SC2 Build Orders
  • TheMightyPeonTheMightyPeon August 2010
    Posts: 5,752
    Alright i'm installing it now and going to do the campaign. but i'm also going to do some bnet. i remember us having some great threads back in warcraft3.com for build orders so lets have us one here. let's try to keep it organized. please post build good build orders as follows:

    BO description: ex. 5 grunts in 5 mins, zergling rush, zealot rush
    Matchups: Terran vs. Protoss, Terran vs. Zerg, Terran vs. All (as many as apply)
    Game type: 1v1, 2v2, FFA etc. (as many types as this BO applies to)

    BO: ex. 4 probes ->minerals
    1 probe build gateway (b->g), build pylon (b->p)


    - i don't even know if they have gateways anymore as i've yet to install it but you get the idea.
    - try to include hotkeys if you can

    GO!
  • The+Dunwich+HorrorThe Dunwich Horror August 2010
    Posts: 6,863
    command center -> liftoff
    fly to high resource expansion (only unblocked on some maps)
    land
    5scvs -> minerals
    ????
    victory
  • TomTom August 2010
    Posts: 1,869
    Copypasta'd from The Dunwich Horror:command center -> liftoff
    fly to high resource expansion (only unblocked on some maps)
    land
    5scvs -> minerals
    ????
    victory


    I am a preteen and I fail to comprehend your statement.
  • The+Cheshire+CatThe Cheshire Cat August 2010
    Posts: 3,693
    send 6 drones to minerals
    wait until you get 200
    build a spawning pool
    build 2 more drones
    send your drones towards the enemy base when the spawning pool finishes
    spawn 3 pairs of zerglings and send them towards the enemy base
    gg
  • TheMightyPeonTheMightyPeon August 2010
    Posts: 5,752
    how do you scout for his base if it's 1v1 on a 2v2 map?
  • Eterna1Eterna1 August 2010
    Posts: 2,562
    Copypasta'd from TheMightyPeon:how do you scout for his base if it's 1v1 on a 2v2 map?


    For Protoss what I do is send all probes to minerals, then when the probe that takes you to 9 food is cooking take a probe to the entrance to you base and build your first pylon, then send that probe to scout while you continue your build.
  • BlazeBlaze August 2010
    Posts: 3,232
    Whew. My nerves are rattled after a pretty intense 1v1 (win). Liking protoss the most so far.

    Been doing all probes to mineral
    -then when there are enough minerals build pylon at base entrance
    -then gateway
    -then another probe or two
    -then zealot
    -then probe
    -zealot
    -assimilator
    -etc



    What's worked bast for me so far in 1v1 is massing/upgrading zealots while fast teching to void rays and asap getting a mothership.

    Zealots are a good enough defense against early rushes and I usually pump out a void ray or two to help before any rush hits. First air unit to go out though is a phoenix which I use as my scout. Zealots and void rays all the way until my mothership gets out. (expansion as needed) Send the air units over to enemy base/expansion and warp over my ground troops (have a sentry or two in the mix for shields). If that early attack doesn't wipe them out I regroup with some immortals and colossus to strengthen the army and end it.

    Haven't had to go any further than this yet, but I haven't played all that many matches either.
  • Eterna1Eterna1 August 2010
    Posts: 2,562
    Zealots won't save you from a reaper harass. For that you'll need a stalker camping by your resources. And if you're facing a quick zergling rush you'll need to have your base almost entirely walled off, leaving a space for a zealot to stand and beat up the lings. Getting a sentry to cast force field can also hold off the lings pretty well.
  • hfswjyrhfswjyr August 2010
    Posts: 3,317
    zerg can have 4 zerglings in my base by the time i have 1 marine out. gotta use scv to defend a bit. I imagine it's similar for protoss? or is my build order just really shit.
  • The+Dunwich+HorrorThe Dunwich Horror August 2010
    Posts: 6,863
    YOU ARE NOT BLOCKING OFF YOUR RAMP IS WHAT
    how did those zerglings get in your base, hmm?
  • hfswjyrhfswjyr August 2010
    Posts: 3,317
    some maps have big ramps, can't block.
  • The+Cheshire+CatThe Cheshire Cat August 2010
    Posts: 3,693
    If he 6 pools you or something then yes, he'll have 4 lings by the time you have 1 marine, but it should be easy for you to defend vs 4 lings with just your scvs alone. Click all of them, click a mineral patch to make them group around it, and then a+click on the ground to make them attack the lings. As soon as the lings back out make your scvs continue mining. Continue doing this until your marines are out, and possibly also build a bunker near your worker line.
  • hfswjyrhfswjyr August 2010
    Posts: 3,317
    Yep, scv's are surprisingly good again zerglings. what does # pool mean?
  • The+Cheshire+CatThe Cheshire Cat August 2010
    Posts: 3,693
    it means how many drones you have when you start building your spawning pool.
  • npeanutnpeanut August 2010
    Posts: 595
    i wanna start learning zerg. ive pretty much got the hang of protoss. so these questions are mostly addressed to cat cuz i know hes a zerg player but if anyone has their 2 cents feel free to share them.

