Ребята подскажите, где можно почитать голые билд ордеры. Очень интересуют БО в матчапе ЗвП.
Ребята подскажите, где можно почитать голые билд ордеры. Очень интересуют БО в матчапе ЗвП.
Посмотреть можно через bwchart, я обычно там смотрю бо, по любой понравившейся демки.
<b>rentgen</b>,<br />Есть большой архив билд-ордеров на английском тут:<br />http://www.blizzforums.com/showthread.php?t=772<br />http://www.teamliquid.net/forum/viewmessage.php?topic_id=73314<br />http://www.gosugamers.net/starcraft/thread/174619
Спасибо, будем смотреть.<br /><!--QuoteBegin--><div class="quote"><!--QuoteEBegin-->Посмотреть можно через bwchart, я обычно там смотрю бо, по любой понравившейся демки.<!--QuoteEnd--></div><!--QuoteEEnd--><br />Репки, обычно, смотрю только свои, при проигрыше. А так преимущественно Воды...<br /><br />Прочитал<br />Мало там описаны Макро БО против протосса, например, с выходом в быстрый спаер. и переходом на гидру. А так же интересен БО в 5 хат. Так же интересен БО в ЗвЗ выход в гидру.
Так качай сразу паки теx матчапов которые тебе нужны и смотри через bwchart инфу по бо.
[hide]==================ZvP==================<br /><br />9 Pool<br />pros: May catch opponent off guard, forces him to make more and faster defense, you have defense for any kind of rush, pretty much.<br />cons: not too great early economy (not THAT bad either, but still)<br />(Another variation of this build would be to keep the extractor and make zergling speed early on, making it even more powerful of a rush, or if it fails, you can use zergling speed to stop any scouting units with ease. However, this takes a lot more money, and it might not be quite as good in some cases for that reason)<br />9/9 drones<br />9/9 spawning pool<br />9/9 drones<br />9/9 overlord<br />10/9 extractor trick (take a drone, morph it to extractor, build another drone, and then cancel the extractor and you have 10/9 drones<br />13/17 zerglings<br />pressure with lings unless he already has defense you cant easily break up. If he has 2 zealots at ramp (2 gate build by protoss), dont attack. Leave them at his choke point so you can see the moment he moves out, and kill and scouts they might send. Same goes if they make fast expo and have 2 cannons up, or probes blocking the way and 1 cannon. if its only 1 cannon, then attack with the zerglings. you should still have 3-4 lings left after finishing off the cannon. If you\'re confident with your multitasking and micro, you might want to keep sending zerglings and finish the game right there and then, or atleast gain a huge advantage, or just settle with dealing some damage to gain a small advantage while pumping drones yourself, gaining superior economy. This is what I usually prefer to do. Instead of taking a huge risk of just keeping on, why not leave it at that and take a huge lead? Of course I dont give up the very moment im about to gain the advantage, you keep going on for a moment, but remember to not get too greedy.<br /><br />now there are different ways of continuing after making the lings etc... You can possibly make an ultra fast spire to completely catch him off guard, especially if you dealt some damage with your lings, or perhaps 3 hatchery zerglings to simply mass over him, though it pretty much only works if he made an fast expansion. Another option is to just continue safe and normal, making an expansion after you make your lings, keep making drones, and after you have enough money, make a third hatchery. If he made an fast expansion, make the third hatchery to a new expansion spot in most cases.<br /><br />9 overpool<br />pros: better economy than 9 pool, able to defend against rushes pretty well.<br />Cons: a bit slow hatcheries, 5-10 seconds slower than 9 pool<br />(just like in 9 pool, in overpool you can build a gas at 10 supply as well to make ling speed.)<br />9/9 drones (ninth drone to scout)<br />9/9 overlord<br />11/17 drones<br />expand when you have the money, send a drone beforehand,<br />14or15/17 lings (thats 8 or 10 lings). You will make lings appropriately depending on his build order and army size when needed, of course. You will use these lings to either shut him down if he\'s going 14 nexus fast expand, or if he\'s playing safe just kill his scouting probe and bring lings to choke to see when he moves out etc.<br />17/17 drones<br />make a third hatchery somewhat over here. If you dont have the money yet, just make it when you do. If he fast expanded place it to your second expansion.