[G] Grandmaster by 6pooling, how to - Page 37
Forum Index > StarCraft 2 Strategy |
Infocus
Canada31 Posts
| ||
Cyluss
United States3 Posts
1) Pool @ 200 minerals 2) Overlord @ 100 minerals 3) When pool finishes 3 pairs of Zerglings (leave drones mining) 4) Since you have an extra overlord, you can CONSTANTLY produce zerglings! It's GG unless your opponent walls off. Try it and see! | ||
Ruscour
5233 Posts
On April 01 2012 09:10 Cyluss wrote: Best Six-Pool: 1) Pool @ 200 minerals 2) Overlord @ 100 minerals 3) When pool finishes 3 pairs of Zerglings (leave drones mining) 4) Sine you have an extra overlord, you can CONSTANTLY produce zerglings! It's GG unless your opponent walls off. Try it and see! This is gamechanging. Please remove your post before Zerg players start being unbeatable in tournaments. | ||
Bad_Habit
Germany243 Posts
On April 01 2012 09:10 Cyluss wrote: Best Six-Pool: 1) Pool @ 200 minerals 2) Overlord @ 100 minerals 3) When pool finishes 3 pairs of Zerglings (leave drones mining) 4) Since you have an extra overlord, you can CONSTANTLY produce zerglings! It's GG unless your opponent walls off. Try it and see! thanks to your glory input i just made #1 gm on the korean server. thank you alot pro, im willing to share all the money ill earn in tournaments withy ou know. u had to be a genius to figure that out | ||
ZongTG
United States12 Posts
You, you've become perfectly knowledgeable of how to do early game Zerg rushes. That's very good. It doesn't mean you're an "inferior player." You got good with a style and you stuck by it, and you based how you learned the matchups, through your style. Just comes to show you that hard work and determination works anywhere, and you can do great things with it. | ||
aebriol
Norway2066 Posts
On April 01 2012 09:10 Cyluss wrote: Best Six-Pool: 1) Pool @ 200 minerals 2) Overlord @ 100 minerals 3) When pool finishes 3 pairs of Zerglings (leave drones mining) 4) Since you have an extra overlord, you can CONSTANTLY produce zerglings! It's GG unless your opponent walls off. Try it and see! I actually prefer ... 1) Overlord to one spawn location, use shift to rally it towards the cross position afterwards if on 4 player maps. 2) Double up mining drones on closest minerals. 3) @200 minerals pool (use one of the drones not doubled up if one exist - map dependent). 4) @50 minerals drone (rally point to mine near an extractor). 5) @50 minerals drone (rally point to mine near the other extractor - mine just once, then check spawn location 2 on 4 player maps). 6) @100 minerals, overlord (rally to your expansion and ramp, to check for counter rushes, proxies, etc). 7) @spawning pool finish, you have 170 minerals, 3 sets of zerglings rally to the 4th spawn location (cross position). 8) Set rally point of hatchery to one of the zerglings. 9) @larvae spawn, extractor trick to make another zergling. 10) @larvae spawn, double extractor trick to make another zergling. 11) Your drone that scouted one expansion point, move back home to continue mining. 12) Make an informed guess about where the opponent is (did he scout you? Then he is not cross position! Your drone saw one location, he is either there or other - not cross, most likely, if he didn't scout very early - your overlord will confirm. In ZvZ, check for overlords with your first overlord). 13) @larvae spawn, overlord (12 of 10 supply now). 14) Add the first 6 zerglings to a control group. Not all zerglings. This way, zergling 7,8 and 9,10 will continue moving (not attack moving) to your first 6 lings, and you can add them to the control group then. That way, they don't stop on the way to attack a forge, pylon, scouting scv probe drone or similar). 15) Micro your heart out killing probes/drones/scv's (if you got into the base vs T) while ... 16) @overlord finish and 150 minerals, make queen. 17) Make drones to 17 / 18 supply. 18) @larvae spawn, overlord at 17/18. ... decide how to continue, depending on opponents race. Did I mention I hate playing vs random so I often 6 pool them? But the OP probably have better specific builds vs each race, I just do this vs random as a general 6 pool build. | ||
Dephy
Lithuania163 Posts
| ||
Sianos
580 Posts
| ||
hillman
United States162 Posts
| ||
Sc2Invader
Germany15 Posts
I send all my drones in his base. Than he will sorround the larva where the lings should spawn. I cancel the larva and build 2 spines in his base. The 6 pooling zerg cant sorround the larva and prevent the 2 spines at the same time. | ||
Bad_Habit
Germany243 Posts
On April 02 2012 01:08 Sc2Invader wrote: I dont know if ur still reading this thread but i think i found a way how to have a safe tie with 14/14 or even a win. I send all my drones in his base. Than he will sorround the larva where the lings should spawn. I cancel the larva and build 2 spines in his base. The 6 pooling zerg cant sorround the larva and prevent the 2 spines at the same time. remember u will lose ur base and all u will have left are 2 spines in ur oponnents base. no lings only worker. so u cant kill off ur oponnents base since u need the creep. once u kill the hatch the 7pooling zerg has won. so it might end up in a tie but u will not win | ||
Sc2Invader
Germany15 Posts
| ||
chrissummers
243 Posts
| ||
Belial88
United States5217 Posts
On April 02 2012 04:46 Sc2Invader wrote: Yeah its for a tie. Im interested in what your reaction would be. Close! Here, I posted a guide on how to beat every type of 6 pool with hatch first on steppes of war. Your hypothesis on base trading with a drone pull is correct, however! http://www.teamliquid.net/forum/viewmessage.php?topic_id=295586 It becomes a sort of numbers game, but in your favor. You need to get at least 2 lings out to force a tie, and 4 lings out to guarantee a win (when going hatch first). It is definitely possible for a 6 pooler to surround your larva, though. You have to send a drone to his base though. If you are going 14 pool, it's much easier to hold though. I also have a game where I beat Bad Habit himself when going hatch first, too, and show the numbers on how there was no way for BH to have possibly won (since he made lots of excuses). | ||
