Speedling Expand
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[edit] Overview
With the standard Hatchery First opening against both Protoss and Terran it has become standard to pressure the Zerg, but another annoying tactic that is often employed by Terran and Protoss users is to block the natural expansion with the scouting worker.
This build is a safe way to fast expand without Pylon and Engineering Bay blocks affecting the timing of your expansion too badly. The other reason is to use Zergling scouts to deny the opposing player a fast expansion as well if the Zerglings can reach the other base in time before defenses are complete, afterwards Zerglings are used as normal scouts. This will also deny Bunker/Cannon-rushes, which would in other cases result in a delayed or, sometimes, destroyed Hatchery.
[edit] Goal
Build enough Zergling units to deny natural base blocks and feint an Early Bust attempt. Metabolic Boost is researched to take map control, watch the opposing army movements, and/or poke in for scouting.
[edit] Basic Build Order
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[edit] Notes
- Send first Overlord to scout on small maps (e. g. Close-Air-Position)
- ZvP or ZvT: Zerg should think about the Hatchery First build, but if that's not possible (e. g. Pylon-Block), Zerg can do this opening. In lower leagues "Hatchery First" might be risky, because early pressure might kill the Hatch. Even in higher leagues Protoss players using FFE might try a Cannon Rush against "Hatch First".
- Some Protoss or Terran players might forget to build a wall (properly). If you attack their base with many Speedlings, try to run by their defenses and get into their mineral line.
[edit] Scouting
- Scout on 10 supply and attack SCVs building Barracks and block placement of the building that finishes the wall-off this makes the opposing player weary of an Early Pool build.
- Keep the second Overlord over Hatchery (2) and to watch for bunkers and cannons.
[edit] Execution
- Stop Zergling production to take a fast Hatchery (3) if the opposing player is fast expanding.
- Make an Evolution Chamber before the 7:00 mark in game time so as to preemptively prepare for Cloaked/air units should they come.
[edit] Adaptation
The amount of Drones before the opposing army moves out will determine whether to go for a Lair-based army or going for Hive-based units for beseiging or out-muscling tactics. The other factor is when to take additional Extractors, it is recommended to have the mineral income first so Roach and Spine Crawler can be made without cutting larva production.
[edit] References
- This build is also the focus of Sheth's ZvP guide Sheth's Zerg guide - Forum post by Sheth regarding Zerg play..
- Dimaga looses his Hatch (Opening: Hatchery First) to a Cannon Rush on Shakuras Plateau. YouTube: Dimaga (Z) vs Mana (P) on Shakuras Plateau
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