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[D] ZvZ 16 Hatch 15 Pool - Page 6

Forum Index > StarCraft 2 Strategy
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synapse
Profile Blog Joined January 2009
China13814 Posts
October 27 2010 04:21 GMT
#101
Cella just (well, an hour ago) played a few very interesting ZvZ's vs ret, where he 13gas13pool'd and ret went hatch first... with some decent drone micro, his 8pool was blocked and his sling/bling rush failed to do enough damage to win him the game. Both times, ret went hatch first.
:)
Aubergine
Profile Joined September 2010
United States40 Posts
October 27 2010 05:53 GMT
#102
I saw three games of Cella v Ret too. It seemed like Ret didn't block his ramp with two queens in the first match, allowing Cella to run his Zerglings in (at least that's how it appeared to me). However, it should be mentioned that they spawned in close positions on Metalopolis.
You can't spell Sentry without SEN.
Zeroes
Profile Blog Joined April 2010
United States1102 Posts
October 27 2010 06:04 GMT
#103
pretty sure this has been answered already but you need to scout with the 9 drone so by 13 food you know that you can throw down a spawning pool or not.

if he 6 pools defend with drones until your lings come out and prevent any spine crawlers from going down early. Remember to throw down 2-3 spines a soon as your spawning pool finishes. if he does get it up just let it hit your hatch until you can get enough lings and spines to kill it.

if he 10 pools 13 pool beats it

if he 13-14 pools hatch first beats it just let the lings beat on your exp hatch until you get enough lings
Check out my SC Lan pics Here: http://picasaweb.google.com/bunk.habit
mrhobbers
Profile Joined August 2010
109 Posts
October 27 2010 13:06 GMT
#104
I checked out sc2rep, they didn't have these Cella vs ret games. Were they replays or just streams? I'm yet to win trying the 14-15 hatch, as others have said, I just don't have enough to defend the 1 base roach push.
imperator-xy
Profile Blog Joined March 2009
Germany1366 Posts
Last Edited: 2010-10-27 13:16:35
October 27 2010 13:16 GMT
#105
what do zergs with hatch first do if i just build a spine crawler next to their hatch while its building and go ling all-in then? i would do a normal 14 pool
Aubergine
Profile Joined September 2010
United States40 Posts
October 27 2010 13:21 GMT
#106
On October 27 2010 22:06 mrhobbers wrote:
I checked out sc2rep, they didn't have these Cella vs ret games. Were they replays or just streams? I'm yet to win trying the 14-15 hatch, as others have said, I just don't have enough to defend the 1 base roach push.


Sorry, should've clarified, it was a live stream.
You can't spell Sentry without SEN.
Aubergine
Profile Joined September 2010
United States40 Posts
October 27 2010 13:23 GMT
#107
On October 27 2010 22:16 imperator-xy wrote:
what do zergs with hatch first do if i just build a spine crawler next to their hatch while its building and go ling all-in then? i would do a normal 14 pool


Where will you build the spine crawler? There's no creep next to a building Hatch unless you hatch-cancel-then build a spine crawler. I always have a overlord over my building hatch in case of such things (like cannons and bunkers too).
You can't spell Sentry without SEN.
imperator-xy
Profile Blog Joined March 2009
Germany1366 Posts
October 27 2010 14:05 GMT
#108
On October 27 2010 22:23 Aubergine wrote:
Show nested quote +
On October 27 2010 22:16 imperator-xy wrote:
what do zergs with hatch first do if i just build a spine crawler next to their hatch while its building and go ling all-in then? i would do a normal 14 pool


Where will you build the spine crawler? There's no creep next to a building Hatch unless you hatch-cancel-then build a spine crawler. I always have a overlord over my building hatch in case of such things (like cannons and bunkers too).

yes, you have to hatch-cancel and then build it.

okay, i guess that will become less effective from day to day as you will always get an overlord to your expansion if you loose against this one time.
but right now my opponents dont do anything against it nearly all the time. this is still a good way to cancel an expansion i think
Aubergine
Profile Joined September 2010
United States40 Posts
October 27 2010 14:19 GMT
#109
On October 27 2010 23:05 imperator-xy wrote:
Show nested quote +
On October 27 2010 22:23 Aubergine wrote:
On October 27 2010 22:16 imperator-xy wrote:
what do zergs with hatch first do if i just build a spine crawler next to their hatch while its building and go ling all-in then? i would do a normal 14 pool


