Zerg high pressure opening I developped today, Tell me if it's worth it
Polls
Post #2 Dungeon-Master Oct 16 2010, 10:11 pm
Post #3
ClansAreForGays
Oct 17 2010, 11:17 pm
Post #4
CecilSunkure
Oct 18 2010, 3:56 pm
Post #5 Dungeon-Master Oct 19 2010, 3:36 pm
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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. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #6
Neki
Oct 21 2010, 12:27 am
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Inspirational poster
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roaches dont counter zealots/marines/lings 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... ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Post #7
CecilSunkure
Oct 21 2010, 2:01 am
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It's risky trying to counter roaches with zealots unless you have chargelots (which obviously not early game).[/color] |
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. 5RR is dead ever since the new patch, Because 2 zealots and 2 stalkers > 5 roaches. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #10
Tempz
Oct 31 2010, 9:26 pm
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What a caterpillar calls death a master calls a butterfly.
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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
) ![]() ![]() ![]() ![]() ![]() ![]() Truth hurts. Maybe not as much as jumping on a bicycle with a seat missing, but it hurts.
- Drebin (Naked Gun 2 1/2) Pm me for terrain requests (Jungle mostly) |
Post #11 Dungeon-Master Nov 2 2010, 3:09 am
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. ![]() ![]() ![]() ![]() ![]() ![]() Gone.
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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. |
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. ![]() ![]() ![]() ![]() ![]() ![]() Gone.
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Post #17
CecilSunkure
Nov 9 2010, 1:41 am
Post #18
Neki
Nov 9 2010, 3:25 am
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Inspirational poster
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13pool isn't a very viable opening anymore. IIRC 14hatch was proven 100% safe. ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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. ![]() ![]() ![]() ![]() ![]() ![]() Gone.
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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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