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[G] Adapting the 11 Overpool Build in each MU. - Page 4

Forum Index > StarCraft 2 Strategy
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mothergoose729
Profile Joined December 2010
United States666 Posts
December 17 2010 06:45 GMT
#61
It is not possible to mount an attack between 11 and 18 without going for an extremely early 2 or 3 rine bunker rush all in. By the time my drone scout meets up with the terran base they might be able to just have two rax down, and I am already on 14 or 15 supply with my pool nearly finished. The moment of weakness is in between the overload spawn, hatch going down, and waiting for the overload to pop. I make a habit of building six zerglings as soon as I go pass 18 food, and then scouting to see if it is ok to go back to drone production. I am not a high level player at all so I might be a lot more vulnerable then I think, but so far I haven't seen to many effective bunker rushes happening that early. Another thing, I time my hatchery so that its production is not finished before my first set of lings come out, and it just finishes when I rally my second queen to it. In my specific case with this build, it is possible to cancel the hatchery and focus more on lings and spines in that window. Six pool would definitely not work against this build, although maybe a really well played two gate and a cannon rush could deny the expansion but I don't think it could wall me in very easily.
Alpha Plague
Profile Joined August 2010
Canada23 Posts
December 17 2010 07:34 GMT
#62
So I've been using this build order and method to pretty good results. Recently being dying very badly to Protoss 4gates.

I figure it's probably my macro that results in the losses, however I'm curious. What action should I take in response to a 4gate with this BO?
Just because you can, doesn't mean you should...
Warrior Madness
Profile Blog Joined April 2008
Canada3791 Posts
December 17 2010 16:34 GMT
#63
@Darkforce, may I ask how you usually open vs toss on close and cross positions? I still try to get away with a 14 hatch on cross positions (I'll probably experiment with 13 hatch/15 pool for the next week) and I usually open with 14 gas 14 pool on close positions and on 2 player maps like XNC.
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)
jdseemoreglass
Profile Blog Joined July 2010
United States3773 Posts
December 17 2010 17:58 GMT
#64
On December 18 2010 01:34 Warrior Madness wrote:
@Darkforce, may I ask how you usually open vs toss on close and cross positions? I still try to get away with a 14 hatch on cross positions (I'll probably experiment with 13 hatch/15 pool for the next week) and I usually open with 14 gas 14 pool on close positions and on 2 player maps like XNC.


I'm assuming he opens 14 gas 14 pool, since he said 14 pool 16 gas gets speed too late for stalker pressure.
"If you want this forum to be full of half-baked philosophy discussions between pompous faggots like yourself forever, stay the course captain vanilla" - FakeSteve[TPR], 2006
jdseemoreglass
Profile Blog Joined July 2010
United States3773 Posts
December 17 2010 18:18 GMT
#65
You know, I must have heard about 100 arguments against this build, and after enough debate it seems every single one of them boils down to an assumption about having less minerals or larvae... Which is why I went to the trouble of documenting the precise mineral and larvae differences between each build, so people could see exactly how many minerals they would have compared to another at each point in time.

Intuitively I've never understood how a build that has a similar resource count to another would have more trouble getting the same amount of buildings, units, and gas. The only argument that has made sense to me is the fact you can get a spine at the nat sooner with hatch-first.

I'm not trying to be an ass or close-minded or anything... I just don't understand most of the criticisms being leveled against the build. If you need gas sooner, then get gas sooner? How does it hurt you more with an 11pool than a 14pool to get gas?

Because they assume they have less minerals or larvae... That is always the only answer possible.

