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Recently, I've been trying out Zerg's ability to pressure early instead of the more common 14/15 Hatch or 14gas/14pool into ~21Hatch.
Zerg is widely considered the "reactionary" race. But could putting on early pressure change that? Instead of relying on a quick hatchery, how viable is sacrificing some expanding time to tech to faster roaches/banelings. Just as a T/P would make more attacking units early on to force spinecrawlers, could Zerg do the same thing?
I'm hoping to get more insight from players who've had more experience with early aggression-type builds. So, what's your take on this TL?
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I (as a macro-oriented Zerg) liked the idea of a 8-Pool against Protoss in the time they 4gated everything, because you can force a forge and finish him with roach pressure .. BUT
i didnt find anything usefull then to make early pressure... P and T can easily defend and arent forced into things that can play into your tactic.
So early pressure is more satisfying drones for nothing or do a all-in, in the actual metagame.
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Yeah the main thing about the other two races is that they will be making units whether you attack them or not, because they get to focus on economy and army build up. Attacking them won't make them build "more units" per say, just to use the ones they've been making anyways, plus it puts you behind in economy.
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on two player maps it's possible to preform a 7pool to put a lot of pressure on in zvp.
7 pool, drone till 9 supply, double extractor trick to get 6 lings out when the pool finishes... overlord then a queen straight after. depending on what happens you react. you can either jsut expand when you did enough damage, or expand when they blocked with a forge(gives you alot mroe time) or you can follow up with a roach timing attack after droning a little.
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What about things like... roach rush and baneling pressure? Are these still viable now that most P/T go FFE/3GateExpo/3RaxExpo
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My idea of early Zerg aggression is off two base. ALWAYS get that hatch dude, I mean, you can't pump enough zerglings to keep off with your income with just one hatch. And you can't properly fund an endless roach push off one base either. That's the difference between T and P. Do you know how shocking it can be to see an endless stream of marines off base simply through MULES?
Watch MC games and how he deals with roach rushes. And Idra for how to perform them. You will learn that the more safety oriented a Toss plays, the more impossible a roach rush becomes.
Also banelings are useless unless he goes for some weird all in zealot push. Banelings busts are not good as you always run the risk of being trapped in a Forcefield.
3 rax expo? Is that really a risky build? Sounds like a pretty dumb safe build to me. FFE thank god only work on the big maps. And 3 gate expos mean the Toss has not gotten a super early eco advantage, so be happy.
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The border between pressure build and allin is very very small for zergs, because they build attacking units OR drones, T/P can do both at same time. And that's why most zerg don't do early pressure or they commit to an allin. Sounds a bit dumb but you need to be the reactionary race :D and if you see that you opponent is going to play greedy you can do soft pressure, i.e. ling pressure with a handful of them against an early expo.
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If you do an 11 overpool (Destiny style), and if toss doesn't react correctly, you can kill their first pylon powering their gateway and core with your first four lings
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Ive been playing around with this for some time. You see Terran do things like 2 rax or protoss do the zelot stalker pressure early on so I figured what can zerg do thats similar.
Vs Protoss
10 overlord 10 pool drone up to 13 When pool pops get a queen you should now have 3 larva at your hatch to make 3 sets of zerglings
Send the lings to the P base and kill off whatever you can. I can usually kill their first zelot and some probes or if nothing else you force P to pull probes and loose mining time. If P went for a FFE you can deal significant even game ending damage to them.
While all this is going on you can expo and prepare for what you scouted with your 6 lings.
Vs T (the following was taken from blade55555 ZvT guide found here http://www.teamliquid.net/forum/viewmessage.php?topic_id=211960)
9 - overlord 9 - drone scout (I do this to see if he's getting gas or 2 rax) 15 - hatchery 14- spawning pool (I do this at 16 if I do not see a 2 rax or see a gas / cc first) 17-18- overlord (depending on if you pool on 16 or not) 18-19 - gas . 22-24- overlord (your preference)
24-27 (your preference)- Roach warren. as soon as spawning pool finishes make 2 queens.
