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[G] The Triple Barrel Bust - Zerg vs Terran

Forum Index > StarCraft 2 Strategy
Post a Reply
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TangSC
Profile Blog Joined July 2011
Canada1866 Posts
Last Edited: 2013-06-16 21:54:51
June 12 2013 22:06 GMT
#1
[image loading]

Introduction:

+ Show Spoiler +
Good Day Ladies and Gentlemen of Team Liquid!

My name is Tim Clark (aka TangSC) and welcome to a guide on a hyper-aggressive style of Zerg vs Terran - The Triple Barrel Bust. The goal of this guide is to provide a reference for Zerg players who want to ramp up their aggression - and win rate - using three sequenced timing attacks.

The Triple Barrel Bust was originally developed in Wings of Liberty to help learning players through the process of setting economic benchmarks, executing timing attacks, and planning effective transitions. This old-school style of sequenced aggression has been revamped in Heart of the Swarm, with special consideration given to new Terran advantages like Reapers and Widow Mines. While this style was originally designed for developing players in WoL, it is now my own preferred style of Zerg vs Terran in HotS. The Triple Barrel Bust consistently works well against Master/Grandmaster Terrans, and it is currently my best and favourite match-up.

Here are the three barrels:
___________________________________________________________________________________________________

The First Barrel (5:30-6:00) - 14 Speedlings

[image loading]

Repel early Terran aggression (Reapers/Marines), delay expansion Command Center, and disrupt opening build order (slight chance of outright winning/crippling).
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The Second Barrel (10:30-11:30*) - 1-2 Overseers, 20 Speed Roaches, 20 Speed Banelings, 20 Speed Zerglings with +1/+1 Upgrades (*Exact count/time may vary)

[image loading]

Reset army count, deal economic damage to expansion, force opponent to play defensive, delay third Command Center, and disrupt mid-game build order (good chance of outright winning/crippling).
___________________________________________________________________________________________________

The Final Barrel (17:30-18:30*) - 2 Overseers, 5 Ultralisks, 60 Banelings, 60 Cracklings with +3/+3 Upgrades (*Exact count/time may vary)

[image loading]

Crush Terran if they attack on Creep, trade well with almost any late-game army, delay/deny fourth Command Center.
___________________________________________________________________________________________________

I should point out that while the Triple Barrel Bust draws on the strategies and timings of top-level professionals, it is a style that I personally developed, so it is not currently used at the top-tier tournament level. I firmly believe, however, that an active style is the most entertaining and effective way to improve fundamental Zerg mechanics and multitasking. So if you're asking, "Why should I learn the Triple Barrel Bust instead of a more standard style that professionals use?" then the answer is that the Triple Barrel Bust was not made for a professional player to use, it was made for you to use.

A lot of the builds of the top-professionals have periods of heavy droning and passivity, which require next-level scouting and reacting to defend all the possibilities. For learning players, progress with pro-level builds can be slow. Often games turn into early attacks and all-ins, which can turn ladder games into inefficient practice. You will rarely be on the defensive using The Triple Barrel Bust, as you will always try to be the first and constant aggressor; in fact, you'll have the opportunity to counter-attack and punish Terrans who attempt early aggression. The style also taxes your multitasking every single game, because you will always be going for the three barrel busts.

Perhaps most important: The Triple Barrel Bust is improved by scouting, responding, creep spread, and map vision; however, it does not require these things to be initially effective. That may seem like a bad thing that you don't have to scout and spread creep, but what I mean is that some builds require you to spread creep to live, others require you to scout to live. The Triple Barrel Bust is different because in the vast majority of games, you will stick to the plan 100% - scouting and spreading creep just helps your execution.

To help you learn and master the build, I wrote up a Build Order but more importantly I broke all the steps down into Benchmarks. The Benchmarks will help you mark your economic progress, and pinpoint exactly where macro mistakes are being made. The beautiful thing about this style is that once you have the Build and Benchmarks perfected, you can devote more focus to improving your other mechanics - creep spread, map vision, scouting.

Next, we'll look individually at the execution of the Three Barrels. These sections will focus not only on the purpose of each attack, but also how you can improve your execution mechanics (hot keying, rallying, engaging, etc). I really urge you all to read this guide in the order that it is presented, and view the tutorial videos in sequence.

Finally, as a favour to me, please take a moment to read about and visit Team All-Inspiration and www.TangStarcraft.com.

Thank you all so much for reading!
- Tim / TangSC


Build Order

+ Show Spoiler +
Note: This is a tentative build order, meaning the steps may change slightly player to player and game to game. While looking over this build order, I advise watching Tutorial 1 which quickly goes through the build and the three busts.