The problem is I am battling against years of firmly cemented convictions that earlier pools sacrifice too much economy. And some convictions are nearly impossible to break.
"If you want this forum to be full of half-baked philosophy discussions between pompous faggots like yourself forever, stay the course captain vanilla" - FakeSteve[TPR], 2006
DarKFoRcE
Profile Blog Joined April 2010
Germany1215 Posts
Last Edited: 2010-12-17 20:18:58
December 17 2010 19:16 GMT
#66
On December 18 2010 03:18 jdseemoreglass wrote:
You know, I must have heard about 100 arguments against this build, and after enough debate it seems every single one of them boils down to an assumption about having less minerals or larvae... Which is why I went to the trouble of documenting the precise mineral and larvae differences between each build, so people could see exactly how many minerals they would have compared to another at each point in time.

Intuitively I've never understood how a build that has a similar resource count to another would have more trouble getting the same amount of buildings, units, and gas. The only argument that has made sense to me is the fact you can get a spine at the nat sooner with hatch-first.

I'm not trying to be an ass or close-minded or anything... I just don't understand most of the criticisms being leveled against the build. If you need gas sooner, then get gas sooner? How does it hurt you more with an 11pool than a 14pool to get gas?

Because they assume they have less minerals or larvae... That is always the only answer possible.

The problem is I am battling against years of firmly cemented convictions that earlier pools sacrifice too much economy. And some convictions are nearly impossible to break.


I thought you agreed in the other thread that you sacrifice some eco early on for an earlier inject. Now youre trying to make it look like 11 pool is never behind in eco (lol). And no, im not going to make a shiny graph for you to prove it. I mean, why dont we get a 6 pool for the super fast queen if there is no economic sacrifice?!

On December 18 2010 01:34 Warrior Madness wrote:
@Darkforce, may I ask how you usually open vs toss on close and cross positions? I still try to get away with a 14 hatch on cross positions (I'll probably experiment with 13 hatch/15 pool for the next week) and I usually open with 14 gas 14 pool on close positions and on 2 player maps like XNC.


I either go 14 gas 14 pool (always on XNC) or 14 pool 14-16 gas. It depends on the opponent and the positions. There are some people who are very likely to do early stalker aggression, against these i prefer going for a faster gas, on closer positions i also get the gas faster.
I never hatch first, as you almost always get blocked by a probe (sometimes building a pylon) or zealot+cannonrushed or both.

Follow me on Twitter: https://twitter.com/#!/PinDarKFoRcE
whomybuddy
Profile Joined August 2010
United States620 Posts
December 17 2010 19:29 GMT
#67
..............11 pool will hurt your economy a bit. Other than that, it's perfectly fine. You should use this only when you go 14-15 pool and got steam roll by any sort of early pressure including forge cannon from protoss. or even proxy barrack.
Roaches all the way way way.
mothergoose729
Profile Joined December 2010
United States666 Posts
December 17 2010 20:44 GMT
#68
On December 18 2010 03:18 jdseemoreglass wrote:
You know, I must have heard about 100 arguments against this build, and after enough debate it seems every single one of them boils down to an assumption about having less minerals or larvae... Which is why I went to the trouble of documenting the precise mineral and larvae differences between each build, so people could see exactly how many minerals they would have compared to another at each point in time.

Intuitively I've never understood how a build that has a similar resource count to another would have more trouble getting the same amount of buildings, units, and gas. The only argument that has made sense to me is the fact you can get a spine at the nat sooner with hatch-first.

I'm not trying to be an ass or close-minded or anything... I just don't understand most of the criticisms being leveled against the build. If you need gas sooner, then get gas sooner? How does it hurt you more with an 11pool than a 14pool to get gas?

Because they assume they have less minerals or larvae... That is always the only answer possible.

The problem is I am battling against years of firmly cemented convictions that earlier pools sacrifice too much economy. And some convictions are nearly impossible to break.