I make 6 roaches, 2 for defense, 4 for pressure. The point of these 4 roaches is not to do damage or kill your opponent. The point is to try to reveal his tech (lots of hellions, tank, banshee). At the minimum you will probably force a bunker, but dont' sacrifice these 4 roaches unless you are guaranteed to be killing scv's and stuff, dont' let them die to a ton of marines, and if there is a tank pull back. I get ling speed after I make the initial 6 roaches unless I need more roaches for some all in or something
This dosnt always work as terran can hide their tech and just bring enough units that they want you to see to the front of their base to defend but its a good strat none the less and can deal a lot of damage if the T player is playing greedy
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The problem with this is that if you don't expand, you're allin. zerg can be agressive early without being allin, or staying on 1 base for too long. For instance if you do go for a standard speed first into hatch, vs a 3gate expo with your first inject you can make all lings and it will time pretty nicely with when speed finishes, and you can apply pressure to the nexus if they try to cheat at all and come down the ramp before ~6 sentries. If the do try to save it you can surround and and kill their army if they get greedy with nexus timing. In ZvT a nice pressure build off of hatch first is delaying speed for a bout 5-7 roaches. Sheth does this a lot and it can outright win you the game if not cause damage. This is primarily used when you scout reactor hellion opening, and you go hatch pool, and between 20-25 food you make your roach warren, and double overlord at 26, and make roaches when it pops and send them to his base, if he is only making hellions and doesn't have a bunker you will almost always cause some damage, picking off the supply depot at the wall and forcing some scv pulls. Just remember you have to micro at the wall because marines outrange roaches by 1. Good luck.
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you can do 11 overpool or 11-pool-ovie for early pressure. You need that extra larvae from an early queen in order to be able to produce units without going all in. I scout with 2 early lings and if P/T is going for a very early expand (forge FE, 15 cc, proxy builds) i use my first inject (11-pool-ovie:~4'00) to get 8 early lings. However it turned out, it's sufficient to just build the early pool, kill their scout with early 2 lings. Often you'll get an overreaction by the opponents (complete wall off, chronoing zealots, skip fast expand and go for 4 gate), so i most often end up faking an agressive build and then drone up with the larvae generated by the early queen. I really like this style, as you can punish early chees easily and if you see eco-cheese you might attack without going all in (expand at 18 in any case). Killing the scout with lings has a deep psychological impact. They don't see what you are doing, so they play carefully. Terrans oft wall in like crazy (fear of bane bust). P often go for complete wall in (=> they need to destroy the blocking pylon later on) or cannon in. In fact in ~90% of the games i am delaying their expansion at least 30 seconds because of that and make them messup their planned build.
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ZvP -- I like going 2-base roach-ling all-in on close spawn shattered temple and the retarded Searing Crater map (that I should probably veto). If it's a FFE, though, I go Hydra-ling with +1 missile attack.
Every now and then I get an opponent that doesn't make sentries behind their wall-off (teching)-- I just bling bust the zealot on the wall.
ZvT -- meh, I prefer going spanishiwa style with simcity if they're going BFH. If they are going BFH (90% of the time, yes), I build a Spire in the main but actually go speed roach-bling
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The only issue I have with this is if/ when it fails, it seems like you've put a lot of economy down the drain and have to cut a LOT of corners and play really risky to get EVEN let alone pull ahead in the macro race. Just my experience.
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the only time i (high dia Zerg) pressure early used to be on scrap station because the ramp is so wide and a lot of protoss` used to forge fe so i just got ahead with a 6 pool
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On August 13 2011 05:37 Hossinaut wrote: The only issue I have with this is if/ when it fails, it seems like you've put a lot of economy down the drain and have to cut a LOT of corners and play really risky to get EVEN let alone pull ahead in the macro race. Just my experience.
with 10 pool, ET-11-pool-DET-ovie or 11 overpool you do not lose that much of economy. The early pool gives you an advantage, because the opponent has to react.
look at this:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=253459
so now if you drone up straight after killing his scout you are probably more ahead than if you play a macro game against ffe.
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Zerg early aggression is all in, and is really easy to fend off. Early roaches vs T are a joke unless they don't make a bunker and are massing hellions. I watched a game on NASL I think where the Terran was reduced to 4 SCVs (something like that) from a baneling all in and the Terran was actually ahead because of double mules from his 1 rax expo. You actually have to eliminate every marine and park your units on top of the production and kill every scv if you want to win.
