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ZvT 5 racks counters

Forum Index > Brood War Strategy
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1 2 Next All
Gromgrom
Profile Joined April 2017
8 Posts
June 11 2017 11:26 GMT
#1
I haven't seen a good discussion on this topic yet. Five racks is just one of those builds that is just really difficult to go against. Any high level zergs care to give some advice?
LaStScan
Profile Joined May 2011
Korea (South)1289 Posts
June 12 2017 01:06 GMT
#2
keeping 11 muta alive, fast hive with 3 lurkers at 3rd gas.
make your 3h muta optimized. must finish spire at 6:00.
if you don't like this, go lurker into fast hive.
Trying my best for ASL, ASTL
FlaShFTW
Profile Blog Joined February 2010
United States10253 Posts
June 12 2017 02:22 GMT
#3
Agreed with Scan. the issue with 5 rax is when you come off the 5 rax into whatever late game transition, if Zerg is able to hold on and establish enough bases for macro hatches, they can flood lings into the terran bases and force them to play defensively.

Mutas are also important to keep alive while still dealing enough damage. Early ling/muta engages on early mnm forces to limit their numbers is the best, since if reinforcements group with the army, it is too large at that point for mid-game zerg forces to contest, unless they went mass lurker and delayed hive.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
kogeT
Profile Joined September 2013
Poland2041 Posts
Last Edited: 2017-06-12 09:07:25
June 12 2017 08:51 GMT
#4
The biggest struggle when playing 3 hath vs 5 rax is to realize that you have to defend. If you want to be aggresive vs 5 rax it's basically a gamble where terran is favored.

To add on top of what Scan wrote, you can try to go very heavy on sunken, stay on 2 base and try to do some significant dmg with mutas. The problem here is as soon terran realizes what you're doing he can add multiple turrets while transitioning into SK terran.
https://www.twitch.tv/kogetbw
Kodan
Profile Joined May 2010
United States51 Posts
June 12 2017 21:53 GMT
#5
On June 12 2017 17:51 kogeT wrote:
The biggest struggle when playing 3 hath vs 5 rax is to realize that you have to defend. If you want to be aggresive vs 5 rax it's basically a gamble where terran is favored.

To add on top of what Scan wrote, you can try to go very heavy on sunken, stay on 2 base and try to do some significant dmg with mutas. The problem here is as soon terran realizes what you're doing he can add multiple turrets while transitioning into SK terran.



Scan stated that you should get a spire done by 6:00. is that always necessary when going muta? I have been seeing some people delay their zling speed to get ground carapace upgrades but it delays the mutas just a teeny bit. would this work at the higher level of play anyway?

Soultrain
XenOsky
Profile Blog Joined March 2008
Chile2298 Posts
June 12 2017 23:16 GMT
#6
FlaSh's builds are just too solid, 2ble CC vs P and 5 rax +1 rines vs zerg seem unbeatable atm.
StarCraft & Audax Italiano.
FlaShFTW
Profile Blog Joined February 2010
United States10253 Posts
June 13 2017 00:47 GMT
#7
On June 13 2017 08:16 XenOsky- wrote:
FlaSh's builds are just too solid, 2ble CC vs P and 5 rax +1 rines vs zerg seem unbeatable atm.

what is 2ble CC?
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
ortseam
Profile Joined April 2015
996 Posts
Last Edited: 2017-06-13 01:25:30
June 13 2017 01:17 GMT
#8
Yeah his TvT builds also seem unbeatable, even Last didn't stand a chance

Kodan: 3hatch 12 gas(which leads to 6:00 spire) is what is mostly used right now. The early carapace is used for crazy zerg builds which skip lurkers and get fast ultras, not the standard muta->lurker->defiler ZvT play. 12 gas is good against 5rax because it speeds up all of these timings, which means: less marines when mutas come out, less marines when you try to secure 3rd base with lurker on ramp.
Kodan
Profile Joined May 2010
United States51 Posts
June 13 2017 03:19 GMT
#9
On June 13 2017 10:17 ortseam wrote:
Yeah his TvT builds also seem unbeatable, even Last didn't stand a chance

Kodan: 3hatch 12 gas(which leads to 6:00 spire) is what is mostly used right now. The early carapace is used for crazy zerg builds which skip lurkers and get fast ultras, not the standard muta->lurker->defiler ZvT play. 12 gas is good against 5rax because it speeds up all of these timings, which means: less marines when mutas come out, less marines when you try to secure 3rd base with lurker on ramp.


ok thanks for the info!

