By yours truly. I've been working on it since about last October with the SC community in mind. It's quite broad, and the guide itself is relatively long. Hopefully it's a help to those in a jam with Zerg, those learning Zerg, those searching for a read, etc. Insightful criticism, suggestions and corrections are much appreciated. Pray you like it!
! [G] 12 Hatch Zerg Guide
Forum Index > Brood War Strategy |
listal
United States228 Posts
By yours truly. I've been working on it since about last October with the SC community in mind. It's quite broad, and the guide itself is relatively long. Hopefully it's a help to those in a jam with Zerg, those learning Zerg, those searching for a read, etc. Insightful criticism, suggestions and corrections are much appreciated. Pray you like it! | ||
artofmagic
United States1951 Posts
| ||
LazyTorrasque
United States125 Posts
| ||
Chanoipy
Canada320 Posts
Why don't you just build the 350 minerals of zerglings he's given you and run him over, or tech to mutas and harrass him to death? | ||
exalted
United States3612 Posts
Therefore, in Starcraft, there are three ways of getting "ahead" of your opponent and therefore having a successful attack. a) Expanding - allows you to have a greater economy and hence a larger macro than him b) Teching - allows you to hurt him becuase your units are efficient at killing his (ala lurker/marine medic) or can hurt his mineral line (dropship for harassment, mutalisk), or prevent him from attacking (say, DT in shuttle vs Terran push) c) Attacking - if he is doing too much of a or b, the way to stop that is c, hence why pvp is all about the first expand and going up to 4-5 gates before it's thrown down. Whether a-b-c or is the best decision solely is based on matchups, positions on map, and the maps themselves. For example, in ZvT, often they will do an a, b (fast expand, sunkens - tech to lair), use the b to get an a (mutalisk contain, lurker containing), then b again (to hive, or speed drop for further contain), then finally c. However, it all depends on what you scout that ultimately decides what is the best choice - if you scout a 1fac cc in the very early stages of development with obs, you can go double expand, tech to DT drop, or atttack with 3 gate + shuttle. If it's late, your options are still the same but a much slower (and less effective) chance of success. If you let your opponent get away with one of these options without really forcing him to pay for it somehow, you will certainly lose. This is why in low level TvP T's bitch about Protoss being unstoppable - they have little concept of timing and the Protosses aren't very good with it either, Terran expands, Protoss expands, Protoss keeps pumping probes becuase he doesn't know the Terran should attack now, Terran wants to wait until 24 tank, Protoss suddenly has so much money he goes 13-15 gateway vs the Terran 5-6, Terran pushes out, gets raped, calls imbalance. Good guide! | ||
radiaL
Andorra2690 Posts
![]() | ||
Sorrow_eyes
United States1007 Posts
O and exalted, good points ![]() K just finished the whole thing... It seems that Z knows what is P doing the whole game! O the doomsday ~_~ | ||
listal
United States228 Posts
| ||
exalted
United States3612 Posts
Ideally, you need to realize that if it's 2 base vs 2 base, you need to get an academy quickly, becuase his options are: 2 base -> carrier 2 base -> DT -> expand 2 base -> Reaver harass -> expand 2 base -> Island All require comsat. If he's going 3 gas defiler in Zerg vs Terran, what should the Terran be doing, attacking straight into lurker ling? Expanding? Teching, and if so, what? Then of course the whole concept of "being ahead, how much can you get away with to even "increase" the lead" (aka, double expanding, how many probes can you get away with based on how many turrets / starport / whatever you see), and the concept of harassment completely blurrs timing and makes Starcraft the way it is. | ||
[GiTM]-Ace
United States4935 Posts
| ||
NovaTheFeared
United States7212 Posts
-Some of the advice was either incomplete/not explained well like \"you absolutely must have 6 sunks vs. 3 rax\". No. You may gradually build up to 5-6 sunks IF your muta harass or lurk/ling stuff isn\'t doing it, but you shouldn\'t be making 6 early. Just imagine making 4 and hatch 3 on time. Much better unless the terran is charging you with a giant M&M army RIGHT NOW. -ZvZ: I still think 12 hatch 11 pool vs. 9 pool is bad times, much worse than you say. And if they get cheesy and pool earlier than that it\'s GG on the spot. Luckily most zergs will go 12 gas/pool and 12 hatch is advantage there. I like the guide quite a bit, there are very few builds that really work vs. all races (even if they are to varying degrees). For example vs. random I like to go 12 pool 12 hatch/gas if Z, and 3 hatch @ ~15 if T or P. I don\'t hatch first because random zerg is almost always 9 pool thinking I will hatch first ^^; I think you can go a long way with a 9 pool, 10/9 overlord into 3 hatch vs all too, although that is much harder and requires excellent multitasking to micro your first 6 lings plus balance your econ. | ||
Caution
2059 Posts
![]() | ||
listal
United States228 Posts
On July 02 2005 00:49 nova_442 wrote: I like how you cover aspects of adapting to different strategies for each race but 12 hatch 11 pool isn\'t the optimal way to open every game, even though you can give yourself a chance with it vs. almost anything (the purpose of the guide, yes?). -Some of the advice was either incomplete/not explained well like \"you absolutely must have 6 sunks vs. 3 rax\". No. You may gradually build up to 5-6 sunks IF your muta harass or lurk/ling stuff isn\'t doing it, but you shouldn\'t be making 6 early. Just imagine making 4 and hatch 3 on time. Much better unless the terran is charging you with a giant M&M army RIGHT NOW. -ZvZ: I still think 12 hatch 11 pool vs. 9 pool is bad times, much worse than you say. And if they get cheesy and pool earlier than that it\'s GG on the spot. Luckily most zergs will go 12 gas/pool and 12 hatch is advantage there. I like the guide quite a bit, there are very few builds that really work vs. all races (even if they are to varying degrees). For example vs. random I like to go 12 pool 12 hatch/gas if Z, and 3 hatch @ ~15 if T or P. I don\'t hatch first because random zerg is almost always 9 pool thinking I will hatch first ^^; I think you can go a long way with a 9 pool, 10/9 overlord into 3 hatch vs all too, although that is much harder and requires excellent multitasking to micro your first 6 lings plus balance your econ. You're right, but I only meant this guide to be for 12-hatch. I'll write 12 pool, 11-10 pool/gas, 9 pool, 10/9 pool + 11 hatch, etc. things in the future. I have plans! ![]() | ||
sundance
Slovakia3201 Posts
I don't agree with some things but it's ok in overall. GJ. | ||
![]()
Empyrean
16950 Posts
![]() | ||
listal
United States228 Posts
![]() | ||
NeX-HamartiA
United States244 Posts
| ||
![]()
OneOther
United States10774 Posts
| ||
NovaTheFeared
United States7212 Posts
| ||
[GiTM]-Ace
United States4935 Posts
![]() | ||
| ||