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[Q] 3 hatch hydra -> 5 hatch build?

Forum Index > Brood War Strategy
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whatusername
Profile Blog Joined November 2008
Canada1181 Posts
October 20 2011 03:21 GMT
#1
I've noticed in a lot of VODs that this is sort of becoming a standard build in ZvP. I was wondering whether anybody knows how to execute this build or has a rep for this.

If anyone could help me, the main things i'm wondering are:

When do I start adding hatches, before or after lair?
When to start lair?
How many hydras to build?
When to start droning?

Thanks
im gay
FyRe_DragOn
Profile Blog Joined November 2006
Canada2056 Posts
October 20 2011 04:58 GMT
#2
the basic format pros are using atm is
3hatch gas build
hydra den
hydra speed or range
a few hydras
drone round
(4th/5th hatchery > the other hydra upgrade > lair) if aggressive
(lair > 4th hatchery > spire, other hydra upgrade or lurker > 5th hatch) if passive
aka DragOn[NaS]
Bd.Snake
Profile Joined October 2011
Australia163 Posts
October 20 2011 05:08 GMT
#3

This is a fpvod of Scan playing zvp he does the build your talking about i think
Well see the thing of it is you know theres alot of ugly people out there walking around but they dont know there ugly because nobody actually tells them
gu-val
Profile Joined March 2011
59 Posts
Last Edited: 2011-10-20 06:09:49
October 20 2011 06:04 GMT
#4
Number of hydras is game- and map-dependant. When I was using 3h gas-hydra opening, I used to make enough hydras to snipe gateway/forge without getting killed by zealots, usually 4-5 hydras with 4-6 lings. This will force P to make more cannons in natural, but will also delay your own tech quite a lot. You cant kill the natural this way, unless P went greedy way and built only 1 cannon in bad position which was sniped easily so the push might seem pointless. I wont build more hydras because it looks like an all-in to me, and I dont like low eco games after all

I would also opt for lurker upgrade instead of spire at this moment of the game, you wont have many mutalisks due to low eco start while 1-2 lurks would work fine for you vs citadel first builds (even possible to deny P's third).

I'm not going 3h hydra push now unless P went something really idiotic so I'm gonna end the game right there. 5h before gas fits my game style pretty well, it is rather weak vs non-stargate first openings however.
KwarK
Profile Blog Joined July 2006
United States43799 Posts
October 21 2011 10:55 GMT
#5
On October 20 2011 15:04 gu-val wrote:
Number of hydras is game- and map-dependant. When I was using 3h gas-hydra opening, I used to make enough hydras to snipe gateway/forge without getting killed by zealots, usually 4-5 hydras with 4-6 lings. This will force P to make more cannons in natural, but will also delay your own tech quite a lot. You cant kill the natural this way, unless P went greedy way and built only 1 cannon in bad position which was sniped easily so the push might seem pointless. I wont build more hydras because it looks like an all-in to me, and I dont like low eco games after all

I would also opt for lurker upgrade instead of spire at this moment of the game, you wont have many mutalisks due to low eco start while 1-2 lurks would work fine for you vs citadel first builds (even possible to deny P's third).

I'm not going 3h hydra push now unless P went something really idiotic so I'm gonna end the game right there. 5h before gas fits my game style pretty well, it is rather weak vs non-stargate first openings however.

This is wrong. If you build enough hydralisks to pressure then you will have insufficient drones to utilise the 5 hatch. This build is a completely defensive opening.

It's normally overpool expansion gas expansion lair suicide overlord then hydra den in sim city placement, 6 or so hydra for corsair denial with spire and two more hatch + evo chamber + sunkens (game dependent) in sim city placement. The objective is to get a very strong three base (and ideally three gas) economy while remaining safe from corsair/speedlot/dt etc plays with overlord speed, a few hydralisks and a sim city with sunkens (varies dependent on what you scout).

From then on you react. Your early game should consist only of 6 lings and by lair you should have augmented those with 6 or so hydras but the rest is drones. It's an economy play to set you up for the midgame.

