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Zerg high pressure opening I developped today, Tell me if it's worth it

Creator: Dungeon-Master
Time: Oct 16 2010, 10:11 pm

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#1 :: 9pool rush

9pool rush
What the hell are you going to do with this stupid rush?
It's all in, not good in much situations
Might work some of the time
Is great if not scouted
   
Minimum answers: 1 ~ Maximum answers: 1

Post #2     Dungeon-Master Oct 16 2010, 10:11 pm

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The poll is for fun :bleh:
here's the build order:
- 9 pool
- 10 overlord
- 10 ling x3
- 13 ling
- 13 gas
- 13 drone
- 14 queen

Makes a pretty fast rush, only delaying the queen. It is rather easy to tech to raoches to counter zealots/marines/lings made to retaliate, plus the roaches are almost counter-less since the early ling attack made the enemy player focus on D, lose a bit of economy, or pump out primary units to counter the lings. Only 8 zerglings are used here, and i repeat that this is against silver, may not work at all against other leagues.

It's my first attempt at making a build of my own (or at least one i didn't knew about).

Edit: Another important thing in this build is to minimise zergling losses in the early harass, having from 4 to 6 zergling to help the roach push might make a huge diffrence.

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Post #3     ClansAreForGays Oct 17 2010, 11:17 pm

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roaches dont counter zealots/marines/lings

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Post #4     CecilSunkure Oct 18 2010, 3:56 pm

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Quote from ClansAreForGays
roaches dont counter zealots/marines/lings
Early game, yeah they do. If a zerg goes early roaches, and the other dude sort of allins with any of those, the roaches will win given that the roaches stay on their ramp vs the lings, and given that no mid-late game upgrades like charge are researched.

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Post #5     Dungeon-Master Oct 19 2010, 3:36 pm

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Quote from CecilSunkure
Quote from ClansAreForGays
roaches dont counter zealots/marines/lings
Early game, yeah they do. If a zerg goes early roaches, and the other dude sort of allins with any of those, the roaches will win given that the roaches stay on their ramp vs the lings, and given that no mid-late game upgrades like charge are researched.
Exactly. You need double the lings, double the marines, or 1.5 times the zealots to counter roaches, with almost no unit remaining. If the zergling pressure is effective and makes the guy pull off his workers or destroys a supply depot/pylon, then the roach rush will most likely make you win the game.

If the opponent did came back in the game and can resist the roaches, then you still have a small chance of winning, because after the 4 larvas used for the 8 first lings, the remaining larvaes while the warren comes out are used to make drones, making your economy viable for a longer game.

Also, the new update makes the raoches good at breaking the terran wall.

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Post #6     Neki Oct 21 2010, 12:27 am

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Quote from Dungeon-Master
Quote from CecilSunkure
Quote from ClansAreForGays
roaches dont counter zealots/marines/lings
Early game, yeah they do. If a zerg goes early roaches, and the other dude sort of allins with any of those, the roaches will win given that the roaches stay on their ramp vs the lings, and given that no mid-late game upgrades like charge are researched.
Exactly. You need double the lings, double the marines, or 1.5 times the zealots to counter roaches, with almost no unit remaining. If the zergling pressure is effective and makes the guy pull off his workers or destroys a supply depot/pylon, then the roach rush will most likely make you win the game.

If the opponent did came back in the game and can resist the roaches, then you still have a small chance of winning, because after the 4 larvas used for the 8 first lings, the remaining larvaes while the warren comes out are used to make drones, making your economy viable for a longer game.

Also, the new update makes the raoches good at breaking the terran wall.

I don't even think 1.5 zealots will counter roaches because roaches can basically infinitely kite zealots. It's risky trying to counter roaches with zealots unless you have chargelots (which obviously not early game). I think a build very similar to this would probably the 5 roach rush, which is basically a mini-push that will crush fast-tech and fast-expo and do decently vs standard openings, but people have been saying 5RR is dead ever since the new patch, and I forget why...

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Post #7     CecilSunkure Oct 21 2010, 2:01 am

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Quote from Neki
It's risky trying to counter roaches with zealots unless you have chargelots (which obviously not early game).[/color]
Yeah it is. Although, once you get 2 stalkers, you can easily take on 5 roaches with zealots, as the zealots are able to hit the roaches if the roaches engage, and if the roaches engage the zealots only, the stalkers fire from a safe distance. The roaches would then need to kill all the zealots by kiting (to avoid zealot fire), in order to engage the stalkers freely.

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Post #8     BeDazed Oct 23 2010, 11:04 pm

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Not trying to be hard on you, not trying to loath on your lack of knowledge, not trying to bash on what seems to be your half-assed effort. How is this any different from a normal 9 pool build? Only that it probably is more inefficient. Creativity isn't the issue here. Until you know what you're doing, you won't know how to make a build of your own, let alone testing it's capabilities. In the long run, it might even harm your skill set.
I've been talking to many many players and seeing them always comes to a single conclusion. Caring too much about loss always makes them stay put on their level. Stop caring about your league, your rank, your losses. Learn from them, look what they did, look what you did wrong. Of course, at your level, this wouldn't mean crap. So get your ass on TL and learn some real builds. Get some hands on 'feelings'. Don't tell me squat about how they're for diamond league and it don't work for Silver. They do work. They work fantastically well, and they leave crying how they got owned by an unbelievably massive amount of macro. First, learn the builds. Second, use them.

