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I thought I would share my findings with this build:
First off, I want to say I've been using this build A LOT in my games, not just vs. Protoss, and have found it quite effective.
Second, I believe I have improved your build slightly (credit to evo chamber):
+ Show Spoiler +10 ExtractorTrick M:78 G:0 11 Overlord M:100 G:0 11 SpawningPool M:200 G:0 15 Extractor M:112 G:0 15 Overlord M:225 G:0 15 Queen M:154 G:0 17 +1 Drone on gas M:76 G:0 17 +1 Drone on gas M:76 G:0 17 Zergling M:121 G:5 18 +1 Drone on gas M:71 G:5 19 RoachWarren M:271 G:61 18 Overlord M:121 G:61 18 Roach M:477 G:166 20 Roach M:402 G:141 22 Roach M:327 G:116 24 Roach M:252 G  1 26 Roach M:177 G:66 28 Roach M:102 G:41 30 Roach M:77 G:27
+ Show Spoiler +@0:00 M:50 G:0 L:3 S:6/10 BuildDrone @0:15 Spawned: Larva+1 @0:17 Spawned: Drone+1 @0:17 M:54 G:0 L:3 S:7/10 BuildDrone @0:27 M:51 G:0 L:2 S:8/10 BuildDrone @0:32 Spawned: Larva+1 @0:34 Spawned: Drone+1 @0:38 M:55 G:0 L:2 S  /10 BuildDrone @0:44 Spawned: Drone+1 @0:47 Spawned: Larva+1 @0:51 M:78 G:0 L:2 S:10/10 ExtractorTrick @0:51 M:53 G:0 L:2 S  /10 BuildDrone @0:53 Spawned: Extractor Trick Finished, Drone Restored @0:55 Spawned: Drone+1 @1:02 Spawned: Larva+1 @1:03 M:100 G:0 L:2 S:11/10 BuildOverlord @1:08 Spawned: Drone+1 @1:17 Spawned: Larva+1 @1:28 Spawned: Overlord+1 @1:30 M:200 G:0 L:2 S:11/18 BuildSpawningPool@1:32 Spawned: Larva+1 @1:38 M:55 G:0 L:3 S:10/18 BuildDrone @1:45 M:53 G:0 L:2 S:11/18 BuildDrone @1:52 M:50 G:0 L:1 S:12/18 BuildDrone @1:53 Spawned: Larva+1 @1:55 Spawned: Drone+1 @1:59 M:51 G:0 L:1 S:13/18 BuildDrone @2:02 Spawned: Drone+1 @2:08 Spawned: Larva+1 @2:08 M:73 G:0 L:1 S:14/18 BuildDrone @2:09 Spawned: Drone+1 @2:16 Spawned: Drone+1 @2:18 M:112 G:0 L:0 S:15/18 BuildExtractor @2:23 Spawned: Larva+1 @2:23 M:132 G:0 L:1 S:14/18 BuildDrone @2:25 Spawned: Drone+1 @2:35 Spawned: Spawning Pool+1 @2:38 Spawned: Larva+1 @2:38 M:225 G:0 L:1 S:15/18 BuildOverlord @2:40 Spawned: Drone+1 @2:41 M:154 G:0 L:0 S:15/18 BuildQueen @2:48 Spawned: Extractor+1 @2:48 M:76 G:0 L:0 S:17/18 MineGas @2:48 M:76 G:0 L:0 S:17/18 MineGas @2:50 Mining: +1 on gas @2:50 Mining: +1 on gas @2:53 Spawned: Larva+1 @2:53 M:121 G:5 L:1 S:17/18 BuildZergling @2:53 M:71 G:5 L:0 S:18/18 MineGas @2:55 Mining: +1 on gas @3:03 Spawned: Overlord+1 @3:08 Spawned: Larva+1 @3:08 M:196 G:33 L:1 S:18/26 BuildDrone @3:17 Spawned: Zergling+2@3:23 Spawned: Larva+1 @3:23 M:271 G:61 L:1 S:19/26 BuildRoachWarren@3:23 M:121 G:61 L:1 S:18/26 BuildOverlord @3:25 Spawned: Drone+1 ---Waypoint 0--- At time: 3:30 Minerals: 77 Gas: 75 Supply: 18/26 Larva: 0 Drones: 15 Overlords: 3 Zerglings: 2 Gas Extractors: 1 Spawning Pools: 1 ---------------- @3:31 Spawned: Queen+1 @3:38 Spawned: Larva+1 @3:48 Spawned: Overlord+1 @3:53 Spawned: Larva+1 ---Waypoint 1--- At time: 4:00 Minerals: 327 Gas: 132 Supply: 18/34 Larva: 2 Drones: 15 Overlords: 4 Queens: 1 Zerglings: 2 Hatcheries: 1 Gas Extractors: 1 Spawning Pools: 1 ---------------- @4:08 Spawned: Larva+1 @4:16 Spawned: Larva+4 @4:18 Spawned: Roach Warren+1@4:18 M:477 G:166 L:7 S:18/34 BuildRoach @4:18 M:402 G:141 L:6 S:20/34 BuildRoach @4:18 M:327 G:116 L:5 S:22/34 BuildRoach @4:18 M:252 G  1 L:4 S:24/34 BuildRoach @4:18 M:177 G:66 L:3 S:26/34 BuildRoach @4:18 M:102 G:41 L:2 S:28/34 BuildRoach @4:24 M:77 G:27 L:1 S:30/34 BuildRoach @4:33 Spawned: Larva+1 @4:33 M:77 G:19 L:1 S:32/34 BuildDrone @4:45 Spawned: Roach+1 @4:45 Spawned: Roach+1 @4:45 Spawned: Roach+1 @4:45 Spawned: Roach+1 @4:45 Spawned: Roach+1 @4:45 Spawned: Roach+1 @4:48 Spawned: Larva+1 @4:50 Spawned: Drone+1 @4:51 Spawned: Roach+1Satisfied. Number of actions in build order: 53 -------Goal------- Drones: 15 Queens: 1 Zerglings: 2 Roaches: 7 Roach Warrens: 1 ---Final Output--- At time: 4:51 Minerals: 177 Gas: 54 Supply: 33/34 Larva: 1 Drones: 16 Overlords: 4 Queens: 1 Zerglings: 2 Roaches: 7 Hatcheries: 1 Gas Extractors: 1 Spawning Pools: 1 Roach Warrens: 1------------------ Sun Nov 07 02:09:20 KST 2010: 1106568.298437666
This refined build gets zerglings 1 second sooner, roaches 20 seconds sooner, and nets you 1 extra drone.
This means instead of 5:10 7RR, you get a 4:50 7RR. Only FIVE SECONDS longer than the all-in variant, and sets you up for a FE when you push and heavy macro transition as in your goal.
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@OP. I really like this version of the 7RR. I was using the all-in version up until now, and it's mostly backfired against me. This version not only gets me roaches at around the same time as the all-in version, but also gives me more options. I like to follow up with 10-14 lings (on the next larvae pop) to run in and clean up what the roaches couldn't stop, or to just kill off all of the foe's workers. I've used it twice against Terran now with utter success.
Edit: Just won against another Terran and two Protoss players. ZvP has been my weakest matchup so far. This makes it so easy to beat them. I have a feeling that Blizzard is going to patch this soon. Probably expect Roach Warrens to either cost gas, or have an increased build time (or both).
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Guess I'm sticking with 5rr over this, just plugged the timings into a build calc, and I'd rather have 6 speedlings and 5 roach over 7 roaches when I hit a base and then a constant stream of speedlings behind them, check out my timings to see if I messed up
5 roach rush 7 Roach Rush
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On November 07 2010 06:59 KingKiron wrote:Guess I'm sticking with 5rr over this, just plugged the timings into a build calc, and I'd rather have 6 speedlings and 5 roach over 7 roaches when I hit a base and then a constant stream of speedlings behind them, check out my timings to see if I messed up 5 roach rush7 Roach Rush
wanted to say thanks again for showing this 5RR+speedling build. Especially in the non 1's I've been playing lately, this build allows for tremendous flexibility in army comp, and is still a very strong rush.
(Also your 7RR link is broken, although I don't need to see it for any reason.)