However it's also pretty out of date, it was popularised about two years ago now. What we saw in the most recent seasons was slower overlord speed, air control contested by scourge only the third hatchery going at a natural of a main site with a sixth hatchery quickly placed in the main. This variant relies rather more on the sim city, often teching to lurkers and adding spores rather than using 5 hatch hydra production with scourge and speed overlords but can transition straight into a 4 gas late game rush.
ModeratorThe angels have the phone box
Mortality
Profile Blog Joined December 2005
United States4790 Posts
October 21 2011 14:08 GMT
#6
On October 21 2011 19:55 KwarK wrote:
Show nested quote +
On October 20 2011 15:04 gu-val wrote:
Number of hydras is game- and map-dependant. When I was using 3h gas-hydra opening, I used to make enough hydras to snipe gateway/forge without getting killed by zealots, usually 4-5 hydras with 4-6 lings. This will force P to make more cannons in natural, but will also delay your own tech quite a lot. You cant kill the natural this way, unless P went greedy way and built only 1 cannon in bad position which was sniped easily so the push might seem pointless. I wont build more hydras because it looks like an all-in to me, and I dont like low eco games after all

I would also opt for lurker upgrade instead of spire at this moment of the game, you wont have many mutalisks due to low eco start while 1-2 lurks would work fine for you vs citadel first builds (even possible to deny P's third).

I'm not going 3h hydra push now unless P went something really idiotic so I'm gonna end the game right there. 5h before gas fits my game style pretty well, it is rather weak vs non-stargate first openings however.

This is wrong. If you build enough hydralisks to pressure then you will have insufficient drones to utilise the 5 hatch. This build is a completely defensive opening.

It's normally overpool expansion gas expansion lair suicide overlord then hydra den in sim city placement, 6 or so hydra for corsair denial with spire and two more hatch + evo chamber + sunkens (game dependent) in sim city placement. The objective is to get a very strong three base (and ideally three gas) economy while remaining safe from corsair/speedlot/dt etc plays with overlord speed, a few hydralisks and a sim city with sunkens (varies dependent on what you scout).

From then on you react. Your early game should consist only of 6 lings and by lair you should have augmented those with 6 or so hydras but the rest is drones. It's an economy play to set you up for the midgame.

However it's also pretty out of date, it was popularised about two years ago now. What we saw in the most recent seasons was slower overlord speed, air control contested by scourge only the third hatchery going at a natural of a main site with a sixth hatchery quickly placed in the main. This variant relies rather more on the sim city, often teching to lurkers and adding spores rather than using 5 hatch hydra production with scourge and speed overlords but can transition straight into a 4 gas late game rush.


If you look at the ling and hydra count he is suggesting it is actually less than what you suggested. But he seems to think he should be using only 4 or 5 hydras offensively...? The amount of time it will take 5 hydras to take down 1 gate is ridiculous, and even though the presence of the hydras might force him to panic into over-committing on defense (assuming you managed to snipe his scouting probe, otherwise all I can say is "woops?"), if he's going for any kind of standard opening he'll have that corsair scouting you out in no time and he'll realize that you've stopped making hydras and he'll start harassing OL.

I think this could be used effectively at low ranks where players will panic under the pressure, but I'd be surprised if his strategy could be used at higher levels...
Even though this Proleague bullshit has been completely bogus, I really, really, really do not see how Khan can lose this. I swear I will kill myself if they do. - nesix before KHAN lost to eNature
gu-val
Profile Joined March 2011
59 Posts
October 21 2011 18:21 GMT
#7
I think I was using this at C- levels or so. I already said I've switched to 5hatch before gas build.
KwarK
Profile Blog Joined July 2006
United States43799 Posts
Last Edited: 2011-10-22 10:15:46
October 22 2011 10:13 GMT
#8
On October 21 2011 23:08 Mortality wrote:
Show nested quote +
On October 21 2011 19:55 KwarK wrote:
On October 20 2011 15:04 gu-val wrote:
Number of hydras is game- and map-dependant. When I was using 3h gas-hydra opening, I used to make enough hydras to snipe gateway/forge without getting killed by zealots, usually 4-5 hydras with 4-6 lings. This will force P to make more cannons in natural, but will also delay your own tech quite a lot. You cant kill the natural this way, unless P went greedy way and built only 1 cannon in bad position which was sniped easily so the push might seem pointless. I wont build more hydras because it looks like an all-in to me, and I dont like low eco games after all

I would also opt for lurker upgrade instead of spire at this moment of the game, you wont have many mutalisks due to low eco start while 1-2 lurks would work fine for you vs citadel first builds (even possible to deny P's third).

