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[D] High Level Zerg. Hatch first or Pool First? - Page 3

Forum Index > StarCraft 2 Strategy
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chebhe
Profile Joined May 2012
United States113 Posts
Last Edited: 2012-05-07 22:38:38
May 07 2012 22:36 GMT
#41
To say allins are more easily defended with pool first is misleading, as more larvae and more lings, with often an earlier 2nd queen and better creep at the natural, a faster crawler; all these things resulting from hatch first can help to hold off allins. Hellions are also more easily repelled with hatch first. The faster speed helps sure, but I do not die to those sorts of fast allins anymore, where I would need faster speed. And some allins work specifically vs pool first, such as a 2 rax in your face bunker wall of the ramp, relies on the absence of creep.

The 2nd queen putting down a creep tumor, built from the fast 2nd hatch, is compensation for not being able to use all larvae.

The drone patrolling (1 drone) to block a bunker: this one drone costs money yes. Yet even with pool first you can be blocked in by bunkers at this time. The majority of the money cost in a pool first comes from the earlier extractor and gas. With a 14 pool 16 hatch maybe this can save money by repelling early game bunker pressures more easily.

With the ebay / bunker block of hatch; for this I send out a scouting drone at a specific timing, where he may check for incoming SCVs; also position scouting overlord as such. This allows the proper reaction for pool hatch or hatch pool. But pool gas in ZvT, this I think is too much.

For questioning which build to use in ZvP, hatch first is a risk in this matchup; if you are only now considering a pylon may block your hatch first, and you may die to zealot cannon rush, have you been absent these many months?
Mebd: how are you fucking helping? you think i'm joking? you think I don't regularly cut myself to relieve stress? want me to email you pictures of my bloody mouse
Belial88
Profile Blog Joined November 2010
United States5217 Posts
Last Edited: 2012-05-08 01:55:18
May 08 2012 01:54 GMT
#42
Why are you necro'ing such an old thread? No, you can't do what's discussed in this thread anymore.

Hatch first is a build order loss to Toss who go forge first or gateway first into reactive forge. You simply cannot hold a cannon rush or zealot/cannon rush - you can pull drones, but the difference is when your pool is so late, Toss can eventually throw down so many pylons and cannons in cute little places where only 2 drones can hit it, that pulling all of your drones won't be enough; even if you survive, Toss was mining with 17 workers against your 15 workers and he's simply ahead.

Pool First against Toss (I'd recommend 14 pool. Some go 15 pool, I don't like it because if he blocks it, your expo is much later, so I don't think it's more economic).

In ZvT - hatch first is the standard. You will plant it before bunker goes down. Have first overlord you make at 9 go over hatch to spot for bunkers. Don't *ever* let a bunker go up, pull ~3 workers per bunker being made and shift+Attack on that building SCV a million times so the drones follow it as it moves around while building, and then pull ~4 drones per marine that comes. Just pulling about 3/4 of your drones to go mine at your natural and deal with any bunker/marine pressure will be fine until you figure out the nuances of bunker rushing (besides, it's better to pull more drones than have to make more lings, and you just CANNOT let a bunker go up, ever).
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