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[H] 3 roach+speedling all-in PvZ - Page 27

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methoD.
Profile Joined January 2011
48 Posts
Last Edited: 2011-02-02 21:41:08
February 02 2011 21:39 GMT
#521
hum, i faced this allin today in ladder. Dont know, if the zerg do it very well. But, i scout the roach warren, and thats the crucial thing, after seeing the roach warren, you should instantly cronoboost warpgate research and warp some stalkers in. Its low diamond (2.6k) but eventually it helps

http://www.mediafire.com/?9joma9bk9mgky9w
The bird of Hermes is my name, eating my wings to make me tame
rexar
Profile Joined February 2011
France103 Posts
February 02 2011 21:56 GMT
#522
i just lose to this 30 minutes ago..
orcslayermac
Profile Joined July 2010
United States138 Posts
February 02 2011 21:56 GMT
#523
On February 03 2011 06:39 methoD. wrote:
hum, i faced this allin today in ladder. Dont know, if the zerg do it very well. But, i scout the roach warren, and thats the crucial thing, after seeing the roach warren, you should instantly cronoboost warpgate research and warp some stalkers in. Its low diamond (2.6k) but eventually it helps

http://www.mediafire.com/?9joma9bk9mgky9w


Just so you know, his execution was very sloppy. If that was executed properly, you would have lost imo.
Terran A+move... Right into my banelings? Yes please!
JoeCrow
Profile Joined March 2010
United States167 Posts
February 02 2011 22:00 GMT
#524
How does this build fare against a terran?
gondolin
Profile Blog Joined September 2007
France332 Posts
February 02 2011 22:02 GMT
#525
You can improve the build a bit:
11 overpool
12 gas
15 queen
17 roach warren
16 ling
17 speed
17 ov
17 3 roach -> take drone off gas
23 ov
mass lings

The earlier pool is not there for an earlier roach (you don't have the gas for it) but for an earlier queen. Roach warren is at 2:57, the same time as for the op build, but inject comes much sooner. You have to take drone off gas to afford the lings earlier.
FrostedMiniWeet
Profile Joined July 2009
United States636 Posts
Last Edited: 2011-02-02 22:14:14
February 02 2011 22:11 GMT
#526
On February 03 2011 06:29 Jayrod wrote:
Show nested quote +
On February 03 2011 03:18 DarKFoRcE wrote:
On February 03 2011 03:09 kcdc wrote:
On February 03 2011 01:56 Skyro wrote:
On February 03 2011 01:02 kcdc wrote:
On February 02 2011 14:08 Salv wrote:
Firstly, this guy threw down the roach warren at 2:55 - so let's just say at 3:00 you would scout this, which is totally assumable because he has nothing to stop you from looking around his base for as long as you want. Even when his two lings pop, he has to still chase you.

Secondly, a forge has a 45 second build time, and a cannon has a 40 second build time. With your forcefields, it was 5:40 until he was able to climb your ramp. That's 160 seconds to get your forge and cannons, and it takes less than a minute and a half to do so - two minutes if you want to do it really non chalantly.

What's the problem with this Travis?

On February 02 2011 14:08 kcdc wrote:
Cannons would work to defend it, but really, if Z going 13 pool into roach warren on 1 base means you have to sink 600 minerals into static defense, the MU is unwinnable. They could just skip the units, double expand and they win.


That's ridiculous. They have 14 drones and no tech. You will have close to 25 probes yourself, and you can start to tech. It's a tricky all-in at best - but there has been nothing to suggest it's even that hard to beat.


They can deny scouting with 2 zerglings. All you know is that they went roach warren at 14 food. From that point forward, they could do this all-in or they could make 100% drones. If a roach warren at 14 food means you need a forge and 3 cannons, Z auto-wins every game. You can't kill their scout at this time, so if they see you cannoning, they just stop at 2 or 4 zerglings, take an expansion and make 100% drones. Meanwhile, you've spent 600 early minerals on static defense to deal with 2 zerglings, and you're behind in tech and economy with no way to attack or defend your natural. Cannons aren't a good solution because it's not all-in until Z makes a ton of zerglings, and by that point, you can't scout.