    a few questions on zerg: is it better to rush with lings or roaches? or a mix of both? second of all, is it better to have multiple hatcheries so i can keep pumping units or will that set me too far behind in ressources? also is there a way to drone rush? i know in sc1 there was.
  • npeanutnpeanut August 2010
    Posts: 595
    the only problem is that alot of the maps have small ramps and having very good t1 range terran can just block off the ramp with 1 bunker full and a couple of marines and he can straight tech without ANY danger to himself.
  • The+Dunwich+HorrorThe Dunwich Horror August 2010
    Posts: 6,863
    Yes this is SC2, where it is near impossible to rush Terran. Its just the way it is.
    edit: but you do have banelings now. Learn to use them well and they can easily take out a terran walloff.
  • The+Cheshire+CatThe Cheshire Cat August 2010
    Posts: 3,693
    Yeah if you want a non-crazy rush (like a 6 pool or placing spine crawlers in the enemy zerg's base and stuff like that) and you're playing against a terran or a protoss then your best option is to go for a baneling bust.

    About lings vs roaches, personally I never use roaches, lings are inferior to other units only as long as they don't have their wings, once you get that (and you can get that very early) they can destroy any tier 1 unit and possibly higher ones as well. Mass lings can take out mmm+tanks for instance if you get a good surround with some of your lings, and mass lings+corruptors kills any protoss army except for mass archons or so.

    About extra hatcheries, I sometimes build a second hatchery in my base if I'm playing against zerg, because these games tend to be very aggressive and you get to see 1-base play from both sides a lot. Usually its too dangerous for one side to expand until pretty late in the game. Against terran and protoss I never do that though, I think its always better to place hatcheries in new expansions.
  • NarullNarull August 2010
    Posts: 8
    Zerg:
    Send overlord to scout
    Dones till 10/10
    Wait for 75 minerals
    Start building extractor (takes you to 9/10)
    Start building done
    Cancel building extractor(takes you to 11/10)
    Harvest till 200 minerals and build spawning pool
    Build Overlord
    Build extractor
    Build 3 dones and put 2 in extractor
    Build Queen(and don't forget to use her)
    Build 2 sets of zerglings
    Build Overlord
    More Zerglings
    Once you have 100 gas take drones off gas and put on minerals, research metabolic boost(ie speedlings)
    Build another 2 Overlords
    Build Zerglings till your 34/34 by this time the metabolic boost research will be complete
    Run speedlings to their mineral line and screw them up.

    Works perfect in 2v2 for Dunwich and myself, he distracts while I go for mineral lines. Nothing ingame is quicker then speedlings so can kite with them too, once kited a group of zealots around in circles while marines from my teammate picked them off.

    Note don't do it vs terran as they will be walled off, get banelings blow their wall with them then send in the speedlings. Always go for their supplylines with speedlings, its not always a win but it cripples them.
  • NarullNarull August 2010
    Posts: 8
    Protoss:
    Hotkey Nexus(I use 5)
    Probes till 9/10
    Pylon(near your mineral line)
    Probes till max supply(use chrono boost on nexus)
    Gateway
    Assimilator(put 3 probes on it soon as built)
    Send one probe to find the enemy base, once found find an out of the way spot and build a pylon(somewhere close to their base they won't notice)
    Pylon at base
    Cybernetics core at base
    Forge at base
    Stargate away from base were you built the pylon, then send probe back to base to harvest.
    Hotkey Stargate(I use 4)
    Photon Cannon at base
    Void ray(use Chrono boost to speed it up)
    You will have lots of minerals but no has, so just build more cannons at base
    Once enough gas build 2nd void ray then set rally point of stargate to your first voidray
    More cannons at base as you have enough minerals
    Once 2nd void ray comes out, attack, charge up beam on buildings before attacking any units the player has
    Build more void rays as you can afford too, they will come to were the first 2 are due to rally point
    Cannon your base to protect yourself as normally their only chance will be the game of trying to kill your base first
  • NarullNarull August 2010
    Posts: 8
    Terran:
    I'm weird with terran one of the few who in 1v1 won't wall off my base, but the MM rush works very well, its kinda an 'all in' strat.

    SCV till 8/10
    Supply depot
    SCV till max supply
    Barracks
    Refinery
    Upgrade Command Center to Orbital command and put 3 SCV's on gas
    2nd Barracks
    Supply Depot
    Scout to find enemy base if big map with SCV
    Build reactor on one barracks and tech lab on other
    tech lab barracks is for Marauders, reactor barracks is for marines
    research concussive shells at tech lab
    supply depot
    pump out marines and marauders as you can
    use command center supply drop on a supply depot
    set rally point for both barracks to a marauder
    research combat shield
    use command center supply drop on a supply depot
    once combat shield is complete send your force to enemy base, keep pumping out marines and marauders they will follow due to rally point set
    use command center supply drop on a supply depot
    keep the marines and marauders coming


    Well thats my 3 rush tactics, they work very well, just have to perfict your timing.
  • BlazeBlaze August 2010
    Posts: 3,232
    Narull, I have a question regarding your Protoss strat.

