UC Berkeley StarCraft Class, Week 14 (Final Week)

In the last class of the semester for UC Berkeley's StarCraft class, several students gave their presentations.
Zergling Rush
The first student's topic was the Zergling Rush. The point of this strategy is to take advantage of Zerg's window of dominance at the very beginning of the game. Zerglings are weak, but you can get them out so early that your opponents might very well have little or nothing to defend with.
There are two main varieties of the zergling rush: the 4-pool and the 6-pool. 4-pool means that you only have four drones (resource collectors) when you build your spawning pool (the building that lets you produce zerglings). So you start the game by gathering resources for a bit, not building any drones, and going straight to spawning pool and zerglings. This is an "all in" strategy though. If you don't win with it, you are so severely behind economically, that you will probably lose. The reason to choose this strategy over a slightly more conservative 6-pool rush is if you think getting the zerglings to the opponent a few seconds faster will allow you to win the game on the spot.
The 6-pool strategy is still risky (putting you behind economically if you fail), but you can recover from it if things don't go as planned. The build order is to first build two drones (getting you to six total), then mine a bit, then build a spawning pool as soon as you can, then build another drone to replace the one that you just turned into a spawning pool, then build an overlord. If you do this correctly, these things will happen simultaneously: 1) your overlord finishes building, 2) you have all three larva ready to build units, 3) you have 150 minerals, the exact cost of building 6 zerglings from your 3 larva.
The student said the first goal of a zergling rush is to end the game immediately if you can. As soon as you arrive at their base, you probably have a good idea if this is even possible. If it's not, your next goal is to disrupt their economy. Remember that your economy is already disrupted by you doing a zergling rush (rather than building up your own economy) so you'll have to disrupt theirs just to stay even. If you can't disrupt their economy much, the next priority would be to at least force them to change their strategy or force them into a certain strategy. For example, they might have to build sunken colonies or bunkers right away to survive. And failing all that, at the very least you should harass with your zerglings and force the enemy to spend a lot of clicks to deal with you. The student also pointed out that there is some value in getting the opponent angry or flustered here, too. Zergling rushes are considered "cheesy" by some, so that's great to