Starcraft RPG

Need a good Sc building order for zerg and protoss?

i am ok at playing vs protoss but when i comes to zerg and terran i suck i really like toss but i don't know how to start my building order for them

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  1. Well I'll start you off with a PvT build order first. Now, when I say, for example, pylon on 8, that means when your food is at 8/9, make a pylon. 8 Pylon 10 gateway (then use this probe to scout) 12 gas 14 cybernetics core 15 pylon 17 goon 20 range 21 goon 24 pylon Then it depends on what you scouted (or didn't scout). For example, if the Terran is going 1 fact expo, you can expand after your third goon and then add on a robotics after that and just play a normal game. Or you can try and harass with reaver before expoing, there's many ways you can go about PvT. Are you just looking for a safe, general build, or something that'll do some harassment? I'm not sure if you're new or if you know what to do, but you just don't have the experience. Remember in PvT you usually want to stay 1 base ahead of the Terran (this changes if you're trying for a pretty much all-in 2 base macrofest to try and crush a possible 110 push). For PvZ, standard now is to fast expo. I'd suggest going here http://www.teamliquid.net/forum/viewmessage.php?topic_id=62652 and checking out how to do a proper wall-in. The build order for it is 8 pylon (scout) 11 forge, and then depends on what you scout. If you don't find him yet, be safe and throw down a cannon. If you have and he overpooled (made a pool after 2nd ovie), throw down 1 cannon, then nexus, then another cannon. If he 9 pooled, depends on if he got gas or not. If he 9 pooled then expoed, you'd probably be safe with 1 cannon expo. If he makes 8 lings and possibly more, and you keep your probe alive long enough so you don't see a lair when it should be going up (because of early gas), he's probably getting speed and going for a runby, so get 2 cannons before expo, and bring a few probes to block. It gets a little difficult to explain the exact BO from here on out, but generally goes as teching to sair so you can scout and see what he has, and adapting accordingly. Speed lots (remember to upgrade weapons) and storm take out hydras. If they try for a 3 or 4 hatch hydra break remember to build more cannons before you get run over. Storm and goons with range take out lurkers (you'd never observers obviously) Archon/DT/Goons/Reaver rape ultras, and add some zealots in there if ultra/crackling www.gomtv.net has some great games you can watch, it should really help you out quite a bit. Anyways, I
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