I use this build a lot and I am a huge fan. In my experimentation with it, there are somethings that are very awkward about it. For instance, you are supposed to plan to be supply blocked at 11 and 18. In the econ/mass ling style this is just fine, because you can save up for a pool at 11 and a hatchery at 18, and everything works out just great. When you want to go fast roaches, this build just feels awkward, but I think it might be just as well off if not better then a traditional pool styles. So far with a build order I am experimenting with now, I am able to get 8 roaches at the 5 minute mark and still expand. I can go quick lair from that too. Later today I am going to try a 14 pool early gas build instead, and try and compare the two.
jdseemoreglass
Profile Blog Joined July 2010
United States3773 Posts
December 17 2010 20:58 GMT
#69
On December 18 2010 05:44 mothergoose729 wrote:
Show nested quote +
On December 18 2010 03:18 jdseemoreglass wrote:
You know, I must have heard about 100 arguments against this build, and after enough debate it seems every single one of them boils down to an assumption about having less minerals or larvae... Which is why I went to the trouble of documenting the precise mineral and larvae differences between each build, so people could see exactly how many minerals they would have compared to another at each point in time.

Intuitively I've never understood how a build that has a similar resource count to another would have more trouble getting the same amount of buildings, units, and gas. The only argument that has made sense to me is the fact you can get a spine at the nat sooner with hatch-first.

I'm not trying to be an ass or close-minded or anything... I just don't understand most of the criticisms being leveled against the build. If you need gas sooner, then get gas sooner? How does it hurt you more with an 11pool than a 14pool to get gas?

Because they assume they have less minerals or larvae... That is always the only answer possible.

The problem is I am battling against years of firmly cemented convictions that earlier pools sacrifice too much economy. And some convictions are nearly impossible to break.


I use this build a lot and I am a huge fan. In my experimentation with it, there are somethings that are very awkward about it. For instance, you are supposed to plan to be supply blocked at 11 and 18. In the econ/mass ling style this is just fine, because you can save up for a pool at 11 and a hatchery at 18, and everything works out just great. When you want to go fast roaches, this build just feels awkward, but I think it might be just as well off if not better then a traditional pool styles. So far with a build order I am experimenting with now, I am able to get 8 roaches at the 5 minute mark and still expand. I can go quick lair from that too. Later today I am going to try a 14 pool early gas build instead, and try and compare the two.


The only reason to cut the later overlord is if you are planning on getting an immediate hatch. If you want units out sooner, then get the over at 18 and delay the hatch a bit. This of course relies on scouting or the match-up to know when to do each.
"If you want this forum to be full of half-baked philosophy discussions between pompous faggots like yourself forever, stay the course captain vanilla" - FakeSteve[TPR], 2006
jdseemoreglass
Profile Blog Joined July 2010
United States3773 Posts
December 17 2010 21:13 GMT
#70
On December 18 2010 04:16 DarKFoRcE wrote:

I thought you agreed in the other thread that you sacrifice some eco early on for an earlier inject. Now youre trying to make it look like 11 pool is never behind in eco (lol). And no, im not going to make a shiny graph for you to prove it. I mean, why dont we get a 6 pool for the super fast queen if there is no economic sacrifice?!





I will not comment on the meaning or implications of this data -- I will simply allow you to analyze it and form your own conclusions regarding the relative merits and economic efficiency of each build.
+ Show Spoiler +
[image loading][image loading]


[image loading]


This is the data we have been using for a while now... There are slight variations from minute to minute, but overall the economy differs little.

We used the data for 13 Pool 15 Hatch because according to jacobman's testing, this was the best pool-first build. If you would like to see the data on other builds which tested inferior, there are other builds and data he put on his thread here:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=174374

The reason I have been favoring this build so much is because I believe the greater flexibility and larvae count more than make up for the economic differences that have been recognized, and because it is much safer than hatch-first, and because it denies scouting information to your opponent.