<br />17or18/18 overlord (im supposing that your second hatch already popped out)<br />18/18 drones<br />make a sunken colony now, it will kill scouting probes and since you\'re 18/18 anyway you will have to wait a while for the overlord to finish. This way you will be able to build another drone and no larva is wasted<br />Make a fourth hatchery when you have spare money while keeping on making drones and doing w/e tech you wish<br /><br />6 Pool<br />pros: VERY fast lings, kills almost any protoss fast expansion unless they\'re aware of it early on or map distances are large, gives a rather good economy even though you wouldnt expect it, you can also laugh your ass off at idiots who whine after the game for being stupid enough not to realize its potential<br />Cons: If it fails miserably you will have hard time, if he makes gateways instead of normal fast expand you will have very hard time, or if he finds out about it almost instantly you will have a hard time.<br />This build order is extremely underestimated, however, it only works on maps which you\'d expect the toss to fast expand.<br />6/9 spawning pool<br />6/9 drones, send 1 to scout.<br />9/9 lings<br />do the extractor trick and morph 2 more lings<br />attack with the lings and make an overlord when you have the money.<br />Once your ovie pops out you make a few more drones and after that expo when you have the money. More drones and third hatch to second expo if he fe\'d. Even more drones and do w/e you wish. I\'d recommend 4 hatch start with this build tho. Make lings and sunks when needed.<br /><br />The micro with lings:<br />vs fe:<br />when your lings arrive his cannons most likely will not be up yet, but they should be up rather soon. If they\'re not up and you\'re pretty sure you could kill them, go for it. If he has pulled several probes to block/kill your lings, see if there\'s a path which you could use to run to his main before cannons pop out. If there is no such path, use right click to make your lings attack 1 probe at a time. This is the thing, really, his cannons will most likely pop out before you could kill them or run past if this is the case, which it will be in most cases, but with this build you will kill like, at least 6 probes of his before the cannons actually come out. That will slow him down so much that you wont even be behind. Since you did a fast rush like this he will be completely paranoid and playing extra safe making his economy even worse, while you\'re just making drones. Even if you dont do well at all with this build, you should be able to do well enough that you wont be behind, but very few actually understand this. <br /><br />Vs 1/2 gateway:<br />in the case that protoss went 1/2 gateway build and you went 6 pool, you wont be having any instant win moments like you might have when fighting against fast expansion. However, your goal is to deal as much damage as possible.<br />Your lings should arrive around the same time that his first zealot pops out. If he knows a bit what he\'s doing, he should have pulled around 7 probes or so to help that zealot while building a new one. Now, you CANNOT fight this army head on. You got to wait till they\'re in some sort of a line and scattered around, and then pick off lone probes one at a time. If he gets careless at any moment and his zealot gets separated, surround it and kill it. If you\'re able to do this, it might be gg already. Vs 1 gateway you will have far easier time than 2 gateway because if he went 1 gateway you wont have to fight a big counterattack after the rush, and he wont have that many zealots to chase your lings. In any case, try to kill off as many probes as possible. Possibly destroy the pylon that powers the gateway if you feel like it would be good and you have the chance to do so. <br />12 pool:<br />pros: quite safe against rushes, just overall good economy, most likely able to kill scouting probe before it sees anything big<br />cons: your lings most likely wont be able to deal any sort of damage, not quite as good economy as 12 hat, balancing drones and lings might get troublesome against rush builds your enemy makes.<br />(like in 9 pool or overpool, you can make an extractor after your spawning pool, but in that case you wont have quite as good economy etc.)<br />9/9 drones, send ninth drone to scout<br />9/9 overlord<br />12/17 drones<br />12 pool<br />(either gas here or gas later)<br />12 drone<br />12 hatchery at expansion (unless he\'s doing proxy gates or some weird stuff)<br />14/17 6 lings (you can make a few more if you wish/need)<br />17/17 drones<br />third hatch around here unless you\'re going very fast tech to spire or lurkers<br />overlord around here too<br />more drones, possibly place a sunken colony<br />w/e you wish now. (of course not random shit)<br /><br />12 Hatch<br />pros: just about best possible economy for early game zerg, quite safe if you save larva for lings, very standard build (perhaps most popular too)<br />cons: your opponent can play a bit risky and doesn\'t have to watch out for anything, can have trouble fighting against proxy gates or really fast gates<br />9 drones<br />9 overlord<br />12 drones<br />2nd hat at expansions<br />11 pool<br />12 drones<br />either you make a gas here if you\'re going for fast tech, or later. If you make gas here, your third hatchery wont be yet.