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[G] ZvP Two hatch Lurker Drop

Forum Index > Brood War Strategy
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Deathfate
Profile Joined November 2008
Spain555 Posts
Last Edited: 2009-06-27 17:39:33
June 26 2009 16:28 GMT
#1
Hi everyone! im a D+/C- player and since i saw the game between yellow vs bisu and yellow[arnc] vs JangBi i thought i could try to use this strategy and it works.


==== 12 Hatch Build Order ===

12 - hatch
11 - pool
10 - gas
13 - drones
@100 gas - lair
@100 gas - ling speed
@ 100% lair - hydra den
@200 gas - drop tech
@200 gas - lurk tech
@300 minerals - 3rd hatch and 2nd gas


=== Overpool Build Order ===

9 - Overlord (Send it to the drop place)
9 - Spawing pool
8 - Drone
9 - Gas
8 - 2 Drones
@100% Extractor - Put 3 drones (just before it finishes)
10 - 6 lings
@100 gas - Ling speed and leave ONLY 1 drone in gas
13 - 2 lings (total 8)
14 - 2nd Hatch at natural
13 - 2 Drone
15- Lair ( put 3 drones on gas now)
15 - Ovie
15 - Keep making drones
@100% Lair - Drop tech and hydra den right after
@100% den - Lurk tech and move your first ovie to the drop location
24 - 2 Hydra (send them to the drop location asap)
26 - Ovie
3rd hatch and 2nd gas, keep making drones till 30/34
@100% Drop - drop 2 hydras and 8 lings
@100% lurk tech - Morph hydras in his base and use lings to kill the cannons

==== Early Game ===

You make 8 lings to stop any posible agresion from the P player and also to keep him blind, try to make as many drones as possible because you wont have more in a while.

=== Mid Game ===

When Drop tech finishes you drop your 8 lings and a couple of hydras at the main, morph the hydra and use the lings to kill his cannons. When the lurkers pop try to kill probes and teching builds

Mass hydra and make ovie speed doom drop / contain and you are 3 bases vs 1 base.

Rep 12 hatch @ iccup: 2 hatch lurk on destination

Rep Overpool vs comp: OverPool vs Comp

The rep isnt very skilled but it show the power of the strat.

Waiting for your answers or recomendations.

I also post this in the liquipedia with the name of two hatch lurker drop but i dont know how to link it in the Zerg Strategy.
Feel the power of the zerg swarm.
StorrZerg
Profile Blog Joined February 2008
United States13919 Posts
Last Edited: 2009-06-26 16:34:04
June 26 2009 16:32 GMT
#2
Thanks for the great Build order

so why exactly do you morph the hydras in there?
Hwaseung Oz fan for life. Swing out, always swing out.
Deathfate
Profile Joined November 2008
Spain555 Posts
June 26 2009 16:36 GMT
#3
You morpth the hydras up the hill for two reasons:

1- Lurk tech isnt finished

2- if you morph them down he could use the sair to kill your overlord and you wouldnt be able to go up the cliff
Feel the power of the zerg swarm.
NonFactor
Profile Blog Joined January 2009
Sweden698 Posts
Last Edited: 2009-06-26 16:49:57
June 26 2009 16:49 GMT
#4
3. Lurkers take 2 slots. Hydras 1. Requires less Overlords.
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
June 26 2009 16:58 GMT
#5
On June 27 2009 01:49 NonFactor wrote:
3. Lurkers take 2 slots. Hydras 1. Requires less Overlords.


I think this was (Z)YellOw's reasoning vs (P)Bisu
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
Leg[end]
Profile Blog Joined May 2009
United States241 Posts
June 26 2009 17:26 GMT
#6
Hmm, I like it. Definitely going to try it out.
Legends Never Die ;;
7mk
Profile Blog Joined January 2009
Germany10157 Posts
June 26 2009 18:01 GMT
#7
On June 27 2009 01:49 NonFactor wrote:
3. Lurkers take 4 slots. Hydras 2. Requires less Overlords.


fixed =)
beep boop
GGXT
Profile Joined June 2009
United States4 Posts
Last Edited: 2009-06-26 18:39:21
June 26 2009 18:31 GMT
#8
i've been using this strategy ever since that Yellow vs Bisu match tho i tech lurker after hydra speed and range since u will outnumber their zealots anyway and get rid of the front forge and gate faster, and ofc drop about 8 hydras and lings in their expo or main. Then when they send troops there 2 defend, u can just 1a2a their front with a few storm dodge and BAM!! u win

basically just fast hydra or lurker and drop, done (dont even need 2 tech spire <_<)

been playing 5 decent protosses with this build and its working great

this build owns bisu's FE sair DT pretty hardcore and i think it will revolutionize the current ZvP
Deathfate
Profile Joined November 2008
Spain555 Posts
June 26 2009 18:39 GMT
#9
The problem of that is he will have observers in time and you dont have totally map control if he goes something diffrent to stargate. If you tech lurk first you will arrive and delay his mining a minute at least and normally you will delay it totally
Feel the power of the zerg swarm.
GGXT
Profile Joined June 2009
United States4 Posts
Last Edited: 2009-06-26 18:51:03
June 26 2009 18:44 GMT
#10
On June 27 2009 03:39 Battle wrote:
The problem of that is he will have observers in time and you dont have totally map control if he goes something diffrent to stargate. If you tech lurk first you will arrive and delay his mining a minute at least and normally you will delay it totally


