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Queen Roach Push - Zerg

xSiteD Queen - Roach Push
 
Disclaimer: This has not been extensively tested for all races. However, in it's limited testing, I have verified that it's a relatively viable standard for zerg. I will be adding more detail to this guide in the next few hours. Sit tight.
 
I'm not saying that this build should be played the way it is right now. I'm just saying that I believe that something in this direction is viable. By numbers alone, it looks promising, but who knows.

Wow! Haha I just played against someone using this build o_o. On another note, I personally use queens for lair tech mutas in 2v2. I heal my sunken colonies when I'm pushed, and have a standing army of anti-air against other opposing Z players while in the mean time harassing.

Just so that there's no confusion, this build is composed by player xSiteD playing on US servers, NOT by the OP nujgnoy

-Purpose-
This build is meant to give insight on the usage of "mass" queens. We will use the queen's Tranfusion Ability to act as a healer. Additionally, Queens are great anti-air (1 queen > 2 mutas) and are able to contribute 2x4 extra damage per cycled attack to ground.

-Build-
We will open with standard 13 pool. No gas. Once pool is finished, build queen and sunken if necessary. If your enemy has expo'd then surely sunken is not necessary at least for now. Next build a roach warren and extractor at the same time. Continuously pump queens. Once at 300 minerals, hatch in base (or if you feel risky, take it at your natural). Once geyser is complete, start mining gas with 2 drones.

At this point, you should have about 3 queens. Pump roaches. As soon as roaches come out. Push. Alternatively, you can opt to have a faster hatchery and a higher queen : roach ratio. However, I haven't used this extensively enough to know the optimal build. Although I would no suggest using this build AS IT STANDS, you can refer to the build below for something more immediately viable. My partner and I (nujgnoy) are Plat Rank 3 2v2. When against TT, TZ, or ZZ, I always opt for a queen heavy build.

Imbecile:

A build order I'd like to try is:

After pool get 2 (maybe 3) queens and 2 extractors and rush too lair. Make sure you have about 3 spines once lair is done. Get them earlier if opponent is aggressive.

As soon as lair is done spill creep on ramp and wall in with evo and the 3 crawlers. Your second queen by now should be able to keep wall alive against anything your opponent has and place a few tumors (if against z make sure your creep doesn't spill down the ramp, you don't want faster attackers).

Go spire and muta with your built up gas and start harassing. Expanding and holding should be quite easy now, with all the queens and creep and crawlers. Can be followed up with pretty much anything, depending on what your opponent does.

But going completely air while relying on crawlers and queens for defending chokes seems best. And you can always throw in more zerglings in close situations.


I actually do exactly this in my 2v2's. If any of you would like to see some replays of this, then I can post them. (uploading takes a hell of a long time)

TZ vs ZZ
I usually opt for 13 pool. After scouting, if i see 10pool/10pool, then I add sunkens in my mineral line. Otherwise, I go directly to lair. If they choose to push with roaches, I generally line my choke with 4-5 sunkens. There's absolutely no way they can break this. If you have 5 queens spamming transfusion on your sunkens, the dps from 3-ranged roaches are just not going to be able to break it. Alternatively, if they opt for fast tech to lair, queens can transfuse health to mutas as well as provide anti-air support. This was a very fast update. I'll add more when I have more time, but I leave the rest to your imagination.

-Attacking-
Depending on what race you're playing against and what unit combinations they have, you will need to position queens first or roaches first: e.g. if marauders, then queens - if marines, then roaches. Begin using transfusion to heal your roaches / queen.

-Analysis-
The calculation is as follows - 125 health per 50 energy is 2.5 health per energy. Medivac heals at 15 health per second at 3 health per energy. This healing is very viable. Additionally, it is cheaper (150 minerals vs 100/100 min-gas) and faster than medivac (potentially as fast as your micro/latency). In current testing, with perfect micro, 4x 200 energy queens ALONE can kill 15 marines.

Additionally, in the Z v Z match up. Tier 2 is at a loss against roach/ queen build. If opposing zerg has decided to tech to mutas, your mutual elimination will leave him as the one who's eliminated. 1 queen > 2 mutas on its own. 3 queens healing each other DEFINITELY > 6 mutas in a direct encounter. Additionally, if he decides to tech hydras, his DPS will be much smaller in comparison to your HPS.

Marines with +1 attack upgrade do 8.7 dps unstimmed against a queen unupgraded. Thus, in a perfect world, you do not lose a single queen due to the heal. Therefore, with 15 marines you have ~ 130 dps. Suppose you have 20 heals from 5 queens. You therefore have 20x125 = 2500 healing total. That gives you 2500/130 = 19 seconds of complete invulnerability. This is also assuming you only have 200 energy. Your queens start with 25 energy. In a test, 5 queens can kill 15 marines in 17 seconds. Thus, even without additional dps, you can come out entirely ahead.
ref: http://www.teamliquid.net/forum/viewmessage.php?topic_id=116771

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