• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 21:39
CEST 03:39
KST 10:39
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL19] Finals Recap: Standing Tall9HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6
Community News
Flash Announces Hiatus From ASL54Weekly Cups (June 23-29): Reynor in world title form?12FEL Cracov 2025 (July 27) - $8000 live event16Esports World Cup 2025 - Final Player Roster16Weekly Cups (June 16-22): Clem strikes back1
StarCraft 2
General
The SCII GOAT: A statistical Evaluation The GOAT ranking of GOAT rankings Statistics for vetoed/disliked maps How does the number of casters affect your enjoyment of esports? Esports World Cup 2025 - Final Player Roster
Tourneys
Korean Starcraft League Week 77 Master Swan Open (Global Bronze-Master 2) RSL: Revival, a new crowdfunded tournament series [GSL 2025] Code S: Season 2 - Semi Finals & Finals $5,100+ SEL Season 2 Championship (SC: Evo)
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma Mutation # 477 Slow and Steady
Brood War
General
Flash Announces Hiatus From ASL BGH Auto Balance -> http://bghmmr.eu/ Player “Jedi” cheat on CSL Unit and Spell Similarities Help: rep cant save
Tourneys
[Megathread] Daily Proleagues [BSL20] Grand Finals - Sunday 20:00 CET Small VOD Thread 2.0 [BSL20] GosuLeague RO16 - Tue & Wed 20:00+CET
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile What do you want from future RTS games? Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Trading/Investing Thread Russo-Ukrainian War Thread The Games Industry And ATVI
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [\m/] Heavy Metal Thread
Sports
Formula 1 Discussion 2024 - 2025 Football Thread NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Blogs
Culture Clash in Video Games…
TrAiDoS
from making sc maps to makin…
Husyelt
Blog #2
tankgirl
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 659 users

9 hatch vs 10 hatch vs 12 hatch

Forum Index > Brood War Strategy
Post a Reply
1 2 3 4 5 Next All
ultramagnetics
Profile Joined March 2009
Poland215 Posts
Last Edited: 2009-11-28 01:36:40
November 27 2009 20:52 GMT
#1
I am trying to figure out the highest econ build for zerg (no zerglings/sunken).. regardless of viability. So a few questions:

Is 12 hatch really higher econ? I imagine that if you focus on drones first you could get better econ.

Also isn't 10 hatch (extractor trick) safer then 9 hatch (if not taking expo) in that you should be able to get your pool up faster. Canceling drone only costs like 12 minerals and the fact that you will have 10 mining before hatch is up should get you a faster pool, right?

Basically, I'm hoping to apply this to 2v2 (or 3v3 hunters hehe), with the option of getting faster sunken or mass lings.

To make it more visible. Here is some research I did:


10 hatch (extractor trick twice, before hatch and after pool, before overlord)
Pool comes up at 2:36
at 2:50 mark 246 minerals and 15 drones.

12 hatch
Pool comes up at 2:51
at 2:51 mark: 15 drones 392 minerals. Note: the drone advantage is going to disappear since, the hatchery is not yet up and running.

9 hatch:
Pool comes up at 2:37.
at 2:50 mark: 15 drones 192 minerals.

10hatch vs 9 hatch.
Same time pool but slightly more minerals.

10 hatch vs 12 hatch. You are behind over 100 minerals, but your larvae count will soon overcome 12 hatch's. Also you have a decently faster pool which can make a big difference in such a late-pool build.

Summary, seems like 10 hatch should almost always be better then 9 hatch. 12 hatch is of course the better build in high level 1v1, but for low level play 10 hatch imo is unconventional and still strong. I think its probably much more useful in 2v2, 3v3 for its flexibility.
Chill
Profile Blog Joined January 2005
Calgary25979 Posts
November 27 2009 21:05 GMT
#2
It's times like this I wonder why people don't test the stuff themselves rather than asking. You know what you want to test, why don't you test it and then pass the information on here? It's like a 15 minute process to determine which one gives you the best economy.

Yes, twelve hatch gives you the best econ since it is an ideal balanced between larvae and workers. The point of 9 hatch is sunkens, which relies on the hatchery finishing, which makes the pool timing inconsequential.
Moderator
ultramagnetics
Profile Joined March 2009
Poland215 Posts
Last Edited: 2009-11-27 21:27:12
November 27 2009 21:16 GMT
#3
Thanks chill and I just tested it myself (before you suggested I test it). Here are my results.

10 hatch:
Pool comes up at 2:34
at 2:50 mark 272 minerals and 14 drones.

12 hatch
Pool comes up at 2:51
at 2:51 mark: 15 drones 392 minerals. Note: the drone advantage is going to disappear since, the hatchery is not yet up and running.