There has been some debate regarding whether hatch-first or pool-first is the safest response against 2rax pressure, which is why I created another thread to test each.
"If you want this forum to be full of half-baked philosophy discussions between pompous faggots like yourself forever, stay the course captain vanilla" - FakeSteve[TPR], 2006
ShadowWolf
Profile Joined March 2010
United States197 Posts
December 17 2010 22:12 GMT
#71
According to that thread's testing, 13 pool 15 hatch is slightly ahead of all other pool-first builds and, unless I missed something, ahead in terms of larva production compared to all of the other builds. It also gets the hatchery 23 seconds earlier, so it stands to reason there's a slightly less chance of getting your hatchery blocked - though that could be completely irrelevant.
photomuse
Profile Joined August 2010
United States102 Posts
Last Edited: 2010-12-17 22:52:44
December 17 2010 22:38 GMT
#72
Edit: I realized my post was more appropriate as a PM.
Pwere
Profile Joined April 2010
Canada1557 Posts
December 17 2010 23:54 GMT
#73
Getting the OV @ 18 seems quite elegant. Overhatch following the Overpool.

Two things come to mind:
1- There seem to be a lot of criticisms based on "But on XelNaga you can't..." or other map specific objections. Maybe, just maybe, this build is not suitable for every single map and situation, but how can having more diversity hurt your play on maps on which this is actually viable?

2- Vs a Hatch first Zerg, if you spot it early, can't you just pull 2-3 drones, save larvae, and do the old fashioned crawlers + ling rally as soon as pool finishes? It seems to me like it would be extremely hard to hold.
genopath
Profile Joined December 2008
80 Posts
December 18 2010 01:19 GMT
#74
@Darkforce, I've read your comments on why this build has problems vs 1 stalk harass and 2rax terran,but how would you rate this build in ZvZ?
Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
December 18 2010 01:35 GMT
#75
watching the ressource and larvae charts, there seems to be no reason to not 11 pool (more tec/build options earlier). Ofc the earlier queen + inject makes up for slight early larvae loss. And even if darkforce is a very top level player, sarcasm about "why not play 6 pool to get inject ealrier" sounds like he's not a very mathematical person ;-). Ofc there is a range where earlier inject pays off somewhat for initial larvae sacrification. However in the extreme (7,8,9 pool) it hits your eco hard. If you get inject too late, you get larvae capped.
I think a lot of very good players played BW before, and because there was no such thing as larvae inject, they have a strong feeling any kind of early pool hurts eco.
Maybe there are other factors which makes later pools and hatch first attractive to people. E.g. a hatch first build is more forgiving if you do sloppy larvae inject or loose your queen to early pressure. There seem to be some "soft" factors, the game is more than economy and larvae ..

BTW: i prefer hatch first, because it "feels" more economic to me and is more forgiving in case you sloppy inject (because of 2cnd hatch) ;-).
21 is half the truth
jdseemoreglass
Profile Blog Joined July 2010
United States3773 Posts
December 18 2010 02:10 GMT
#76
On December 18 2010 10:35 Schnullerbacke13 wrote:

BTW: i prefer hatch first, because it "feels" more economic to me and is more forgiving in case you sloppy inject (because of 2cnd hatch) ;-).


lol EVERYONE prefers hatch first... I would do it every game if it was viable. The point is that it's not.
"If you want this forum to be full of half-baked philosophy discussions between pompous faggots like yourself forever, stay the course captain vanilla" - FakeSteve[TPR], 2006
Mephs
Profile Joined October 2010
139 Posts
December 18 2010 02:37 GMT
#77
I gave this thread some BM last time but I did give this some trial and error on ladder off and on.

So instead of trashing it furthur, I'm going to be constructive about this:

I really, really do not feel as though this is effective. I was 2200 diamond when I BM'd it, now 2500. However, I still have never won a game BECAUSE of it.

ZvZ: absolutely not. Its an awful thing to do, because fast expanding when your opponent goes early roach, and all you have are slowlings by the time his push comes out = absolute fail. You will not get 100 gas off one geyser using your setup. He can also freely expand since you have slowlings meaning he'll get ahead of you in economy fairly quickly. Having a queen out for 1 faster inject means nothing if you can't put that extra larva to use. In fact, you lose the auto generated larva benefits of a more standard opening in ZVZ like 14 pool/gas (depending on sling or roach open).