Against Protoss, early aggression can be good. The roach ling timings can be good to eliminate sentry energy and kill probes. Early pools can also be good but Protoss players 9 scout nowadays so its a bit risky.
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Lately, I've been doing a 9 pool vP as an opening because I'm not sure what the protoss would have to do to fend it off cleanly (no important tech lost, probes not all pulled off mineral line). The opening is, simply:
@9 drones > pool drone up to 10/10 supply, produce overlord @100 minerals When overlord and pool finish (within seconds of each other), make 4-6 lings Go back to droning, making a queen as soon as you can afford it (should be @14 food).
I guess if protoss scouts it, makes a solid wall and leaves his first zealot outside the solid wall, even losing the zealot cost-inefficiently greatly hurts a push the Zerg can't afford to reinforce without going all-in. Even if your first zealot only kills 2 of the 6 zerglings, you greatly slow down how fast your wall can be nibbled down, and buy yourself time to amass zealots.
So far, no low diamond Protoss has held the push effectively, and most have responded by trying a mass zealot all-in behind it... which doesn't work, because by the time 5-7 zealots are out my second hatchery is up and I probably know its coming, what with zerglings having recently romped through his front door.
In short, early pools are working for me for now, but once the proper response becomes common knowledge, I think they'll become completely ineffective again.
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Having accidentally done a lot of this aggro-donked-ness recently I can tell you, Toss can hold it off fine, and Terrans can hold it off relatively well, but will take some infrastructure damage if they're decent. If they do hold it off, or it doesn't do damage, its an auto-win for them because their econ is in a better condition.
SC2 is a game of economy and economy management, which is why you'll hear Day[9] reference mid-high masters/GM level play being all about expo management (denying opponents' expos, etc) because an expo means an increased economy.
That in mind, as well as my first point, its possible to open aggro if you expect like a FFE or a 1 rax FE, but beyond that, a 15 hatch is preferable. Always look for the economic way to win rather than early aggression as Zerg especially. In my opinion, and its a humble one for sure, a macro game shows skill with more precision than rush games. Not entirely dissimilarly, its hard for Zerg to react to early aggro that doesn't work very well. In my opinion, this means its too risky, unless they don't wall or they don't build units or are just really bad. :D
The last thing I'm thinking is worth noting is an 11p can transition into a macro-ish build and allow for early aggro, so a modified Destiny build, but I would have to mess with it to be comfortable with it. Also just a personal preference, but I'd rather have map control than lose a lot of units in an early attack, so that I can be more prepared when an attack comes later in the game.
GL HF GG Good Hunting <3
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I feel like being able to set your opponent on the back foot is a very good tactic, actually OP. And other Zergs do as well. Sheth uses early roaches in ZvT to punish 1 rax->hellions. He also at one point suggested 15g14p vs Protoss for quick ling speed, making like 10 lings, and breaking the P front. I don't know if he still does this, but the point is, at different points and different times in the meta, different players have had the same thought you're having.
I guess the difference is in blind pressure, and knowledge pressure. Going for a 6 pool is blind pressure. Scouting 1 rax and going roaches... that's knowledge. Pretty simple. But another key thing is to have good macro, before you start trying to be cheesy. Otherwise, you're going to develop bad habits, and once your opponents (you've advanced leagues high enough) who can beat your tactics, you're left with nothing.
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On August 12 2011 22:59 sLiniss wrote: Recently, I've been trying out Zerg's ability to pressure early instead of the more common 14/15 Hatch or 14gas/14pool into ~21Hatch.
Zerg is widely considered the "reactionary" race. But could putting on early pressure change that? Instead of relying on a quick hatchery, how viable is sacrificing some expanding time to tech to faster roaches/banelings. Just as a T/P would make more attacking units early on to force spinecrawlers, could Zerg do the same thing?
I'm hoping to get more insight from players who've had more experience with early aggression-type builds. So, what's your take on this TL?
1 base play from zerg has no validity past all ins because of larvae. Just by havnig 2 hatcheries, you're way ahead in larvae, so unless you kill him before that takes effect, you lose.
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my experience with zerg early aggression is not having enough drones and dying. master zerg
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