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[G] Zerg Guide to Macro-Aggression

Forum Index > StarCraft 2 Strategy
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TangSC
Profile Blog Joined July 2011
Canada1866 Posts
Last Edited: 2012-04-26 13:21:10
January 08 2012 21:03 GMT
#1
[G] Zerg Guide to Macro-Aggression

[image loading]

Image courtesy of http://www.thehandsomenerd.com/


Hello TL forum-goers, thank you very much for checking out my newest SC2 article.

A lot of my previous threads have been all about attack-attack-attack. You might know me as a very aggressive (some would argue “cheesy”) Zerg player, but I did make it to Grand Master twice on the NA server and I'm writing this guide to emphasize the supreme importance of Macro, even if you're a balls-to-the-wall aggressive player.

You need money to make units. Simply put, how you GET the units you want to attack with is just as important as what you DO with them. So my goal in this guide is to help you to pay extremely close attention to the precise details of your build order, because I think it's really your planning/macro that makes the difference between an average all-in and an extremely potent timing attack.

I will use the following ZvT roach/ling timing attack to emphasize my point:
8Roaches / 32 Speedlings arrive at terran natural ramp at 7:15

We'll go over all the build order/timing basics in steps one and two to show you how to execute this powerful early game attack, but the main focus of this guide will be step 3, where I break down the build into a detailed analysis to show you how you can maximize your early-game economy, perfect your build order and timings, and execute an 8Roach/32+ Zergling attack while taking a 3rd base at the 7:15.

This will allow you to put on early pressure, hold off any mid-game counterattacks, and still reach a comfortable late-game:
Maxed out Infestor/Crackling/Ultralisk with +3/+3 on the way by the 15:30 Mark.

It's important to note that although we'll be looking at a Zerg build that I use against Terran, the key concepts in this guide can be applied to the all-around game play of all the races. The reason this is such a relevant concept for all players is simple: I'm going to explain the macro-structure of the build – how all the pieces come together. This concept is not often studied in great detail but is, in my experience, incredibly important to success on the Starcraft II battlefield.

References:

+ Show Spoiler +
In this thread, I'm going to choose the build I described in the ZvT Roach/Ling “All-In” (Or is it?) thread I recently wrote: http://www.teamliquid.net/forum/viewmessage.php?topic_id=300818

I copy/pasted the opening text of Steps 1 and 2 from my detailed guide on the 14Gas/14Pool Speedling Expand:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=252865

Some of the concepts I discuss in this thread are taken from my University Lectures on Fundamentals of Aggressive Zerg:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=297345
http://www.teamliquid.net/forum/viewmessage.php?topic_id=278161


Reddit Link:

+ Show Spoiler +
Zerg Guide to Macro Aggression - Please Upvote!


The Concept:

+ Show Spoiler +
Many times when someone learns a build, they'll quickly look at the food timings and focus primarily on controlling their units. In reality, there is much more to a build than just food-relative timings. And you would think that it would make a lot more sense to start with the little pieces, to start with the micro, unit control, hotkeys, and build up and build up and then talk about the macro-structure. But that's actually backwards of what we need to do. And the reason is the large-scale structure of the build is WAY more important than any of the little things – the little things will come when the structure is there. How you organize your play is going to determine to a large degree whether your play is effective. 

So, I'm going to remind you of that annoying advice that you probably got from your 5th or 6th grade English teacher when you first started essay writing – and that's “first you have to have an outline, then you have to have a rough draft, then you have to have a final draft, then you have to polish it.” And you know, this advice is pretty much right in SC2 as well. 

However, most people don't work this way, most of my students do not sit down and first sketch an outline of a build, and then practice, and then make some alterations, and then practice, and then make a final build order. What they do is open a game and start playing, haha and it's what I used to do also. However, if you're dedicated to learning and perfecting a build, this isn't the optimal way to proceed. Instead, you have to have structure and the following steps should be utilized when trying to learn a new build:


Step One: Learn the Basic Structure

+ Show Spoiler +
Now when you're trying to do something really difficult, and I'll be honest learning a build is difficult, it puts very strong cognitive demands on your brain. So if you start with something too complex, the first things to fall apart are the details. This is why I recommend first learning the basics of a build order BEFORE getting too concerned with the subtle details.