<br />13/14 third hat to second expo if he fe\'d<br />make 6-10 lings<br />drones till 17/18<br />a new overlord at 17/18<br />you can build sunken colony here if you wish<br />continue with w/e tech/unit build<br /><br />9 Hatch<br />pros: You get to fast expand, you\'re VERY safe from almost anything, even fast gateways, you will get extremely fast 10 lings which will kill your opponent if he\'s careless. <br />Cons: not quite as good economy, have to think more about things, and balancing your economy out may be troublesome.<br />10/9 drones (extractor trick)<br />send 2 drones to your expansion after your tenth drone pops out, build an hatchery and send the other one to scout (doing it this way makes it easier to build the hatchery if his worker comes on the way)<br />10/9 spawning pool (yes, extractor trick again)<br />9/9 overlord<br />10/9 extractor trick again<br />save larva for lings when your pool pops out. You will be able to bring 10 lings at a time, and if your opponent went 14 nexus fast expand you might be able to kill him off if he\'s careless. After this you just keep making drones and overlord when you cant make more drones, also make third hatch when you have the money (to second exp if he fe\'d) Keep making more drones and tech when you wish etc. (ofc not too late)<br /><br />I will skip 3 and 4 hatchery before pool builds against protoss fast expo since it\'s really difficult to balance out the drones and lings well enough for it to work. Once you\'re better you can find out yourself, or if you\'re already better you know of it already and know how to do it)<br /><br />9 Pool into fast Spire<br />Basically, you make gas around same time you start your lings or around the time you do the 10/9 trick, except that instead of doing the trick, you make it to the end. Start mining gas from the geyser, around the time you make your first lings, you should also have around 100/100 extra... make ling speed with those. Now keep making a few lings so that you can add a bit more pressure, and once you have enough money, make a lair. Also make some more drones at this point. If he has a good defense up (3 cannons or so, or zealots blocking the ramp) don\'t try to get in and waste your units. If he has less defense, feel free to try and run in and kill whatever stuff you can. After that, it depends if he expects mutalisks or not. Now, it\'s ESPECIALLY important that he cant scout you at ANY point of the game. Very important. If he does, it\'s obvious you\'re making a fast lair, and its over. You cant deal damage anymore after that. Keeping it secret is hard, and if you\'re too secretive and seem to be missing something, he will become suspicious, so this is hard to pull off. depends how much extra money you have, but make your second hatchery to the expansion, after your mutas the LATEST (you should have money for it earlier too, anyway). This build is very risky and its basically all-in. If you deal a lot of damage, good for you, if you dont, you\'ve lost the game.<br /><br />3 Hatch Zerglings<br />Second hatchery to your expansion, and third to second expansion. Basically you keep making zerglings with speed, and after you have around 24+, depending of his defense, you attack. Now, it\'s also very important that he doesn\'t know about this. If he does, it\'s over. It\'s easy for him to make 4-5 cannons an a few zealots and probes, and there\'s nothing you can do. And again, this only might work against fast expand. or atleast, then it has highest chance of working. Otherwise it\'s quite easy to block the ramp and build a cannon or two and its hard to get through unless he becomes careless.<br /><br />2/3 Hatch Hydra all in<br />Basically this build is making a very fast hydralisk den with 2 or 3 hatcheries and having rather few drones and spending all of the money on hydralisks and their upgrades. This works best against fast expand. Basically if your opponent is able to scout this, you will most likely lose since he will just canno up and you will have far inferior of an economy. However, if he cant predict in time you might be able to just run over him.<br /><br />The \'safe\' builds:<br />Instead of going for a fast cheese build, you can just play it safe, stop ling production after first 6-10 unless he\'s adding a huge load of pressure with zealots, take an expansion pretty soon afterwards, and maybe throw in another hatchery while making drones. If he started off with a 2 gate build or so and you feel like he\'s making a lot of zealots or something along the lines, you may want to place a sunken colony early on, and maybe make a creep colony or two beforehand if you\'re quite sure he will be attacking soon. Just making an creep colony saves money and they morph to sunken colonies extremely fast, so you will be safe this way. However, don\'t forget that each sunken colony costs you 175 minerals (you lose a drone) and if we take to account how much money that drone could gather, it means you lose about 200 minerals for each sunken colony you make, so you should be aware of this and weigh the options.