Is there any 12 pool variation of this? I have a hard time on iccup defeding BBS going 12 hatch so I started doing an early pool.
Soultrain
Shinokuki
Profile Joined July 2013
United States923 Posts
June 13 2017 05:19 GMT
#10
On June 13 2017 06:53 Kodan wrote:
Show nested quote +
On June 12 2017 17:51 kogeT wrote:
The biggest struggle when playing 3 hath vs 5 rax is to realize that you have to defend. If you want to be aggresive vs 5 rax it's basically a gamble where terran is favored.

To add on top of what Scan wrote, you can try to go very heavy on sunken, stay on 2 base and try to do some significant dmg with mutas. The problem here is as soon terran realizes what you're doing he can add multiple turrets while transitioning into SK terran.



Scan stated that you should get a spire done by 6:00. is that always necessary when going muta? I have been seeing some people delay their zling speed to get ground carapace upgrades but it delays the mutas just a teeny bit. would this work at the higher level of play anyway?



The reason why you want to get your mutas out very fast is that you want the terran army to not take control of center too early.. If you get mutas late MnM army is going to get too big and just kill you no matter how fantastic your micro is. So if you get mutas at 6:00 like scan suggested you force him to either move out with 12-15 MnM to pressure you or wait until he has a lot. At this point you would get lurker ready so most terrans will try to take advantage by goig out at 12-15 marine count.
Life is just life
[nkc]moon
Profile Joined September 2016
30 Posts
June 14 2017 09:23 GMT
#11
On June 13 2017 08:16 XenOsky- wrote:
FlaSh's builds are just too solid, 2ble CC vs P and 5 rax +1 rines vs zerg seem unbeatable atm.


Apparently Everytime flash would go 5 rax in practice for asl final effort would shit on him

arb
Profile Blog Joined April 2008
Noobville17921 Posts
June 15 2017 12:48 GMT
#12
On June 13 2017 09:47 FlaShFTW wrote:
Show nested quote +
On June 13 2017 08:16 XenOsky- wrote:
FlaSh's builds are just too solid, 2ble CC vs P and 5 rax +1 rines vs zerg seem unbeatable atm.

what is 2ble CC?

im guessing double cc?
Artillery spawned from the forges of Hell
LaStScan
Profile Joined May 2011
Korea (South)1289 Posts
Last Edited: 2017-06-15 18:33:48
June 15 2017 18:32 GMT
#13
On June 13 2017 10:17 ortseam wrote:
Yeah his TvT builds also seem unbeatable, even Last didn't stand a chance

Kodan: 3hatch 12 gas(which leads to 6:00 spire) is what is mostly used right now. The early carapace is used for crazy zerg builds which skip lurkers and get fast ultras, not the standard muta->lurker->defiler ZvT play. 12 gas is good against 5rax because it speeds up all of these timings, which means: less marines when mutas come out, less marines when you try to secure 3rd base with lurker on ramp.


3h 12 gas is like 2:48. 2h 14? 15gas is at 2:40. 3h 12 gas is a little bit delayed.
Just remember to put gas @2:40, but i would still prefer players to practice this guide that I made 2 years ago.

ZvT Optimized 3 Hatchery Opening (2015)
Build Order Description
+ Show Spoiler +
12 Hatchery
13 Spawning Pool
14 Hatchery
14 Gas
at 16, make ONLY 6 zerglings


Once you started making mutalisks, keep up having a lot of zerglings(Max 24 zerglings).
3 Hydralisks at your 3rd base and 3 Sunken Colonies for your natural.
Trying my best for ASL, ASTL
Luddite
Profile Blog Joined April 2007
United States2315 Posts
June 15 2017 18:49 GMT
#14
On June 16 2017 03:32 LaStScan wrote:
Show nested quote +
On June 13 2017 10:17 ortseam wrote:
Yeah his TvT builds also seem unbeatable, even Last didn't stand a chance

Kodan: 3hatch 12 gas(which leads to 6:00 spire) is what is mostly used right now. The early carapace is used for crazy zerg builds which skip lurkers and get fast ultras, not the standard muta->lurker->defiler ZvT play. 12 gas is good against 5rax because it speeds up all of these timings, which means: less marines when mutas come out, less marines when you try to secure 3rd base with lurker on ramp.