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Just out of curiosity, how many points are you? Admittedly, I'm not high up in Diamond myself but from experience most of the roach openings are all ins or incredibly close to all ins(as in you start off with a disadvantage). With these roach rushes you're banking on dealing some kind of damage.
Sure you have an expo but you don't have the drones, people forget about larva which is one of the most important "hidden" resources in the early game.
I think it's possible to "transition" to the mid game and possibly even late game but already you'll be in a bad position compared to your opponent economically, without dealing any sort of harvester harass at some point during the game you're sure to lose.
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@THatsNoMoon, Some people follow the 7rr with lings, some follow it with drones. I get the drones and try to power as long as I can while putting pressure on the opponent for as long as I can with the 7 roaches. With enough damage then you get ahead economically, or at least that is the strategy in this build with making drones instead of the lings.
And yes you will be in a bad position economically without dealing economic damage, but the good news is that you are sending 7 roaches to do just that.
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On November 15 2010 12:48 P00RKID wrote: @THatsNoMoon, Some people follow the 7rr with lings, some follow it with drones. I get the drones and try to power as long as I can while putting pressure on the opponent for as long as I can with the 7 roaches. With enough damage then you get ahead economically, or at least that is the strategy in this build with making drones instead of the lings.
And yes you will be in a bad position economically without dealing economic damage, but the good news is that you are sending 7 roaches to do just that.
I find that one sentry buys enough time to get warp. It took me around 7 losses to get hang of proper timings and once I figured that out its simply a matter of scouting and a songle properly placed ffield. This does totally crush 2 gate or stalker openings.
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Even with just a single forcefield the roaches can still be attacking anything that is built on the ramp or units near the ramp (OL spotter needed), and in some cases, all I use the roaches for is to kill pylons and gateways and a little micro back and forth with stalkers and zealots, since I often find my roaches stopped by a forcefield or split by one.
B-lineing for the probes is a bad idea, make him bring them to your roaches. And a forcefield is the best defense, but the best response to the forcefield is to pick off anything within range still, especially pylons.
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On November 15 2010 12:54 ThatsNoMoon wrote:Show nested quote +On November 15 2010 12:48 P00RKID wrote: @THatsNoMoon, Some people follow the 7rr with lings, some follow it with drones. I get the drones and try to power as long as I can while putting pressure on the opponent for as long as I can with the 7 roaches. With enough damage then you get ahead economically, or at least that is the strategy in this build with making drones instead of the lings.
And yes you will be in a bad position economically without dealing economic damage, but the good news is that you are sending 7 roaches to do just that. I find that one sentry buys enough time to get warp. It took me around 7 losses to get hang of proper timings and once I figured that out its simply a matter of scouting and a songle properly placed ffield. This does totally crush 2 gate or stalker openings.
agreeing with the post directly above me, a forcefield won't do anything.
the 7RR is a hard counter to anything involving 4gates before building a real army. So I fail to see how "just FF your ramp and then warp in a huge army" is going to win.
Even so, warping in 4 units to go with the 1zealot and 1sentry that will die before the next 4 Stalkers/sentries/zealots warp in aren't going to do much good.
You either cannon, or actually make make gateway units the sc1 way.
Also you should post a replay, because I guarantee you the people that 7RR'd you probably missed by about 20 seconds and/or micro'd poorly.
All you'll have if you're rushing wg tech is 1 zealot, 1 sentry and MAYBE 1 stalker finishing as the roaches come a-knockin'. A FF lasts 15 seconds and the warp-in time for units is 10 seconds. Further, the transition time to warpgates from gateways is another 10 seconds, meaning that if you're Forcefielding to buy you enough time to finish researching warpgates, you need to add that time PLUS 20 seconds until you get 4 more units.
The math doesn't add up and I call your bluff. Replay of 1FF countering a reasonably timed 7RR or you're lying .
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Don't smite me for resurrecting an old thread, but I just like the Roach Rush so much more. I've devised a build for it that's a bit atypical but I find actually gets the Roaches out very fast! (the Roaches are born at around 4:45 or 4:50 with this one).
Tell me what you think.
