Resources / Economie / Drones / Larve / Hatchery / Overlord / Larve-injecthttp://wiki.teamliquid.net/starcraft2/ResourcesAt 2 SCVs/mineral and 3 SCVs/gas, a base with 8 minerals and 2 gas will harvest ~672 minerals and ~215 gas per game minute.
needed for that:
hatchery 300min
drone for building a hatchery 50min
16miniral drones 800min
6gas drones 300min
optinal a queen to make it faster 150min
3 Overlords of supply 300min
26 Larve for overlords-drones xxx min
thats 1900minirals excl. larve
and it creates 1larve from hatchery per 15sec, and optinal 1larve per 11sec from queen
asume thats 10minite uptime in a game, (15min game - 5min untill new base is done) ==> 300hatchery+50drone+(2/8*100supply)+150queen/ (10minites*9.5larve per min-26larve for creation) = 7.6 minirals per larve
7.6*26+1900 = 2100 minirals spended to create a income of 672 minerals and ~215 gas per game minute
672min/16workers=42minirals/worker/minite
215gas/6=35.8gas/worker/min
42/35.8-1*100%=17.3%more minirels then gas
215*1.173+672 = 924minirals income per min from a base
2100minirals to create a base/924minirals per min income from a base = 2.27 minites of full mining before it urned itself back
add 100seconds of hatchery build time / queen 50seconds / 17sec for drones+15sec for larve / avg that out to +/- 45seconds added ontop of the 2.27min
thats over 3minites before investments in a expansion have urned itself back (if you manged to allow invested resorces urning minirals for you whitin 45sec)
so, the frist 5min, you tec, and make your main be economic
the followed 3min, you eather create a army, or a second base
from 8min to 11min, you can double your army, if on 1 base (or ofc, attack)
or, if created a expansion, you have double-production as 1-base,after the 8min mark, and match the army size of a 1-base, at the 11min mark
That means that you get the economical benefits from a expansion +/- 6minites after creation.
So instead of spending minirals to create larve, to create minrials, to create more larve, and finaly create a army, when spending mass larve on tier 0.1units for urly-safty to get to the point that a larve mean something
use thouse sheap-starter-larve, and if invest into a expansion, use that expansion also for its tactical advantage.
12min game*60sec/15sec between larve spam from main = 48 larve's from Main
48larve-(22drones-6start drones)-(4overlords-1starter overlord) = 29 free larve's from main, for buildings and army
a proxy hatcher would add 28larve ontop(see bellow), makes it 57larve for units+structers at 12 min mark
12min game-5min before expansion+queens are functional
7min*60sec / 11seconds per larve spam *2inject larve from 2queens - 26larve for this expansion = 50 larve
main = 29 larve
expansion hatchery = 7min*60/15 = 28Larve
a total of 107 Larve for army+buildings (ontop of the 44workers+2queens)
thats would mean 107+44+2+2=155 supply at 12min mark, if build zerglings
followed up bye 19larve creation per 1 min,
thats planning to let a zergling die every 1.58 seconds
thats planning to let a muta/hydra/unit die every 3.16seconds
to let a zergling die every 1.58seconds,
25minirals/1.58*60=950minirals per minite income needed
thats about the income of 1 base,
so yes, you see pro's building a proxy hatchery+4queens, to support this mass zergling suwisde, trying to get a trade-off/map-control
so i see it the other way, a alternative!
Ofc the swarmhost, to allow locust creation whitout mass larve. and witch simply not die, and kill alot
But also spore-spire crawlers, only take 1larve+low minirals, and counth for many, at the cost of mobility.
The proxy hatchery, that can be used to Park-Mine drones, for later defensive structures, but mostly is used as aditinal larve production+creep-spam-point+unit-spam-point (at enemy 3e/4e)
At this proxy hatchery, 1queen will be build, for creep spread only, creep will go for enemy ramp when swarmhost arive,
The benefit from 1-base+proxy hatchery:
you not get any mobility penaltys for your swarmhost/spores/spires, since you nn to be on 4+places at ones, only at enemy ramp and your own miniral line
you somehow stop enemy map control, when constanly throwing locusts at his ramp, and when you see units come out of his base, couse creep is serrounding him, thx to proxy-queen+Lair-overlord-creep.
your well spended minirals on swarmhost+spores+spires will allow to split up your defences into 2, and still be safe, > fast mobile units running across the map to be at 2-places at ones
your heavy defended position allow expensive units like corruptor be used whitout to match sacrafices, whitout mass economical advantage needed
you not need a safe-reinforcements-line, to support front line (1drone+1overlord before the 3min mark, is all needed to come out of my main, the rest is created at proxy hatchery)
Openings, i tested out so far:Team play:
15Pool+2*actractor (as soon as Pool finished, your ectractors have collected 100gas, if sent 6drones on them, allow Lair upgrade)
Lair asap
ofc infestor pit+queen
overlords will creep spread
3drones+queen+swarmhost arive at overlord near middle of map to create a anti-stealth-detection/diversion, all happening at 6min mark
at 7min, creep is all arround, locust have engaged enemy offensive units, orelse they go to ramp
later you sent corruptors to maintain land control! Since land control can be lost if enemy have air-dominance!
