mogwai, can you throw down some of the basic sc strats and names for me? I'd like to understand what commentators (kr/eng) are talking about when they mention things like "9 hatch"
the #s are the supply count when you place the building for the purposes of describing a build order, so for instance:
9 OL
12 Hatch
11 Pool
13 Hatch
12 Extractor
Describes a typical 3 hatch opening with Zerg where you build an overlord after your 9th drone, then build your second hatch when you have 12 drones, spawning pool at 11 drones, etc etc etc.
As to like, basic strats, uh... I guess I'll just describe the ones off the top of my head for each raceHere's a bunch of stuff about Zerg + Bisu Build, I'm tired of writing this and not working, you can ask specific things if you'd like to know them about other races.:
Zerg
OPENINGS
5 Pool: Retardedly cheezy strat where your goal is to get a spawning pool ASAP and then get 8 lings into your opponent's base before they can do anything about it. It's only effective usage these days is vs. Toss fast expand strategies that time their first 2 cannons to finish warping in as your first lings get there, and even then it's mad cheesy.
9 Pool: The most aggressive legitimate Zerg opening. There are a lot of variations on 9 pooling, as to whether you start your 2nd OL before or after the pool (before is known as overpooling), but it's characterized by the pool on 9 with an extractor right afterwards to get your first 100 gas quickly to research ling speed to run past cannons or gain a significant advantage vs. another zerg's lings typically. You also usually expand or double expand after the initial ling harassment to make up for your lost economy vs. Toss. This is used about 50% of the time vs. Toss and certain times vs. Zerg.
12 Pool: Pretty much an exclusively ZvZ build, this one is like defensive 9 pooling where you get your lings in time to block your ramp before a 9 pooler could get there which allows you to push your economy and tech to quick mutalisks. I see this a lot in ZvZ, but it can be bad vs. a Zerg that 12 hatches against you since they get their 2nd base online if you don't read it and crank a **** ton of lings to break their natural. In ZvZ it's like, 9 Pool >>> 12 Hatch > 12 Pool > 9 Pool.
12 hatch: The safer standard opening where you take your natural expansion after you start hatching 3 drones after the first overlord. This is the most standard opening vs. Terran and is used ~ 50% of the time vs. Toss.
MIDGAME STUFF
Double Tech: Refers to when the Zerg player gets both a hydralisk den for lurkers and a spire for mutalisks vs. terran and then tries to react to how the terran starts to respond. Usually you try to see if they're building a bunch of turrets and if they are, you go lurkers + lings, otherwise you muta harass and then tech your lurkers as follow up.
3 Hatch Muta: The slower, but more standard harassment strategy, you do that 3 hatch opening I put up there and then tech to lair, get a spire and then hatch 9 mutas imediately as the spire finishes and stack them and harass the **** out of your opponent
2 Hatch Muta: You do a 12 hatch and then instead of getting another hatch, get a quick extractor to speed your laid tech up a bunch. It leads to a quicker 6 Muta harass, but frequently leaves your economy much much weaker. The timing can work out nicely sometimes though for killing scvs that are trying to build turrets, rather than trying to weave around turrets.
5 Hatch Hydras: A big midgame push strategy used against toss where you do a 3 hatch opening, crank a **** ton of drones and then get a 2nd expansion, hydra den, evo chamber and quickly get + 1 range attack, hydra speed, and hydra range to push the front of a toss player's base before his army gets out of hand.
Protoss
Bisu Build: This is what n00bs call the fast expand strat vs. Zerg. You put your first pylon out in front of your natural at like 8 I think and the send that probe to scout the zerg. you time another probe to go towards your pylon to get there when it finishes and build a forge as soon as you can. Then based on your scout, you either get 2 cannons first if they are 9 pooling or you get your nexus at the natural first if they are 12 hatching, either way you end up getting a nexus + 2 cannons first. Then you lay a gate, lay a cybernetics core and get some gas to get an early stargate + corsair to scout. Gameplay goes from here. It's pretty much the definitive strategy vs. Zerg at this point.