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[G] 9 pool ZvZ: Opening and follow up - Page 4

Forum Index > StarCraft 2 Strategy
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aXa
Profile Blog Joined July 2010
France748 Posts
April 21 2011 16:16 GMT
#61
[url blocked]

For now it's all i have.
leo23
Profile Blog Joined November 2010
United States3075 Posts
April 22 2011 05:56 GMT
#62
Thanks man enjoying this build so far 7 out of 7 zvzs!
banelings
purecarnagge
Profile Joined August 2010
719 Posts
April 24 2011 03:50 GMT
#63
This build works great on short/medium rush distances against zergs that get greedy!!! I added a specific change to this build...i scout with 1 drone. keep it alive...and right when my 6 lings are 10 seconds from going up his ramp i put down a spine...why...because he will pull drones off his mineral line. Why is this important. Because he only pulls some drones off his line. Now my 6 lings have a fighting chance at his mineral line or at my newly building spine crawler... keep the drones from meeting up unless he pulls all and tries to surround the lings... keep pumping lings...when it seems like things are going to fizzle add 1 drone to each ling made. It works well...i've never been stopped from doing damage...I have stopped 6 pools with this build though.

Its a great opening...and any novice can do this and win zvz with it... I usually transition into lair/baneling nest if they build spine crawlers to defend. I go right into muta and when lair is half way done I'm usually expanding. This strategy leaves them with fewer than 6 drones normally if they win the micro battle....

I would say this build is semi good vs12 pool, and very good against anything later than that.
aXa
Profile Blog Joined July 2010
France748 Posts
April 24 2011 10:23 GMT
#64
The entire point of this build is to avoid all-in and very short ZvZ. So i really don't like more than a 6 ling pressure.
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
April 24 2011 10:45 GMT
#65
On April 21 2011 22:09 aXa wrote:
If he makes no mistakes at all (losing no drones to 9 pool and only droning after that) he will have an even count of roaches as you. So you have to simply be better than him in the later game (droning at the right time, expanding faster, better hydra/infestor switch, better upgrade)


I really don't understand how you can possibly defend this statement.

By going for a less economic build and sacrificing 3 drones early, then inflicting no damage, you believe the worst case scenario is that your roach count would be even.

I'd ask you to back that up with replays, but it's been like two weeks and you've still only posted one. I still call bullshit on this entire strategy and your months of refining it for reasons mentioned earlier in this thread.

Your dedication to the misuse of this build that you copied from nexlife (and refusal to give him credit) is uncanny.
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
BigJoe
Profile Joined January 2011
United States210 Posts
Last Edited: 2011-04-24 12:53:31
April 24 2011 12:51 GMT
#66
I figured out a similar strategy a while ago and it won a large majority of my games for me. I would transition into roaches after strong aggression with some lings and that should put them into a position to where they would never want to drone.

I found that this even works against protoss. If you get them to wall in, you just set a few roaches outside of their base (possible aggression to make them canon up) all the while your taking map control and a huge economic advantage. I've switched to terran though and usually I can scout it in time to wall off. If you do this vs a good terran you will be at a disadvantage early in the game.

Of course this is a ZvZ discussion but the idea is that you want to pressure your opponent so much that you can gain an economic advantage... very rarely do I see this become a game ender. One time I did this and the guy didnt even respond to my aggression... I killed every single one of his drones with my first set of lings lol.
SGxTriNe
Profile Joined March 2011
United States6 Posts
Last Edited: 2011-04-25 13:18:27
April 25 2011 13:17 GMT
#67
Hi Axa,
I've been practicing this 9pool build and playing it in ladder and having good results. However, I recently played in a tournament game zvz and lost both my games doing this 9 pool. I really think this strategy has potential, but I am not sure entirely sure where I went wrong in both of these games. We are both Masters players.


What I THINK I did wrong:
-Went for burrow instead of more roaches
-Missed the timing window to attack due to burrow
-Got supply blocked toward the end, but his economy was soaring and mine was bad
Game 1


What I THINK I did wrong:
-I scouted he wasn't expanding, but put up an expansion myself which meant less roaches
-I was worried about one base muta so I wasn't massing up roach
-I fought down my ramp, perhaps sacrificing my expo or canceling it as he came would have been best
Game 2

I feel like in the second game, lack of scouting information is what really hurt me. This build doesn't leave a ton of room for scouting, because every mineral / larvae is very important. Thanks for any kind of input.