3h 12 gas is like 2:48. 2h 14? 15gas is at 2:40. 3h 12 gas is a little bit delayed.
Just remember to put gas @2:40, but i would still prefer players to practice this guide that I made 2 years ago.

ZvT Optimized 3 Hatchery Opening (2015)
Build Order Description
+ Show Spoiler +
12 Hatchery
13 Spawning Pool
14 Hatchery
14 Gas
at 16, make ONLY 6 zerglings


Once you started making mutalisks, keep up having a lot of zerglings(Max 24 zerglings).
3 Hydralisks at your 3rd base and 3 Sunken Colonies for your natural.

What is 2:48, 2:40 referring to here? Is that the time you build your first extractor? I don't understand why 12 gas would give you a later extractor than 14/15 gas.
Can't believe I'm still here playing this same game
LaStScan
Profile Joined May 2011
Korea (South)1289 Posts
June 15 2017 18:53 GMT
#15
On June 16 2017 03:49 Luddite wrote:
Show nested quote +
On June 16 2017 03:32 LaStScan wrote:
On June 13 2017 10:17 ortseam wrote:
Yeah his TvT builds also seem unbeatable, even Last didn't stand a chance

Kodan: 3hatch 12 gas(which leads to 6:00 spire) is what is mostly used right now. The early carapace is used for crazy zerg builds which skip lurkers and get fast ultras, not the standard muta->lurker->defiler ZvT play. 12 gas is good against 5rax because it speeds up all of these timings, which means: less marines when mutas come out, less marines when you try to secure 3rd base with lurker on ramp.


3h 12 gas is like 2:48. 2h 14? 15gas is at 2:40. 3h 12 gas is a little bit delayed.
Just remember to put gas @2:40, but i would still prefer players to practice this guide that I made 2 years ago.

ZvT Optimized 3 Hatchery Opening (2015)
Build Order Description
+ Show Spoiler +
12 Hatchery
13 Spawning Pool
14 Hatchery
14 Gas
at 16, make ONLY 6 zerglings


Once you started making mutalisks, keep up having a lot of zerglings(Max 24 zerglings).
3 Hydralisks at your 3rd base and 3 Sunken Colonies for your natural.

What is 2:48, 2:40 referring to here? Is that the time you build your first extractor? I don't understand why 12 gas would give you a later extractor than 14/15 gas.


it is referring to the game timer(not just beginner use it for). if you are gonna talk about supply count and stuff with 12 gas thing, that's not a good idea to begin with because you can even start 12 gas before pool... ^^
Trying my best for ASL, ASTL
LaStScan
Profile Joined May 2011
Korea (South)1289 Posts
June 15 2017 18:56 GMT
#16
On June 16 2017 03:53 LaStScan wrote:
Show nested quote +
On June 16 2017 03:49 Luddite wrote:
On June 16 2017 03:32 LaStScan wrote:
On June 13 2017 10:17 ortseam wrote:
Yeah his TvT builds also seem unbeatable, even Last didn't stand a chance

Kodan: 3hatch 12 gas(which leads to 6:00 spire) is what is mostly used right now. The early carapace is used for crazy zerg builds which skip lurkers and get fast ultras, not the standard muta->lurker->defiler ZvT play. 12 gas is good against 5rax because it speeds up all of these timings, which means: less marines when mutas come out, less marines when you try to secure 3rd base with lurker on ramp.


3h 12 gas is like 2:48. 2h 14? 15gas is at 2:40. 3h 12 gas is a little bit delayed.
Just remember to put gas @2:40, but i would still prefer players to practice this guide that I made 2 years ago.

ZvT Optimized 3 Hatchery Opening (2015)
Build Order Description
+ Show Spoiler +
12 Hatchery
13 Spawning Pool
14 Hatchery
14 Gas
at 16, make ONLY 6 zerglings


Once you started making mutalisks, keep up having a lot of zerglings(Max 24 zerglings).
3 Hydralisks at your 3rd base and 3 Sunken Colonies for your natural.

