Art of War - Chronoboost

Strategy, tactics, and skill. At the heart of StarCraft II are the legion of skilled tacticians and brilliant strategists leading armies of zerg, protoss, and terrans to war across the scarred battlefields of the Koprulu Sector. Knowledge is power; the greatest commanders throughout history earned their victories not merely by virtue of strategic brilliance, but also by applying themselves to rigorous study of warfare and the tactics used by those who fought before them. You too can tap into this valuable resource, and that's where StarCraft Art of War comes in.
Are you a veteran player? Are you new to StarCraft II and striving to improve your skills? In this weekly feature, we invite players of all skill levels to ask questions, share their tactics, post replays, and provide advice for understanding, executing and defeating today's most popular strategies. This week, we're analysing: Chronoboost.
Careful chronoboost management can mean the difference between victory and defeat. What do you find is the most effective use of chronoboost at each stage of the game for each matchup?
Join the Art of War discussion here.

In an eco build with fe, or just a straight out macro game its very important to chrono boost probes out, but keep an eye on how many there are on each base. You dont want to waste money on oversaturating, because you can only effectively use 2 pr spot. The only time when you oversaturate is if you are planning to ekspand beyond your current number of mining bases, then you can transfer probes and get instant eco boost, when nexus is ready.
Just be careful your opponent isnt doing some kind of timing push, boosting out workers is quite expensive in the beginning and you can be in lack of army power early on.
I feel like Terran is the easiest race to control the economy because you grow the scv supply slowly but at a cost that allows the army to grow along at a steady and consistent growth. Theres no really decision to make, mule is the choice almost everytime. The zerg is prob the hardest, where you have to decide when to drone and when to make and army, the longer you drone the bigger advantage in the end, but at a greater risk. Protoss players suffer from wasting the chrono on early tech to feel safe from early harass or pushes, and then not realizing that the eco isn't where it should be. Terrans mule is scoping in alot of money and zerg can just drone like crazy leaving you behind, and then you can ask your self: Is it worth getting early tech? are the units so much more better that it has paid off?
Ussually you have fewer units in the end, unless ofc it some kind of a rush/timing push you are doing, but with fewer units you have to micro harder. With better eco you can afford to trade units uneven and still come out victorious.
Its all about the economy and the right timing of everything!
Second i use cronoboost all times through the game to train probes only i don't use that on troops cuz i transform fast into warpgate but chrono on nexus helps u a lot to get a STRONG economy imo
I use chrono's to get early stalkers in P and T. and upgrades in Z.
Its most useful early game id say