Click Here to View the Tutorial: Triple Barrel Bust Overview

15Pool
15Gas
17Hatchery
16Queen (Inject/transfer to expansion when she finishes)
18Overlord
18 Zergling Speed (At 100 gas, remove Drones from Geyser)
18-21 Lings
21Queen (Stays in main)
23Overlord
23-26Drones until first inject
26-30Lings (First inject is Zerglings)

The First Barrel (5:30-6:00) - 14 Speedlings

30Queen (at natural for creep)
32Overlord
32-44Drones (Around 36 Supply, start your 2nd Gas and use your inject-larva to fill the new gas and the gas in main)
44Overlordx2
44-54 Drones
54 Evo Chamberx2 (6:30~, you should have roughly 100-150 gas and be mining off 2 geysers)
Drones to 56
56 Double Gas
Drone to 60 (Aim for 44+ Drones to fill all four gases with16 Drones per Mineral Field).
60 Upgrade +1 Carapace/+1 Melee
60 Lair, Roach Warren, Baneling Nest (All this should happen around 8:00).
58 - At 58 Supply, you should have fully-saturated 2 bases with all the gas, with at least one extra drone at your natural expansion. This extra Drone can be used to start your third base at the time that you see fit (Before, during, or after the second barrel). The timing of your third is really a stylistic preference - getting it earlier delays your bust slightly but is more economical; getting it later is less economical but lets you hit the earliest and strongest timing.
58 Overlords x5
58-100 21 Roaches (Push out as soon as all Roaches complete)
100 Overlord x2
100-116 Speedlings
Morph in 20+ Banelings across the field and bust.

The Second Barrel (10:30-11:30) - 2 Overseers, 21 Speed Roaches, 20 Speed Banelings, 20 Speed Zerglings with +1/+1 Upgrades (Exact count/time may vary)

Note: Supply becomes very tentative / situational for remainder of this build order, so I will just list the important steps. More details will be given in the "Benchmarks" section.

Start a third base (could be started as early as 8:00 or as late as 11:00).

Start 2-2 Upgrades and then an Infestation Pit. Infestors and/or Spire are optional. Some players like having 12~ Mutalisks with constantly upgraded air attack to 1) help shut down drops and 2) transition into Broodlords later. Some players like to get mid-game Infestors to use Fungal Growth. Both tech options can be useful, but will delay Ultralisk tech. For this reason, I prefer skip them both and relying on Zerglings/Banelings/Static Defence to shut down drops, then later mix in a few Infestors to fungal for cost-efficient late-game engagements. Choose the approach that appeals to you.

Regardless of your stylistic preference, you should aim to fully-saturate your third base, with the gases (66+ Drones). Once you've reached full three-base saturation, you should take a fourth and produce nothing but Speedlings (with some Banelings in case you're pressured). You can produce a macro hatch if your injects/larva production slips.

Start your Hive (roughly 13:00-14:00~)

This is the period of the game where you're most spread out, so Terran can push and drop you. Plant static defense as necessary (but do not let this cut into your 3-base saturation!), and make sure you're frequently spending your Larva on Zerglings, periodically adding some Banelings. Map vision is also essential (Overlords, Xel-Naga, Spotting Ling).

You must have some static defenses at your main and 3rd, and eventually at your fourth. My usual preference is 2 spine/2spore at the main, third, and fourth. Try creeping to your fourth and breaking any impeding rocks to help you defend, and don't be afraid to split your army up at different locations to deal with multi-pronged aggression.

Produce some Drones for your 4th (aim for about 75-80 Workers on 4 bases) and get your 7th/8th gases ASAP. Defend your 4th with static defenses (and get some in the main if you haven't yet).

When Hive finishes, start Adrenal Glands, Ultralisk Cavern (upgrade Chitinous Plating), 3-3 Upgrades. Produce Ultralisks/Speedlings/Banelings (optional Infestors or Mutalisks).