    Do you think there is much of an advantage to building canons with your extra minerals rather than pylons + zealots/stalkers. Just seems like such a waste of a gateway.
  • shoshoneshoshone August 2010
    Posts: 1,279
    Yea, I wouldn't go so heavy on the cannons, a few should be fine.

    However, what I saw once was this guy slipped a probe into a corner of my base, and then started budiling tons of cannons and eventually had cannons behind my minerals and was attacking by creating more cannons, it was lulzy.

    I haven't played multi-player since the beta, but a good Protoss rush was an early 2 or 3 Gateway, all zealots, no gas, no cybernitcs core rush. It was definitely an all in strategy and worked well, until I got matched up with Terrans who walled-off and usced SCV's to repair supply depots. The strat is weak if they scout at the right time.
  • npeanutnpeanut August 2010
    Posts: 595
    btw noob question here what is #-pool mean. I've heard 6 pool, 10 pool? just need a clarification...


    i have also come to believe that terran need a slight nerf atm and zerg a slight buff( nothing drastic just very minor to bring better balance at least IMO)... they have pretty retardedly powerful units and racial advantages (i was 1v1 as prot vs terran and I had an expo out way faster then him and at full force and he still managed to mass more vikings/bcs then me with like a full 5 mins less of expo AND surviving my harass. and before you say I suck, it was the 1st 1 on 1 ive lost out of like 7 so I'm pretty decent)
  • fusi0nfusi0n August 2010
    Posts: 1,765
    Copypasta'd from hfswjyr:Yep, scv's are surprisingly good again zerglings. what does # pool mean?


    Copypasta'd from The Cheshire Cat:it means how many drones you have when you start building your spawning pool.
  • fusi0nfusi0n August 2010
    Posts: 1,765
    Learning your early game energy units is essential to success:

    Nexus = Chronoboost as often as possible to compensate for your long unit build times and allow you to research upgrades faster

    Orbital Command = you should be using Calldown: MULE immediately after upgrading and whenever possible thereafter, use Extra Supplies as an "oh shit" tactic to avoid halting unit production due to food (or to save the minerals/time required to build another depot, but remember that more buildings in your base to create chokepoints will never hurt), Scanner Sweep to scout without leaving your base

    Queen = Spawn Larva greatly increases your ability to produce units (I usually pop this immediately), Creep Tumor to extend your creep and move your Spine Crawlers closer to your ramp, Transfusion to save units from dying (especially Roaches in early game, Zerglings are a waste of energy due to their very low HP)
  • shoshoneshoshone August 2010
    Posts: 1,279
    I'd like to learn to play Zerg but i'd have to study since I know zilch on how to play them. I imagine there is a hotkey for selecting larvae? How early or late does Zerg need to get gas?

    What works better, faster zergling rush, or a slightly later zerglings with speed rush?
  • fusi0nfusi0n August 2010
    Posts: 1,765
    I don't find speed to be an essential part of a Zergling rush... rushing with 6 lings plus 4 more rallied over seems to work pretty well most of the time for me.

    My Zerg build works something like:

    10 -> pool
    Drone + Overlord while pool is building
    6 lings and Queen immediately after
    Send lings, Spawn Larva, build more lings

    After 10 lings I throw down an extractor and pump out more drones. I usually also get a spine crawler and place it near my hatchery, within range of my mineral line (between that and the queen, you should be safe from most attacks that can occur at this point in the game).

    If the rush works, gg. If not, I fast tech to mutalisks and usually build 4 or 5 immediately after the spire finishes. These I send straight to the enemy mineral line and usually manage to royally fuck up their economy and instigate a ragequit. I never stay to engage combat units at this point, however, especially vs Protoss since stalkers are extremely mobile and are a great muta counter.
  • The+Cheshire+CatThe Cheshire Cat August 2010
    Posts: 3,693
    I like how this forum suddenly got on-topic.

    Your zerg builds are all very aggressive, I only do such builds when I'm playing against zerg or when I'm playing on a small map. Otherwise its usually 14 hatchery, 15 pool for me. Expanding early provides only a momentary window of opportunity for your opponent, if they don't do something about it right away then you can get away with it easily. Once the expansion is up you can spawn lots of units and react to whatever very quickly.
  • NarullNarull August 2010
    Posts: 8
    I'm very aggressive when playing 1v1, and as for the zealots instead of cannons yes you could use them, downfall being stalkers need gas and your gas is used for voidrays, cannons can attack air if they have air to attack your base while your attacking them.

    When I 2v2,3v3,4v4 dunwich and I tend to decide if we are rushing or not depending on what races we are up against.

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