I'm not going 3h hydra push now unless P went something really idiotic so I'm gonna end the game right there. 5h before gas fits my game style pretty well, it is rather weak vs non-stargate first openings however.

This is wrong. If you build enough hydralisks to pressure then you will have insufficient drones to utilise the 5 hatch. This build is a completely defensive opening.

It's normally overpool expansion gas expansion lair suicide overlord then hydra den in sim city placement, 6 or so hydra for corsair denial with spire and two more hatch + evo chamber + sunkens (game dependent) in sim city placement. The objective is to get a very strong three base (and ideally three gas) economy while remaining safe from corsair/speedlot/dt etc plays with overlord speed, a few hydralisks and a sim city with sunkens (varies dependent on what you scout).

From then on you react. Your early game should consist only of 6 lings and by lair you should have augmented those with 6 or so hydras but the rest is drones. It's an economy play to set you up for the midgame.

However it's also pretty out of date, it was popularised about two years ago now. What we saw in the most recent seasons was slower overlord speed, air control contested by scourge only the third hatchery going at a natural of a main site with a sixth hatchery quickly placed in the main. This variant relies rather more on the sim city, often teching to lurkers and adding spores rather than using 5 hatch hydra production with scourge and speed overlords but can transition straight into a 4 gas late game rush.


If you look at the ling and hydra count he is suggesting it is actually less than what you suggested. But he seems to think he should be using only 4 or 5 hydras offensively...? The amount of time it will take 5 hydras to take down 1 gate is ridiculous, and even though the presence of the hydras might force him to panic into over-committing on defense (assuming you managed to snipe his scouting probe, otherwise all I can say is "woops?"), if he's going for any kind of standard opening he'll have that corsair scouting you out in no time and he'll realize that you've stopped making hydras and he'll start harassing OL.

I think this could be used effectively at low ranks where players will panic under the pressure, but I'd be surprised if his strategy could be used at higher levels...

I'm building the hydralisks later and purely defensively against corsairs. What he's doing is faking a three hatch hydra bust. Comparing them on numbers alone is absurd, he's going hydralisk den before lair and faking a bust whereas my den finishes in sync with my lair after another few rounds of pure drones.

Five hatch before gas is always awful, anyone anywhere can simply kill that upon scouting with range dragoons and micro. You cannot get significant numbers of hydralisks and certainly not with upgrades before he can get a half dozen dragoons and it will always get scouted. He won't lose a single dragoon early because dragoon micro is really, really easy and you'll never be able to get the units needed to stop him.
ModeratorThe angels have the phone box
ymir233
Profile Blog Joined June 2010
United States8275 Posts
Last Edited: 2011-10-23 04:01:04
October 23 2011 04:00 GMT
#9
I prefer going the Hoejja path by setting up 6 hatches early (4 bases)....expo at 32 (after 6 hydras), 38 hatch, 40 hatch, then do whatever as needed (~48 should be when you start pumping hydras and stuff). This is only if they put up 5+ cannons though since then they're DEFINITELY delayed (esp. if they went normal Bisu build) and can't really muster up a threatening zeal/HT force 'till minute 9.

If they do 2-3 cannons only you can bust them as normal, which is the beauty of this build.
If they do 4 cannons you could probably do that 2nd timing where JD faked Stork in WL on Bloody Ridge (one of the first progames to implement the fake bust recently), then after getting the extra expo, he went for Lair immediately, didn't go for nat gas, and then shortly thereafter made 6 more hydras and busted Stork's front with more to come.