From the replay he queues up 3 roaches first, then lings after inject. So not only do you scout the early warren you scout the early roaches, and by that point I think you can confirm it is an all-in.

If you go the standard gate-core opener and spot the early warrren, you can cancel zealot, cut probes and skip 2nd gas and drop down 2 gates ASAP. Then chrono out 3 stalkers while you park your probe at his base to 100% confirm the all-in. Once you do, make a complete wall-in at your ramp and queue up 3 more stalkers. You will have your 3 stalkers behind a complete wall-in with 3 more stalkers on the way vs 3 roaches and 8 lings. You should know the outcome from here. I do not believe you need cannons.

However what is scary is if they do a hatch -> proxy roach warren in some cornor where you don't spot it. That would probably throw a lot of people off.


He can make a pair of lings to kill the probe before the roaches pop. It'll screw up the timing if he waits to chase off the probe to start the roach warren, but a pair of lings while the roach warren builds won't screw anything up. All Z needs to let you know is that a roach warren has been started. Hell, he could cancel and go econ even harder. Cannons are not a good solution.


edit: ok i noticed my post is a little unorganized. i hope you get the point anyway.

I think you underestimate the economic sacrifice. Have you tested going cannons against this specific build? Im pretty sure you didnt. Furthermore, why dont you send a second scouting probe, lure the lings away with the first one and then run in with your second probe and check whether he built 3 roaches or not.

Its unbelievable how much uninformed shit is being spilled in this thread.

The only reason why people fail with this so hard is because they are not used to dealing with any kind of early aggression from zerg, so they started to slack super hard on their scouting - because it didnt matter anyway. Now you have to scout a little more thoroughly again, wow, big deal.

Its also funny how bad people are at observing. At first i didnt want to say this here, because i actually like the fact that i might be able to play this build against some protoss in a tournament who doesnt scout or doesnt look closely (for example, whitera sometimes doenst scout at all).
Anyway, when you compare this build to a more normal build, you will notice that at 15 supply, no overlord is being build, but instead, the build goes roach warren, queen, zergling, overlord. this is a huge giveaway. this also means that this build is even farther behind in economy compared to a normal build than people think. which is the reason why i think that even if you do go forge +2 cans and then transition into for example a phoenix opening you wont be worse off compared to a normal game.

Furthermore, even IF you are behind if the cancels his roach warren, you have AT LEAST a 50% chance to win against his strategy (of either cancelling or not cancelling). This is assuming that you will win 100% if he does go for the allin and you built cannons. Because if he always cancels, there is no reason to go for a forge, and then you are far ahead.

From a game theory perspective, winning with at least 50% chance is a pretty good result. I say "at least" because i think the chance of you winning after going forge + cannons against the cancel seems to be higher than him winning with his allin against cannons.


This isnt necessarily directed at darkforce, but i wanted to use your post as a jumping off point

While I appreciate and understand your use of the larva use order as a means to justify a setback to the zerg. I think you may be overlooking a less than mathematical aspect of the game from that point forward. Sinking 600 minerals to defend an attack that might not happen delays any possibility of aggression from the protoss for an extremely long time. Since the threat of aggression is so far off suddenly due specifically to your choice to open this way... your decision of whether or not this larva will become a drone or a combat unit becomes substantially easier. More likely than not, it will be a drone knowing you are completely safe.