When you start to do something that's a little bit beyond what you can easily handle, all your technique starts to fall apart, all the little things start to go – and this is what happens learning/practicing a build! You're trying to work out a very complex build, and YOU'RE thinking “I need help with my micro, I need help with my control, look at all these mistakes I'm making, etc”. The problem isn't with the micro or your control. The problem is that your brain is trying to process the complicated ideas that you're working on. And while all that mental energy is going into those ideas, the little things – the micro, the control, the build order timings – are starting to fall apart. So what we're trying to do when learning a build is to get our brains to help us rather than to get in our way. The best way that I know how to do this is through structure – if you figure out what the large-scale structure of your build is supposed to be, THEN you can slot in all the other little pieces and it'll work much more effectively than you might believe. 

Look at the top pro Morrow: he's was known for opening 14gas/14pool nearly every single game he played Zerg. As a result, his responses to his opponents are always so crisply executed and he's rarely thrown off by things like early aggression and harassment. Clearly, a structured build is important to success and once you're comfortable with the opening, you'll be ready to proceed to the strategy. Here are the basics of the 14Hatch Ling/Roach Timing Attack:

14Hatch Roach/Ling Timing Attack

9Overlord
14Hatch
14Gas
14Pool
16Overlord
16 2xQueen
20Lingsx2/4 (1-2 sets)
Drones to 28
28 Warren (Replace Drone)
Start Zergling Speed
28 Overlordsx2
28-44 Roaches
44 Overlordsx2
44-60 Lings
60/60 3rd Base/Overlord

These basic details, without any other information, should be practiced repetitively so that the order becomes memorized/second-nature. If you're frequently forgetting to build overlords at the appropriate times, you're not ready to focus on anything more complicated than that. When the order in which you execute a build is flawless and you know every move before you make it, you're ready to move onto step two:


Step 2: Think Early Game Strategy

+ Show Spoiler +
Now that you have your timings down, it's time to look at the specifics of when your buildings, units, and upgrades finish. Once you have this information, you're ready to focus on the strategy – what you're going to do with your units. In the case of the 14Hatch Roach/Ling opening, your main concerns are holding any kind of early pressure as cheaply as possible so that you can hit your opponent with the strongest timing attack. What zerg players commonly do is drone scout after they start the hatchery (14 Supply) to determine if their opponent is cheesing. In the event of cheese, you would build spines/additional zerglings but for the sake of this guide, we'll be assuming standard "light" marine pressure or quick hellions. I almost always recommend exactly 4 zerglings if your opponent isn't opening 2barracks.

Specific Timings to consider with the 14 Hatch Roach/Ling:
4:15 – 2-4Lings Spawn - You should kill your opponent's scouting worker and take the xel-naga. This will give you the information you need to determine whether you should make more lings, because if you see 6 marines coming you might NOT want to drone all the way to 28. You should only really feel safe from pressure in the early game once you kille his scouting worker and have the xel-naga vision between your base and his, with one ling patrolling the front of his base. Generally speaking, you will not experience heavy marine pressure so you only need 1 zergling to scout the front of your opponent's base and 1-2 zergling(s) to take the xel naga(s). If you have all 4 lings out front of the terran's base, you'll lose them to 1 hellion.

4:40 – Both Queens Pop - You can spit with both these queens, but you should bring your main queen to your expansion use after the first inject (To defend hellions and spread one tumor). No hellions can hit you before your queens will finish, and usually only 1-2 hellions will be there before you get roaches on the field.

4:45 You start your warren. Typically you want to build this in your main, as it's less likely to be scouted by his hellions (Remembers, hellions never get up your ramp because you have 2 queens)

4:50 Start Zergling Speed. This may seem late to many players, but you don't end up needing early speed with your first hundred gas. It's much better to delay it, get your roach warren started, and then start the speed.