<br /><br />Basically you have 4 decent options along with a few less common builds which you can figure out later yourself. You probably wont need em for a while.<br /><br />The zerg, unlike the protoss, can make a million different variations of each build, and its the same over here. They can for example either make a quick lair straight after second hatch and maybe even add drop ugprade coming as well, or they can just start lair a bit after their thitd hatch in which case they will have good economy, able to fight fast pressure builds without things getting complicated, spare money for additional things like upgrades, lings, and maybe even another epxansion, and so on. Once again you have to weigh the options and look at whats happened so far in the game. If you think it will work out, then you can go for it, but going for it when its just been a basic game so far and both are playing safe is usually not worth it. <br />Thats why I\'d recommend safe builds for you now.<br /><br />The lurker tech:<br />Let us suppose we\'re playing safe. First off, think what your opponent has done, did he fast expand or is he still in his base, doing either 1 or 2 gate build or something. If he fast expanded you gain a huge load if you can make a quicker carapace than your opponent can make an +1 weapons, since if the protoss only has +1 he will kill zerglings with 2 hits, but if the zerg has a carapace upgrade it will take three hits. You may have noticed that progamers rarely rush to quite quick evolution chambers, but I recommend that you still try to get a quicker upgrade than your opponent because you don\'t have progamer gaming sense, micro, macro, or timings, and thus not making the upgrade will punish you a lot more. Okay, you KNOW he\'s getting a quicker upgrade, that\'s fine, you just have to play a bit different. For example now making slow tech and making a lot of lings could be bad since his zealots are like, twice stronger than before against your lings. So either you make fast tech or you go hydra. That\'s what I usually do anyway.<br />In this case we\'re talking about lurker tech. In any case, you should start your lair pretty quickly after your third hatch, either with the upgrade before or after the lair, however you fancy and feel. It also depends on how much spare money and gas you have. Your scouting ovies or lings/drones should have seen if they\'re making a stargate or just templar tech. If he did a stargate first, you might want to place your hydralisk den a bit beforehand, for example right after you start your lair so you can save as many overlords as possible. Otherwise you will be fine with starting it when your lair is about 50% done. Also start your second gas around the same time you start your lurker aspect upgrade. Since you most likely have been just making drones till now, you should be having somewhat nice number of them around already. You should start ling production at this point. Remember to also add your fourth hatch when you have the money. If you dont have a second expansion yet, you could add it there. Keep making lings and make a bit of hydralisks beforehand so that the instant you get lurker aspect you can morph around 6 lurkers or so. Now, you should be watching out for a few things. First off, if he\'s making some sort of a zealot rush, you should be defending your expansions and making sure that you know where his army is and when. Bring your lurkers to help if needed, and sunken up, but dont overdo it. If your army can already beat his army as it is, no point wasting money on sunken colonies. You only add them if you believe you cannot beat his army otherwise or you\'d have trouble defending your expansions. I recommend starting a spire after your first lurkers pop out too. Also make overlord speed when you have the money. Now, he SHOULD be in his base, and he most likely has his natural.<br />There are a few things you need to look out for. First off, could he have observers yet, and second, how many cannons does he have and at what locations. If you think you will be able to destroy his cannons and he doesnt have observers, go for it. If you\'re able to do this, its pretty much gg since there\'s not much he can do against your lurkers when he has no detection. However, you shouldn\'t do this uselessly. If you think you might not be able to pull it off, dont try. If you lose your army at this point, especially if you started off with lurkers, you will also lose your map control, he might be free to take another expansion, and your army will most likely be inferior overall.