10/10 Overlord 11/18 Spawning Pool 16/18 Queen 18/18 Extractor x2 (2 Drones per Extractor ASAP) 18/18 Overlord x2 18/18 Roach Warren 17/34 Roach x7 31/34 Hatchery
34/34 Overlord
34/34 Lair
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On October 20 2010 07:50 Skrag wrote: Since this thread got pointed out in another thread about 7RR, just want to point out a couple things.
First of all, never ever suggest 10OL in a build. Yeah, I know, cool uses it. Every other pro is doing 9OL because it's better. And if you want to do something with the 10th drone (scout, whatever), 11OL on an extractor trick is better. *always*
Second, you can 14pool, drone up to 17, extractor trick to get the queen when the pool finishes, squeeze in a couple extra drones, and only knock 2-3 seconds off the roach timing.
Doing this will give you enough minerals to expand just as the roaches are popping out.
listen to this guy!!!!!!!!!!!! love this post
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On January 27 2011 08:09 Sparkey wrote: Don't smite me for resurrecting an old thread, but I just like the Roach Rush so much more. I've devised a build for it that's a bit atypical but I find actually gets the Roaches out very fast! (the Roaches are born at around 4:45 or 4:50 with this one).
Tell me what you think.
10/10 Overlord 11/18 Spawning Pool 16/18 Queen 18/18 Extractor x2 (2 Drones per Extractor ASAP) 18/18 Overlord x2 18/18 Roach Warren 17/34 Roach x7 31/34 Hatchery
34/34 Overlord
34/34 Lair
Look at the top of this page where the most economic 7RR with the same roach spawn timing is already posted.
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Actually, it's kind of fine if you get scouted, when he something going up, because then he bunkers up too much sometimes which hurts his eco more than yours.
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It's a bit of a thread highjack, but out of pure curiosity:
Does anybody in Master's league 5RR/7RR? Are those rushes actually solid enough to 1) do enough damage even against opponents who should have decent preparation or experience holding it? 2) continue with a reasonably even game if you don't do loads of damage?
I don't expect this to win outright in master's except if you just got very lucky. I don't expect it to be comparable to 15h14p if you can't get up the ramp.
But does this work often enough to make it a solid strategy to throw in every now and then? (I only ladder, I don't play BoX, so if it only works to punish particularly greedy players, I'm not really interested, since I don't know my opponents in advance.) I'm basically wondering whether I should start trying this again (I did pre-diamond) or whether it's really more of a gimmicky/all-in type build (like a 1-base baneling bust, 1-base muta).
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On January 27 2011 15:17 Yonkid wrote: Actually, it's kind of fine if you get scouted, when he something going up, because then he bunkers up too much sometimes which hurts his eco more than yours.
Bunkers are essentially free. 7 Roaches costs you larva that should be 6 drones and 2 lings at that stage in the game. And his making a bunker completely crushes your rush. This isn't viable versus terran or zerg at all, and only somewhat viable versus a poorly executed 4gate rush or 3-gate XXX build.
On November 16 2010 10:29 mlbrandow wrote:Show nested quote +On November 15 2010 12:54 ThatsNoMoon wrote:On November 15 2010 12:48 P00RKID wrote: @THatsNoMoon, Some people follow the 7rr with lings, some follow it with drones. I get the drones and try to power as long as I can while putting pressure on the opponent for as long as I can with the 7 roaches. With enough damage then you get ahead economically, or at least that is the strategy in this build with making drones instead of the lings.