This delay in the ability to move out of your base as the protoss segues into my next point. There are obviously different phases in the game for map control and both players are constantly vying for map control and to regain map control, etc. Zerg get free map control early on with a couple overlords and some really quick and inexpensive combat units. To combat this the protoss will either make a sentry based army to ensure a safe retreat if you run into problems OR phoenix/VR (each operate differently in their role to obtain midgame map control). Now phoenix can give you SOME control and mobility, but basically what a phoenix based map control attempt does for you is show you a bunch of shit all over the map (expansions/creep spread/what have you) that you cant do anything about. Its tantamount to getting your observer into their base to see that a cloaked banshee just arrived at yours... All your doing is getting a glimpse and what is going to kill you sooner or later. 600 minerals in a forge and 3 cannons along with the delay in tech and expansion allows the zerg (or any race really that scouted you have such a defensive posture) to cut into this period of time where protoss can gain map control. Essentially you are skipping the early-midgame phase where protoss has a chance to seize map control back before the possible mutas hit or the creep has spread like crazy.

Having said all that, I am happy that this build has surfaced... I've actually seen this style quite a few times but none so precise as the one in this replay. I think we protoss got too used to zergs being predictable.... and they really are. Builds like this help the game more than they hurt the game and make it more dynamic. While I think roaches are a little too efficient for their cost (ive always felt 100/25 would be appropriate for their relative power and high hp) i do think there are some do's and don'ts in dealing with zerg in these first 5 minutes..

1) Do keep your probe in their base until a queen pops or lings pop. Your probe might live... might die... regardless of either... the information its giving you is worth the 50 minerals and production time, etc. Even if you are just seeing what kills it. I'm surprised you arent doing this anyways... I make sure 100% of the time that I see either lings or a queen before i try to escape because no matter what build hes doing how can you be sure those arent just more drones? The simple fact that he built lings covers some of the cost of losing that scout. If he sees you leave before he makes lings he can just make a drone with that larva instead. You are actually worse off in that situation than if you just let his lings kill you.

2) Do BUILD STALKERS if you see a roach warren. Regardless of whether its 7RR or this roach/ling all in... Protoss got so used to this 3 gate sentry expand. Its a great build... I love it... i used it in 90% of my PvZ games... but just be flexible... if they GAS steal you... another reason to build more stalkers and less sentries. If they gas steal you I would expect roaches to be honest. Start making logical conclusions if you cant see exactly what theyre doing. You might be wrong sometimes and it might put you behind and you might lose due to that... but you aren't learning ANYTHING by not making those theoretical leaps. There is alot of discovery to be done in those theoretical leaps whether you are wrong or not.

3) Don't rely on sentries to defend a 1 base all in from zerg. With OL sight range, sentries plain suck at defending against this type of thing. They can be good, but dont rush to get a ton, they dont make you invincible.

4) Don't be afraid to lose probes for information... To do so is assuming that you and your opponent are so evenly matched that even 1 probe can change the outcome of the game. Sometimes that is the case, but in EVERY game you should always assume you are a stronger player and that you will respond to what you see in a way that makes sense even if it doesnt work out.

all in all i think it was unreasonable on your part build a second sentry and that was mainly due to poor scouting. If you knew he would do it a third time... all the less reason to build the second sentry. Having said that, you tried it, it didnt work... and it wont work. Its not the correct response. I agree cannon is not the correct response either. Getting a fast +1 can help mitigate the setback you imposed on yourself... but overall you will be behind the zerg that sees the forge with his OL and decides to just not all-in. Its always better to defend with units when possible because units move (duh).

Earlier 2nd gate, more stalkers, delay third gate to ensure constantly produce units and chrono gateways instead of warpgates. Additionally, scout better. If you scout an indicator that hes not expanding quick, (saving larva for instance), get fewer sentries and more stalkers. The stalkers are crucial but its by no means a slam dunk. Basically hes cutting workers at 14, youve spent another 500 minerals on workers that he put towards units. His army should be about 500 minerals stronger than yours as such... why should your army win? scout. extrapolate. learn from the poorer extrapolations you make. improve.


If you actually think roaches should be 100/25 you're insane. The roach is only strong in the early game and eary mid game before protoss gets massive ammounts of sentries, or collosus, or void rays. After that roaches just get decimated by proper use of FF and Collosus, and making them more expensive would only exacerbate the problem.

And it should also be noted that while roaches can be strong early game, if you get them early game, your economy is completely screwed and you pretty much auto-lose if you don't do serious damage with them, which is why this kind of all-in strategy isn't seen that frequently by zerg players.