9 hatch:
Pool comes up at 2:37.
at 2:50 mark: 15 drones 192 minerals.

10hatch vs 9 hatch.
Soooo, in 10 hatch your larvae count is slightly off vs 9 hatch since you have 3 larvae for longer (9 hatch has 3 larvae for a short while too). However, overall you get almost a 100 more minerals and barely faster pool timing.

10 hatch vs 12 hatch. You are behind over 100 minerals, but your larvae count will soon overcome 12 hatch's. Also you have a decently faster pool which can make a big difference in such a late-pool build.

Summary, seems like 10 hatch should almost always be better then 9 hatch. 12 hatch is of course the better build in high level 1v1, but for low level play 10 hatch imo is unconventional and still strong. I think its probably much more useful in 2v2, 3v3 for its flexibility.
blueblimp
Profile Joined May 2009
Canada297 Posts
Last Edited: 2009-11-27 22:05:51
November 27 2009 21:58 GMT
#4
At one point I tested (after overlord!) 10hat vs 11hat vs 12hat, all followed by 11pool and 11gas. I did a few trials and took best times.

What I found was start times were

10hat / 11hat / 12hat

Hatchery timing: 1:35 / 1:39 / 1:45
Pool: 2:06 / 2:03 / 2:02
Gas (rough): 2:17 / 2:12 / 2:14 (not quite confident in the gas numbers since I didn't record them enough)

11hat in particular looks pretty nice because you get the hatchery up significantly faster than 12hat and you have enough drones to get pretty much the same pool timing. After building the gas, I found 12hat had about a 16 mineral advantage on 11hat, which isn't much. I had been thinking about posting a thread asking why people prefer 12hat over 11hat but I never got around to it.


Edit:

I also experimented with a extractor trick -> 10hat -> 11pool build. I don't trust my numbers as much on this because I think it's just from a single trial (and might be on a different map than the earlier numbers), but for what it's worth, I found:

10hat / 12hat

Hatchery timing: 1:26 / 1:44
Pool: 2:05 / 2:01
3rd Hatch: 2:49 / 2:43

So the 10hat hurts the pool timing unless you build the pool on earlier supply, and the reduced mineral count hurts your 3rd hat timing a little. On the other hand, the 2nd hat is up very fast.
radiumz0rz
Profile Blog Joined January 2009
United States253 Posts
November 27 2009 22:43 GMT
#5
this is interesting but won't change my game.
Berkeley '10
ZERG_RUSSIAN
Profile Blog Joined November 2008
10417 Posts
Last Edited: 2009-11-27 22:44:29
November 27 2009 22:43 GMT
#6
On November 28 2009 06:16 ultramagnetics wrote:
Thanks chill and I just tested it myself (before you suggested I test it). Here are my results.

10 hatch:
Pool comes up at 2:34
at 2:50 mark 272 minerals and 14 drones.

12 hatch
Pool comes up at 2:51
at 2:51 mark: 15 drones 392 minerals. Note: the drone advantage is going to disappear since, the hatchery is not yet up and running.
...
10 hatch vs 12 hatch. You are behind over 100 minerals, but your larvae count will soon overcome 12 hatch's. Also you have a decently faster pool which can make a big difference in such a late-pool build.

I don't think the drone advantage is going to disappear because you're obviously going to be making lings. Otherwise, what is the point in getting a 15 second faster pool? Also, 12 hatch has more drones running for a longer period of time, which explains the 120 mineral advantage it gets over 10 hatch--120 minerals is 15 drone cycles, WAY too much for the 10 hatch to catch up on.
I'm on GOLD CHAIN
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2009-11-27 23:30:58
November 27 2009 23:30 GMT
#7
You are doing 10 hatch correctly?

It involves doing the extractor trick TWICE. The first time is before you place the hatchery. The second is after you place the pool (which brings you to 8/9, then drone for 9/9, extractor trick for 10/9, then overlord). The overlord will pop and you'll have 3 larvae by the time the pool finishes.

So I'm not sure why you say 9 hatch has more drones than 10 hatch at a certain minute marker.
coltrane
Profile Blog Joined June 2008
Chile988 Posts
November 28 2009 01:18 GMT
#8
Just for the record...


I do not focus on economy on 2v2. I get map control with fast speedlings (9 pool speed or overpool speed, sometimes 11 pool speed when i am on python or some map like that with closer opossing z and scout overpool)

I let my p partner focus on economy and tech and i give him support, then with his superior economy and tech I safe expand.

btw i am c/c+ 2v2 player.-
Jävla skit
Nevuk
Profile Blog Joined March 2009
United States16280 Posts
November 28 2009 01:30 GMT
#9
On November 28 2009 10:18 coltrane wrote:
Just for the record...