<br />Let\'s suppose you did NOT attack. You should spread your lurkers at his choke point so that he wont get more than 1-2 with a storm. Also bring some overlords close by so no dark templars will sneak by, and you will be able to see if he has observers and so on. If you\'re making a spire like I recommended, using scourges to kill off harassing shuttles and killing observers will slow him down a lot. Also, make double evolution chamber, if you haven\'t already. Upgrade carapace and melee attack, since thats what you will need in late game and probably the best now too. Expand and make more unit production hatcheries with your spare money. Also keep making more units and bringing more and more lurkers to the choke point, making it harder for him to pass by every moment. Also make a queens nest for hive.<br />Now, since you\'re making a lurker block you have to be extra careful not to suddenly lose everything for free because you\'re putting a huge part of your game on this build. Basically the goal is to keep him in base long enough for you to get hive tech and even ultralisks if possible. Adrenal glands for zerglings improve them two fold, so its important not to make too late hive in ZvP. Also, once he breaks out you also have to make sure that he will lose a large portion of his army too, because if he doesnt he can just run over you. Usually at this point every zerg has to sunken up his main and exps appropriately. Also, if you\'ve kept him in his main a decent time, his mineral will be close to running out, so its especially important to stop him for getting new expansions without trouble.<br /><br />My most common lurker build: (only vs protoss fe)<br />starting off with either pool build or 12 hatchery fast expand, it doesnt really matter. Also fast third hatchery to second expo. Keep making drones and make a fourth hatchery when you have the money, also start a gas the moment you start your fourth hatchery. If you made a pool build, start it a bit before your fourth. Also make some lings when spawning pool pops out. Keep making drones and start to gather gas. Make an evolution chamber when you start gathering ags as well, and as fast carapace as possible. With this build your opponent most likely will NOT have faster upgrade than you. Keep gathering gas and making more drones, also make lair and ling speed when you have the gas. Start a second gas after ling speed. Make a hydralisk den when lair is at 50%. You should now dedicate around 3 hatcheries for ling production, while one hatchery makes drones. You can also make ovie speed, second evolution chamber, and spire when you have spare money. With this build you will have faster upgrade, and you will have enough lings to kill off ANY rush he makes, even if its something like 6 gateways mass speed zealot rush. You can also expand again once you have a decent amount of lings. Especially once you fend off his attack. Once your lurkers come, set a lurker block and use lings as well to keep him away and check for any exps. Keep adding units and make hive as well. Possibly expand once again after a while.<br /><br />4 hatch hydra:<br />This is basically making 4 hatcheries and a gas a bit after the fourth hatchery. Of course making drones all the time before this besides for the few lings. And if he fast expanded, you place third hatch to second expo. Once you have the gas you make a hydralisk den, start hydra speed and start making hydralisks. Also start a second gas. Keep making hydras for a while... You most likely will not end the game with this, but thats possible too if he\'s careless. Start a lair when you have spare gas, and if you have plenty of spare gas make hydra range and double evolution chambers for ugprades (even tho you make hydras for now, you will still upgrade melee attack instead of missile). Also, this would be a good time to make more drones if some of your expansions do not have enough and expo again.<br />Once your lair pops out make ovie speed, lurker aspect, and if not already, zergling speed. Keep making units, and keep him contained for now. Watch out for high templars though. <br />If you\'re not able to keep him contained, at least make sure he doesnt get expansions for free, or if you don\'t think you can stop him, take an expansion or two yourself. <br />Let\'s suppose he didn\'t break out of your hydra contain. Once your lurker aspect finishes, morph as many hydras to lurkers as possible. Start a lurker contain, and have some overlords close by. This is a bit different from the previous lurker contain because this time you may not be using scourges at all. Instead, the moment your overlord spots an observer, you move in with your hydras and focusfire on it and instantly run away, while brining more units and teching up, upgrading, etc. remember to make a lot of lurkers. You can also bring scourges but its semi-optional.