Again all of these BOs are very dependent on scouting and preventing scouting...
Come motivate me to be cynical about animus at http://infinityandone.blogspot.com/ // Stork proxy gates are beautiful.
gu-val
Profile Joined March 2011
59 Posts
Last Edited: 2011-10-25 06:15:29
October 25 2011 06:14 GMT
#10
Five hatch before gas is always awful, anyone anywhere can simply kill that upon scouting with range dragoons and micro. You cannot get significant numbers of hydralisks and certainly not with upgrades before he can get a half dozen dragoons and it will always get scouted. He won't lose a single dragoon early because dragoon micro is really, really easy and you'll never be able to get the units needed to stop him.
Goon boost is kinda all-in there, once scouted, I react by building a million of lings (5 hatches remember?) while teching to lurkers. I only get goon busted only due to scout fail, or by better player (around B). 5h before gas doesnt work on certain maps, though.
Iplaythings
Profile Blog Joined August 2009
Denmark9110 Posts
October 25 2011 06:45 GMT
#11
On October 21 2011 19:55 KwarK wrote:
Show nested quote +
On October 20 2011 15:04 gu-val wrote:
Number of hydras is game- and map-dependant. When I was using 3h gas-hydra opening, I used to make enough hydras to snipe gateway/forge without getting killed by zealots, usually 4-5 hydras with 4-6 lings. This will force P to make more cannons in natural, but will also delay your own tech quite a lot. You cant kill the natural this way, unless P went greedy way and built only 1 cannon in bad position which was sniped easily so the push might seem pointless. I wont build more hydras because it looks like an all-in to me, and I dont like low eco games after all

I would also opt for lurker upgrade instead of spire at this moment of the game, you wont have many mutalisks due to low eco start while 1-2 lurks would work fine for you vs citadel first builds (even possible to deny P's third).

I'm not going 3h hydra push now unless P went something really idiotic so I'm gonna end the game right there. 5h before gas fits my game style pretty well, it is rather weak vs non-stargate first openings however.

This is wrong. If you build enough hydralisks to pressure then you will have insufficient drones to utilise the 5 hatch. This build is a completely defensive opening.

It's normally overpool expansion gas expansion lair suicide overlord then hydra den in sim city placement, 6 or so hydra for corsair denial with spire and two more hatch + evo chamber + sunkens (game dependent) in sim city placement. The objective is to get a very strong three base (and ideally three gas) economy while remaining safe from corsair/speedlot/dt etc plays with overlord speed, a few hydralisks and a sim city with sunkens (varies dependent on what you scout).

From then on you react. Your early game should consist only of 6 lings and by lair you should have augmented those with 6 or so hydras but the rest is drones. It's an economy play to set you up for the midgame.

However it's also pretty out of date, it was popularised about two years ago now. What we saw in the most recent seasons was slower overlord speed, air control contested by scourge only the third hatchery going at a natural of a main site with a sixth hatchery quickly placed in the main. This variant relies rather more on the sim city, often teching to lurkers and adding spores rather than using 5 hatch hydra production with scourge and speed overlords but can transition straight into a 4 gas late game rush.

Wait up a second, and explain something to me.
This build is famously called "fake" 3 hatch hydra, and the number of hydras and lings he listed are completely standard compared to what the professionals have been using.. The build makes you take down the simcity gateway and forge (preventing super early +1 timings), force some extra cannons because if he doesn't you just go fucking kill him, no biggie.
But when the toss reacts as suspected and throws down 2--4 more cannons (depends wether he went 1 or 2 cannons from the start or not) the zerg happily returns to a standard 5hatch macro build with an eco advantage while being behind in tech.

That's how the build has worked out since allways, going 3hatch hydra defensively sounds like something you would do against 1 base tech. Doing it vs forge FE and not getting enough hydras to force extra cannons is.. completely screwing with the logic of the build?
Have I misunderstood something kwark, cus if you're talking about the same build as I am then you sure as hell have got the wrong idea

In the woods, there lurks..
KwarK
Profile Blog Joined July 2006
United States43799 Posts
October 27 2011 15:26 GMT
#12
On October 25 2011 15:45 Iplaythings wrote:
Show nested quote +
On October 21 2011 19:55 KwarK wrote:
On October 20 2011 15:04 gu-val wrote:
Number of hydras is game- and map-dependant. When I was using 3h gas-hydra opening, I used to make enough hydras to snipe gateway/forge without getting killed by zealots, usually 4-5 hydras with 4-6 lings. This will force P to make more cannons in natural, but will also delay your own tech quite a lot. You cant kill the natural this way, unless P went greedy way and built only 1 cannon in bad position which was sniped easily so the push might seem pointless. I wont build more hydras because it looks like an all-in to me, and I dont like low eco games after all

I would also opt for lurker upgrade instead of spire at this moment of the game, you wont have many mutalisks due to low eco start while 1-2 lurks would work fine for you vs citadel first builds (even possible to deny P's third).

