since it sacrifices some early production and income. It also involves a decently timed expo so you can keep on par with econ heavy Protoss builds.

Build Order

9 Overlord
12 Extractor
11 Spawning Pool
15 Lair
16 Zergling
18 Hatchery
17 Overlord
18 Overseer upon Lair completion

Continuation against 4 gate 1 gas:

CONTAMINATE WARP GATE RESEARCH
20 Queen
21 Metabolic boost research + pull gas drones
Place 2-3 spines crawlers at your natural ASAP and pump out zerglings

Continuation against 3 gate sentry expand or 4 gate 2 gas

Save contaminate for later tech structures
20 Burrow or Queen
21 Roach Warren
Spines at natural if it's 4 gate

Timings

~4:40: Overseer morph complete
5:16: Contaminate is ready
5:27: Hatchery at natural complete
6:11: Burrow complete

Why it Works

As long as you're careful keeping your overseer alive, Protoss cannot catch you off guard with any build.

-4 gate: Though your survival window is kind of narrow, contaminate will delay the earliest possible warp gate research (besides korean 4 gate), essentially delaying the push by 30 seconds
-3 gate senty expand: If your opponent expos after 6:11, you can block it with a burrowed zergling. I've had no problems keeping up economically and burrowed roaches will hold any later push
-5-6 gate: Easy to prepare for if your overseer does not see any tech structures
-Fast stargate: You can contaminate the first unit being trained, then immediately start making spores and 2 more queens. There's no chance this will hurt you.

I found that it's best to follow up this build with a ~12 minute push that takes advantage of your early tech, such as roach/infestor or muta/ling.

What Can Stop It

The counters listed below can hurt pretty bad, but I'm not sure if they're insta-lose.

-Early stalker harass: Haven't encountered it much. You need to make more zerglings and perhaps a spine crawler, which could set you back.
-2 gate zealots: You would have to cancel your natural hatch and go one base.
-Forge fast expand: Kind of iffy. You may need to rely on a 2 base all-in, but it's still possible to last into the late game.

Conclusion

This build will probably only work at lower levels. But still, it's worked 9/10 times against diamond and masters players. It kind of relies on the build not being popular at the moment, so only those that think on their feet know how to counter the build. So all I have to say is to use it until it's figured out . Let me know what you think.

Replays

https://www.yousendit.com/dl?phi_action=app/orchestrateDownload&rurl=https%3A%2F%2Fwww.yousendit.com%2Ftransfer.php%3Faction%3Dbatch_download%26batch_id%3DMEtRWGJOWkJFc0pFQlE9PQ
lorkac
Profile Blog Joined December 2010
United States2297 Posts
April 26 2011 07:21 GMT
#2
The upcoming change will change the protoss early game by A LOT.

For example, with 4gate taking longer to get and gateways being able to produce units as fast as a warp gate--expect a lot more 4gate pushes that skips warp gate and simply chronos 3-4 units off of 1 gateway for a quick timing attack before dropping a robo (skipping warpgate research altogether)

I'm not saying that this build doesn't work--totally does by the looks of it.

I'm simply saying that the protoss metagame will change drastically because of the patch.
By the truth we are undone. Life is a dream. Tis waking that kills us. He who robs us of our dreams robs us of our life --Orlando: A Biography
JaqMs
Profile Joined August 2007
United States73 Posts
Last Edited: 2011-05-17 06:32:21
April 26 2011 22:01 GMT
#3
Yeah after the patch, this build will probably require a drone scout to check for 2 gate. You may be able to drone a little more and still stop a later 4 gate, but also be able to scout a 2 gate and change into standard play.

EDIT: No longer have to worry about earlier 2 gate since zealot build time has not changed
Jonas :)
Profile Blog Joined September 2010
United States511 Posts
May 17 2011 06:00 GMT
#4
I'm a ~900 point masters protoss and I have to say this build was pretty cool. It made up for the fact that it teched early by having an obnoxiously early contaminate and an extremely easy time scouting. He even contaminated my warpgate research, which delayed it a full 30 seconds. This means that any 4 gate or 3 gate aggression that I would want to do in order to punish him for his early tech that it would be delayed. Should I try to blink stalker or rush to stargate, he would see that and contaminate it to delay the push from coming and have ample time to prepare for it.
sagefreke
Profile Joined August 2010
United States241 Posts
May 17 2011 06:12 GMT
#5
I can't see the replay.

If you can get an overseer by 4:40 and still defend super early protoss harass it sounds like it could be a very interesting build. Burrow ling before P expand sounds like it could be great as well. Going to try it in a custom now.
yo yo yo
JaqMs
Profile Joined August 2007
United States73 Posts
May 17 2011 06:41 GMT
#6
Post-1.3.3, it is better to get burrow first then overseer (just switch the order). That way, burrow will finish around 5:58 and the overseer should still be able to contaminate warp gate in time. It'll also allow you to get your second queen earlier.
IntoTheWow
Profile Blog Joined May 2004
is awesome32281 Posts
May 18 2011 01:01 GMT
#7
I want to play with this too. Seems like early burrow could have some good uses. The main problem is keeping your build hidden from a scouting Protoss.
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