<br /><br />3 or 4 hat muta build:<br />Basically you start off the same as if you\'re going the lurker build I explained before (4 hatch and gas instantly after fourth hatch) except that instead of evolution chamber, you will be making a a lair. (you can also start gas after third hatchery, but you will have slightly worse economy then) Also make a speed after that, and start your second gas. If you wish, you can make an evolution chamber for carapace now as well. If you do it now, It MIGHT get in time.<br />The good thing about this build is that you will be able to get a good amount of drones, a good economy, and its rather safe and basic build overall. Another good thing is that they might not predict this build as mutalisks since this will be so late. However, because this IS so late, they will have archon(s) and high templars with storm, and POSSIBLY 1-2 cannons, and thus it might not deal a huge load of damage. That won\'t necessarily make your situation worse though, since you have good economy. Meanwhile you have two options: Either you make mass hydra and use mutas to kill off his high templars, or you go with the \'safe\' thing which would be lurker tech. Remember to add a second evo and possibly tech up while taking a new expansion while doing this build. The danger of going mass hydra after this build is that if you\'re actually not able to take his high templars or if your macro screwed up, he will just be able to run over you unless you have good micro. That\'s why its risky.<br />So most of the time I\'d just make lurker/ling/muta/scourge at this point, and using overlords with speed to pick off any observers with both muta and scourge. Try and set a lurker contain if possible using mutas/scourges to pick off observers as long as possible.<br /><br />5 hatchery mass: (only vs protoss fe)<br />Basically you can do this when you start off with almost anything, but personally I\'d recommend that you start off with a pool build, either 9, 9 overpool, or 12 pool. This way you can kill his scouting probe so he will be wondering a bit what you\'re doing, you will be safe from rushes, and you will force him to cannon up a bit and delaying his nexus and gateways and so on. After your first lings expand, and then just keep making drones and adding hatcheries. Add your third hatchery to your second expansion. Once you have 5 hatcheries you take both of your gasses. While making more drones. This build is very strong for several reasons; You can make a huge amount of lings any time since you will have so many hatcheries so you wont have trouble with early attacks. You will also have so many hatcheries that in just a few moments all your expansions will be running at full speed. In any case, with this build you have two good options:<br />Either you go mass hydra, which gives you a strong mid game but weaker late game, or just go mass ling/lurker to fast ultra which is sort of weak mid game but strong late game. The ling/lurker to fast hive/ultra also requires more gaming sense, while the hydra is something almost anyone can do.<br />If you decided to go with hydra:<br />make a hydra den when you have the gas, once it pops out you do hydralisk speed and start full hydralisk pump from 5 hatcheries. By this point all your expansions will have plenty of drones and you will just be able to pump hydras from 5 hatcheries. Just keep pumping hydras, also get range once speed finishes. The reason this is so strong is that even if the toss went 6 gateway mass speed zealots he cant do a thing about it. You will have 3 times the hydras and they will just die. They can\'t expand either, but if they do you can just run over the expansions with pure mass. If he gets careless at all, you can just run over his whole base if he doesnt have enough cannons/storm. Basically the only good thing he can do is cannon up, make high templars rather quick, and gather up his army, and then burst out. Which really isn\'t a bad thing for him since at that point he can cast storm so many times that hydras wont do much, therefore if that DOES happen the zerg has to stop making hydras for a while, tech up, and get dual evo upgrades while taking an expansion or two and maybe a few more drones before continuing unit pump again. Naturally they have to make lurkers as well and all. Then it becomes gaming sense/macro battle. The reason why this build isnt so strong at this point is that the zerg wont have as good upgrades, and thus toss doesnt even need that many units. Secondly, zerg wont have hive tech, and he wont have cracklings or ultras whatsoever, he only has to beat tosses army with pure mass pretty much, which can be hard. Especially if zerg wasnt able to contain the toss.