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[G] ZvT Expand Quad Roach - Page 3

Forum Index > StarCraft 2 Strategy
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HuTSC2
Profile Blog Joined March 2011
Australia188 Posts
July 19 2011 11:15 GMT
#41
Any decent Terran who goes Reapers will be looking for both the amount of gas mined and the timing of speed.. Unless you can hide both, a marauder and a bunker makes you waste 100 gas.
citizenleaf
Profile Blog Joined July 2011
United States14 Posts
July 19 2011 11:20 GMT
#42
ran into this earlier =p its a scary build when you don't see it coming.
For me, it is far better to grasp the Universe as it really is than to persist in delusion, however satisfying and reassuring.
MrBitter
Profile Joined January 2008
United States2940 Posts
Last Edited: 2011-07-19 11:43:44
July 19 2011 11:41 GMT
#43
On July 19 2011 18:19 lkjewq wrote:
Show nested quote +
On July 19 2011 08:11 MrBitter wrote:
On July 19 2011 07:38 lkjewq wrote:
I 13 hatch every game and I'm grandmaster. It's good and your larva is only idle at 3 for a couple of seconds. It is equivalent to less than half a larva with pool on 15 regardless of worker micro. It also is the zerg opening with the most minerals by 6 minutes. This is with drone scouting immediately after sending drone down to make a hatch.


Maybe I shouldn't call it outright bad...

Its nice getting the hatch down sooner, making it less likely to be blocked, but there's no debating that it slows your droning, even if just slightly.

Mr Bitter: + Show Spoiler +
http://www.teamliquid.net/forum/viewmessage.php?topic_id=174374
you get the hatch down faster which leads to less blocking you lose a small fraction of larva on your main hatchery but your expansion hatchery gets up faster for better saturation/creep spread and oh yeah it spawns LARVA as well so it makes up for the larva you lost on the main hatch.



Personally I dislike the roach openings because I find speedlings are way more versatile and can do a great deal when micro'd well. Not to mention they offer a means of map control and pressure that roaches really dont offer, even with this build.


You don't "make up" any larva. You're going to get the larva from your new hatchery regardless of when you start that hatch.

Look, I've played with 13 hatch. Personally I don't really like it. That doesn't mean that it isn't viable.

I think if you step back and look at allll the top guys, though, you'll notice a trend of hatching later than 13 because, at the end of the day, it's a little bit more efficient.

edit:

And because I don't want to derail this thread any further, this is the last time I'll speak to 13 hatch.

(lol, I said I wasn't going to mention it the first time I posted here for this very reason)
Exley
Profile Joined April 2011
United States239 Posts
July 19 2011 19:53 GMT
#44
No, you make up the larvae. You waste a few seconds of larvae time at 13 supply, but the 13 hatch begins generating larvae sooner than a 15 hatch... so you essentially make up the larvae.
Requizen
Profile Blog Joined March 2011
United States33802 Posts
July 19 2011 21:24 GMT
#45
Interesting, I've been looking for a good Roach build in ZvT. I think they're an underused unit, really only coming out when Mech is on the field, but in fact I find they fare well against the standard Marine/Tank/Medivac group as well, especially with speed and upgrades and Infestor/Speedling support.
It's your boy Guzma!
Liquid`Snute
Profile Blog Joined July 2010
Norway839 Posts
July 20 2011 13:59 GMT
#46
Keep in mind that this build isn't neccesarily intended for a roach-centric midgame even though it begins with roaches. It works for that as well, but the important thing is to transition correctly as your 4 roaches in combination with your overlords help you identify the game plan of the terran! :D
Team Liquid
Ponyo
Profile Blog Joined January 2011
United States1231 Posts
July 20 2011 14:29 GMT
#47
just from playing around with timings the biggest advantage of the earlier hatch is the creep spread it creates. This allows you to place your roach warren in a better spot, possibly blocking a hellion path.

