Staredit Network > Forums > SC2 Melee > Topic: Standard Zerg Mindset and Build Order
Standard Zerg Mindset and Build Order
May 16 2010, 1:04 am
By: AngerIsAGift  

May 16 2010, 1:04 am AngerIsAGift Post #1



@10 - Overlord, @13 - Spawning Pool, @15 - Expansion Hatchery, @14 - 2 Zerglings eggs, @16 - Queen, @18 - Overlord.
Key ideas-
-Scout with a Drone at 13 after you place down your Spawning Pool.
-Use your Queen's spawn larvae ability on your main Hatchery and then send it to your expansion, she will be vital to defend certain rushes made by Protoss or Zerg.
-Immediately start another Queen's construction after the first one is finished.
-Use your initial 4 Zerglings to harass your opponent and keep them honest, react according to what you see your opponent do.
-Focus on making Drones if your opponent isn't immediately threatening. If they're doing a timing attack or rush build, be sure to make more Zerglings or a Spine Crawler to defend.
-Tech to lair for Mutalisks or Hydralisks and be sure to get upgrades and an Overseer.
-Get a third base when resources allow, keep your Queen count equal to your Hatchery count and never stop spawning arvae.
-Scout every base and deny all enemy attempts to start a base.
-If they rush air units then make sure you have an Evolution Chamber so that you can make Spore Crawlers.
-When you have money start getting your Roach Warren, Extractors, Lair, Spine Crawlers, and more Drones.

The goal of this play style is to always have a stronger economy and production capacity then your opponent, always make adaptions if any part of this playstyle doesn't work in game.

If anyone has anything to add, feel free to do so. This guide has all been constructed based off of playing with the exact build order listed above that I was told about from a friend.



None.

May 16 2010, 1:31 am XGenesis Post #2



Well, whatever floats your boat :P
This is my build: (I usually like to finish it early game)
14 pool
13 gas
2 drones right after
1 overlord right after
@100% gas, three drones to gas
@100% pool, 3 pairs of lings, 1 queen (you should have 300 mins and 3 larvae)
@first 100 gas: zergling speed
@next 50 gas: banelings nest
throw down next gas
pump lings, overlords
GOGOGO



None.

May 16 2010, 4:31 am AngerIsAGift Post #3



You sound like one of those "cheesy fucking newbie"s I heard Idra hates, (shouted by Idra when he loses to KawaiiRice playing standard in a TvT, never shown publicly) :D



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May 16 2010, 7:58 pm PunWisp Post #4



Quote from XGenesis
Well, whatever floats your boat :P
This is my build: (I usually like to finish it early game)
14 pool
13 gas
2 drones right after
1 overlord right after
@100% gas, three drones to gas
@100% pool, 3 pairs of lings, 1 queen (you should have 300 mins and 3 larvae)
@first 100 gas: zergling speed
@next 50 gas: banelings nest
throw down next gas
pump lings, overlords
GOGOGO

Better hope you dont get rushed :P, if you do this you will want 3 spine crawlers at least. Then your build would be good.



None.

Jun 24 2010, 4:30 pm ImagoDeo Post #5



Quote from PunWisp
Quote from XGenesis
Well, whatever floats your boat :P
This is my build: (I usually like to finish it early game)
14 pool
13 gas
2 drones right after
1 overlord right after
@100% gas, three drones to gas
@100% pool, 3 pairs of lings, 1 queen (you should have 300 mins and 3 larvae)
@first 100 gas: zergling speed
@next 50 gas: banelings nest
throw down next gas
pump lings, overlords
GOGOGO

Better hope you dont get rushed :P, if you do this you will want 3 spine crawlers at least. Then your build would be good.

That'd delay the lings and all too much. But at least one crawler in the mineral line to squish reapers would be good.



None.

Jun 24 2010, 8:25 pm XGenesis Post #6



I usually add on a spine crawler (100 minerals / 4 zerglings) to fend off reapers. Coupled with my queen, it does the job.
Also, I have discovered it is much faster to get my overlord at 9, then continue on with that build. :)



None.

Jun 30 2010, 6:29 am Kow Post #7



Barring any extractor tricks, a 9 overlord is best for your economy.

Generally speaking, the only time you want to get a pool later than 13 (which is kinda late) is when you're either going for hard hard drone before a big 1-base push (as in you scouted them expanding and want to take advantage of the timing) or if you're throwing down a 15hatch then 14 pool or a 15 pool and a 14 hatch.

I highly recommend getting more queens than you have hatcheries. It helps you spread creep (because you'll never have enough energy on 1 queen per hatch unless you're really bad about spitting, and besides, the more creep tumors the merrier). It also protects you really cheaply from any early air rushes which lets you focus more on your ground army and less on static defenses.


Regarding dealing with reapers. If you can spare the gas, especially if you're planning on using zerglings at all, speedlings absolutely demolish reapers.



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Jul 1 2010, 2:06 am Vi3t-X Post #8



10 drone
10 extractor
9 drone, cancel extractor
11 overlord
13 pool
12 extractor
@ 100% extractor, 2 gas.
@ 100% spawning pool, queen.
Depending on map, setup expansion when valid.

Vary build order to counter.



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Jul 2 2010, 11:20 am Syphon Post #9



A couple of the builds I tend to use. Got me to high gold/low plat while averaging 40 APM on a touchpad and never playing SC1 melee. :awesome:

Scout at your own digression for them all.

