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.
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).
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.
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