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Active: 1098 users

9pool - The reasons behind it - Page 3

Forum Index > Brood War Strategy
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nolowerd cnase noame
Profile Joined December 2003
United States161 Posts
December 26 2003 02:01 GMT
#41
--- Nuked ---
the prejduduice is haslf full
Commander{+}
Profile Joined December 2002
United States2878 Posts
December 26 2003 15:47 GMT
#42
On December 25 2003 04:08 Klogon wrote:
sent you an e-mail.

EDIT: No reply yet.. you get it? It was rather long... rather not retype it :/


I'm lazy about checking my email. thnx
4 cheers for Ryan307
VerSerK
Profile Joined August 2003
Argentina326 Posts
December 28 2003 00:05 GMT
#43
any other testie guide avaible ?
To much GosunesS
SoMuchBetter
Profile Blog Joined April 2003
Australia10606 Posts
December 30 2003 01:52 GMT
#44
http://66.197.102.88/9poolzvp.html that one doesnt look like shit.

im gonna try those 100 9pools one day :O (maybe it will be more like 20 but w/e)
AUSSIESCUM
TeamLiquid eSTROgeneral #1 • RIP
blahblahblah
Profile Joined May 2004
United States10 Posts
May 19 2004 05:31 GMT
#45
i've been getting back into starcraft... thing is i was mainly a BGH player before... so yeah i'm trying to learn how to play on the non-money maps.

anyways, i've been browsing around and 9 pool looks like a build that i'd like to learn with. a few general questions with 9 pool in mind.
the 9 pool i've been considering:
9 pool, drone, extractor, overlord, drone, 6 lings, drone, zergling speed (cancel if necessary) and expansion soon after

-for the mutaling or lurkling builds, how many gases does it need to run? is there a difference for needed gas if i cancel speed for a lair? should i immediately get gas at the expo? or should i lay down sunkens for defense?

-if you are thinking of doing drops, do you double lair to get speed and sacs at the same time? or maybe double lair to get sacs and a hive at the same time? or just sacs? i think one lair, speed first, then sacs, might be good. lair tech waits a bit, but dropping seems more important. speed first since it seems more useful in general, and i dunno, slow drops seem... kinda slow.

-if you are going mutaling, what upgrades to get? it seems like armor seems the most worthwhile. mutalisk mainly being for eco harrassment and it'll always be a fairly slow killer, so armor against anti-air seems important plus attack upgrades don't benefit scourge.
exalted
Profile Blog Joined March 2004
United States3612 Posts
May 19 2004 11:49 GMT
#46
blahblahblah, mutaling (talking about zvt here) will only hold for so long, and you need to switch to lurker to deal with his MM (you go muta so he builds more marines / makes less tank / builds turret / gets scv building stuff / scouts map / make sure he doesn't island), so getting upgrade for your air units is usually not needed. If you're making al ot of muta, you probably a long term plan of going guardian, in which the +1 attack grade is invaluable in killing armored marines.
too easy
ToKoreaWithLove
Profile Blog Joined September 2002
Norway10161 Posts
May 20 2004 02:25 GMT
#47
I uploaded Testie's guide to the 9 pool build:

http://iceni.nsgp.net/testie9pool.txt



and for the norwegians (shameless plug):

http://iceni.nsgp.net/vp.html
ModeratorFather of bunnies
ProudCappi
Profile Joined October 2004
United States366 Posts
Last Edited: 2005-01-04 11:58:33
January 04 2005 11:55 GMT
#48
sorry
fuck don't reply
-proud capitalist- |freedom|property|individualism|self-reliance|
EchoOfRain
Profile Joined November 2004
United States516 Posts
January 04 2005 13:22 GMT
#49
On December 21 2003 20:26 STIMEY d okgm fish wrote:
sorry it's just i've seen reps of better players and they do very different builds than he's mentioning so i'm wondering why he choose that particular build (not the 9 pool part, duhrr), which he still not explain. maybe he dont understand, english not his language?

maybe you should just take his post for what it is...*hands you a tampon*
quote
Hot_Bid
Profile Blog Joined October 2003
Braavos36388 Posts
January 04 2005 13:29 GMT
#50
one way to nine pool effectively is to get chojja to do it for you
@Hot_Bid on Twitter - ESPORTS life since 2010 - http://i.imgur.com/U2psw.png
MrIncognito
Profile Joined February 2004
United States217 Posts
January 04 2005 14:10 GMT
#51
On December 23 2003 07:45 Klogon wrote:
Hmm, thanks for the help. Its a bit of food for thought, but now I'm wondering when it'd be better to 12 pool... maybe when locations are farther away?

Also been having problems with a turtling tech terran that didn't get hurt by my 9pool and gets tanks on my cliff with wraiths. Best counter is...? Because mutas come to slow to stop the wraiths from killing many overlords and lurkers without ol drop can't stop the tanks.