EDIT: My account in the games is LeeTDooD
aXa
Profile Blog Joined July 2010
France748 Posts
April 27 2011 11:35 GMT
#68
[url blocked]

Hey here is another replay, sadly i only play against protoss this time (check my other thread, just uploaded 5 ZvP)
DrunkApple
Profile Joined March 2011
34 Posts
April 27 2011 15:38 GMT
#69
hello axa
Hi axa
I would like to ask your opinion on upcoming PTR.
If build time for zealot really do decrease, then protoss can get their zealots out in time and block the ramp.
Do you have any say in this?
And why do protoss build forge whenever i go early pool?
If I were protoss, i could have blocked the ling rush just with probes and zealots
aXa
Profile Blog Joined July 2010
France748 Posts
April 27 2011 15:56 GMT
#70
DrunkApple, you posted on the wrong topic This is a ZvZ thread.

About PTR change, i already said in my ZvP topic it will put an end to 9 pool like i use it.
Protoss making a forge after gateway are just overreacting.
They kept reacting bad btw, check my historic, near to only ZvP and 10 win in a row.
crocodile
Profile Joined February 2011
United States615 Posts
May 11 2011 22:15 GMT
#71
Hey, I really like this build, and I've been working on a 10 pool opener myself. I'm a low Master league Zerg, and this guide has definitely helped me with my own build, but my question is when you're doing this 2 base +1 Roach timing push, how much do you drone? Since you're operating on two gases, does it work out that you have extra minerals left over while producing Roaches to add more drones?

Also, can you evaluate the advantages of a 9 pool vs a 10 pool?
Master League Terran. Huge fan of Quantic Gaming and ROOTDestiny
aXa
Profile Blog Joined July 2010
France748 Posts
May 14 2011 17:11 GMT
#72
10 pool has no chance to do damage against 14/14, because zergling will pop in time. I drone until +1 attack and +1 speed is 1/3 done. 2 gas is enough whith that many drones for this +1 push, into the late game you'll need quickly the 2 others though.
letmegopls
Profile Blog Joined August 2010
105 Posts
May 14 2011 17:26 GMT
#73
man, no one goes 13p13g. and if they went, they wouldn't lose any drone to 9 pool.
and how hatch first is very rare? it's way more common than that 13p13g you're talking about.
9 pool is cool but the op is nonsense
aXa
Profile Blog Joined July 2010
France748 Posts
May 14 2011 17:43 GMT
#74
Did you ever played this game? I don't quite understand how you can say that no zerg is going pool first standard build, as it is like 80% of zergs opening. Hatch first is quite rare on ZvZ because you lose automatically to any cheese. I don't quite understand how you can be so far away from reality..
Angueo
Profile Joined March 2011
Korea (South)53 Posts
Last Edited: 2011-05-14 18:11:12
May 14 2011 18:05 GMT
#75
aXa:
10 pool has no chance to do damage against 14/14, because zergling will pop in time. I drone until +1 attack and +1 speed is 1/3 done. 2 gas is enough whith that many drones for this +1 push, into the late game you'll need quickly the 2 others though.


Okay, me and a friend have tried out both 10 Pool and 9 Pool, and the 9 Pool is not economically efficient, which I will begin explaining on the third paragraph.

However, you say that a 10 Pool has no chance to hurt a 14/14 build because they will have Zerglings in time, but in fact they won't and both builds will get Zerglings close to the same time (In a 10 Pool, they'll come out about 5 real life seconds late, but the Queen will be delayed in the 9 Pool), which is why I added this before the third paragraph.

Let's break down the builds (10 Pool is bolded):

10/10 Spawning Pool|||9/10 Spawning Pool
9/10 Drone|||8/10 Drone
10/10 Overlord |||9/10 Drone
10/18 3 Zergling Pairs|||10/10 Overlord
13/18 1 Queen|||10/18 3 Zerglings
9 Pool Ending: 13/18 1 Queen

One advantage off the top is that you can Extractor Trick a 10 Pool to be even more significant in an economy than the 9 Pool, but let's take that factor out and just do the most basic standard Pool builds.

