Quote Originally Posted by Animeniax View Post
I tried to make a mobile defense but the units moved too slowly from side to side that I ended up having to mass swarm hosts on both sides to handle the initial 2-3 attacks. I had to set up 5-6 swarm hosts and 7-8 spine crawlers on all 3 sides and even then I wouldn't say I was impregnable, so I never had the chance to go after the tyrannosaur. Looking back, a swarm of mutas could have served for that purpose.

I've never considered making a secondary hatchery just for units. It sounds like a good strategy. I need to check some SC2 sites to find some of these hints but I'm not that serious a player.
Normally you wouldn't need a second in-base (aka macro) hatch, but since the inject larva mechanic is removed for the storyline, it's just impossible to have enough larva to spend your resources.

As far as basic strategy goes, it really comes down to 3 macro rules:
1) Saturate your base as early as possible (The numbers above the hatches and extractors should be a 1/1 ratio. Don't forget to replenish when you morph drones.)

2) Minimize your time spent supply-blocked. Ideally you should have new overlords popping out just before you ever hit your supply cap, but in order to do it effectively, you need to look at your supply constantly. This is one of those things that can be a killer if you don't practice it, though.

3) Keep your banked resources as low as possible. This means using up your larva, getting upgrades/tech, dropping an extra hatch, etc. If you have 1000 minerals floating in the bank, that could have been 40 zerglings instead. In fact, the best time to start your second hatch is as soon as you run out of larva and have 300 extra minerals lying around.