QUOTE(evofantasy @ May 18 2010, 02:30 PM)
the main worry is that if i dun FE, my opponent would FE and my larvae count from a single hatch would nt keep up wit his army/eco...
and u usually got for double queen...
my usual BO
10 - overlord
10 - extractor trick
13 - pool
14 - hatch
16 - queen (when out larvae the main then start walking to expansion)
17 - overlord
17 - gas
18 - roach tech
18 - 2nd queen (for main)
then jz mass around 10-12 roaches with overlords while moving some drones to expansion (while producing some more when i dun have enuff gas for roaches)
then these roaches would be enuff to hold off early pushes before counter pushing (with +1 damage upgrade otw)...
all these while building up my eco and rally-pointing to the 'head' roach...
then i get melted by 2-3 immortals backed wit gateway units

"
assuming if i would avoid FE what would be the suitable BO?
and when should i be getting my expansion?
i think you may want 9 overlord and skip the extractor trick, do it once you get pool. why? 80mineral = *SLIGHT* delay in pool. you'll want that pool out ASAP for zergling preasure + early queen to get her energy started
and really, i think the main problem with your build is the HUGE vulnerability period where a 10pool or even a 13pool speedlinger would either utterly destroy you, or simply leave you crippled to the point where you may as well just surrender the game.
and i noticed (based on ur posted build) how you're very focused on ur macro/econ. thats good if the game drags to mid/late, however, there is NO mid/late game if ur pinned/preasured from the start or worse, steamrolled :/
a recommended BO without FE would be 13 ling and if ur opponents arent doing too well against your preasure, you get the option to speed upgrade to kill them off, or save that 100 gas for quick lair into muta/hydra if you wanna play it a lil more safer. get 1 spine on 14-15 ish if you dont feel like commiting too much on zerglings and wanna go straight into roaches/muta/hydra. the basic idea is that you need to have at least a couple of zergling to 1) take up watch towers 2) scout, better than workers barnone lol. 25 minerals and moves WAAAY faster 3) harrass/preasure opponents
alternatively, 10 ling into a steady speedling upgrade if all you want is focusing on zerglings especially when you are SURE (be it scout/opponents playstyle etc) that he is aiming for a mid/late game and is turtling out his balls. while it may slow ur econ a little (honestly, not by much, and most importantly, you get queen earlier

) the main benefit of this is that really early preasure you can pull and it catches opponents off guard (admittedly, myself too, which ive learned to spine up myself if i wanna play a mid/late game zerg vs zerg) when they are having a mid/late game mindset (namely, you)
know this: when you're commiting into zerglings, you are NOT spending ANY gas at all, in which transition into mutas are MUCH smoother due to their HIGH requirement of gas and would still be damn viable despite the lack of an early expansion (which again, you saved from commiting yourself to said expansion)
the best/safest way to determine a good time for a FE, would be a mirror with your opponent. if he does it, you follow suite. or, if he does it, you dont follow, and you roll HIS FE. since he need to commit 350/400/400+worker time (races) and you dont, which means a logically larger army than his considering the money you could've spent compared to him.
Added on May 18, 2010, 3:18 pmQUOTE(evofantasy @ May 18 2010, 02:55 PM)
ya tried...
failed miserably...
cant handle the zealots...
3 zealots can take down the spine crawlers with ease...
ei 3 spine vs 3 zealot spine wins dei lol.
before they even hit you 1 zealot is half hp ady from 3x spine FF
somemore ur spine got almost twice the hp compared to zealots >.>
and when you have 3 spines, most likely you have a queen for assist
This post has been edited by Quazacolt: May 18 2010, 03:18 PM