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[G] Good Ol' 6 Pool - Page 2

Forum Index > StarCraft 2 Strategy
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Go0g3n
Profile Blog Joined December 2009
Russian Federation410 Posts
Last Edited: 2010-03-06 12:14:03
March 06 2010 12:09 GMT
#21
There are three powerful rushes for Zerg:

1. 6 pool as described above
2. 10 pool ling speed for a ZvZ vs 13/15 hatch or early 1-gate P bust
3. 10 pool roach in ZvP against any P build, - great for delaying pushes

Roach rush is immensely good vs P on small maps, as it just forces a 2-gate + forge + 1-2 canons. 1-gate and FE just get annihilated.
SilentCrono
Profile Blog Joined March 2010
United States1420 Posts
March 21 2010 20:07 GMT
#22
haha i used this for the first time today
gg
♞ Your soul will forever be lost in the void of a horse. ♞
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-03-21 20:46:20
March 21 2010 20:43 GMT
#23
On March 06 2010 20:45 Cheree wrote:
I have a modified 6 pool for ZvZ, it's fun :p



For those who don't wanna watch the video, it's a 6 pool where 2 drones are sent out right before lings to make spine crawlers as well.
FYI, there are places on the creep where the hatch/units can't see and you can hide a crawler there if you are harassing the opposite side with lings. Also, you coulda sent the drones out sooner to make the crawlers


On March 06 2010 21:09 Go0g3n wrote:
There are three powerful rushes for Zerg:

1. 6 pool as described above
2. 10 pool ling speed for a ZvZ vs 13/15 hatch or early 1-gate P bust
3. 10 pool roach in ZvP against any P build, - great for delaying pushes

Roach rush is immensely good vs P on small maps, as it just forces a 2-gate + forge + 1-2 canons. 1-gate and FE just get annihilated.


There's 6pool, 6pool spine rush, 8pool+speed, 10pool+speed. Haven't really gotten into the counters and timings of each. Rush distance is also a big factor. Maps like DO take about a minute to walk, SS takes :45 (20 if rocks are busted later), and then most other maps take about :30 (but it is positional as well for like Metalopolis/cross positions).
..and then I would, ya know, check em'. (Aka SpoR)
QibingZero
Profile Blog Joined June 2007
2611 Posts
March 21 2010 22:46 GMT
#24
I've not had much of a problem handling this, strangely enough. The increased worker count on both sides usually ends up pushing things more or less even into the early midgame.

Now, in 2v2 against ZZ it's a different story...
Oh, my eSports
jackofclubs81
Profile Joined January 2010
United States196 Posts
March 21 2010 23:11 GMT
#25
cheesed haha
caution.slip
Profile Blog Joined June 2007
United States775 Posts
March 21 2010 23:17 GMT
#26
after going 9-0 in placement matches i drew a zvz for the final match. I was going 13 hatch/12pool and with him putting a spine crawler down I had to pull some drones to attack it

Once his lings got there he just cancelled his spine crawler and rebuilt it somewhere and now his lings were in my base

really strong, totally didnt see it coming and I got owned
Live, laugh, love
rockon1215
Profile Joined May 2009
United States612 Posts
Last Edited: 2010-03-22 20:15:28
March 22 2010 19:35 GMT
#27
my most successful ZvZ strategy in Brood War was 5-pool double-drone sunken rush, so this makes me happy
Flash v Jaedong The finals that is ALWAYS meant to be
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