5:10 – 2x Overlords. It's very important not to forget these, as any seconds late will delay your roaches which could potentially mean drone losses if terran is aggressive with hellions.

5:15/5:30 If he does decide to pressure with his 2 hellions at around 5:15/5:30 before your roaches are out, do NOT make zerglings. Instead, run your expansion drones up the ramp into your main and just hold your queens on the ramp until roaches spawn.

5:40 You should have the 200 gas you need to build your 8 roaches, so you can take guys out of gas and move them to mining your expansion.

5:45 – Roach warren finishes and you can start 8 roaches right away.

6:00 2xOverlords. Again, don't forget these overlords! They're needed to produce lings as soon as the roaches are out, and they're crucial to the effectiveness of your timing attack.

6:20 Roachx8 Spawn (Just in time to deal with that scary 4-6 hellion count). You can lead with 3 roaches and then the other roaches a bit later to “meta-game” a bit, or you can just move right out with all 8 roaches and rally the hatcheries onto the roaches to reinforce with lings.

6:25 – Lings Building, your roaches are moving towards terran.

6:40 – Ling speed finishes JUST as your lings pop, allowing them to get to your roaches very quickly. Earlier speed would have been wasted, so it times out just right

7:15 -Your army reaches the terran expansion/ramp while you start your 3rd base.


Step 3: Perfecting The Details

+ Show Spoiler +
Once you have practiced the basic build order, are able to maintain consistent timings on your units/buildings/upgrades from game to game, and are comfortable utilizing the basic scouting/anti-scouting techniques I mentioned above, you're well on your way to optimally executing this build. Still, there is a LOT you can do to improve the efficiency of your opening, and it's time to fill in as many gaps as possible. The following is a very precise and detailed explanation of the 14Hatch Roach/Ling timing and transition into mid/late game macro:

Here is the replay for the macro-lesson: http://drop.sc/88288

1) Drone Splitting: For general purposes, take all 6 drones and right click either patch 3 or 6. Then select 3 while they're on the way and right click the other patch.
[image loading]


2) Next, rally additional drones to mineral patches that aren't being mined yet. If you forgot and rallied to the bottom patch, for example, your drone would first go to that patch, then “bounce” off and go to one of the top two patches. Earn a few extra mining seconds by rallying to patches that aren't being mined.
[image loading]


3) One patch left that isn't mined, rally to that one.
[image loading]


4) Now that you have 1 drone on each mineral patch, it's time to double-mine the closer patches. Make sure your drones “Stick” to the patches you want them to go to. What often happens is the drone you rally will get there at the same time as the drone that is already mining, causing one of them to “Bounce”. You can avoid this by repetitively right clicking the patch with both drones (or the one that wants to bounce)
[image loading]


5) Again, we're rallying to those closer patches
[image loading]


6) Uh oh one drone wants to bounce, continuously right click until it “sticks”
[image loading]


7) When constructing a building, you want to avoid pulling drones off mining when possible. For example, with a 14 hatch you can rally your 14th drone to build the hatchery.
[image loading]


8) Same thing with your pool, try to rally one of your drone eggs to do this instead of using a drone that's currently mining.
[image loading]


9) When gas is finishing, choose drones that are closer to the extractor but NOT those that are double-mining the close patches. Notice the drones pulled are either just popping out of eggs or just returning minerals. (Helps avoid wasted mining time/mining gas with a mouth full of minerals)
[image loading]


10) Drone selection
[image loading]


11) Drones all in gas, notice those 4 close patches still have 2 mining per patch.
[image loading]


12) 16 Overlord, try to get in the habit of rallying those eggs.
[image loading]


13) Your pool and hatchery should finish at about the same time, produce 2 queens and a set or 2 of lings right away. Don't transfer to expansion unless you need drones to defend, remember we want those drones mining 2 per patch.
[image loading]


14) After those lings, go right back into droning.
[image loading]