<br /><br />If you decided to go with ling/lurker -> fast ultra<br />Basically with this ling build as well you will have extremely strong economy, and a huge amount of lings. Even if toss makes a zealot rush, it shouldnt be a big problem because there will be 4 lings to each zealot, unless the toss did some 5/6 gateway mass zealot thing, in which case you have to sunken up.<br />Basically it goes like this;<br />5 hatcheries<br />dual gas<br />dual evolution chamber and hydra den<br />lair, also ling speed and dual carapace/melee<br />make a few hydras so you can kill off corsair harass<br />also at this point or a bit before you need to start making lings. Besides, all your expansions should have plenty of drones. Also make ovie speed/lurker aspect upgrade when possible.also make a queens nest for hive/crackling/ultras. Keep making lings. He will probably either try to take an expo, or attack with his stuff, which you shouldn\'t have any problem stopping. After you\'ve got some lings up you can expo pretty freely I\'d say. Also, since you will be doing so heavy ling build and only quite few lurkers, you will have a lot of money and that means a lot of unit production hatcheries. You will have so many lings that you shouldnt have any problems if you sacrifice even 20 lings to stop his expansions from time to time. But basically, you cant let him expo now. You wont have enough lurkers and your ultras wont be up yet, so you need to make sure he doesnt get many expoes when the game gets to late game. Once you start to get more ultra/ling you should be quite safe.<br /><br />The mass ling/hydra/lurker/defiler<br />This isn\'t a very common build mainly because it needs very good macro to work well and not bad micro so that your hydras and lurkers wont be wasted to few psionic storms. Basically you can do this even if you started with anything, you just need to start 3 evolution chambers rather early and getting all ling/hydra upgrades. That includes getting cracklings as well. You need defilers later on, but they\'re not in as big of a hurry. You\'re basically gonna be making a huge load of hydra/ling and lurkers with any spare gas that you have, having total map control and superior upgrades over your opponent, totally swarming him.Later on with defilers you will plague his army and use dark swarm and lings/lurkers to your advantage against expansion cannons, dragoons, and archons. Later on you should switch to ultra ling hydra though.<br /><br />That\'s pretty much it for the ZvP part. I\'ll still list the goals for each time of the game.<br /><br />Early game:<br />The goal is to survive, keep your tech hidden as well as possible, get an expansion (or against fast expansion 2 exps) up, and get as good economy as possible.<br /><br />Mid game:<br />The goal is to not let your opponent take any free hidden expansions. You need to make sure his probes didnt sneak to cannon up a ramp or choke and so on. This is quite important. You also need to get your tech up and running, make sure you\'re not too inferior upgrade-wise, have good economy, and start massing units.<br /><br />Late game:<br />The goal is to outexpand your opponent and take down his expansions while protecting your own. You want to have ultras, lings, defilers and so on and several hatcheries pumping units non stop. You need to keep map control, and you cannot let your opponent to get any expansions for free. You also got to be aware of his late game tech, which could be arbiters, corsair/dt, or reavers. Or possibly just mass archons which is extremely deadly.[/hide]<br /><br />edit: Вставил в спойлер. В спойлере очень много букаф <img style="border: none;" alt="dash" align="absmiddle" src="http://www.sc2tv.ru/engine/data/emoticons/dash.gif" /><br /><br />edit2: Спойлер не ставится Т_Т. сорри за длинный пост.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=73314 помоему это отсюда. Страты из быстрого спаера в гидру - нет.
Ты спроси какой именно тебе нужен, я думаю тебе все тут быстренько и ответят кто как играет =)
Макро БО против протосса,<br />1)с выходом в быстрый спаер. и переходом на гидру. <br />2)БО в 5 хат. <br />ЗвЗ<br />1)БО в ЗвЗ выход в гидру.
бо 5 хат - вот димаги недавно был там он подробно показывает, рассказывает всё))<br /><br />гидра звз - тож был вод нотфору, старый правда на луне вс Саддена))<br /><br />ну а бо точное скажет кто-нить другой, мне лень писать)
а дайте ссылку для протосов в партии ПвЗ билды плиз
Я сам гляжу демки на медленной скорости и БО записываю на листочек ,так и запоминаю <img style="border: none;" alt="smile" align="absmiddle" src="http://www.sc2tv.ru/engine/data/emoticons/smile.gif" />
я БО только первые минут 5 знаю че делать.. дальше по объстоятельствам чё попало =)
чё попало стоить не стоит проиграешь сто процентов))))
Билд не самое главное это маленькая основа - инструмент, нужно кроме того что знать свой БО - надо знать что оппонент может противопоставить твоей стратегии.
Эту тему просматривают: 1 (пользователей: 0 , гостей: 1)