I do not focus on economy on 2v2. I get map control with fast speedlings (9 pool speed or overpool speed, sometimes 11 pool speed when i am on python or some map like that with closer opossing z and scout overpool)

I let my p partner focus on economy and tech and i give him support, then with his superior economy and tech I safe expand.

btw i am c/c+ 2v2 player.-

What build would you choose on a map like God's Garden or any with a significantly long rush distance? (I guess katrina is the only one I can think of right now)
Cloud
Profile Blog Joined November 2004
Sexico5880 Posts
November 28 2009 03:05 GMT
#10
They sound like bgh builds.
BlueLaguna on West, msg for game.
bladebrood
Profile Blog Joined April 2008
189 Posts
November 28 2009 06:12 GMT
#11
I used to do 10hatch on bluestorm, it was pretty good for the reason that you get to decide to use the larva for drones and play econ or have a really strong zergling rush~
Impervious
Profile Blog Joined March 2009
Canada4198 Posts
November 29 2009 23:36 GMT
#12
Okay, this is what I found while experimenting with 9 hatch:

Drones to 9
9 hatch
8 drone
9 overlord
9 pool
Drone to 11
11 Extractor*
@100% Extractor - 3 drones on it*,
@100% Pool - 8 Lings (one additional larvae will appear at the second hatchery in a matter of seconds, can be used for Lings or a Drone). **

* - If you want to. Against Protoss, going for an earlier 3rd hatch may be more beneficial than earlier gas. But it still leaves you with enough minerals to pump lings constantly out of the 2 hatcheries against any kind of rush, as well as the ability to get a quick lair or ling speed or hydra den.

** - If you don't think anything is coming, you can make drones instead of lings. But saving the larvae is definitely useful, especially if they are already scouting you, you can trick them into thinking you are making zerglings.

The timing for this is roughly as follows:

Against a non-proxy 2 gate, your 8 lings will pop right when the first zealot and few probes arrive. Against a proxy, you are a little late, but not by that much.

Against a non-proxy 8 rax into bunker rush, your 8 lings will pop just as the second marine gets to your base. The bunker finishes in time to get the marine in it, but only 2 marines against 10 lings, it's an easy win. Against a proxy, it's a little tougher. But far from impossible. A sunken can be placed to ensure that you can kill the bunker, since the hatchery finishes earlier than a 12 hatch.

So, as it stands, it seems to be a really solid counter to any early rush strategies, and it does not require a lot of micro. It can transition into any type of 2 hatch all-in, and a 3rd hatch can be placed pretty quickly if you start pumping drones instead of lings, meaning any timings for 3 hatch build orders will not be affected much either.

All-in-all, against P or T, I like this opening. I used to open 9 pool all the time, because I didn't like losing to early rushes. Then I transitioned into overpool. Now, I'm going to start using this more often. It's not as solid as 12 hatch, in economic terms, but I definitely will take a slight hit to my economy, as long as I am safe from early rushes.

It worked well against Z when my opponent went for anything other than a very early pool. This worked out decent against a 9 pool, however, it is very difficult to fight off those lings initially. It also was hurt against a 12 hatch, however, a single sunken, plus a few lings guarding your natural, lets you pump a few drones to catch up, and your gas comes before theirs, so you can get the tech out slightly quicker. It's for these reasons that I do not suggest opening like this against Z. 9 hatch in-base may be doable against an early pool though.

I'm going to keep experimenting with this, whenever I get the chance to play.

TL;DR - 9 hatch is very effective at fighting off early rushes of T or P, without damaging your economy much.
~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
ultramagnetics
Profile Joined March 2009
Poland215 Posts
Last Edited: 2009-11-30 00:19:12
November 30 2009 00:18 GMT
#13
agree with most of what you said. I like 9/10 hatch since I am off-race with zerg and its fun to play. I feel strong playing with this 1 build that is pretty versatile. You should try doing 10-hatch though. it gives you an advantage over 9hatch in basically every aspect. Faster everything and more minerals. Do refinery trick before hatch and that's a 10 hatch
laLAlA[uC]
Profile Blog Joined May 2009
Canada963 Posts
November 30 2009 00:54 GMT
#14
I'm assuming you are playing 2v2.

It really depends on what you want to do. If you are aiming for map control, a quick break/kill, then 10 h is best. The 2nd hat pops much faster than the 12hat build and sometimes those quick 2 or 4 lings are all the difference.

However, if you're aiming for an eco build, obv 12 h is the way to go.

[Btw, 10h only requires 1 ext trick...]
I'm an old man now
Severedevil
Profile Blog Joined April 2009
United States4838 Posts
November 30 2009 01:30 GMT
#15
There are multiple 10hatch builds. (Reminder for those who missed it.)