15) Rally drones to get 2 mining per patch, remember to make them stick.
[image loading]


16) ATTENTION: Now we have 2 mining per patch (total: 16 drones). We can rally hatchery to expansion minerals. These 16 drones are NEVER touched for any reason, unless you're forced to defend with them.
[image loading]


17) Even when building a warren in your main at 28, you don't pull a drone off mining – you use a rallied drone instead.
[image loading]


18) Replace that drone that built the warren and start speed at 28/28
[image loading]


19) 28/28 – Make 2 overlords and rally them right away.
[image loading]


20) Once you've mined 200 gas (not including ling speed) take guys out of gas and mine at expansion.
[image loading]


21) When warren is done, start 8 roaches immediately. Should put you at 44/44 with NO RESOURCES left over.
[image loading]


22) Rally your lings onto your roaches, make lings until 60 supply (44-60)
[image loading]


23) Once you're at 60, move a drone from your expansion to start your 3rd.
[image loading]


24) 8 Roaches, 32 Lings, and a 3rd on the way at 7:15. Not bad!
[image loading]


25) While we're pressuring with roaches, we can be making overlords, a 3rd queen, and drones.
[image loading]


26) When it's time to add gas or refill the geyser, use rallied drones AGAIN. You don't want to ever pull drones off your main 16 drone 2-per patch formation.
[image loading]


27) Even when building additional structures like your 2nd gas, don't pull drones off mining.
[image loading]


28) By 9 Minutes, we have 2 fully mineral-saturated bases (2 per patch at 2 bases, 32 drones mining minerals)
[image loading]


29) Main still has those 16 drones mining.
[image loading]


30) At 10 minutes, our macro is in over-drive. Upgrades, Lair, drones (Unless he's counter-attacking)
[image loading]


31) Wow...By 10:10, even though we made all those units, we're at 52 drones with a 3rd base and 4 queens, lair almost done, +1+1 on the way.
[image loading]


32) By 11:00, we can start our 4th and be up to 60 drones.
[image loading]


33) By 12:00, our infestation pit is almost done and we can be at 80+ drones, and hive on the way
[image loading]


34) 13:15 we have +2+2, lots of infestors and lings on the way.
[image loading]


35) By 14:00, we've got an incredible economy with all the tech we need on the way
[image loading]


36) By 15:30, we're maxed out with excellent upgrades and ultralisks on the way.
[image loading]


Execution

+ Show Spoiler +
For those who want to adopt this style of ZvT, I have numerous stream episodes of Roach/Ling tutorials and coaching lessons to help you improve timings, mechanics, execution, and transitions:
http://www.twitch.tv/tangsc/b/304624979
http://www.twitch.tv/tangsc/b/299761662
http://www.twitch.tv/tangsc/b/300152278


Summary:

+ Show Spoiler +
Again, thank you everyone for taking the time to read my article. In short, focus first on learning the basic food timings of the build. Next, think about the strategy/scouting techniques as well as exact in-game timings, and finally, you'll be ready to really focus on the subtle details of the 14Hatch Roach/Speedling Opening. Use these tips and you'll quickly turn what is often deemed a cheesy, all-in build into an incredibly aggressive opening with lots of room for improvement and variations. And believe me, if you practice learning a builds with these steps your overall gameplay will improve and remember that once the large-scale macro aspects of your build are perfected, you'll naturally spend more time focused on improving the smaller details.
I look forward to reading comments and answering questions below.


Feedback Poll:

+ Show Spoiler +
Poll: Did this guide alter your opinions of aggressive Zerg?

Yes, I see now that zerg can open aggressive and transition into macro (141)
 
52%

I already knew aggressive Zerg was a strong and viable option (78)
 
29%

No, it might work, but Zerg players that open with this style are cheesy and all-in (28)
 
10%

I see that there are some pros/cons to both styles, but I'll stick to the standard macro zerg (22)
 
8%

269 total votes

Your vote: Did this guide alter your opinions of aggressive Zerg?