ZvT: DEFINITELY NOT. Almost every terran opens 2 rax, or some kind of hellion harass. All I can say is, the later you expand, the worse off you are against this matchup. Reason being, that if you hatch on 18 your creep at your natural will NEVER be up in time for the push to drop a spine down. The reason we go 14 hatch almost every game against TVZ is for the creep to defend both your natural and main, and also for the earlier auto larva.

So think of it this way. You get a queen out 2 supply sooner with 11overpool since your economy is raped by the fact you pooled so early. But its just 1 queen. With 14 hatch, you'll get that extra larva inject you didn't get with the 1 queen, but now you have TWO QUEENS INJECTING MUCH FASTER.

So logically 1 extra inject on 1 hatch < 2 sooner injects on 2 hatch. So your larva production is much better with 14 hatch than 11 overpool. And I am sorry to tell you this, but getting 6 lings out to defend your 18 hatch will fail when they get there with 4 hellions and your hatch just popped. Also they are slowlings too, so they are a joke to kill with hells. You won't have a spine to defend that expansion, and if you aren't droning up at it, (and day9 went over this thoroughly) that expansion is a NET LOSS until you can saturate it decently and pay back the costs in lost mining time. So you can't put drones at your natural until you have one of two things: ling speed, or 1-2 spines + lings to defend it.

And you can't do that with such a late hatch. So this build is extremely vulnerable to bunker play, hellion play, early marines (if your opponent doesn't fail at micro).

ZvP: Only time thsi build has any merit, because the point is valid that earlier lings = preventing pylon blocking. GREAT. I actually would emphasize that this isn't a bad idea, but neither is opening 7 pool against protoss as shown in a recent ZvP against HuK. You can actually use that 7 pool to force the protoss to lock himself to one base, and overcompensate to not get wtfpwned by early ling rush. And then transition smoothly into a standard build. I forget what the zerg player's name was, but it was on last night's daily. Excellent example of why early lings is good in ZvP, but I'd much rather use that 7 pool transition build than 11 overpool. It forces a much more early overreaction whereas 11 overpool both hurts your economy and doesn't get anything dangerous out at a timing window that's worth it. 7 pool does have a very real danger to it to the protoss player.
jdseemoreglass
Profile Blog Joined July 2010
United States3773 Posts
Last Edited: 2010-12-18 03:04:01
December 18 2010 02:56 GMT
#78
On December 18 2010 11:37 Mephs wrote:
I gave this thread some BM last time but I did give this some trial and error on ladder off and on.

So instead of trashing it furthur, I'm going to be constructive about this:

I really, really do not feel as though this is effective. I was 2200 diamond when I BM'd it, now 2500. However, I still have never won a game BECAUSE of it.

ZvZ: absolutely not. Its an awful thing to do, because fast expanding when your opponent goes early roach, and all you have are slowlings by the time his push comes out = absolute fail. You will not get 100 gas off one geyser using your setup. He can also freely expand since you have slowlings meaning he'll get ahead of you in economy fairly quickly. Having a queen out for 1 faster inject means nothing if you can't put that extra larva to use. In fact, you lose the auto generated larva benefits of a more standard opening in ZVZ like 14 pool/gas (depending on sling or roach open).

ZvT: DEFINITELY NOT. Almost every terran opens 2 rax, or some kind of hellion harass. All I can say is, the later you expand, the worse off you are against this matchup. Reason being, that if you hatch on 18 your creep at your natural will NEVER be up in time for the push to drop a spine down. The reason we go 14 hatch almost every game against TVZ is for the creep to defend both your natural and main, and also for the earlier auto larva.