going hydra against a turtle can be fun. If he early cliffs you, run over and kill his main. If not, exp all over the place.
All I want is a kind word, a warm bed, and unlimited power.
mrmin123 *
Profile Blog Joined January 2004
Korea (South)2971 Posts
January 04 2005 15:19 GMT
#52
hardcore bumpage there,cappi
Translator태양은 묘지위에 붉게 떠오르고 / 한낮에 찌는 더위는 나의 시련 일찌라!
kidd
Profile Blog Joined November 2002
United States2848 Posts
Last Edited: 2005-01-04 15:39:47
January 04 2005 15:31 GMT
#53
There are three situations where 9 pool is greater than say 12 or 11 pool imo. Against proxy rush/very early pool like 4,5,6; Close spots like 12v3 on Temple or if you wanna pressure early/tech quickly. Otherwise, you want to pool later because you'll be in a stronger position a minute or two later and 9 pool makes you lose out on minerals and extra hatch for more power a little later. I only 9 pool in 2v2 or when I think they're gonna try like 3 gate zealot or scv/rine, cheesy stuff. When you play 9 pool zerg it's best imo to play like you're using Terran: Low unit count and making those units sufficient to do damage to give you room or end the game. Go 1hat/2hat lurks or mutas after 9 pool then expand if you don't end the game. If they turtle, double or triple expand, you'll have the room and units to fight against drop bullshit.
Hi
MaGnIfIcA
Profile Joined October 2002
Norway2312 Posts
January 04 2005 15:54 GMT
#54
Abit of topic, but iv always thought H_Paul_W was a 9 pool fan. So maybe there is something to find there.
Wannabe sMB member yo, so spankable-.-v;;
Resonate
Profile Joined October 2002
United Kingdom8402 Posts
January 04 2005 17:53 GMT
#55
why do 9-pool users so often go into 3-hatch (when they don't tech)? Would it be that bad to go into 2nd hatch at exp folowed by returning drones to gas asap and then tech while harassing with the initial lings until they're no longer effective?

i see 9-pools into 3-hatch die horribly to fast dropship ZvT so often it's silly

obviously i understand if it's zerg at 12 on temple for example.

Memory lane in nice
TheGoliath
Profile Joined September 2004
United States682 Posts
January 04 2005 20:25 GMT
#56
short guide tvz:

you will probably see one of three builds zvt if you 9 pool that are good:

- 1 base vessel tech, terran moves out with a massive army to do damage while expanding
you beat this by expanding twice after you get lurkers and just massing. be ready for dropships, because there is a good chance they will come

- vultures into something
i know u can do this, but i don't know anything about how it's played, just be on the lookout

- fast expand
if a terran is really good at defending this can be pulled off, you either have to expand a lot urself or go allin on drops

following up 9 pool with drops is pretty good, but if you don't do damage then ur realy behind, whatever you do don't 3 hatch or u risk dieing to dropship

that's all i can think of, just woke up.
goliaths are awesome because they kill evil carriers - yay i have internet at my home now ^_^
kidd
Profile Blog Joined November 2002
United States2848 Posts
January 04 2005 21:24 GMT
#57
That's why like I said, get lurker or muta tech to stop them from doing drops/harassing/winning if possible then expand or double expand and against a turtler you can go all over the map and be able to defend because a drop isn't going to stop your army and if they move out, you should be on fair grounds to battle, probably better grounds for you because they are gonna leave units to defend.
Hi
Gigglepants
Profile Joined November 2004
France352 Posts
January 04 2005 21:42 GMT
#58
This thread is like from 2001 O:
A poor American lives better than a Middle Class European in London or Paris ~IronMentality
CuddlyCuteKitten
Profile Joined January 2004
Sweden2675 Posts
January 04 2005 21:48 GMT
#59
I'm a toss users so.

9 pool is generally fucking annoying. If you get in and get speedlings in my main that forces me to keep making zealots and micro, usually it also means I have to get a forge for protection against mutas if you are good enough. Against a less skilled toss player it's devestating since you can pick of drones left and rigth and even manage to sneak a pylon here and there. Depending on if they are smart (leaves two zlots at the ramp) or dumb (doesn't) I'd add a few more lings, but 8 lings are really quite sufficent so it's not really neccesary to build more than say, 4 more or so?

Anyway, since the 9 pool also gives you perfect scouting of the toss base you know exactly what he's doing so it's safe to power pretty hard. You don't have to macro perfectly, just make sure to push hard on the gas tech and try to time your lair/spire. If you managed to do damage he's going to get pwned by muta, especially if he gased up really late (maybe 6th zealot or even later).
Of course he can cannon up but then you have toss sitting on mass cannons and zealots with no tech while you have lair. You can't lose that.

Also, a toss cannot move out against muta untill he get's archons so even if he cannons up smart 6 mutas will give you total map controll for a few minutes so power like mad and expo twice (or even 3 times if he manages to expo with mass cannons) and then just go mass hydra or something and rape him.

Even if the 9 pool fails you should have ovi in his base so you know if he got enough to try to kill you soon and you can adapt. Also toss players are worried by lings running around so they will have to leave 2 zlots behind if they attack. Basically 9 pool that doesn't get throug gives you some early map controll, though that's hard to use.

And of course it protects against toss cheese.
waaaaaaaaaaaooooow - Felicia, SPF2:T
Archon_Pelucon
Profile Joined January 2004
Spain46 Posts
January 04 2005 22:51 GMT
#60
I know this is not exactly the 9 pool u ask about, but anyway here it goes:

- 9 OVER, 9 pool, 12 hach(exp or not) then lings

I find this BO very similar to standar 12 pool, with the advantage of a fast pool, depending on what u scout u can chose to make 2 or more lings.

VS ZERG: if he dont rush u can play EXACTLY like 12 pool, no desadvantages, if he hach or expand u can inflict some damage (and fear) with your 2-4 first lings (depend on map and starting positions)

VS TERRAN: Only good for fast exp or fast lurker drop, DONT DO THIS TO HARASS . I think best option is get only 4 lings and many drones.

VS PROTOSS: continue pumping lings and do 3 hach, when zea rush stopped u chose (gas or 4 hach). Disadvantage: if he makes tech BO u need to know soon to stop pumping lings, its important a good scouting ovies path, if u dont see zealots coming only get 6 lings, dont use the larvas untill u are sure he is not hidding his zealots.
Que vienen los archones y nos dejan pelucones!!!
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