Where will you build the spine crawler? There's no creep next to a building Hatch unless you hatch-cancel-then build a spine crawler. I always have a overlord over my building hatch in case of such things (like cannons and bunkers too).

yes, you have to hatch-cancel and then build it.

okay, i guess that will become less effective from day to day as you will always get an overlord to your expansion if you loose against this one time.
but right now my opponents dont do anything against it nearly all the time. this is still a good way to cancel an expansion i think


I am by no means an experienced player, but unless they back up their crawler with zerglings, I don't think bringing 4-5 drones to attack the building crawler should be a big issue. Lately, I've been opening pretty much 14 pool 15 hatch for every match up and it's been working pretty well (again, my opponents also haven't been the best either). With this build, I scout on 12 against P and T and 8 against Z. This way, if I needed to, I could always drop an earlier pool and bring out some zerglings to help against early aggression/cheese.
You can't spell Sentry without SEN.
Mczeppo
Profile Joined March 2010
Germany319 Posts
October 27 2010 14:36 GMT
#110
I got the point in doing the early hatch but there is one thing i'm still wondering about. Do you block the ramp with *one* Queen and a couple of zerglings. I mean without zerglings you need 2 queens usually.
My second question is, do you put the spine crawlers behind your ramp (which is protected by one queen and some lings?) or do you put it at each gas geyser to protect your second hatch. If you put them behind the ramp you'd have to keep all drones in your main base; if you put them at your natural you're maybe allowed to also mine from that second base.

How do you do it i didn't get the build 100 %
Thanks
"whether you make it or not depends mostly on the personal battle within yourself." - NaDa
Thor1104
Profile Joined September 2010
16 Posts
October 27 2010 14:56 GMT
#111
"Roaches also lose to speedlings, which has neted me a shitload of wins since the last patch because people think 1 range is going to change that. If I see roaches sometimes I will slow the game down and get 1 ups for my lings but, it really isn't required imo .. but helps if you have to break through a choke."


2017 level diamond zerg here. Mass speedling against roaches is strong, but the roaches can win.

+1 attack of roaches causes speedlings to be killed in two shots.
putting two or three roaches at the top of your ramp with a perfect seal completely prevents any speedlings from entering your base and harassing until you have a decent roach force.

If he goes mass speedling and you move out with a clump of 12-15 roaches (with +1 attack), his lings will melt to your roaches and you will often steamroll him before he reaches mutas. By leaving your next three roaches on your ramp, you can prevent a backstab.

Obviously the roach timing push can be destroyed if you move out too soon or too late, but it's a completely viable strategy at high level zerg play.
Long Live the Swarm!
Aubergine
Profile Joined September 2010
United States40 Posts
October 27 2010 15:01 GMT
#112
On October 27 2010 23:36 Mczeppo wrote:
I got the point in doing the early hatch but there is one thing i'm still wondering about. Do you block the ramp with *one* Queen and a couple of zerglings. I mean without zerglings you need 2 queens usually.
My second question is, do you put the spine crawlers behind your ramp (which is protected by one queen and some lings?) or do you put it at each gas geyser to protect your second hatch. If you put them behind the ramp you'd have to keep all drones in your main base; if you put them at your natural you're maybe allowed to also mine from that second base.

How do you do it i didn't get the build 100 %
Thanks


I'd also like to hear about this. I usually stick my spine crawlers near the choke into my expansion (if one exists such as in LT). This often acts as a deterent and I can often snipe some banelings if they try to run in. Even for open naturals, I try to put my crawlers "in front" of the hatch (if that makes sense).
You can't spell Sentry without SEN.
ImGonnaRideYou
Profile Joined July 2010
53 Posts
October 27 2010 15:18 GMT
#113
I'll keep this hatch first build in mind and practice it in customs/friends to see how it feels. I don't see it working vs opponents bnet pits me against (900pt plat). I can't risk it because one bad loss and I may lose momentum and go on a losing streak the whole night. I have yet to come across anyone going >13pool or using "pool chicken" mentality on me. You just bring the biggest gun you have to the fight and hope the other guy's gun is smaller.
bgx
Profile Joined August 2010
Poland6595 Posts
October 27 2010 21:29 GMT
#114
On October 28 2010 00:18 ImGonnaRideYou wrote:
I'll keep this hatch first build in mind and practice it in customs/friends to see how it feels. I don't see it working vs opponents bnet pits me against (900pt plat). I can't risk it because one bad loss and I may lose momentum and go on a losing streak the whole night. I have yet to come across anyone going >13pool or using "pool chicken" mentality on me. You just bring the biggest gun you have to the fight and hope the other guy's gun is smaller.


