ZvT Forbidden Zone

By HttP

Introduction  

There is no such thing as a permanent building order, Although in forbidden zone there are several, Due to the late scouting. As a zerg you can only guess what the terran is up to, But so is the terran clueless about your plans.. The idea of both sides is the same, To counter what ever you can throw at me before I can see what you're doing. This idea is somewhat difficult, Because of the immense variety of possibilities, Taking the zerg side you must be ready to deal with fast Medic/Marine drops, Fast heavy metal terran, Early expansion by terran And of course having the same resources allocated without being able to expand, for the same time as terran. "Terran needs one fifth of the minerals zerg needs" - EazyGun. I do believe in that quote, though my understanding of terran is somewhat limited, In the next passage I will talk about Zerg abilities on early game.

 

Zerg without an expansion.

Just the thought of it shakes me up, The advantage of zerg, In my idea, Is it's mobility and ability to expand rapidly, Therefore securing themselves a high level of mineral flow throughout the game. Now here's the paradox, If terran needs only one fifth the minerals that zerg requires, That means terran can tech sooner, Drop sooner, And win sooner. well that's totally wrong. Zerg has the mobility advantage in any map, And in island or semi-island maps, even more. Depending on your start of economy and building timing, Is the variety of things you can accomplish with such limited economy of a single geyser and eight mineral patches. First you must use them to their full extent, Meaning because you cannot get rushed you should start the gas on 9/9, I won't get into that right now and will explain it later on. To use minerals to their full extent meaning not to waste time by late commands, Or not to waste mineral flow by placing buildings bad. You also need to think about future game, What is your goal against what unit combination. Now I will explain a building order that I'm fond of.

Building Order (Only one, Up to you to make variations and differences)

I start the game by sending drones to harvest, making a drone, Making the hot-key number 1 for hatchery And sending overlord to scout. When I'm finished with it I just keep pumping drones till I'm 9/9, now I morph an extractor and move on to generate another drone, Then I spawn an overlord and send it to scout as well. After the overlord is ready, I create 3 more drones brining me to the total of 12, Right then I morph a spawning pool and pump drones non stop (of course place drones working on gas OBVIOUS), when the pool is ready I start the lair and the create a 2nd hatchery near my original one. When the lair is complete morph a spire and start upgrading the lord speed, When the spire is done create 5 mutalisks and one pair of scourges, This will be right at the same time terran has made his first drop ship and has sizable Marine/Medic force to drop with, At this point you must search with scourges and mutalisks the weak spot of your enemy and engage the drop ship (supposing he did not fast expand) with the two scourges. If you were unable to do so fear not, but do place a couple of sunken colonies at your mineral deposit. Further more, when the speed upgrade for overlords is complete, Start the drop upgrade so you can finally expand, Now when the upgrade is complete, expand in 1 main, your natural And one expand in middle. 

 

I hope you can find this useful, From here the game can vary very much and most chances you won't find these perfect situations, But going early muta, Like this, Is a strong tactic played on Forbidden Zone. And comments don't hesitate to e-mail me.