15 hatch at nat
14 pool
16 extractor
16 queen
16 extractor

Once the extractors are saturated you should have you expo soon, immediately train a Queen from it and move Drone production there. Pump out Zerglings from your main and push them to your choke. At this point you can toss down a few spine crawlers near your nat choke.

Once you hit 100 gas, either grab a Lair or Metabolic Boost, depending on how you want to transition to mid game. If you grab a Lair, put down 2 more extractors at your nat before it's mineral saturated (You'll probably have around 12 drones on its mins. Go for 6 on gas before you add 4 more to mins). If you grab Metabolic boost, immediately birth another Queen from one of your Hatcheries (probably the nat because you're going to want a Lair soon anyways) to establish your highway and help fend of early air.

---

13 extractor
13 pool

As soon as the extractor finishes, saturate it from your line and pump out more drones to saturate your mins.

19 metabolic boost
19 queen

Immediately when your Pool finishes you'll have 100 gas for boost. Get it, birth a Queen once you hit 150 mins again and then continue to pump out Zerglings as you grab your other gas and make an early push with Speedlings once the upgrade is complete. This build is also very good for early Banelings.



None.

Jul 10 2010, 2:56 am Vi3t-X Post #10



Why would you make two queens for one hatchery?



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Jul 10 2010, 3:19 am ImagoDeo Post #11



Quote from Vi3t-X
Why would you make two queens for one hatchery?

Depending on playstyle, an extra queen can be beneficial for starting a creep highway earlier. Though it's not going to make much difference with the creep tumor nerf.



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Jul 10 2010, 10:57 am 13Stallion Post #12



Quote from Vi3t-X
Why would you make two queens for one hatchery?

If your expecting an early VR or banshee.



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Jul 19 2010, 9:14 pm Kow Post #13



Quote from ImagoDeo
Quote from Vi3t-X
Why would you make two queens for one hatchery?

Depending on playstyle, an extra queen can be beneficial for starting a creep highway earlier. Though it's not going to make much difference with the creep tumor nerf.
If anything, it means you should make MORE queens for more tumors.



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Jul 23 2010, 3:10 pm Syphon Post #14



Quote from Vi3t-X
Why would you make two queens for one hatchery?

Defend against early air, quickly saturate any expos you get (as Zerg, if you one base you're going to lose), and spread the creep.



None.

Jul 26 2010, 4:50 pm Vi3t-X Post #15



One base mutalisk works fine.



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Jul 27 2010, 10:30 pm Kow Post #16



Quote from Syphon
Quote from Vi3t-X
Why would you make two queens for one hatchery?

Defend against early air, quickly saturate any expos you get (as Zerg, if you one base you're going to lose), and spread the creep.
Just an addendum to this: Queens are the absolute cheapest anti air zerg (or most races, for that matter) can get. And the more you have, the higher the retention rate of your army is through transfusion. This, plus the added mobility of all the extra creep, makes the queen one of the most valuable combat units for zerg. You don't need to have 4 sitting at each hatchery. Spread them out. Keep them with your army.



None.

Jul 28 2010, 4:03 am ImagoDeo Post #17



Quote from Kow
Quote from Syphon
Quote from Vi3t-X
Why would you make two queens for one hatchery?

Defend against early air, quickly saturate any expos you get (as Zerg, if you one base you're going to lose), and spread the creep.
Just an addendum to this: Queens are the absolute cheapest anti air zerg (or most races, for that matter) can get. And the more you have, the higher the retention rate of your army is through transfusion. This, plus the added mobility of all the extra creep, makes the queen one of the most valuable combat units for zerg. You don't need to have 4 sitting at each hatchery. Spread them out. Keep them with your army.

With the recent creep tumor nerf, that's much more difficult. It's near impossible to spread creep fast enough to actually keep a queen with the majority of any zerg army where it can be useful. Plus Transfusion is only really useful if you have enough queens. Otherwise, it's a desperation move for whatever purpose - save a spine crawler, save another queen, give a vital tech building just that much more HP so your hydras can get there in time and snipe whatever's sniping your tech.



None.

Jul 28 2010, 4:06 am ImagoDeo Post #18



Quote from Vi3t-X
One base mutalisk works fine.

Not vs a terran going M+M or M+M+M. If that's the case you're much better off with bling/sling, which is infinitely easier to 1base - not as much gas required for bling/sling.



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Jul 31 2010, 3:36 am Vi3t-X Post #19



Mutalisks outrun marines.

Separate your mutalisks into two groups and harass. I'm sure you can do that. :-_-:



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Aug 1 2010, 6:52 pm Sand Wraith Post #20

she/her

ZvP: How to?

I find that I'm losing to a Protoss a lot of the time, early game, and I'm having some trouble against Sentires-Zealots-Stalkers combo. How should I go about fighting it off? What build and strategy should I be going for?

Should I fast expand to my nat, build defenses, build units? Should I focus on my economy? The majority of the time, I see the force coming with their build, with their 2gate, cyber, and gas. Should I be rushing when I see this, or should I focus on trying to out-produce and out-economize?

I'm guessing Roach-Hydra-Ling for my army composition, but I'm not sure how to approach the unit ratios for my army - Ling heavy, Roach heavy, Hydra heavy?

I'm guessing Ling-Roach to hold them off until I can tech to Hydras, but maybe I'm just completely missing something.




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