i read your post and i feel... your bo should stop at the 2nd queen. basically i play reactionary passive zerg. u can skip 20 lings for defense if u see the opponent wants to go into a macro game. u might want an earlier gas too.. but its all very situational and map dependent. but the main gist of your BO is about right.
i want to enforce what HDphoenix has already said. the main things zergs need to learn is when to drone and when to produce attacking units, thats why queen management and creep spread is more impt than having a perfect build order. with proper fundamentals, any BO u do will be played out with 100% efficiency and will most probably work =p. the biggest problem with going the standard muta/ling/bling is the 7 min window. and thats when your fundamentals will be put to the test. your ability to get information on what your opponent is doing and be prepared for it. if your creep spread is horrible... your engagement will be closer to your expo and it leaves alot less room for any mistakes etc. so focus on your ABCs!!
for a player starting out, i always believe in overreacting to your opponent. knowing the proper response firstly, and then going a little bit overboard with it. u will need the extra reserve as a player starting out like you will most probably make a few mistakes here and there. when u realise, ok i can handle it with X amount of spines, then u can adjust according to your gameplay. there is no right answer in SC2(many things works against different builds), but there are many wrong answers(ie building roaches against void rays...). u just need to avoid the wrong answers and u will most probably be safe. i started out building 4 spine crawlers to hold off 4 gate rushes, but nowadays im down to 2. and i can say its because of my macro fundamentals that have improved.
so keep fighting fellow cerebrate! =D... if u need any help, just PM me or something. though im not very active =X
[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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