(Vote): Yes, I see now that zerg can open aggressive and transition into macro
(Vote): No, it might work, but Zerg players that open with this style are cheesy and all-in
(Vote): I see that there are some pros/cons to both styles, but I'll stick to the standard macro zerg
(Vote): I already knew aggressive Zerg was a strong and viable option



- Tang

Courtesy of www.TangStarcraft.com

EDIT: I just want to say that all your comments and support have really meant a lot to me, thank you all very much!
Coaching www.allin-academy.com | Team www.All-Inspiration.com
DYEAlabaster
Profile Blog Joined August 2011
Canada1009 Posts
January 08 2012 22:06 GMT
#2
I really like the way that you presented this. I really think that the way you wrote this up allows for low level players to just 'win', while maintaining a good idea of eventuality for higher level players. What matchup do you use this build for (I could see it being ZvP or ZvT, as switching between lings/roaches/etc is easy).

Personally, I won't be using this build very much, as it does not suite my style of play, but I will pass it along to some of the people I know in lower leagues.
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
Last Edited: 2012-01-08 22:11:03
January 08 2012 22:09 GMT
#3
On January 09 2012 07:06 DYEAlabaster wrote:
I really like the way that you presented this. I really think that the way you wrote this up allows for low level players to just 'win', while maintaining a good idea of eventuality for higher level players. What matchup do you use this build for (I could see it being ZvP or ZvT, as switching between lings/roaches/etc is easy).

Personally, I won't be using this build very much, as it does not suite my style of play, but I will pass it along to some of the people I know in lower leagues.

Thank you very much, I use the build for ZvT but it could definitely be used in below-master ZvP (though I don't typically recommend hatch first in ZvP, you could do a very similar style).
Coaching www.allin-academy.com | Team www.All-Inspiration.com
Kruxxen
Profile Joined April 2010
United States149 Posts
January 08 2012 22:20 GMT
#4
I've read all your guides Tang, and I'm wondering if you will ever include anything beyond 1 base timings. At tbhis point in the meta 1 base plays are becoming less and less successful. I haven't seen any plan for a transition in your guides, are they allin gambles?

User was warned for this post

User was warned for this post
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
Last Edited: 2012-01-08 22:25:57
January 08 2012 22:21 GMT
#5
On January 09 2012 07:20 Soldier92 wrote:
I've read all your guides Tang, and I'm wondering if you will ever include anything beyond 1 base timings. At tbhis point in the meta 1 base plays are becoming less and less successful. I haven't seen any plan for a transition in your guides, are they allin gambles?

I'm a bit confused at where you saw the 1-base timing? This build opens with a fast expansion and recommends taking your 3rd base by 7:15. The only time I would recommend a 1-base timing would be for players learning the basics (bronze/silver).
Coaching www.allin-academy.com | Team www.All-Inspiration.com
Catgroove
Profile Joined June 2011
Sweden67 Posts
January 08 2012 22:37 GMT
#6
On January 09 2012 07:21 TangSC wrote:
Show nested quote +
On January 09 2012 07:20 Soldier92 wrote:
I've read all your guides Tang, and I'm wondering if you will ever include anything beyond 1 base timings. At tbhis point in the meta 1 base plays are becoming less and less successful. I haven't seen any plan for a transition in your guides, are they allin gambles?

I'm a bit confused at where you saw the 1-base timing? This build opens with a fast expansion and recommends taking your 3rd base by 7:15. The only time I would recommend a 1-base timing would be for players learning the basics (bronze/silver).


Yes! The best way to improve is to take the easy route, right? Don't play to win, play to get better. One base allins won't make you better (well, to some extent it will, but if you really wanna improve and improve fast you should not do it).
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
January 08 2012 22:47 GMT
#7
On January 09 2012 07:37 Catgroove wrote:
Show nested quote +
On January 09 2012 07:21 TangSC wrote:
On January 09 2012 07:20 Soldier92 wrote:
I've read all your guides Tang, and I'm wondering if you will ever include anything beyond 1 base timings. At tbhis point in the meta 1 base plays are becoming less and less successful. I haven't seen any plan for a transition in your guides, are they allin gambles?