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5RR is dead ever since the new patch,
Because 3 marauders > 5 roaches.
Because 2 zealots and 2 stalkers > 5 roaches.

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Post #9     Syphon Oct 24 2010, 10:34 am

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Quote from ClansAreForGays
roaches dont counter zealots/marines/lings

Roaches counter Zealots so hard.

Also, this build is terrible.

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Post #10     Tempz Oct 31 2010, 9:26 pm

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In lower ranks this usually works but most all high ranking players always get some sort of defense and go for an early expo. If they do fight it off they'll have enough resources to tech, perhaps get another expo. Its an early pressure type thing. Easily countered it should be worth it to make 9 ling rush just to scout and run back but in higher tier games that's all there worth... (attack if they got no defenses :O )

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Post #11     Dungeon-Master Nov 2 2010, 3:09 am

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Yeam zerglings are becoming more and more obsolete, expecially with the sentries blocking them from destroying what they are SUPPOSED to be hard-counteing. (stalkers and immortals)

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Post #12     BeDazed Nov 3 2010, 11:03 am

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You're just using them incorrectly. Zerglings are quite important from beginning to end. If you got left over minerals, Zerglings. If you don't have enough gas, Zerglings. I'll get to the point. Zerglings have way more use then you could imagine. It's just that, your lack of game experience and knowledge limits your use of Zerglings to seemingly nothing.

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Post #13     NicholasBeige Nov 5 2010, 1:18 pm

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You should tech Metabolic Boost (Zergling Speed) with your first 100 gas. Then develop Lair with your second 100 gas. This is done relatively efficiently by going 12 or 13 pool, but then if scouted, leaves you open to some early harassment. Most scenarios you can put down a couple spine-crawlers and make a handful of roaches. But if you have 10+ speedings, and are using them properly, your opponent shouldn't be able to leave his base unless he has truly out macro'd you - in which case you should sit down and have a long hard think about your Starcraft 2 strategy.

A simple tip for you:

Roaches beat Zealots
Zealots beat Zerglings
Zerglings beat Stalkers
Stalkers beat Roaches

People will tell you that 'micro' doesn't matter in early games, but if you practice getting good in a combat situation, through positioning your army size, controlling xel'naga watch towers, and knowing your opponent... it will help.

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Post #14     CecilSunkure Nov 5 2010, 4:05 pm

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Hmmm I wouldn't consider tracking xel nagas micro.

Also, if the protoss is getting +1 attack, you need to get +1 carapace in response -it is a necessity. You need to keep getting carapace as well, in order to keep zealots from 2 shotting your zerglings, and collosus from 2 shotting your hydras.

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Post #15     NicholasBeige Nov 5 2010, 11:36 pm

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I didn't mean controlling Xel'Nagas was related to micro. I meant that having control of a Xel'Naga watch-tower would allow you to position your army better/spring an attack easier...

But I agree entirely. Upgrading Zerg units is one of the most important things you can do as Zerg. 2/2/2 Speedlings with Adrenal Glands are really quite formidable.

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Post #16     Fisty Nov 9 2010, 1:16 am

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13pool isn't a very viable opening anymore. IIRC 14hatch was proven 100% safe.

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Post #17     CecilSunkure Nov 9 2010, 1:41 am

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You can beat 14 hatch with 2 gate, or with cannons, unless the map positions are cross-map (then only a cannon would stop the expo).

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Post #18     Neki Nov 9 2010, 3:25 am

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13pool isn't a very viable opening anymore. IIRC 14hatch was proven 100% safe.
No opening is ever 100% safe. While there are very popular openings that each races always use, it doesn't make it any more safer than any other build, as the presence of proxies and cheese builds (or just better builds) will always exist, preventing you from become stagnant in your strategy.

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Post #19     NicholasBeige Nov 10 2010, 5:03 pm

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14 hatch is proving more popular than the 5-roach-rush or the 7-roach variant - especially on larger maps, such as Lost Temple.

I personally never go 14 hatch. Zerg are far too vulnerable in the early game from pretty much anything, and in the mid-late, air harassment is Zergs biggest weakness. Not very plausible considering the Zerg FLY from planet to planet. I much rather prefer going 11 pool or even 14 pool and try to damage my opponents economy. It is safer to damage your opponents economy than to over-invest in your economy and become vulnerable.

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Post #20     FaZ- Nov 10 2010, 7:02 pm

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14 hatch is so much more common. Once you get Zergling speed and a half decent creep spread your opponent can't attack at all. You just keep a ling on his door and when he moves out make however many troops you need. You can pump drones and get such a huge economic lead.

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Post #21     CecilSunkure Nov 10 2010, 9:44 pm

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At least vs protoss, 14 pool seems really risky. I say this because I usually wreck 14 pool unless I just can't find the opposing zerg in time. If I do, I pylon block the expansion, or double pylon cannon the hatchery. Sometimes I'll also hide a pylon behind the mineral line and place one cannon to start firing on the hatchery. You can also go 1 gate zealot pressure expand, you could match it with something like 16 nexus.

I have the most trouble against zergs who go pool first into speedlings, so I advise everyone doing that. Early stalkers in high level PvZ is getting popular, and speedlings are the only answer to those unless you get off really fast spine crawlers (spine crawler in your main, walk to expo, plant as expo finishes).

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