I'd much rather have the power of the 4 gate over this build.
FrostedMiniWeet
Profile Joined July 2009
United States636 Posts
February 02 2011 22:12 GMT
#527
On February 03 2011 07:00 JoeCrow wrote:
How does this build fare against a terran?


It would die to 1 bunker, 1 marine, and scv repair..
FrostedMiniWeet
Profile Joined July 2009
United States636 Posts
Last Edited: 2011-02-02 22:17:29
February 02 2011 22:16 GMT
#528
It should also be noted that the Zerg who did this build didn't do it nearly as optimally as he could have. he should have taken drones off mining gas after getting ling speed and making 3 roaches, which would have put him in a far better economic position if it failed or only did marginal damage.
ROOTCatZ
Profile Blog Joined June 2005
Peru1226 Posts
February 02 2011 22:22 GMT
#529
On February 03 2011 03:42 arterian wrote:
[image loading]

I'm pretty sure this is the same build. Seems pretty easy to defend with 1 gas 3 gate (transition to 4 gate)

Although on LT it's much easier to defend than metal I'm sure


no its not you silly boy, I didnt want to play, so I was gonna go for a proxy hatch in plain sight, as you can see my minerals pile up to 300 early on, and my drone can't hatch so i just go back to my base and try to all in asap.

I was playing RANDOM, so the last race I wanted to get was ZERG. im glad you're an acomplished progamer, but you did not beat the strategy that's talked about in this thread, sorry.
Progamerwww.root-gaming.com
Kefka.dancingmad
Profile Joined July 2010
Canada262 Posts
February 02 2011 22:31 GMT
#530
Hey just faced this on the ladder,

[url blocked]

THATS HOW YOU DO ITTTTTTT :D
Jayrod
Profile Joined August 2010
1820 Posts
Last Edited: 2011-02-02 22:36:41
February 02 2011 22:34 GMT
#531
On February 03 2011 07:11 FrostedMiniWeet wrote:
Show nested quote +
On February 03 2011 06:29 Jayrod wrote:
On February 03 2011 03:18 DarKFoRcE wrote:
On February 03 2011 03:09 kcdc wrote:
On February 03 2011 01:56 Skyro wrote:
On February 03 2011 01:02 kcdc wrote:
On February 02 2011 14:08 Salv wrote:
Firstly, this guy threw down the roach warren at 2:55 - so let's just say at 3:00 you would scout this, which is totally assumable because he has nothing to stop you from looking around his base for as long as you want. Even when his two lings pop, he has to still chase you.

Secondly, a forge has a 45 second build time, and a cannon has a 40 second build time. With your forcefields, it was 5:40 until he was able to climb your ramp. That's 160 seconds to get your forge and cannons, and it takes less than a minute and a half to do so - two minutes if you want to do it really non chalantly.

What's the problem with this Travis?

On February 02 2011 14:08 kcdc wrote:
Cannons would work to defend it, but really, if Z going 13 pool into roach warren on 1 base means you have to sink 600 minerals into static defense, the MU is unwinnable. They could just skip the units, double expand and they win.


That's ridiculous. They have 14 drones and no tech. You will have close to 25 probes yourself, and you can start to tech. It's a tricky all-in at best - but there has been nothing to suggest it's even that hard to beat.


They can deny scouting with 2 zerglings. All you know is that they went roach warren at 14 food. From that point forward, they could do this all-in or they could make 100% drones. If a roach warren at 14 food means you need a forge and 3 cannons, Z auto-wins every game. You can't kill their scout at this time, so if they see you cannoning, they just stop at 2 or 4 zerglings, take an expansion and make 100% drones. Meanwhile, you've spent 600 early minerals on static defense to deal with 2 zerglings, and you're behind in tech and economy with no way to attack or defend your natural. Cannons aren't a good solution because it's not all-in until Z makes a ton of zerglings, and by that point, you can't scout.