I'm a bit confused at where you saw the 1-base timing? This build opens with a fast expansion and recommends taking your 3rd base by 7:15. The only time I would recommend a 1-base timing would be for players learning the basics (bronze/silver).


Yes! The best way to improve is to take the easy route, right? Don't play to win, play to get better. One base allins won't make you better (well, to some extent it will, but if you really wanna improve and improve fast you should not do it).

I really don't see why we're discussing one-base styles, it's off-topic for the purpose of this guide.
Coaching www.allin-academy.com | Team www.All-Inspiration.com
NoisyNinja
Profile Joined February 2011
United States991 Posts
January 08 2012 22:57 GMT
#8
My jaw just dropped. Enough said.
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
January 08 2012 23:00 GMT
#9
On January 09 2012 07:57 NoisyNinja wrote:
My jaw just dropped. Enough said.

:D
Coaching www.allin-academy.com | Team www.All-Inspiration.com
TTneko
Profile Joined August 2011
Australia70 Posts
Last Edited: 2012-01-08 23:17:55
January 08 2012 23:17 GMT
#10
Great, lets raise a generation of Zerg to cheese and all-in T_T
Come watch my Grandmaster Zerg stream! // http://www.twitch.tv/ttneko
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
January 08 2012 23:25 GMT
#11
On January 09 2012 08:17 TTneko wrote:
Great, lets raise a generation of Zerg to cheese and all-in T_T

Haha I understand that perspective, it seems a little strange at first. But I'm confident if I used this opening against the same terran 5 times and transition differently each time, putting me in a strong spot.
Coaching www.allin-academy.com | Team www.All-Inspiration.com
Bippzy
Profile Blog Joined March 2011
United States1466 Posts
January 08 2012 23:33 GMT
#12
On January 09 2012 07:20 Soldier92 wrote:
I've read all your guides Tang, and I'm wondering if you will ever include anything beyond 1 base timings. At tbhis point in the meta 1 base plays are becoming less and less successful. I haven't seen any plan for a transition in your guides, are they allin gambles?

yeah uhhhhh you kinda just said "I didn't read the post."

On topic of tang....I read all your guides and I never post...But I've now come to my conclusion. If you want to advocate builds like this, I would sincerely reccomend times when you can do the build and times when you can't.

IE: If you scout with your lings and see a bunker and a barracks with tech lab, do not do this build, rather do this. Because I can't imagine this build working always. The real skill pinnacle will be when you have a chain of all ins that only happen if you see something that sets it off. Pretty much what julyzerg tries to do.
LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
January 08 2012 23:38 GMT
#13
On January 09 2012 08:33 Bippzy wrote:
Show nested quote +
On January 09 2012 07:20 Soldier92 wrote:
I've read all your guides Tang, and I'm wondering if you will ever include anything beyond 1 base timings. At tbhis point in the meta 1 base plays are becoming less and less successful. I haven't seen any plan for a transition in your guides, are they allin gambles?

yeah uhhhhh you kinda just said "I didn't read the post."

On topic of tang....I read all your guides and I never post...But I've now come to my conclusion. If you want to advocate builds like this, I would sincerely reccomend times when you can do the build and times when you can't.

IE: If you scout with your lings and see a bunker and a barracks with tech lab, do not do this build, rather do this. Because I can't imagine this build working always. The real skill pinnacle will be when you have a chain of all ins that only happen if you see something that sets it off. Pretty much what julyzerg tries to do.

What I'm saying is that you can do effectively do this build opening in every ZvT and transition into a macro game OR all-in. I think the opening investment is actually reasonable considering you now gain map control and the freedom to drone, not to mention the chance to end the game then and there. By opening hatch first and using the map control to drone and take a 3rd, you can move into the mid-game in a comfortable position.
Coaching www.allin-academy.com | Team www.All-Inspiration.com
Flonomenalz
Profile Joined May 2011
Nigeria3519 Posts
January 08 2012 23:40 GMT
#14
Tang, I'm going to try this right now.

