This guide is from a theorycraft build that I put together about a week or so ago and with the help of members of Team Liquid and other testers I'm finally able to release it.
The core of the build revolves around Zerg Queens supporting Roaches in an attack on your opponent's base when the odds are in your favor. . .
Why Queens and Roaches you ask?
Well lets look at a sample of the build in action:
http://www.youtube.com/watch?v=9god3yvw_Do
Since Queens lack the "light" and "armored" type that all other Tier 1 units have they make for a solid game opener along side Roaches when you still don't know what kind of army your opponent is making yet.
That Protoss in last clip was unprepared, but how about someone who sees the attack coming?
Here is vid of a Zerg who canceled his Expansion after scouting me and was preparing for what clearly looked to him like an "All-In Roach"
http://www.youtube.com/watch?v=Py0jLuOTX_U
Even with the bigger ground army and fast teching the counter the fight was not even close.
The reason for that is part of the game's dynamic of making casters more powerful the longer they have been in play.
While Queens are only about as strong as a Roach when they first come out their ability to instantly heal 125 health will allow you to face against armies sooner and when they outmatch you in positioning or strength.
The build itself is also very easy to learn and is recommended to players of any skill level.
You should place your Spawning Pool down between 13 and 15 drones, and get up 1 extractor. Once the pool finishes start production on a Queen, 1 batch of Zerglings to scout, and the Roach Warren. Keep one Queen spraying the Hatchery for extra Larvae, and from there, so long as you have 2 drones on each mineral patch, you simply build Roaches and Queens while keeping your eye on the Overlord count.
You can have 4 queens by the 6m30s mark in game and is the recommended time to attack in most cases, but it's also ok to push out sooner if the opportunity arrives. . .
Here's a sample of that earlier push at 5m30s with just 3 Queens against a Zerg who expanded very quickly. . .
http://www.youtube.com/watch?v=ltkVggg1zGY
More units were lost in that clip because of the lack of Queen energy, but it's still a very good time to attack since your opponent's army should be at a disadvantage.
The 5m30s push is also something I recommend players try against a walled off Terran, and is demonstrated in the following replay:
http://www.gosugamers.net/starcraft2...bba&p2=lzgamer( Thanks trypt )
Even if you can't break threw you'll wind up owning the whole map with a ground force that strong, allowing you to expand and tech without too much worry.
-=General Feedback=-
This is the response I've received so while testing the build:
ZvZ: Very Good Feedback (Recommended as an All-In)
ZvP: Mostly Good Feedback (Recommended for early play with possibly a transition mid or late game)
ZvT: Mixed Feedback (Currently recommended for only the early game)
-=Frequently Asked Questions=-
- How long does the Queen take to get to an enemy base?
Distance varies on maps, but on Scrap Station it takes 1m30s from ramp to ramp- Have you tried Nydus Canel or Overlords to shorten travel time?
Yes, and they are worth using, but both come after Lair tech which will not be available on the initial push- When should I expand?
The ideal time to expand is after the attack is in progress and the attention is drawn to your opponent's side of the map- Have you tried Mutalisks with the build?
Yes, as the build only uses 1 gas geyser you can spend 4 larvae to start production from the other one early to save up for transition later- How does the build fair against a Protoss wall-off with cannons?
Surprisingly well. . . The heals let you keep steady pressure on the buildings until you can bust in- Should I be worried about Speedlings when facing another Zerg?
No, just keep leave extra defense in your base if you are unsure of your opponent's positioning when you attack. . .
Also as a bonus I have a short clip of the build out healing a speedling ambush:
http://www.youtube.com/watch?v=qKk20R8XaQI
-=Tips N Tricks=-
- Command your Roaches to follow the Queens when pushing out and attack move later so they don't run too far ahead
- You can use the initial boost of gas before your Warren is finished to get +1 Missile Attack, a Baneling Nest, or Lair tech when you push out
- The +1 Missile Upgrade will let you kill Zerglings in 2 hits with Roaches instead of 3
- It's a good idea to build a Sporecrawler when you push out in anticipation of possible air harassment
- Hiding an early Overlord near your opponent's base can be moved out when you attack to allow your army to see up cliffs
- Laying a Single Creep Tumor from your Second Queen can pay off for long games or when the strategy becomes containment against a wall-off player
- The walk is long so remember set a Rally Point to keep reinforcements coming
Hope this was a good read. . .
/Enjoy





Reply With Quote