Bad_Habit
Germany243 Posts
once more i stated before the game that all u could possibly get is a tie. and ur mistaken, its way easier to hold with a hatch first canceld and a pool later on than with a 14/14 opening because with a hatch first u have so much overmins and can produce so much units. a 14/14 means u have 1 less drone than usual (gas) and alot of wasted mining time (time you mine gas) and its harder to get a tie than opening hatch first. by calling ur guide rubbish i didnt mean to excuse me losing, tahts just my opinion since the only good infos are copied out of my guide on actually how to 6pool :D | ||
Belial88
United States5217 Posts
Based on the play of the hatch first player, he will either win, or force a tie. If he gets 2 lings out, he'll force a tie (he will force it, not you). If he gets 4 lings out, he will win. He should be able to get at least 2 out though. I don't think 14/14 makes it harder.... you didn't throw down a hatch, so thats' a drone that's mining instead of being a building. The 75 minerals you lose from cancel is 1 and a half lings. You can cancel the gas anyways, and since you aren't scouting like you do in hatch first, you have a drone mining for much more. I put plenty of good info on my guide, much more than yours. I beat you, so it's obvious who has the better guide ^^ | ||
Bad_Habit
Germany243 Posts
hatch first is way better than 14 gas 14 pool against 6pool | ||
DoctorFunk
160 Posts
On April 02 2012 05:27 Belial88 wrote: Close! Here, I posted a guide on how to beat every type of 6 pool with hatch first on steppes of war. Your hypothesis on base trading with a drone pull is correct, however! http://www.teamliquid.net/forum/viewmessage.php?topic_id=295586 It becomes a sort of numbers game, but in your favor. You need to get at least 2 lings out to force a tie, and 4 lings out to guarantee a win (when going hatch first). It is definitely possible for a 6 pooler to surround your larva, though. You have to send a drone to his base though. If you are going 14 pool, it's much easier to hold though. I also have a game where I beat Bad Habit himself when going hatch first, too, and show the numbers on how there was no way for BH to have possibly won (since he made lots of excuses). Belial, did you happen to write a guide on defeating 6 pool? I think you should probably brag a little more and plug your thread, Just in case people didn't notice the first twelve times. | ||
knightwulf
Canada174 Posts
It was fun I had one game go to 3 probes vs 2 drones. (i oddly enough had 63 minerals in the bank) so the game went on... turn into a 51 min long zvp and I don't play zerg. I am a Terran. So game reset I try a 10 pool he has walled off with 2gate, forge and cannon. Oh boy was i behind. It did turn into a fun game. I won in the end no gg . Why would people wish gl hf in the begging and then bm when the other person trys to have some fun as an off race? I don't get that about people in Sc2. I also would get the same person in a row. That was very tricky only once did it work . My zvz I was 50-50. The only way i won 14pool was when they screwed up. My zvt was horrendous. The 11/11 was a dead counter. I had no idea what to do. Sometimes i could lure many scvs out of the ramp and then follow them back in. That was nice. I found that my 2nd drone coming out is not timed right also getting the pool out earlier than 40s I am not sure how you do that? The zvp was easy pz. Either 12 worker rush with hold/attack micro or 6 pool. I dont know how to win if they made a cannon in the mineral line. That worked against me. That was my fun today. I have never played that many games of 1v1 in a night I felt fearless going into them. "i know what i'm doing an you scout and counter?" - i thought. Gl Hf i may try this more while the ladder is locked. - KnightWulf. | ||
Belial88
United States5217 Posts
On April 05 2012 00:10 DoctorFunk wrote: Belial, did you happen to write a guide on defeating 6 pool? I think you should probably brag a little more and plug your thread, Just in case people didn't notice the first twelve times. Every time Bad Habit necros this guide to get more attention (check post dates, he always bumps this guide every month...), I'll be there to plug my guide just as shamelessly, and remind people that his build is not favored against a hatch first player who responds correctly. At worst, the hatch firster forces a tie (which is different from the 6 pooler forcing the tie). Which is made obvious in the game we played. Of course, I have no problem also stating that Bad Habit is definitely GM level material. He's not some random person who just 6 pools his way to GM (as he seems to imply, like with the title) - he's a GM level player, who's really fucking good, who executed a particular build with GM level macro, micro, and decision making (if you think these factors aren't relevant in 6 pool, or 6 pool defense, you are very wrong - there's a reason why MC can 4 gate like no one else can). But I still beat him with the defense outlined in my guide. http://www.teamliquid.net/forum/viewmessage.php?topic_id=295586 Gl Hf i may try this more while the ladder is locked. - KnightWulf. You do know that your MMR still rises and falls just the same? For all intents and purposes, the ladder lock really doesn't do anything (unless you are vying for GM, or are in GM). It just means when new season comes on, you'll be immediately put into a different league if you fell or rose just the same if the ladder wasn't locked. You probably know this, but just making sure you realize that ladder lock doesn't mean your games don't matter. MMR is what really matters, the shiny button you have really means nothing. | ||
| ||