However, I will say that this is never going to be executed anywhere near perfectly due to microing army, scouting, sharking, dealing with drops, etc.

How do you deal with drops with this style? You're skipping muta, so 2 medivac drops are really dangerous... when I play Ling Festor, I usually leave a festor and around 10 or so lings and 2 banes at my main, 3rd, then every base after that is mass spines. How do you deal with drops?
I love crazymoving
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
Last Edited: 2012-01-08 23:48:46
January 08 2012 23:47 GMT
#15
On January 09 2012 08:40 Flonomenalz wrote:
Tang, I'm going to try this right now.

However, I will say that this is never going to be executed anywhere near perfectly due to microing army, scouting, sharking, dealing with drops, etc.

How do you deal with drops with this style? You're skipping muta, so 2 medivac drops are really dangerous... when I play Ling Festor, I usually leave a festor and around 10 or so lings and 2 banes at my main, 3rd, then every base after that is mass spines. How do you deal with drops?

That's a good point. You have to remember their build is going to be thrown off, at least a little, by 8 roaches and 32 lings. Drops are still a threat though, and it comes down to how fast you scout it/respond with lings. When Stephano does the ling/infestor/ultralisk style he always has a huge ling count to handle drops. Then when infestors are out, your drop/mid game push defense is a bit easier.
EDIT: Also remember those roaches you made earlier? You likely still have a few left and those can make a CRITICAL difference when marines get dropped in those closed-in spaces.
Coaching www.allin-academy.com | Team www.All-Inspiration.com
Tuczniak
Profile Joined September 2010
1561 Posts
January 08 2012 23:54 GMT
#16
Very nice writing. The form is superb.
Souly
Profile Joined September 2010
Austria25 Posts
January 09 2012 00:20 GMT
#17
How would you deal with (cloaked) banshees with this build? Can you just overwhelm fast banshee builds with this timing push or would you just go back and get spores because you have an macro advantage against this kind of builds?
Do you send in an overlord @¿6:00?
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
January 09 2012 00:25 GMT
#18
On January 09 2012 09:20 Souly wrote:
How would you deal with (cloaked) banshees with this build? Can you just overwhelm fast banshee builds with this timing push or would you just go back and get spores because you have an macro advantage against this kind of builds?
Do you send in an overlord @¿6:00?

One of the interesting things about the timing attack is you generally get all the scouting information you need to know. If he's going banshee2 port banshee, all he will have to defend is a few marines and hellions. You can break a repaired supply depot with 8 roaches (faster with 2-3 lings in the front) and you're guaranteed to kill their mineral lines and maybe even force their ports to lift off after 2 banshees are out. Since you don't have a lair, immediately when you suspect banshee you start double producing queens and build an evo. Even if it turns out he doesn't have cloak or banshees, you need a total of 4 queens to play effective macro anyway - and it's just a slightly early evolution chamber, you need upgrades anyway, so doesn't hurt you too much.
Coaching www.allin-academy.com | Team www.All-Inspiration.com
Celadan
Profile Joined September 2010
Norway471 Posts
January 09 2012 00:26 GMT
#19
I request a mutalisk macro/aggro guide :=) (mutas are more my style)
Good read though, might try it...
спеціальна Тактика
UmiNotsuki
Profile Blog Joined April 2011
United States633 Posts
Last Edited: 2012-01-10 21:52:17
January 09 2012 00:37 GMT
#20
I have to say, Tang, I'm impressed. I still disagree with the build as a whole, but this guide's focus on how to macro up and perfect your income, and especially its note on how to minimize the time it takes to reach a maxed out army, is really great.

You win.

This time.
UmiNotsuki.111 (NA), UNTReborn.932 (EU), UmiNotsuki (iCCup) -- You see that text I wrote above this? I'll betcha $5 that you disagree :D
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