What me and a friend noticed is that the spawning of the Zerglings is very close because in the 10 Pool we would need to wait for the Spawning Pool to finish for about 5 - 7 real life seconds. Unfortunately for the 9 Pool, you have enough minerals for the first 3 Zerglings in time, but because time was wasted in trying to get an early Spawning Pool from the beginning, you lose economically.

As for the 10 Pool, if you time it correctly, you will have 300 minerals when the Queen pops. Therefore, you can either scare the opponent by making them think you're going an aggressive build, or just flat out expand.

However, let's say we're being aggressive as you want us to be from your first post. If that's true, then we'll have 150 Minerals on 3 Zerglings, and 150 Minerals on a Queen which allows the 10 Pool to pop a Queen faster. In turn, if we're attacking a base and want to win, the Queen allows us to easily develop a much stronger push after the first one.

Like I said though, the timings of the Zergling pops aren't different, and the 10 Pool could easily outdo a close proximity 14Gas/14Pool since the 10 Pool will be able to reinforce much faster than the 9 Pool.
=========================================================================
My personal suggestion is to just use an Extractor Trick Overpool.
The Baneling is a Zergling with it's fart gases so dense they're an acidic liquid.
letmegopls
Profile Blog Joined August 2010
105 Posts
May 15 2011 16:25 GMT
#76
the standard opening you are talking about is gas first at 14. 14g14p which may lose 1-2 drones and some mining time to 9 pool. but the 13p13g you talked about in the op is a direct counter to 9p as it gets out zerglings in time on most maps so you don't lose any drones or mining time. and FE is as popular as 14g14p.
Sox
Profile Joined September 2010
United States13 Posts
May 17 2011 02:12 GMT
#77
Axa, fuck the haters, you have a good style going on.

I just want to add some input to this thread since I am using major parts of Axa's strategy. I was 33XX master's league in season 1 and I'm currently 11XX master's league in season 2. I'm a zerg player. I was having lots of problems against protoss, but after I read and applied this strategy I have really improved my PvZ (my weakest MU). Currently I only use this style versus Protoss.

Let me give some insight on my experiences with this build. First of all, I know that 9pool is economically inefficient. However, even at a relatively high level, I notice that it forces SO MANY MISTAKES. I have only played a few toss players who punished me properly for 9pooling. With that said, I believe 9 pooling is appropriate for this style of play because it forces mistakes and it gives a huge huge window to drone. I'm talking about nothing but droning for 2 larva inject cycles or more.

I generally go 9pool, 11OL, 14 queen, 18 hatch, 18 gas, 17 OL. The rest plays out normally or however my opponent reacts. Sometimes I drone, sometimes I go for the kill if my opponent reacted poorly or I'm doing substantial damage. Whatever the outcome, I have generally done one of two things:

1) Pulled probes off the line to chase me
2) Killed a building or forced a super early cannon (forge + cannon) or even a second gateway

This is all good because I have delayed his core, discouraged his fast expo if he was going for one, or forced a change in his plan. This is advantageous to me because I get to dictate the pace of the game from this point on. At the master's level, it's important to control the tempo of the game and I prefer to force my opponent to open differently than he/she is use to.

The mid game works out as Axa describes, but I don't use infestors. I love them, but I feel that they are a bad counter to colossus. I prefer high aggression and corruptors. Since I'm teching so fast, I get broodlords or do a hard muta switch in the late game after I clear out his colossus. I always upgrade my air

I can't stress how important map control is. I can expand and always threaten a counter high econ bane/ling bust if he wants to attack my third.

This post seems a little ranty, but I just wanted to give Axa some support and share my success by adopting major aspects of his strategy. I'm at school right now, so I don't have access to my replays, but I'll see what I can do when I get home.
IVXX
Profile Joined July 2010
United States71 Posts
May 17 2011 02:47 GMT
#78
9pool
10ovie
10extractor trick

^ way better.
www.justin.tv/hellahigh
skypig
Profile Joined November 2009
United States237 Posts
May 17 2011 02:55 GMT
#79
Axa: your build still rocks. Ignore the flamers - they don't get it.

I am Master Z player and have used the 9 pool opener vs. Z quite often with good effect...I have found it to work even better vs. P. If you follow the build, micro well, and drone up at the right times, it works wonders.
watwat
Profile Joined January 2011
48 Posts
May 17 2011 03:00 GMT
#80
One formatting suggestion from a smartphone reader: ditch the center align in favor of left align
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