From the replay he queues up 3 roaches first, then lings after inject. So not only do you scout the early warren you scout the early roaches, and by that point I think you can confirm it is an all-in.

If you go the standard gate-core opener and spot the early warrren, you can cancel zealot, cut probes and skip 2nd gas and drop down 2 gates ASAP. Then chrono out 3 stalkers while you park your probe at his base to 100% confirm the all-in. Once you do, make a complete wall-in at your ramp and queue up 3 more stalkers. You will have your 3 stalkers behind a complete wall-in with 3 more stalkers on the way vs 3 roaches and 8 lings. You should know the outcome from here. I do not believe you need cannons.

However what is scary is if they do a hatch -> proxy roach warren in some cornor where you don't spot it. That would probably throw a lot of people off.


He can make a pair of lings to kill the probe before the roaches pop. It'll screw up the timing if he waits to chase off the probe to start the roach warren, but a pair of lings while the roach warren builds won't screw anything up. All Z needs to let you know is that a roach warren has been started. Hell, he could cancel and go econ even harder. Cannons are not a good solution.


edit: ok i noticed my post is a little unorganized. i hope you get the point anyway.

I think you underestimate the economic sacrifice. Have you tested going cannons against this specific build? Im pretty sure you didnt. Furthermore, why dont you send a second scouting probe, lure the lings away with the first one and then run in with your second probe and check whether he built 3 roaches or not.

Its unbelievable how much uninformed shit is being spilled in this thread.

The only reason why people fail with this so hard is because they are not used to dealing with any kind of early aggression from zerg, so they started to slack super hard on their scouting - because it didnt matter anyway. Now you have to scout a little more thoroughly again, wow, big deal.

Its also funny how bad people are at observing. At first i didnt want to say this here, because i actually like the fact that i might be able to play this build against some protoss in a tournament who doesnt scout or doesnt look closely (for example, whitera sometimes doenst scout at all).
Anyway, when you compare this build to a more normal build, you will notice that at 15 supply, no overlord is being build, but instead, the build goes roach warren, queen, zergling, overlord. this is a huge giveaway. this also means that this build is even farther behind in economy compared to a normal build than people think. which is the reason why i think that even if you do go forge +2 cans and then transition into for example a phoenix opening you wont be worse off compared to a normal game.

Furthermore, even IF you are behind if the cancels his roach warren, you have AT LEAST a 50% chance to win against his strategy (of either cancelling or not cancelling). This is assuming that you will win 100% if he does go for the allin and you built cannons. Because if he always cancels, there is no reason to go for a forge, and then you are far ahead.

From a game theory perspective, winning with at least 50% chance is a pretty good result. I say "at least" because i think the chance of you winning after going forge + cannons against the cancel seems to be higher than him winning with his allin against cannons.


This isnt necessarily directed at darkforce, but i wanted to use your post as a jumping off point

While I appreciate and understand your use of the larva use order as a means to justify a setback to the zerg. I think you may be overlooking a less than mathematical aspect of the game from that point forward. Sinking 600 minerals to defend an attack that might not happen delays any possibility of aggression from the protoss for an extremely long time. Since the threat of aggression is so far off suddenly due specifically to your choice to open this way... your decision of whether or not this larva will become a drone or a combat unit becomes substantially easier. More likely than not, it will be a drone knowing you are completely safe.

This delay in the ability to move out of your base as the protoss segues into my next point. There are obviously different phases in the game for map control and both players are constantly vying for map control and to regain map control, etc. Zerg get free map control early on with a couple overlords and some really quick and inexpensive combat units. To combat this the protoss will either make a sentry based army to ensure a safe retreat if you run into problems OR phoenix/VR (each operate differently in their role to obtain midgame map control). Now phoenix can give you SOME control and mobility, but basically what a phoenix based map control attempt does for you is show you a bunch of shit all over the map (expansions/creep spread/what have you) that you cant do anything about. Its tantamount to getting your observer into their base to see that a cloaked banshee just arrived at yours... All your doing is getting a glimpse and what is going to kill you sooner or later. 600 minerals in a forge and 3 cannons along with the delay in tech and expansion allows the zerg (or any race really that scouted you have such a defensive posture) to cut into this period of time where protoss can gain map control. Essentially you are skipping the early-midgame phase where protoss has a chance to seize map control back before the possible mutas hit or the creep has spread like crazy.