The Final Barrel (17:30-18:30) - 2 Overseers, 5 Ultralisks, 60 Banelings, 60 Cracklings with +3/+3 Upgrades (Exact count/time may vary)

If the game continues, try to deny the Terran fourth while holding onto yours. You can also take a 5th. It is possible to mix in Vipers or Broodlords in the very-late stages. Be creative and create your own fourth barrel :D


Benchmarks

+ Show Spoiler +
Note: Benchmarks are an effective way to plan your build order steps and mark your progress. In this section, I've created a benchmark for every minute of the game (except the first minute). Naturally, games won't always follow this strict format, but understanding these benchmarks will still help you keep focused in situations where things go wrong. For example, if your opponent throws you off with some sort of super-early Hellion Banshee aggression, you will be forced to deviate from these benchmarks to defend (Extra Queens, Spores, Spinecrawler). Once you have defended, you can still proceed along the listed steps. In an unusual game like this, you may reach your 8 Minute benchmark (fully-saturated 2 bases with +1/+1 researching) at 9 Minutes or later; but the overall sequence stays the same.
___________________________________________________________________________________________________

2:00 Minute Benchmark

[image loading]

Pool must be started by 2:00. Try to double-mine the 4 closest patches to your hatchery.
___________________________________________________________________________________________________

3:00 Minute Benchmark

[image loading]

Hatchery must be started by 3:00. Try to maintain double-mining on closer patches when you fill the gas and expand.
___________________________________________________________________________________________________

4:00 Minute Benchmark
[image loading]

Pull your workers out of gas around 3:30 (@ 100Gas for Speed), and ensure every patch in the main is double mining before rallying your Hatchery to the expansion minerals (16/24 Drones).

You make Zerglings from 18-21 supply, be sure to immediately hot-key your Zergling eggs in control group 1 (While selecting 3 Zerglings Eggs, Hold Control and Press 1).
___________________________________________________________________________________________________

5:00 Minute Benchmark
[image loading]

Your first inject should finish by 5:00, which you should put into 4 sets of Zerglings (26-30 supply). You can start your Queen and then an Overlord right away on 30.

Immediately add your 4 new sets of Zerglings to control group 1 (While selecting 4 new Zergling Eggs, Hold Shift and Press 1)
___________________________________________________________________________________________________

6:00 Minute Benchmark
[image loading]

By 6 Minutes, you should have already started your 2nd gas at the expansion and used your double-inject to fill both your main gas and the new gas. Basically you start your Geyser on 36 at your expansion, then when the injects pop build three Drones in the main rallied into the main geyser, and three Drones at the expansion rallied into the expansion geyser (it times out really nicely so get it down )

You should supply block yourself to reach 44 supply by 6:00, then produce 2 Overlords.
___________________________________________________________________________________________________

7:00 Minute Benchmark
[image loading]

By 7:00, you should be in the mid-50s of supply with creep spreading out past your expansion. You should still be on 2 geysers, with enough gas to start +1/+1 as soon as the Evolution Chambers finish.

[image loading]

Also by 7:00, you should have 16 Drones mining at the main and the expansion (ie. 38 Drones.)
___________________________________________________________________________________________________

8:00 Minute Benchmark
[image loading]

This is absolutely the most crucial benchmark - by 8:00 you should have reached 60 supply then produced 1/1 Upgrades, the Lair, the Roach Warren, and the Baneling Nest. Use these structures as part of the wall.

8:00 Minute Benchmark - 2 Hatcheries, 3 Queens, 44 Drones (Fully-Saturating 2 Bases), 4 Gas, 2 Evo Chambers (upgrading 1/1) 5+ Creep Tumours, Roach Warren, Baneling Nest.

[image loading]

Also by 8:00, you should have a fully-saturated main and natural with all 4 gas geysers (ie. 44 Drones). This is the economy that you will use to build up your second barrel. The 8 Min mark is the earliest that you can start your third with this build (you can delay as late as 11 Min).
___________________________________________________________________________________________________

9:00 Minute Benchmark
[image loading]

After reaching your ideal economy with the 8 Minute Benchmark, you should produce 5 Overlords (freeing to 100 supply) then to move into double speed upgrades and unit production. Produce the Roaches first, all the way up to 100 supply (intentional supply block).
___________________________________________________________________________________________________

10:00 Minute Benchmark
[image loading]

As you produce these Roaches from 58-100 supply, continuously add the new Roach eggs to control group 2 (Hold Shift and Press 2). This is a great time to practice your de-select mechanics (you don't want to add extra Larva to control group 2, only the eggs that will be Roaches. De-select excess Larva before you Hold Shift and Press 1.

Assuming your Hatchery is on control group 4 and your Roaches are on control group 1, it should look like this:

4 S R (Select your Hatchery Larva then hold "R" until you can't produce more Roaches).
Hold Control + Left Click Eggs (De-Selects excess Larva)
Hold Shift + 2 (Adds only the Roach-Eggs to control group 2)
___________________________________________________________________________________________________

11:00 Minute Benchmark
[image loading]

By 11:00, your Speed upgrades and your 1/1 should be finished - meaning it's time to bust the Terran front with Roaches, Zerglings, and Banelings. Don't forget to bring an Overseer with this attack for the Widow Mines!

