Don't make any drones! 6/10, 200 minerals, make a pool. 5/10 morph a drone. 6/10 morph a drone. 7/10 morph 3x2 lings 10/10 about 80% eggs hatching, morph extractor, morph drone (or 1 more set of ling) with new larva, cancel extractor. (you get full money back if you cancel instantly) 11/10 attack!, make a lord. Now here is where the build varies: You can either: A) Make 2 drones and a queen and go econ. (arguably, you can make the queen first) B) Continue to make lings and attack C) Make lots of drones FE a hatchery
On February 18 2010 20:53 Depops wrote: Have you figured out which maps are good for this strat?
I don't even know what all the maps are. Has anyone posted large images of all of them yet? I know blistering sands, steppes of war, and scrapyard have been around for a while. but what about the other maps? One thing I do know though, is that all the maps have novice versions where each main base is walled in by a huge 2k hp 2-3 armor rocks. Don't 6 pool on those maps.
BoT, I am uploading a video of this strat on youtube right now.
Hatch only gives 2 Supply - the Overlord that comes with the Hatch bumps it up to 10 supply.
Inject Larva takes way too long for this build. Queens take quite a long time to build and are very weak against almost every unit in the game that's not an Overlord or a worker.
That being said, a 6 pool unscouted is nowhere near as much of a free win as a 4 pool unscouted was in SC1. This build seems to work the best on Protoss, although CB'd Zealots out of one Gateway will eventually deter the Zerglings without much economic damage.
An early Queen after this build (before two Drones) gives you a good opportunity to recover your econ if the rush fails.
I just 6pooled a protoss on LT, 6 vs 9 and he was able to pump out a zealot right before my lings got there with the protoss macro thing. I killed the zeal and a pylon right after the next zeal came out when it was being hyper speeded too. I still did a decent amount of damage and delayed more than half his probe + scouting and harassment with the last remaining 3 lings.
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.
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