Having said all that, I am happy that this build has surfaced... I've actually seen this style quite a few times but none so precise as the one in this replay. I think we protoss got too used to zergs being predictable.... and they really are. Builds like this help the game more than they hurt the game and make it more dynamic. While I think roaches are a little too efficient for their cost (ive always felt 100/25 would be appropriate for their relative power and high hp) i do think there are some do's and don'ts in dealing with zerg in these first 5 minutes..

1) Do keep your probe in their base until a queen pops or lings pop. Your probe might live... might die... regardless of either... the information its giving you is worth the 50 minerals and production time, etc. Even if you are just seeing what kills it. I'm surprised you arent doing this anyways... I make sure 100% of the time that I see either lings or a queen before i try to escape because no matter what build hes doing how can you be sure those arent just more drones? The simple fact that he built lings covers some of the cost of losing that scout. If he sees you leave before he makes lings he can just make a drone with that larva instead. You are actually worse off in that situation than if you just let his lings kill you.

2) Do BUILD STALKERS if you see a roach warren. Regardless of whether its 7RR or this roach/ling all in... Protoss got so used to this 3 gate sentry expand. Its a great build... I love it... i used it in 90% of my PvZ games... but just be flexible... if they GAS steal you... another reason to build more stalkers and less sentries. If they gas steal you I would expect roaches to be honest. Start making logical conclusions if you cant see exactly what theyre doing. You might be wrong sometimes and it might put you behind and you might lose due to that... but you aren't learning ANYTHING by not making those theoretical leaps. There is alot of discovery to be done in those theoretical leaps whether you are wrong or not.

3) Don't rely on sentries to defend a 1 base all in from zerg. With OL sight range, sentries plain suck at defending against this type of thing. They can be good, but dont rush to get a ton, they dont make you invincible.

4) Don't be afraid to lose probes for information... To do so is assuming that you and your opponent are so evenly matched that even 1 probe can change the outcome of the game. Sometimes that is the case, but in EVERY game you should always assume you are a stronger player and that you will respond to what you see in a way that makes sense even if it doesnt work out.

all in all i think it was unreasonable on your part build a second sentry and that was mainly due to poor scouting. If you knew he would do it a third time... all the less reason to build the second sentry. Having said that, you tried it, it didnt work... and it wont work. Its not the correct response. I agree cannon is not the correct response either. Getting a fast +1 can help mitigate the setback you imposed on yourself... but overall you will be behind the zerg that sees the forge with his OL and decides to just not all-in. Its always better to defend with units when possible because units move (duh).

Earlier 2nd gate, more stalkers, delay third gate to ensure constantly produce units and chrono gateways instead of warpgates. Additionally, scout better. If you scout an indicator that hes not expanding quick, (saving larva for instance), get fewer sentries and more stalkers. The stalkers are crucial but its by no means a slam dunk. Basically hes cutting workers at 14, youve spent another 500 minerals on workers that he put towards units. His army should be about 500 minerals stronger than yours as such... why should your army win? scout. extrapolate. learn from the poorer extrapolations you make. improve.


If you actually think roaches should be 100/25 you're insane. The roach is only strong in the early game and eary mid game before protoss gets massive ammounts of sentries, or collosus, or void rays. After that roaches just get decimated by proper use of FF and Collosus, and making them more expensive would only exacerbate the problem.

And it should also be noted that while roaches can be strong early game, if you get them early game, your economy is completely screwed and you pretty much auto-lose if you don't do serious damage with them, which is why this kind of all-in strategy isn't seen that frequently by zerg players.

I'd much rather have the power of the 4 gate over this build.