If you follow the build to the t (no zerglings) then your roach warren will probably be scouted, which isnt always a bad thing
ponyo.848
Liquid`Snute
Profile Blog Joined July 2010
Norway839 Posts
Last Edited: 2011-07-20 15:44:48
July 20 2011 15:32 GMT
#48
Yes, but unfortunately it is very limited due to the timing. At best you can create a link for an early midgame-wall. I think I would build it in the main, but that's down to personal preference

+ Show Spoiler [Expo creep level at warren timing] +
[image loading]


Update: I also checked the creep timing up against the placement of creep tumor in the expansion when using 13hatch instant-queen-in-expo, I think it is just before the natural creep from the hatchery itself is about to reach its limit. I think it's 1 tile away from maximum, perhaps 2. Could be very random tho

+ Show Spoiler [First Tumor with 13h instant-nat-queen] +

[image loading]

(ps: roach warren timing executed wrongly in the screenshot, its supposed to be earlier^_^)
Team Liquid
arbitrageur
Profile Joined December 2010
Australia1202 Posts
Last Edited: 2011-07-20 15:53:41
July 20 2011 15:45 GMT
#49
On July 19 2011 05:21 MrBitter wrote:
Show nested quote +
On July 19 2011 05:06 KimJongChill wrote:
what do people find so repugnant about a 13 hatch? just wondering..


In the early game, Zerg has a very limited amount of larva to work with. A hatchery will produce one larva every 12 seconds, but it will stop producing any time it has 3 idle larva. (Queen inject not included)

So any build that doesn't make efficient use of your early game larva is usually considered kinda bad...

13 hatch will have you cut drones for quite some time, and you will be sitting on 3 idle larva long enough to have wasted 2-3 units worth of larva.

Might not seem like much, but consider ZvZ.

If your opponent's first 2 lings kill 2-3 drones, how behind do you feel?

Answer should be very.


1315 and 1415 are the two most economical builds under the conditions that:
- no gas is taken
- you make pure drone into your 20s supply.

If these two conditions are satisfied, 1315 and 1415 with about 6 drones transferred are the best openings. This is just off memory of TL experiments going way back. There were two different, independent large scale experiments. 1415 was concluded to be the best in one, and 1315 in the other. In these experiments, the earlier queens must have compensated for the temporarily stifling of larvae production when the main had 3 larvae doing nothing.

But yeah, if these assumptions don't hold, which they don't in real games, 1315 and 1415 may (and in the 1315 case I suspect it would) fall behind their conventional counterpart, the 1515. 1515 gives faster lings as well, so is better against a 9pool or 10pool build range, 1413 no speed banelings, 11/12 et al 2 raxes and so on.

PS I do have my reservations w.r.t. the above experiments. Even people in high masters can have atrocious drone stacking, and I'm not even sure if the experimenter used drone stacking. And when the 1515 was attempted the experimenter may not have rallied from the 14th egg, which is the optimal way to 1515 when the eggs are facing away from the mineral line, or the distance from main to natural is scrapstation-esque far away. 14th egg to natural is also optimal if you have 2 drones on all 4 close patches from about the 9th or 10th drone onwards, no matter the map.
kidbuu
Profile Joined September 2011
6 Posts
March 02 2012 08:37 GMT
#50
does this work against 2 port banshee? cuz my friend goes 2 port banshee and then marine hellions
Liquid`Snute
Profile Blog Joined July 2010
Norway839 Posts
March 02 2012 08:45 GMT
#51
On March 02 2012 17:37 kidbuu wrote:
does this work against 2 port banshee? cuz my friend goes 2 port banshee and then marine hellions

It's one of the weakest builds against 2port if you skip additional queens. It's fine if you follow it up with more queens and detection.

The roaches will block any sort of expand play and you might be able to buy time and see the banshees if you move the roaches to his natural. You can also deal a lot of damage if your friend forgets to place down a bunker with his 2 port build.

It's more about your transition though. You only commit to 4 roaches, but choose your transition from there wisely.
Team Liquid
roym899
Profile Joined March 2011
Germany426 Posts
April 24 2012 19:51 GMT
#52
I just wanted to say thanks for this awesome build. Executing it right now in Diamond League and won six ZvT in a row after losing twice while learning it. It's a rally awesome macro opening and quite easy to execute.
Wilsonator
Profile Joined June 2011
46 Posts
April 25 2012 01:40 GMT
#53
I see it is mentioned that this build does very well against hellion opening. I have a feeling it may run into problems against a hellion open with 1 marauder.
This opening has the following at ~6:00-6:10
-2 hellions (and 2 hellion well on their way building)
-2 marines
-1 maurauder
-CC almost done

Supply depot wall can tank while last 2 hellions pop out.

With this composition at the front it seams to me that it should be easy to defend against 4 roaches even if two of the hellions are stuck outside the wall.

I have been using this build for awhile with the single blind marauder to help against 6 roach rushes. The techlab later gets reused for factory, or is used for stim (depends).

A terran opening like this could cause a lot of problem as far as I can tell. Anyone agree/disagree?
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