On October 24 2010 16:24 Tossup wrote: Question: If the only weakness to this build is early pooling, then why not just go 6 scout instead of 9 or 10 scout?
Because a 9 scout sees the 6 pool still with time to not throw down a nexus and to prepare to defend.
people say that if they go 6 pool and you 9 scout, your forge will not beat 6 pool. If you know first off if it's 6 pool, you can defend even better and go forge nex instead of nex forge
On October 24 2010 16:24 Tossup wrote: Question: If the only weakness to this build is early pooling, then why not just go 6 scout instead of 9 or 10 scout?
Because a 9 scout sees the 6 pool still with time to not throw down a nexus and to prepare to defend.
people say that if they go 6 pool and you 9 scout, your forge will not beat 6 pool. If you know first off if it's 6 pool, you can defend even better and go forge nex instead of nex forge
They're wrong.
Or...you're definitely wrong.
forge + cannon - 85 seconds
pool + zerglings - 89 seconds
This means, if you spot the pool building 5 seconds after it's built, your cannons will be behind.
On October 24 2010 16:24 Tossup wrote: Question: If the only weakness to this build is early pooling, then why not just go 6 scout instead of 9 or 10 scout?
Because a 9 scout sees the 6 pool still with time to not throw down a nexus and to prepare to defend.
people say that if they go 6 pool and you 9 scout, your forge will not beat 6 pool. If you know first off if it's 6 pool, you can defend even better and go forge nex instead of nex forge
They're wrong.
Or...you're definitely wrong.
forge + cannon - 85 seconds
pool + zerglings - 89 seconds
This means, if you spot the pool building 5 seconds after it's built, your cannons will be behind.
Zerglings still have to cross the map.
Anyway, in BW, a 5pool would deliver zerglings before the Protoss could get cannons up, but Protoss would start a cannon in the mineral line and defend w/probes until it completed --> not a problem.
Zerglings are weaker than in BW, and cannons are stronger...
Couple 15 nex replays from today/yesterday, would welcome any critique's on it. Both are vs diamond players, the first one beats me with a one base all-in roach push and the other one I win vs a 1.2k diamond.
On October 25 2010 00:29 SethDrone wrote: Couple 15 nex replays from today/yesterday, would welcome any critique's on it. Both are vs diamond players, the first one beats me with a one base all-in roach push and the other one I win vs a 1.2k diamond.
I think the link to the second one is broken but I found it on gamereplays.
The first one I was surprised how quickly it fell to roaches. Even at the 7 minute mark you really had nothing but cannons which is about when you first start seeing early pushes.
The second one the zerg slipped terribly and only had like 12 drones mining in his main. Nevertheless the phoenix play was impressive.
@sethdrone In your lose on LT, I would highly recommend a different building/cannon placement. Gateway/forge/nexus/Gatweay (or cyber) should form a wall such that there is only one way in and the cannons can hit them the entire time they are trying to funnel through. That way those 2 cannons in your main can be down at the choke point where they will do more good. A cannon on that high ground ledge overlooking the nat is great as well.
Also I think going for stargate first is not ideal before you get a couple stalkers/sentries out unless you scout him going for early lair tech ( mutas ).
On October 24 2010 16:24 Tossup wrote: Question: If the only weakness to this build is early pooling, then why not just go 6 scout instead of 9 or 10 scout?
Because a 9 scout sees the 6 pool still with time to not throw down a nexus and to prepare to defend.
people say that if they go 6 pool and you 9 scout, your forge will not beat 6 pool. If you know first off if it's 6 pool, you can defend even better and go forge nex instead of nex forge
They're wrong.
Or...you're definitely wrong.
forge + cannon - 85 seconds
pool + zerglings - 89 seconds
This means, if you spot the pool building 5 seconds after it's built, your cannons will be behind.
Zerglings still have to cross the map.
Anyway, in BW, a 5pool would deliver zerglings before the Protoss could get cannons up, but Protoss would start a cannon in the mineral line and defend w/probes until it completed --> not a problem.
Zerglings are weaker than in BW, and cannons are stronger...
Not only that, but you should've been constantly pumping chrono'd probes. You should have enough probes to fight off the initial 4-6 lings from the Zerg with just probes quite easily or at least delay long enough to get your first cannon up. As long as you don't go below 6-7 probes by the end of the rush you will be in the lead x]
On October 24 2010 16:24 Tossup wrote: Question: If the only weakness to this build is early pooling, then why not just go 6 scout instead of 9 or 10 scout?
Because a 9 scout sees the 6 pool still with time to not throw down a nexus and to prepare to defend.
people say that if they go 6 pool and you 9 scout, your forge will not beat 6 pool. If you know first off if it's 6 pool, you can defend even better and go forge nex instead of nex forge
They're wrong.
Or...you're definitely wrong.
forge + cannon - 85 seconds
pool + zerglings - 89 seconds
This means, if you spot the pool building 5 seconds after it's built, your cannons will be behind.