Forcefields dont exclusively own roaches. Forcefields own everything that isnt flying, massive, or have movable burrow. You can go all roaches and overkill on corruptors and just overrun a collossus based army. Some zergs do this, some zergs dont.. .the good zergs do, the mediocre zergs dont. In fact roaches are so incredibly efficient they can actually ignore incoming damage at times and focus fire key targets, burrow and heal...A roach hydra corruptor build actually needs very few hydras to actually work. I cant tell you how many times ive seen both firsthand and watching top players just get overhwelmed because forcefields last 15 seconds and well... roaches have to die.

People act like the reason zergs struggle is due to their weaker units... thats not it at all. The struggle specifically deals with how the zerg economy works and zerg struggles when their opponents are able to do actual damage (whether thats due to forcing them to make units or actually killing things). It doesn't have much to do with the units themselves.

Maybe its not the cost, maybe they should have 5 or 10 less hp, but its just my personal opinion that they are over the top in terms of efficiency and my personal opinion probably wont affect patching in any way.

People cling to this idra mentality that zerg is so weak but they are doing quite well in every league and tournaments when you factor in how many people actually play zerg. GSL qualifiers are just one other example. 13 zerg 13 terran 6 protoss. Zerg armies are very very efficient.

Here's my compromise. Roaches either lose 10 hp or cost slightly more minerals and you increase hydra speed off creep a bit. I feel like hydras off creep could be slightly faster and it would promote more diversity as well as attack options for zerg midgame.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
February 02 2011 22:54 GMT
#532
On February 03 2011 07:22 CatZ.root wrote:
Show nested quote +
On February 03 2011 03:42 arterian wrote:
[image loading]

I'm pretty sure this is the same build. Seems pretty easy to defend with 1 gas 3 gate (transition to 4 gate)

Although on LT it's much easier to defend than metal I'm sure


no its not you silly boy, I didnt want to play, so I was gonna go for a proxy hatch in plain sight, as you can see my minerals pile up to 300 early on, and my drone can't hatch so i just go back to my base and try to all in asap.

I was playing RANDOM, so the last race I wanted to get was ZERG. im glad you're an acomplished progamer, but you did not beat the strategy that's talked about in this thread, sorry.


Hah, I couldn't figure out why you piled up 300 minerals. Makes sense now.
Jayrod
Profile Joined August 2010
1820 Posts
February 02 2011 22:56 GMT
#533
On February 03 2011 07:22 CatZ.root wrote:
Show nested quote +
On February 03 2011 03:42 arterian wrote:
[image loading]

I'm pretty sure this is the same build. Seems pretty easy to defend with 1 gas 3 gate (transition to 4 gate)

Although on LT it's much easier to defend than metal I'm sure


no its not you silly boy, I didnt want to play, so I was gonna go for a proxy hatch in plain sight, as you can see my minerals pile up to 300 early on, and my drone can't hatch so i just go back to my base and try to all in asap.

I was playing RANDOM, so the last race I wanted to get was ZERG. im glad you're an acomplished progamer, but you did not beat the strategy that's talked about in this thread, sorry.

Someone's insecure...
Jaeger
Profile Joined December 2009
United States1150 Posts
February 02 2011 22:59 GMT
#534
Just a few notes if you're plan is 3gate sentry expand,
Your core is ~5 seconds late.
You usually build a 2nd gas before zealot with this build.
Your sentry is ~13 seconds late because you don't have enough gas to start it on time.


You have several bumps in probe production because you don't have the money to constantly produce them.

1 second after gateway
3 seconds after gas
3 seconds after second pylon
1 second after core
1 second after second gas
11 seconds after warpgate tech
5 seconds after 2nd/3rd gateway

This might seem super nitpicky but as each chronoboost gives you an extra 10 seconds of production time thats over 2 chronoboosts of wasted production time.