I feel you, yet i think it is the greatest training you can get on ladder, you try to go greedy, and still fend of early agression, im not saying to hatch vs 6pool but to do economical opening vs normal openings. Im 1300-1500 diamond (tbh, i still feel that my mechanics are pitful). 90% of opponents(all races) always try to prevent me from geting my FE, it is so frustrating yet it is a great learning experience.
Stork[gm]
Warrior Madness
Profile Blog Joined April 2008
Canada3791 Posts
October 29 2010 06:54 GMT
#115
How are you guys not getting your hatches blocked by their scouting drones? Do you send 2 drones down when you plop your hatch?
The Past: Yellow, Julyzerg, Chojja, Savior, GGplay -- The Present: Luxury, Jae- The Future: -Dong, maGma, Zero, Effort, Hoejja, hyvaa, by.hero, calm, Action ---> SC2 (Ret?? Kolll Idra!! SEN, Cool, ZergBong, Leenock)
Mczeppo
Profile Joined March 2010
Germany319 Posts
October 29 2010 15:47 GMT
#116
As you most likely know you put your pool down before your hatch if he blocks it too long... But yeah you attack with your drone and if it takes to long to get it down a second drone does fine i think
"whether you make it or not depends mostly on the personal battle within yourself." - NaDa
bobcat
Profile Joined May 2010
United States488 Posts
October 29 2010 19:12 GMT
#117
On October 25 2010 06:58 shmoo wrote:
It really comes down to where you are on the ladder and who you are playing. Anything later than a 13 pool has a really hard time with a 6 or 7 pool.

When you play against high level opponents, the odds of cheese diminishes greatly so you see these greedy macro oriented openings more often.

Its very hard to stop a good timing push in zvz when you fe and the opponent 1 bases.



True of all mirror matchups. 1 base beats blind FE every time with a good timing push.
"I just want to see bobcat wrist deep in someone's mother's anus" 165 votes
Kyobi
Profile Joined October 2010
United States38 Posts
October 29 2010 23:20 GMT
#118
I usually beat hatch first builds all the time with a speedling/baneling timed push. Then again, I've probably been winning due to having better micro than my opponents. I'd like to see some replays to hold off early aggressive because there might be a few factors that I don't see.
BnK
Profile Blog Joined July 2010
United States538 Posts
October 31 2010 17:02 GMT
#119
Is 15/16 hatch still viable if the opponent goes 12 pool 12 gas?
dejavue
Profile Joined September 2010
Germany47 Posts
October 31 2010 19:24 GMT
#120
I think the 16 hatch is pretty popular because you don't have to cut drones until after hatch. If you 9 Overlord, you will have around 235 mins at the time, your 16 larva comes out. If you now make that into a drone and simultaneously send one drone to your natural, you will have almost exactly 300 when it arrives there (depending on the map of course).
After that, extractor + pool (almost at the same time) asap. Once again, with an overlord in between there and I think 2 drones more, you can still build 2 queens asap and once you have 100 mins again, you will be able to tech ling speed immediately. I use it (granted, I am only gold level, but recently I have played some high platinums and some mid ranked diamonds - thinking I am about to be promoted) almost all the time and it seems to just "flow" very easily.

It's like hold on hold on hold on, STEAMROLL! - because if your opponent doesn't do anything about it, you can just throw stuff at them all the time while constantly expanding.
Only thing besides timing pushes to stop this is pylon blocking the ramp, but even bunkers can be dealt with rather easily (since the latest buff to Zerg buildings anyway).
Maybe it's tech issues, maybe he's just exhausted, MAYBE, JUST MAYBE, he wanted to dress as spiderman and web the shit out of his girlfriend / boyfriend / donkeyfriend without having people watch. - wormintrude
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