What is 2:48, 2:40 referring to here? Is that the time you build your first extractor? I don't understand why 12 gas would give you a later extractor than 14/15 gas.


it is referring to the game timer(not just beginner use it for). if you are gonna talk about supply count and stuff with 12 gas thing, that's not a good idea to begin with because you can even start 12 gas before pool... ^^


In ZvP, zerg goes gas @2:40 which is 15 supply count(I believe).
Trying my best for ASL, ASTL
ortseam
Profile Joined April 2015
996 Posts
June 15 2017 19:25 GMT
#17
So you are suggesting ZvP style (2:40 gas before 3rd hatch) to get muta even faster?
Luddite
Profile Blog Joined April 2007
United States2315 Posts
June 15 2017 19:54 GMT
#18
On June 16 2017 03:56 LaStScan wrote:
Show nested quote +
On June 16 2017 03:53 LaStScan wrote:
On June 16 2017 03:49 Luddite wrote:
On June 16 2017 03:32 LaStScan wrote:
On June 13 2017 10:17 ortseam wrote:
Yeah his TvT builds also seem unbeatable, even Last didn't stand a chance

Kodan: 3hatch 12 gas(which leads to 6:00 spire) is what is mostly used right now. The early carapace is used for crazy zerg builds which skip lurkers and get fast ultras, not the standard muta->lurker->defiler ZvT play. 12 gas is good against 5rax because it speeds up all of these timings, which means: less marines when mutas come out, less marines when you try to secure 3rd base with lurker on ramp.


3h 12 gas is like 2:48. 2h 14? 15gas is at 2:40. 3h 12 gas is a little bit delayed.
Just remember to put gas @2:40, but i would still prefer players to practice this guide that I made 2 years ago.

ZvT Optimized 3 Hatchery Opening (2015)
Build Order Description
+ Show Spoiler +
12 Hatchery
13 Spawning Pool
14 Hatchery
14 Gas
at 16, make ONLY 6 zerglings


Once you started making mutalisks, keep up having a lot of zerglings(Max 24 zerglings).
3 Hydralisks at your 3rd base and 3 Sunken Colonies for your natural.

What is 2:48, 2:40 referring to here? Is that the time you build your first extractor? I don't understand why 12 gas would give you a later extractor than 14/15 gas.


it is referring to the game timer(not just beginner use it for). if you are gonna talk about supply count and stuff with 12 gas thing, that's not a good idea to begin with because you can even start 12 gas before pool... ^^


In ZvP, zerg goes gas @2:40 which is 15 supply count(I believe).


Are these the three builds you're comparing?

Fastest gas:
+ Show Spoiler +

12 Hatchery
13 Spawning Pool
15 Gas (2:40)
14 Hatchery


vs 12 gas:
+ Show Spoiler +

12 Hatchery
13 Spawning Pool
13 Hatchery
12 Gas (2:48)


vs your recommended build:
+ Show Spoiler +

12 Hatchery
13 Spawning Pool
14 Hatchery
14 Gas (later than 2:48?)
Can't believe I'm still here playing this same game
LaStScan
Profile Joined May 2011
Korea (South)1289 Posts
Last Edited: 2017-06-16 01:48:25
June 16 2017 01:30 GMT
#19
Pretty much. Some ppl prefer to hold larva a bit for 2:40 gas and 3h. Personal preference. And its not zvp style.
Gas time is more important than 3h. Trust me.

My 3h guide is just a pure textbook lecture. Not too slow and not too fast and good against all of terran openings.
2:40 gas is important because you can have mutas and lurkers faster vs ebay first mm playstyle. Slower the zerg gas is, more struggle you will suffer from taking all those pressure by mm.

Think it this way. You just got some harassment by 8 rax 3 scvs 3 rines and defended okay(lost 4-5 drones).
Lets say you made only 4 lings because you wanted to recover your mining time. Will you still prefer to go 3h before gas against 8 rax small cheese into expansion? No.
Trying my best for ASL, ASTL
Luddite
Profile Blog Joined April 2007
United States2315 Posts
June 16 2017 04:36 GMT
#20
On June 16 2017 10:30 LaStScan wrote:

Think it this way. You just got some harassment by 8 rax 3 scvs 3 rines and defended okay(lost 4-5 drones).
Lets say you made only 4 lings because you wanted to recover your mining time. Will you still prefer to go 3h before gas against 8 rax small cheese into expansion? No.


Maybe I'm having too much but you'll have to explain this more for me. Why not go 3h before gas in that situation? Is it because you feel like you already have enough of an economic advantage, so now you want to press for a tech advantage?
Can't believe I'm still here playing this same game
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