yes, im not saying lurker 1st is a bad idea, just saying if u go mass hydra works 2 and making more sairs should be the last thing they do cuz u should have ur ovies covered by 2-3 hydras underneath in base and about 5-6 ovies where your army groups at in their front gate rdy for drop

also it wont even matter whether he gets observer or not if i go with fast hydra since my main force will be hyrdas
x89titan
Profile Blog Joined April 2007
Philippines1130 Posts
Last Edited: 2009-06-26 19:42:32
June 26 2009 19:42 GMT
#11
D+,C- with 128 apm you are gosu. ill try this thanks
Heaven came down and glory filled my soul, when at the cross the Savior made me whole
Deathfate
Profile Joined November 2008
Spain555 Posts
June 26 2009 20:00 GMT
#12
I promise im C- check cocabobar acc in iccup. Im not gosu at all D+ its pretty easy to get and C- was my last achievement.
Feel the power of the zerg swarm.
Cloud
Profile Blog Joined November 2004
Sexico5880 Posts
Last Edited: 2009-06-26 20:30:11
June 26 2009 20:29 GMT
#13
This doesnt work too hot with a 12 hatch, you cant let him scout, the best opening for this is overpool or 9 pool speed.

And you morph until youre inside his base because lurker aspect isnt finished yet as you start it some moments after you start drop, since youre only on 1 gas.
BlueLaguna on West, msg for game.
Deathfate
Profile Joined November 2008
Spain555 Posts
June 26 2009 20:33 GMT
#14
On June 27 2009 05:29 Cloud wrote:
This doesnt work too hot with a 12 hatch, you cant let him scout, the best opening for this is overpool or 9 pool speed.


You are right about scouting, the problem with it is that will be more like an all in (late 3rd and 4th), if u watch arnc vs jangbi it was scouted and work also (ofc its medusa and u have the temples). and normally he wont be able to scout your den if you have your 8 lings quite fast. i prefer 12 hatching but if you read the wiki it also covers your point.
Feel the power of the zerg swarm.
APurpleCow
Profile Blog Joined August 2008
United States1372 Posts
June 26 2009 20:36 GMT
#15
This build isn't good...

Protoss players will see that you're going 2 hatch lair and know that something is up. Obviously they don't know exactly what, but they will know that if they defend they win. They might be able to even see the Hydralisk Den going up, because you can't stop a decent Protoss from scouting you before ling speed finishes without mass amounts of lings. In your replay the Protoss lets his probe die to four Zerglings in like 30 seconds - not very good play.

I think you need to open 9 pool gas to kill scouting. Also, 12 hatch is a pretty terrible opening on Destination no matter what you're doing against Protoss.
Deletrious
Profile Joined December 2007
United States458 Posts
June 26 2009 20:36 GMT
#16
Awesome strategy, thanks for the build order. What are the changes if you go overpool for faster scout denial? You going to post it for liquipedia?
Bow before the Dongjwa.
Deathfate
Profile Joined November 2008
Spain555 Posts
June 26 2009 20:48 GMT
#17
Ok, i have not made this build order i have copied it from two pro games where both of the zergs wone vs Jangbi and bisu. The 9 pool or overpool is very posible and wont affect the build order very much.

the link is this: 2 hatch lurker drop
I will try to post the 9pool variation in liquipedia but i will have to measure the timings so maybe i will post it tomorrow of the day after. for those who think its a bad strategy just try it and see. I am looking forward to someone good to play it and post a rep even though if he looses.
Feel the power of the zerg swarm.
Chill
Profile Blog Joined January 2005
Calgary25996 Posts
June 26 2009 20:50 GMT
#18
Interesting to see it written out. I'll try it out sometime.
Moderator
APurpleCow
Profile Blog Joined August 2008
United States1372 Posts
June 26 2009 21:35 GMT
#19
On June 27 2009 05:48 Battle wrote:
Ok, i have not made this build order i have copied it from two pro games where both of the zergs wone vs Jangbi and bisu. The 9 pool or overpool is very posible and wont affect the build order very much.

the link is this: 2 hatch lurker drop
I will try to post the 9pool variation in liquipedia but i will have to measure the timings so maybe i will post it tomorrow of the day after. for those who think its a bad strategy just try it and see. I am looking forward to someone good to play it and post a rep even though if he looses.


Yea, I didn't mean that the idea behind the build was bad, I just meant that the opening was bad. The 9 pool gas/overpool gas (depending on map) shouldn't be a variation - it should be the only version.
LuDwig-
Profile Blog Joined February 2007
Italy1143 Posts
June 26 2009 22:03 GMT
#20
this is fastest way after runby to finish fast a game
http://www.teamliquid.net/forum/viewmessage.php?topic_id=120015&currentpage=98<--Search the HotBid's Post
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