And yes you will be in a bad position economically without dealing economic damage, but the good news is that you are sending 7 roaches to do just that. I find that one sentry buys enough time to get warp. It took me around 7 losses to get hang of proper timings and once I figured that out its simply a matter of scouting and a songle properly placed ffield. This does totally crush 2 gate or stalker openings. agreeing with the post directly above me, a forcefield won't do anything. the 7RR is a hard counter to anything involving 4gates before building a real army. So I fail to see how "just FF your ramp and then warp in a huge army" is going to win. Even so, warping in 4 units to go with the 1zealot and 1sentry that will die before the next 4 Stalkers/sentries/zealots warp in aren't going to do much good. You either cannon, or actually make make gateway units the sc1 way. Also you should post a replay, because I guarantee you the people that 7RR'd you probably missed by about 20 seconds and/or micro'd poorly. All you'll have if you're rushing wg tech is 1 zealot, 1 sentry and MAYBE 1 stalker finishing as the roaches come a-knockin'. A FF lasts 15 seconds and the warp-in time for units is 10 seconds. Further, the transition time to warpgates from gateways is another 10 seconds, meaning that if you're Forcefielding to buy you enough time to finish researching warpgates, you need to add that time PLUS 20 seconds until you get 4 more units. The math doesn't add up and I call your bluff. Replay of 1FF countering a reasonably timed 7RR or you're lying  .
I can't believe I wrote this two months ago.
Shows how down in the tank 7RR has gotten (and how biased my view was from using it in 2's so much).
It's not a good build because if properly responded to it fails utterly in almost every circumstance. Transitioning out of it still pits you far behind economically.
Anyway, the reason my post above from two months ago is because if you scout 7RR, you can just spend more chrono on your WG, and your sentry will have energy for 2 FFs by the time the first wears off.
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Seeing as i almost allways go 2 gate stargate in PvZ now, i say bring it
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On January 27 2011 18:26 bmn wrote: It's a bit of a thread highjack, but out of pure curiosity:
Does anybody in Master's league 5RR/7RR? Are those rushes actually solid enough to 1) do enough damage even against opponents who should have decent preparation or experience holding it? 2) continue with a reasonably even game if you don't do loads of damage?
I don't expect this to win outright in master's except if you just got very lucky. I don't expect it to be comparable to 15h14p if you can't get up the ramp.
But does this work often enough to make it a solid strategy to throw in every now and then? (I only ladder, I don't play BoX, so if it only works to punish particularly greedy players, I'm not really interested, since I don't know my opponents in advance.) I'm basically wondering whether I should start trying this again (I did pre-diamond) or whether it's really more of a gimmicky/all-in type build (like a 1-base baneling bust, 1-base muta).
I've recently been playing with a 10RR + bling opening vs Terran. Its a pretty complex build and has yet to be proven in the fire, but over the past week I've smoothed things out to be pretty scary.
It's starting to look like a hard counter to 2-rax. If it proves to have a follow-up rather than being all-in, I'll eventually post the BO and goals of it on TL.
7RR, however, isn't worth pursuing IMO.
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I do a variation of this vs. protoss with a 14pool to get the economy going with a focus on expanding as the roaches go out, and crawlers/drones after that.
Don't forget to have an OL at their ramp to spot. Makes the sentries useless.
I find too, seeing as how this isn't really a micro-intensive opening it's a great way to practice macroing while pushing a front, and it forces them to go robo which is really nice, as long as you get the roaches out fast enough.
If you see a stargate though, Queen up. Voids can break this strat if they get them out fast enough, and they can, believe me.
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On January 27 2011 18:26 bmn wrote: It's a bit of a thread highjack, but out of pure curiosity:
Does anybody in Master's league 5RR/7RR? Are those rushes actually solid enough to 1) do enough damage even against opponents who should have decent preparation or experience holding it? 2) continue with a reasonably even game if you don't do loads of damage?
I don't expect this to win outright in master's except if you just got very lucky. I don't expect it to be comparable to 15h14p if you can't get up the ramp.
But does this work often enough to make it a solid strategy to throw in every now and then? (I only ladder, I don't play BoX, so if it only works to punish particularly greedy players, I'm not really interested, since I don't know my opponents in advance.) I'm basically wondering whether I should start trying this again (I did pre-diamond) or whether it's really more of a gimmicky/all-in type build (like a 1-base baneling bust, 1-base muta). 1) no, if the build doesnt surprise, you don't do much damage 2) no, at a higher level, you rely on doing damage to continue on with playing.
tbh, the build is only used on steppes, any other map it is very weak. Its like the baneling bust vs T from beta, everyone has figured out how to beat it by now, so it is only rarely used.
The OP is from october, and the OP is like 1-2 months after the build first came out anyway (the build was popular even well before roach range buff).
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Edit: oops, accodental post
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