I'm not going 3h hydra push now unless P went something really idiotic so I'm gonna end the game right there. 5h before gas fits my game style pretty well, it is rather weak vs non-stargate first openings however.

This is wrong. If you build enough hydralisks to pressure then you will have insufficient drones to utilise the 5 hatch. This build is a completely defensive opening.

It's normally overpool expansion gas expansion lair suicide overlord then hydra den in sim city placement, 6 or so hydra for corsair denial with spire and two more hatch + evo chamber + sunkens (game dependent) in sim city placement. The objective is to get a very strong three base (and ideally three gas) economy while remaining safe from corsair/speedlot/dt etc plays with overlord speed, a few hydralisks and a sim city with sunkens (varies dependent on what you scout).

From then on you react. Your early game should consist only of 6 lings and by lair you should have augmented those with 6 or so hydras but the rest is drones. It's an economy play to set you up for the midgame.

However it's also pretty out of date, it was popularised about two years ago now. What we saw in the most recent seasons was slower overlord speed, air control contested by scourge only the third hatchery going at a natural of a main site with a sixth hatchery quickly placed in the main. This variant relies rather more on the sim city, often teching to lurkers and adding spores rather than using 5 hatch hydra production with scourge and speed overlords but can transition straight into a 4 gas late game rush.

Wait up a second, and explain something to me.
This build is famously called "fake" 3 hatch hydra, and the number of hydras and lings he listed are completely standard compared to what the professionals have been using.. The build makes you take down the simcity gateway and forge (preventing super early +1 timings), force some extra cannons because if he doesn't you just go fucking kill him, no biggie.
But when the toss reacts as suspected and throws down 2--4 more cannons (depends wether he went 1 or 2 cannons from the start or not) the zerg happily returns to a standard 5hatch macro build with an eco advantage while being behind in tech.

That's how the build has worked out since allways, going 3hatch hydra defensively sounds like something you would do against 1 base tech. Doing it vs forge FE and not getting enough hydras to force extra cannons is.. completely screwing with the logic of the build?
Have I misunderstood something kwark, cus if you're talking about the same build as I am then you sure as hell have got the wrong idea


I think you've missed something. The OP was asking for the 3 hatch lair into 5 hatch build which has always been a defensive macro opening to establish the Zerg on 3 bases with lair tech with strong production and drone count. Recently it has been varied to establish a quick fourth base by adding a sixth hatchery, lurkers and spore colonies.

You may be describing a fake 3 hatch hydra build but that is not what the OP asked for, nor is it the standard build to the best of my knowledge. Standard play vs a FE these days is completely passive, building enough lings to deny scout probes and enough hydra to deny corsairs, popping at about the time the corsairs hit, and the rest is pure drones, tech and hatcheries. What forces the extra cannons is the Protoss playing blind, if the first the Protoss knows of a 3 hatch hydra allin is when they appear at his front then he can't build extra cannons in time to block it anyway. He either plays safe and blocks it whatever you do or he plays risky and doesn't block it whatever you do. There is absolutely no purpose in faking a build in the latter part of the early game in ZvP when speedlings deny all possible scouting.
ModeratorThe angels have the phone box
FyRe_DragOn
Profile Blog Joined November 2006
Canada2056 Posts
Last Edited: 2011-10-28 03:33:52
October 28 2011 03:30 GMT
#13
[Q] 3 hatch hydra -> 5 hatch build?


The OP was asking for the 3 hatch lair into 5 hatch build


o rlly? o.O

also, in the 3hatch lair build pros do that doesnt involve hydralisks, it really doesnt involve hydralisks, until after scourge. thats kindof the point of making a spire, so you dont have to waste money on hydras and have the threat of mutalisks with the scouting and defense of scourge.

somehow people have started arguing about 5hatch before gas and confusing it with standard 3hatch spire play, and not actually helping the OP at all. Not that it seems he cares, which is really disappointing seeing as he made the god dam thread. why not actually respond in it? the state of the bw strategy forum saddens me these days
aka DragOn[NaS]
whatusername
Profile Blog Joined November 2008
Canada1181 Posts
October 30 2011 05:51 GMT
#14
sorry I was satisfied with the first two posts so I kind of just forgot about the thread lol. Anyway, yeah I was asking for the "fake" 3 hatch hydra -> 5 hatch build i usually see on progames nowadays. Sorry about the confusion!
im gay
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