Risky/but great/and sometimes a musthave on some maps is a proxy hatchery, mostly build before the pool.
If alot terran, make more spires, if low on tarran, 1 is all needed the whole game, and spore is what kills thouse observers+oversees+muta+air-haresment
If a stronk allie rush is planned, forget about the spores/spires, get that urly locust duration upgrade, and sent thouse 4*swarmhost to enemy ramp, its optinal to make pool at 13supply for this
ZvZ
13pool+2*extractor
(13, will not stop larve production, and it will simply gives 30seconds tec headstart, whith is needed)
Lair
Spire
and spore(if enemy overlord arive)
Macro your gas-workers to get extra minirals, to build that proxy-hatchery, whitout time-lost
as soon as Lair finish, +/- 4min mark, instantly creep spread your overlord, and cloose main ramp whit spire+spore or spire+evolution pit
1swarmhost can spam locust behind it
i know, its risky, a proxy hatchery that is builded so late, since main needs urly zergling protection, but when finished, swarmhost can be build already (good spot chouse for proxy, to prevent overlord vison is wize)
getting a late proxy, sometimes also prevents a urly-spotted, from this first enemy drone scout. Proxy not even needs to be at a miniral line
get thouse spores at proxy hatchery asap, nn spires at proxy, only at main, ofc get spores in main, before muta are incoming, you not even need air yourself, since spores are OP vs bio-air.
enemy muta is ezz, be sure your spores hit oversees instead of enemy-muta. when he try to snipe swarmhost, and is not death yet. its about 1 miniral of spores needed for every 100 minirals of enemy muta
ZvT
16Proxy Hatchery
Pool+2*ectractor
Lair+Queen at proxy+drones at proxy
Spires at main and proxy vs reaper/marine
1swarmhost at main in miniral line, same as spires, nn wall
also build spores, nn to scout terran-air, you want a few spores anywhy, swarmhost may force him to go air. medivac heal is not allowed on creep!
tanks are pain in the ass, i know viper tricks can be nice, but no time for Hive, sometimes muta can snipe tank, or a locust overrun, combined whit overlord hi-ground-vision.
try to prevent the 4-6tanks defensive setup that not allow locust to do damage.
locust duration upgrade comes in handy vs terran, since you need a good distance to outun/dodge scans, locust duration is verry important to upgrade vs any race
ZvP
same as vs tarran, but then more ezz, nn muta, corruptors are better vs protos armada, and also kill colosi
optinal you can forget about the proxy hatchery, and do it the queen+overlord way.
keep overlords near hatchery/lair/spores to prevent phoenix overlord haress
Overall:
Mostly games are done before vipers/bloodlords are needed, but ofc your welcome to mix some in!
a tiny helpfull macro,
get thouse 5e+6e gas-worker of the gass for 1min, when you started Lair-upgrade, this ofc will increase miniral income for defensive structers+queen when swarmhost tec is not up yet, but also increase gas/worker income
get that worker waypoint cloose to larve spamming point under the hatchery, since worker chouse his own mining spot, so you want the travel-distance before the drone chouse where to go, as short as posible
get your first overlord to your proxy hatcher and let him follow your queen, for fast creep, and for vision when hatchery is under construction, or else you never know if its spoted, finaly he will give tank hi-ground vision,
that makes that first overlord have 4 functions (excl. enemy tec suwiside scouting, witch i nn)
Pro's locate my proxy-hatchery 90% of the time?
I used to beleave that, thats why i used to use nexis worm, but its not needed
And if succes rate drops to low, its a verry good option to simply sent a queen+overlord from main.
Verry often, someone can not simply stop my proxy-hacthery at a 3-4min mark!
It happend a few time, that my proxy was destroyed, but a few larve where remaing, yes, some expensive larve they are, but they have given me the win anywhy!
Swarmhost Battle Plans:
http://forums.d2jsp.org/topic.php?t=67280556&f=214http://forums.d2jsp.org/topic.php?t=67118338&f=214&o=0Now its time for a little starcraft play!
Mebe you have some tips/questions/teoriecrafts,
Let me know!
http://images.rtsguru.com/articles/images/betemp_4f00b9b30b586/SwarmHost-B.jpg