If the Protoss is not pre-empting Muta play (ie: opening stargate), he will not have enough phoenixes to actually engage the mutas. This means he has to turtle, which means you are going to have a massive economical advantage (plus, you can add corruptors).
If the Protoss has done anything but that, going heavy muta and not dying to a timing attack (5gate, a gate/robo mix, etc) means Protoss will most likely need to turtle for blink/storm, and there is a great deal of damage you can potentially do and little counter-pressure you can take.
I personally find Mutas much harder to handle than anything else, largely because Protoss anti-air is extremely underwhelming.
It is indeed pretty hard to handle considering how inflexible toss' early-mid game build orders go. Supposing you aren't pre-empting muta play. Then I do suppose massing blink stalkers and cannons while you expo/defend your third would put you at a significant economic advantage despite muta harass. In fact I feel that with proper macro play, after fending off the muta harass, counter-attacking at that point to deny his expo could possibly be a game-ending move to the zerg player.
[Maybe a Spine Crawler at my natural here If I think they're rushing me]
Not usually neccessary though.
17 Queen [At main]
19 Queen [At Nat]
21 Gas [Both geysers at main]
20 Zerglings for defense
24 OL
27 OL
- @ 100 Gas
Metabolic Boost
36 Lair [at main]
38 Roach Warren/Baneling Nest
[To explain this, the Roach/Bane is situational. I find that Slings and a Spine arn't enough to hold serious pressure at this point. I tend to go Roach Vs Toss or Banes Vs Terran]
40 OL
- @ 100% Lair
Second Hatchery at main.
40 Spire
Anyway, any advice or revisions you come up with are appreciated very much
Cheers, and Merry Xmas.
PS: Only a bronzie here so pls be gentle...;p
I wont look at this as a build order, but rather a strategy. Thats simply because theres not many situations where you will actually be allowed to follow a perfectly set out build order, as Im sure you've been told.
1. Personally I prefer 14pool 15hatch instead of 15hatch 14pool. It helps against earlier rushes than when your natural expo goes up, which means that the spine crawler listed you might not even need. A bit safer without a huge economic cost.
2. I have a feeling that waiting for 300 minerals to save up for the two queens will cause one hatchery to rack up three larvae. Which means you could be making drones inbetween queens. Im really unsure whether this would affect the economy much, either way.
3. The gas is kinda late in my opinion. It makes the metabolic boost for defence less effective since it could be a bit late, depending on the timings.
This is a good guide for early zerg standard play, but it can only go so far as a build order. Useful if you want to understand what should/could be built as a zerg early game, but I see a few bits and pieces leaving the build behind what more standard zerg play can get you economy-wise. Since this is an economic styled build and it might not stack up to other builds easily enough, it makes me not want to use it as much. Probably not what you were aiming for anyway but meh xD
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