So basically if you:
- place your core on time
- only chrono boost your nexus once
- constantly build probes from your nexus (this part requires pretty good worker micro actually)
- build a 2nd gas before zealot
- chrono boost out the zealot
- chrono boost out the first sentry

You end up with the exact same everything except you have an extra sentry and a second forcefield on your first sentry.
https://www.dotabuff.com/players/8137911
Alphasquad
Profile Joined August 2010
Austria505 Posts
February 02 2011 23:05 GMT
#535
im ok with roaches being 100/25 if they require only one supply and start with the speed they get after upgrade

P00RKID
Profile Joined December 2009
United States424 Posts
February 02 2011 23:08 GMT
#536
On February 03 2011 07:31 Kefka.dancingmad wrote:
Hey just faced this on the ladder,

[url blocked]

THATS HOW YOU DO ITTTTTTT :D


...when they build their roach warren 25 seconds after the pool pops, yeah, that's how you do it.

If he had done roach warren as soon as pool done, his roaches would reach your zealot just as the 2nd and 3rd gateway finish warping in, and you only have 1 zealot, 1 sentry, and 1 stalker, and only enough energy to forcefield once, witch about 10-15 energy left before you could forcefield again, meaning the roaches kill the zealot with spotter overlord, and zerglings run up after forcefield is down, and then its lings vs 3 stalkers.

This replay shows how small the timing really is for the rush, you can't delay it at all or its completely worthless.
"Does your butt hurt? 'cause you fell from heaven once the cast was over?" Artosis
ChickenLips
Profile Blog Joined May 2010
2912 Posts
February 02 2011 23:44 GMT
#537
On February 03 2011 07:12 FrostedMiniWeet wrote:
Show nested quote +
On February 03 2011 07:00 JoeCrow wrote:
How does this build fare against a terran?


It would die to 1 bunker, 1 marine, and scv repair..


a 7RR expand can catch an unsuspecting Terran offguard since they kill sooo many SCVs even if they dont break through (this happened to SjoW vs Nerchio (and he did scout lol))
❤Ƹ̵̡Ӝ̵̨̄Ʒ✿
iChau
Profile Joined December 2010
United States1210 Posts
February 02 2011 23:46 GMT
#538
On February 03 2011 07:59 Jaeger wrote:
Just a few notes if you're plan is 3gate sentry expand,
Your core is ~5 seconds late.
You usually build a 2nd gas before zealot with this build.
Your sentry is ~13 seconds late because you don't have enough gas to start it on time.


You have several bumps in probe production because you don't have the money to constantly produce them.

1 second after gateway
3 seconds after gas
3 seconds after second pylon
1 second after core
1 second after second gas
11 seconds after warpgate tech
5 seconds after 2nd/3rd gateway

This might seem super nitpicky but as each chronoboost gives you an extra 10 seconds of production time thats over 2 chronoboosts of wasted production time.

So basically if you:
- place your core on time
- only chrono boost your nexus once
- constantly build probes from your nexus (this part requires pretty good worker micro actually)
- build a 2nd gas before zealot
- chrono boost out the zealot
- chrono boost out the first sentry

You end up with the exact same everything except you have an extra sentry and a second forcefield on your first sentry.


Wow, this is really helpful. Thanks!
us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
RodYan
Profile Joined May 2010
United States126 Posts
February 02 2011 23:52 GMT
#539
One thing worth trying might be to build your wall-off slightly differently such that the choke is inbetween the cyber and the gate. By doing this, it might be possible to FF the ramp such that the zelaot cannot be attacked from the ground as it is in the replay. FYI, it requires 3 structures to do this wall off

This isn't a solution, but a possible way to deal maybe?
zergrushkekeke
Profile Joined November 2010
Australia241 Posts
February 03 2011 00:07 GMT
#540
I beat two protoss with a sloppy version of this build in gold this morning. The first one I expanded behind the attack, it delayed his colossus stalker deathball long enough to have broodlords, the second Player just rage quit after my lings arrived in his base and started attacking my own roach (missclick) . I think it's a nice build to avoid the 4 gate or zealot sentry poke or any of that annoying business that usually beat me.
KEKEKE
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