Zerglings still have to cross the map.
Anyway, in BW, a 5pool would deliver zerglings before the Protoss could get cannons up, but Protoss would start a cannon in the mineral line and defend w/probes until it completed --> not a problem.
Zerglings are weaker than in BW, and cannons are stronger...
Not only that, but you should've been constantly pumping chrono'd probes. You should have enough probes to fight off the initial 4-6 lings from the Zerg with just probes quite easily or at least delay long enough to get your first cannon up. As long as you don't go below 6-7 probes by the end of the rush you will be in the lead x]
I got early pooled on this build yesterday on scrap station, as soon as I scouted it (scouted normally on 9) I dropped a forge and I think my cannon was just barely starting when the lings showed up. I managed to keep the lings busy with probes, etc and just kept dropping pylons, cannons and making probes as necessary. Once I had 2 fully operational cannons in my min line I just transitioned into 4gate and crushed them.
I been using this build with great success lately. What I do is to not skim on the cannon and pump quick stalker, sacrificing tech for a bit.
In fact, I like to poke at zerg by having a mini-wrap gate rush at the time when my wrap gate is finished and I have around 4-6 gates. It's usually enough to kill zerg's expansion.
How do you play against heavy powering into 2 base roach (or hydra,) with this build, since you get such a late gas which delays your upgrades/immortals/sentries/colossi, etc.
I wonder how he defends against a 2 base hydra push though. Or 3 bases into hydras. He basically 15 nexuses and gets 2 stargates. Pumps out 6 phoenixes and starts to harass while getting an additional 3 gateways.
I hope we see more of this build. It's really cool and we've gotten to see it versus two different zerg builds so far.
I wonder how he defends against a 2 base hydra push though. Or 3 bases into hydras. He basically 15 nexuses and gets 2 stargates. Pumps out 6 phoenixes and starts to harass while getting an additional 3 gateways.
I hope we see more of this build. It's really cool and we've gotten to see it versus two different zerg builds so far.
Yeah, i think this was on scrap and cross shakuras, I think he was banking on the zerg not being aggressive with hydras/creep highway.
I got some additional games with this strat against 1700-1800 zergs:
These are 3 games where I scout a 14 hatch so I decide to skip the forge. This makes the build a bit faster and gives you faster stalkers, faster tech etc. Against 14 hatch it's perfectly safe. If I don't see roaches (or was just to crap to notice them) i follow up with a stargate for phoenix to scout and harass (though a voidray can at times be useful). After that proceed with phoenix stalker vs mutaling or switch to stalker immortal colossi vs hydra/roach. One game I lose because of not adapting to muta's properly later on (i was stupid to get colossi and lacked the gas for enough stalkers because of it).
In these games I scout a 14 pool or at least a lack of a 14 hatch and thus go with a forge and 1 cannon. More is rarely neccesary and by going 2 gateways after the forge you can pump out stalkers & sentries fast enough to stop baneling or roachling pushes etc. Same as other stuff, follow up with stargate or robo and counter appropiately.
This thread deserved a bump imo and this strat is very strong at maps that favor it (easy natural, can protect both natural and main with 1 cannon). As long as you wall properly and start off with stalker/sentry you can defend any push and stalker/sentry are good no matter what your opponent makes.
Question: If the only weakness to this build is early pooling, then why not just go 6 scout instead of 9 or 10 scout?
sort of takes away from the whole greedy build concept. If you 6 scout your WHOLE 15 nexus build order is slowed down meaning if they DONT 6 pool your entire build is slower because you pulled the early probe.
Idra vs Ddoro 15 nexus works wonders, beat Idra his own (macro) game ... I've been using this from time to time lately, and I find it defendable, in worst case scenario you have to pull some probes (5-10) but you won't loose them and still will be ahead in economy
On Steppes/TL/Metal, how do you defend cheese if you wall your natural? I'm not a great player (1300 diamond), and 6 pool is pretty common, especially on LT - almost every game against Z. Am I correct in understanding that I just abandon the 15-nexus in favor of a 12 forge if my pylon-builder-scout sees a 6 pool? There's not enough time to scout all of the bases before I have to decide whether I need to 12-forge or 15-nexus.
On November 07 2010 02:40 Musketeer wrote: On Steppes/TL/Metal, how do you defend cheese if you wall your natural? I'm not a great player (1300 diamond), and 6 pool is pretty common, especially on LT - almost every game against Z. Am I correct in understanding that I just abandon the 15-nexus in favor of a 12 forge if my pylon-builder-scout sees a 6 pool? There's not enough time to scout all of the bases before I have to decide whether I need to 12-forge or 15-nexus.
probably can't 12-forge, it'll probably turn out to be 14-15 forge which should be enough to defend against lings. Oh yeah, first pylon goes above your ramp in case of a 6 pool. Also send your 10th/11th probe diagonally to the edge of your base for LT/metal to check cross position overlord