So think of it this way. You get a queen out 2 supply sooner with 11overpool since your economy is raped by the fact you pooled so early. But its just 1 queen. With 14 hatch, you'll get that extra larva inject you didn't get with the 1 queen, but now you have TWO QUEENS INJECTING MUCH FASTER.

So logically 1 extra inject on 1 hatch < 2 sooner injects on 2 hatch. So your larva production is much better with 14 hatch than 11 overpool. And I am sorry to tell you this, but getting 6 lings out to defend your 18 hatch will fail when they get there with 4 hellions and your hatch just popped. Also they are slowlings too, so they are a joke to kill with hells. You won't have a spine to defend that expansion, and if you aren't droning up at it, (and day9 went over this thoroughly) that expansion is a NET LOSS until you can saturate it decently and pay back the costs in lost mining time. So you can't put drones at your natural until you have one of two things: ling speed, or 1-2 spines + lings to defend it.

And you can't do that with such a late hatch. So this build is extremely vulnerable to bunker play, hellion play, early marines (if your opponent doesn't fail at micro).

ZvP: Only time thsi build has any merit, because the point is valid that earlier lings = preventing pylon blocking. GREAT. I actually would emphasize that this isn't a bad idea, but neither is opening 7 pool against protoss as shown in a recent ZvP against HuK. You can actually use that 7 pool to force the protoss to lock himself to one base, and overcompensate to not get wtfpwned by early ling rush. And then transition smoothly into a standard build. I forget what the zerg player's name was, but it was on last night's daily. Excellent example of why early lings is good in ZvP, but I'd much rather use that 7 pool transition build than 11 overpool. It forces a much more early overreaction whereas 11 overpool both hurts your economy and doesn't get anything dangerous out at a timing window that's worth it. 7 pool does have a very real danger to it to the protoss player.


To be honest, I stopped reading once you said fast expanding and getting lings vs. roach = absolute fail. When I read such things, I have to assume you didn't bother to read the OP.


4) Your opponent went pool first and has no expansion in sight.
This is the trickiest scenario to engage. You must keep scouting. See if he is going speedlings or roach push, or if he plans on expanding. The trouble is the opponent will often get two lings and kill your scouting drone before revealing his plan. You should have your own pair of lings to continue scouting. Be persistent about it; you cannot play this in the dark.
Whether or not you decide to get your expo up is up to you. I will say there is a degree of risk in it, but the rewards can be significant if your opponent either doesn't attack or the attack fails. I usually add my second overlord and pump drones while waiting for more info. It is key to see if he is going roaches or not.


You might also find this section of the OP helpful for future posts:


If you have lost with this build recently or have had trouble with a particular strategy and want help, please post a detailed explanation and a replay of the game so we can help solve the problem and further adapt the build.
"If you want this forum to be full of half-baked philosophy discussions between pompous faggots like yourself forever, stay the course captain vanilla" - FakeSteve[TPR], 2006
genopath
Profile Joined December 2008
80 Posts
Last Edited: 2010-12-18 04:05:15
December 18 2010 04:04 GMT
#79
@jdseemoreglass

Please look at this replay its a 3-4 Roach Rush vs 11 pool. This is one of the scenarios I believe you do not cover in your OP. Long story short, I've lost the match. Clearly my ling scout missed the roaches on the way to my base but that would have given me 24 extra seconds in which I don't think I could have done much given the larva available. My gas even went down a little later than what your OP proposes for ZvZ.

[image loading]
Kamikiri
Profile Joined October 2010
United States1319 Posts
December 18 2010 04:16 GMT
#80
Hello, I very much like this build for ZvP as in ZvP i feel it is the strongest build currently (imo) but in ZvT i still do the 14 hatch 15 pool on every map, including steppes and do just fine with it.

I can hold off a 2 rax marine scv all-in with 14 hatch 15 pool most of the time so i do not do this build in zvt, but if players do not have the micro or cant hold off a 2 rax marine scv push than this build is great for them.
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