Your third base should never be started later than 11:00.
___________________________________________________________________________________________________

12:00 Minute Benchmark
[image loading]

By 12:00, your third should be either finished or very close, so you should start Droning. Make sure you do have a control-group with some Zerglings to defend drops BEFORE producing Drones for the third (otherwise just 1 Medivac with Marines can kill your third).

You should also start your 2/2 Upgrades and Infestation Pit.
___________________________________________________________________________________________________

13:00 Minute Benchmark
[image loading]

By 13:00, your third should be fully saturated (66+ Drones). Creep should be expanding out into the map, and your Hive should be started. You have the option of mixing Spire or Infestors into your mid-game to deal with drops, and static defences can be very helpful as well.
___________________________________________________________________________________________________

14:00 Minute Benchmark
[image loading]

By 14:00, you should be about ready to start your Hive upgrades - +3/+3, Ultralisk Cavern, Adrenal Glands. You should also have a lot of extra Overlords, and be producing Speedlings with any excess Larva (I'm not producing Speedlings in the picture above, but in a real game I would be).
___________________________________________________________________________________________________

15:00 Minute Benchmark
[image loading]

Finally, by 15:00 you should have all of your upgrades on the way - including Chitinous plating. You can start Ultralisk production ASAP, and aim to max-out with Ultralisks, Zerglings, and Banelings before you start any aggression. Your biggest fear is that Terran will execute some sort of multi-pronged push/drop before your Ultralisks come out, and that is why it is so important to produce lots of Speedlings while your Hive is building.

Never let Terran get a fourth base, and don't lose yours!


The First Barrel

+ Show Spoiler +
Note: The purpose/usefulness of the First Barrel Bust (Speedlings) is split into Primary and Secondary Objectives.

Click Here to View the Tutorial: The First Barrel

Primary Objectives:

1) Repel Early Aggression (Reapers/Marines)

[image loading]
[image loading]

One of the most appealing aspects of the Speedling opening is how effective it is against Reapers. The initial 3 sets of Zerglings with the Queen makes dealing with the first Reapers "EZ-Mode". Killing early Reapers is actually pretty huge - he'd love to be able to scout you with them.

2) Throw Off Terran's Opening Build

[image loading]
[image loading]

Then when Speed finishes and you engage the opponent's expansion, ANY deviation from his natural build order is likely to hinder his performance all game long. SCV pulls, time spent repairing, a few SCV kills, etc.
___________________________________________________________________________________________________

Secondary Objectives:

1) Kill Enemy Units (Marines/Reapers/Hellions)

[image loading]
[image loading]

2) Deal Economic Damage, Cripple/Kill Opponent

[image loading]
[image loading]

It is not necessary that you do economic damage. However, if he leaves the wall down or techs too quickly without defence, you're going to punish him - sometimes even cripple him.


The Second Barrel

+ Show Spoiler +
Note: The purpose/usefulness of the Second Barrel Bust (Roach/Ling/Baneling) is explained into Primary and Secondary Objectives.

Click Here to View the Tutorial: The Second Barrel

Click Here to View the Tutorial: Building Placement (Defensive Purposes)

Primary Objectives:

1) Repel Mid-Game Aggression (Mass Hellions, Bio/Mine Push, Hellion/Marauder All-In)

[image loading]
[image loading]
[image loading]

Because you’re not saturating your third before unit production, you’re very safe against Terran mid-game attacks/all-ins. In fact, you’re hoping Terran will go for some sort of all-in! Just morph your Banes on creep and prepare for a very cost-efficient engagement.

2) Throw Off Terran's Mid-Game

[image loading]
[image loading]
[image loading]

Idle Medivacs!! Most often, Terran prefers to put on some aggression in the middle stages - drops, timing attack. The Second Barrel Bust forces him to be defensive. If he drops, he may lose outright because he needs those units to defend. It's actually a mistake if he tries to drop, because you always make an extra set of Zerglings (with some Banes eventually) to defend drops before/while droning your third.

3) Trade Armies

[image loading]
[image loading]

You want to have a safe period where you can drone to fully-saturate your third, so you must trade armies and kill his units. The good thing is it’s difficult with so many Roaches/Banes be sure to bring an Overseer so you can reset the Widow Mine count too.
___________________________________________________________________________________________________

Secondary Objectives:

1) Deal Economic Damage (SCV Kills)

[image loading]
[image loading]

SCV damage is actually a borderline Primary Objective. You should try to connect with his expansion mineral line in a big way, because it's a critical time to do crippling damage.

