this might be obvious... however, we all understand the importance of expansion, map control and all that. however I seem to see the concept connected with Zergs more often... it seems to expand is Zerg's only way to win. but Zerg is not exactly the best race for fast expo, unless I am missing something here. sure each hatchery cost 300 minerals, when Terrans command centers cost 400 each, but their command center can be built in much safer place, and then relocate to the expos when powerful escort are available. Zergs can't build any defence around the hatch until it is done. even Protoss can easily build somethingg within the radiation of the prolons. if Zergs are by nature the weaker one for expension security, how come they seems to be the one succeeding?
why would they be weaker? Sure zerg can expand more often and maybe a little bit less safe than terran, but you (should) expand before a push or during a contain 90% of the time anyway. And you can also put your forces near your new expansion if that makes you feel safer. The reason zerg needs more exp than other races is just because their units are more vespene heavy. Atleast that's what I heard from most zerg.
Most of the times, bring your forces to your hatchery. But I've been watching lots of games, and I remember one of Idra , his just kept building Hatcheries , and leaving them unprotected, in the mid-end game. Somewhere in forgotten corner of the map. Sure it is a risk, but might be worth.
the diffrence being gateways/barracks can produce units per one you have, you build 10 gateways, you can warp in 10 units every 10 seconds ish, zerg work from larva, assuming you micro ure queen well at one hatchery your still not going to get the same army as other races, so expansions provide additional larva and therefore more units, aswell as more resorces, thats why zerg is considerd the "expand fast" race, alltho theres really no problem with toss/terran expanding at the same time or after.
A hatchery also acts as a rax/factory/starport in terms of production, so that allows zerg to build units to defend an expo easier than other races who either need to build new structures or bring soldiers over from their main base
I understand why Zerg needs to expand, but in the same reason Terran or Protoss need to expend too. we all need to grow out of our starting base, more resource = more control = winning. my discussion is Zerg's hatchery is unprotected during the process. sure all races can send in a army to guard their new base-to-be, but comparing the 3, Terran can build the base somewhere safe and simply move to the target location, Protoss can start pylon at location and building canons before the base is ready. Zergs can't do these. during the base building period, if no army guarding, the growth is unprotected. by no means I am saying Zerg is weaker as a race. I play zerg and I think it is fasinating. I am just finding it odd that Zerg is the one being connected to the concept 'fast expend' but as matter of fact, Terrans will have much more security and success rate if they choose to do the same, hassle free. and their bases shoot canons too.
well it all comes down to scouting tbh, if you scout a rush you obviosly dont expand but if you see a walled off base and some sort of tech being made, you expand. I think its just a gut instinct you have to know what ure oppnent will do.
Zerg have the following advantages in the expanding department: 1) Zerg have by far the easiest time fast expanding to a natural expansion. This is because: (a) the hatchery acts as their primary combat unit production building, thus in many ways it is simply like they are building a 2nd rax/gateway. All other races create a greater vulnerability than zerg if they try to expand to their natural right away, since that is 400 minerals less they have on rax/gateway and combat unit production. Zerg on the other hand can start that hatchery, and then use it EITHER for combat units or workers, depending on scouting info/flow of the game; (b) Their defensive structures are mobile, thus they can move a spinecrawler from their main to their expo/choke point without having to use resources to build them in both spots; (c) Queens. Since we're talking a natural expo it is easy to move your first Queen down to it, allowing zerg to build defense (i.e. the Queen) before that hatchery completes and easily get it to the hatchery when it is done. 2) Zerg have the most flexibility in terms of switching between mass worker vs mass combat unit production. Everything is ultimately made from larvae at the hatchery. Again, this means Zerg can build hatchery "expansions" that serve as combat unit producing buildings until their is a lull in combat. Then zerg can take advantage of that by quickly saturating an expansion with workers before immediately jumping back into combat unit production. For the other races expansions have to be a more planned/premeditated event imo. 3) Zerg are more mobile. That allows them to get either defensive units or workers (via Nydus in particular) to their expansions faster, and also allows them to get them out or save them (Nydus/OL transport/burrow) easier. Basically Zerg can transition into their expansions much faster, and are better equipped for both salvaging an attacked expansion and moving units to defend an expansion (particularly ambushing would-be attackers en-route). You should also note that it is not true that Zerg can't build defensive structures before they expand....it is entirely possible to place spine crawlers out in the field without a hatchery using creep drop. It is just a bit more involved and usually considered "not worth it". edit: attached an example replay of the flexibility zerg have in fast-expanding to their natural.
Lol at blue and his 3000 minerals while his teammate his getting destroyed, hilarious! It's a nice build though, well done with the Banelings, not something i would usually do in 2v2, I'll try that sometime.
If you are scared of being vulnerable, be proactive with spreading creep with your queen. She can get you a blob of space where you can stick a spine crawler if you are afraid of a rush