10hatch
10overlord
10pool

and

10overlord
10hatch
whatever pool

are the highest econ variants, afaik. They're not rush builds, but the hope is that the extra larva and earlier creep from the earlier second hatchery can be put to good use and will make you safer than 12hatch against an early rush.

The safest version is 10hatch, 9pool, 9overlord, extractor trick for 10th drone. You have money to spare, unlike the gas versions of the build, and your pool is up slightly after a 12pool. The most aggressive version is 10hatch followed by a normal 9pool - delay some zerglings for faster speed, and you have a ridiculous speedling timing attack.

Hmm... I'm curious about something. Would 10overlord 10pool make sense as an opening?
My strategy is to fork people.
koreasilver
Profile Blog Joined June 2008
9109 Posts
November 30 2009 01:42 GMT
#16
If you 10overlord, wouldn't you not have enough minerals to make a hatch before the overlord pops anyway?
laLAlA[uC]
Profile Blog Joined May 2009
Canada963 Posts
November 30 2009 01:46 GMT
#17
10 overlord doesn't make sense to me s:
I'm an old man now
ProoM
Profile Blog Joined May 2009
Lithuania1741 Posts
Last Edited: 2009-11-30 01:57:58
November 30 2009 01:54 GMT
#18
in my testings 12 hatch's hatch compared to 10 hatch's hatch comes 20 seconds ealier and pool comes 19-20 seconds ealier. When you reach 27 supply with 12 hatch 3 seconds faster than with 10 hatch. Personaly, I always open 10 hatch in ZvP because it's very safe build which gives you similar economy to 12 hatch. Also, any 2 gate action is countered ridiculously easy, which I had with a lot problems with. Anyway, it's only me, I always use non-standart builds so I feel comfortable with it, others may not :}.
P.s. I've recently wrote the 10 hatch variation im using, if anyone is intrested:
http://wiki.teamliquid.net/starcraft/10_hatch
IMBA - International Mountain Bicycling Association.
aznanimedude
Profile Joined April 2009
United States199 Posts
November 30 2009 01:58 GMT
#19
9/10 hatch is good if you don't want the probe to annoy you as much when you make your hatch and you aren't confident in your probe chasing skill.

and i don't see any logical reason for a 10 overlord
HOI POLLOI
Neon_Monkey
Profile Joined February 2008
United States270 Posts
Last Edited: 2009-11-30 02:32:36
November 30 2009 02:31 GMT
#20
some progamer used 10 overlord on outsider a few days ago. The reason for doing so is that if P scouts you first he can block a 12 hatch, but if you hide your drone and make hatch at 10 then it will be down before P can get his probe back to your nat after scouting your main (if he pylon scouted), and your econ is pretty much the same. This also allows you to get your sunkens started a little faster vs a 2 gate, but at the cost of your pool being a few seconds later. The faster sunkens should allow you to start 2 sunkens just moments before the first zealot reaches your nat to try and block it on outsider (don't know about other maps), but then if P goes 1 gate tech his zealot will be in your mineral line for a few extra seconds before your zerglings pop. Kind of hit or miss and doesn't really make much of a difference...
1 2 3 4 5 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1h 21m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 294
RuFF_SC2 126
Livibee 88
StarCraft: Brood War
Sea 2269
NaDa 40
Icarus 3
Dota 2
capcasts133
NeuroSwarm99
febbydoto14
LuMiX1
League of Legends
JimRising 727
Counter-Strike
Stewie2K656
Other Games
summit1g10242
tarik_tv4941
Organizations
Other Games
BasetradeTV65
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Berry_CruncH257
• Hupsaiya 95
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Doublelift4989
• Jankos1626
• masondota2936
Upcoming Events
Korean StarCraft League
1h 21m
CranKy Ducklings
8h 21m
RSL Revival
8h 21m
ByuN vs Cham
herO vs Reynor
FEL
14h 21m
RSL Revival
1d 8h
Clem vs Classic
SHIN vs Cure
FEL
1d 10h
BSL: ProLeague
1d 16h
Dewalt vs Bonyth
Replay Cast
2 days
Sparkling Tuna Cup
3 days
The PondCast
4 days
[ Show More ]
Replay Cast
4 days
RSL Revival
5 days
Replay Cast
5 days
RSL Revival
6 days
Liquipedia Results

Completed

BSL 2v2 Season 3
HSC XXVII
Heroes 10 EU

Ongoing

JPL Season 2
BSL Season 20
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025

Upcoming

2025 ACS Season 2: Qualifier
CSLPRO Last Chance 2025
2025 ACS Season 2
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.