2) Destroy Tech, Production, and Supply Buildings

[image loading]
[image loading]

Destroying add-ons like Reactors and Tech Labs, in addition to supply depots, can really set back a Terran's mid-game - making you safer to squeeze out an even larger late-game lead. The Third Barrel Ultralisks are starting to look bigger and bigger...

3) Determine Tech Choice - Mech or Bio?

[image loading]

It is impossible for Terran to prevent your push from scouting his unit composition - he needs his units to defend! This helps you plan your mid-late stages (ie. get Range attack for Roaches if he's going mech or prepare for drops if you see reactor'd Starport)


The Third Barrel

+ Show Spoiler +
Note: The purpose of the Third Barrel Bust (Ultralisk/Baneling/Crackling) is pretty straight forward; there are really only three objectives.

Click Here to View the Tutorial: The Third Barrel

Objectives:

1) Defend Late-Game Aggression (Bio/Mine, Marine/Tank/Medivac)

[image loading]

This almost goes without saying, but a maxed-out, fully-upgraded force of Ultralisks/Banelings/Cracklings trades well with almost any Terran army. Mix in a few Vipers for blinding cloud, and you're looking at an extremely potent late-game. If he pushes you when your Ultralisks come out, you can destroy it and counter-push immediately. If he's dropping heavily and playing defensive, you may need more finesse.

2) Deny Terran attempts at securing a fourth while you hold yours.

[image loading]
[image loading]
[image loading]

This is a real key to late game ZvT: Do not let Terran secure his fourth. That's the #1 task of your Ultralisk army. Use static defenses and reinforcing Zerglings to defend your further-apart bases while you make sure he can't hold his. Holding your 4th/5th is just as important as denying his!

3) Use all those advantages that you picked up throughout the game and go for a fully upgraded, maxed-out bust!

[image loading]

Max out, and put your excess minerals/gas into Banelings. You can get over 100 Banelings for the last push - I've tested it!


Resources/Replays:

+ Show Spoiler +
Tutorials:

Click Here to View the Tutorial: Triple Barrel Bust Overview

Click Here to View the Tutorial: The First Barrel

Click Here to View the Tutorial: The Second Barrel

Click Here to View the Tutorial: Building Placement (Defensive Purposes)

Click Here to View the Tutorial: The Third Barrel

Replays:

Tang vs Diord (Recent High-Quality Game)

Tang vs teNu (Recent High-Quality Game)

Tang vs KTFlash (Recent High-Quality Game, fake flash)

Tang vs RazerBlader (Crazy Mid-Game Terran Attack)

Tang vs gulanka (Mismicro'd Second Barrel - don't make this mistake!)

Tang vs cWcTeddy (Mismicro'd Drones vs Hellbats)

Tang vs Fire (Terran Victory)

Tang vs Barcode Terran (Defensive Late-Game)

Tang vs fakeMKP (Average Game, good dmg early)

Tang vs combro (Average Older Game)

Tang vs Mugaro (Average Older Game, lost to drops)

Tang vs ErgoProxy (First Barrel Success)

Tang vs noMADe (Older Game, Passive with Infestors)

Tang vs Easy Computer (Overview Game/Benchmarks)

Stream Highlights:

Tang vs REVEX (Powerful Second Barrel)

Tang vs Barcode Terran (Defensive Late-Game)

Tang vs Monkey aka "Angriest Terran Ever" (Triple Barrel Fail)

Tang vs Barcode Terran (Roach-Less Mid-Game)


TangStarcraft:

+ Show Spoiler +
Thank you all for reading, and especially for taking the time to click this section. I know that many of you have been following since my first WoL guides and I really appreciate the support over the years! To any newcomers, again I want to thank you for reading and promise that this will not be my last guide! Aside from telling your friends and clan mates about this guide, I'd like to ask you all for three quick favours:

1) Sign-up at www.TangStarcraft.com

- It's 100% free to sign up on my website, where you can find guides and other helpful resources as well as information about how you can become a part of Team All-Inspiration!

2) View my SC2 Coaching Profile

- I've been coaching SC2 for nearly three years, and I've worked with students from every continent except Antarctica (I'm offering a discount for Antarcticans to change that! )

3) Send a replay to a professional caster

- Since I first watched a game of SC2 casted by Husky, it has been huge personal goal to have a game casted by a professional. It would be an absolute honour if one of the triple barrel bust replays was casted, so I hope you'll take a moment to help me by sending an email + replay to HuskyReplays@gmail.com, with a quick note explaining why you want to see it casted.

Thank you all so much and GL HF!
Tim / TangSC
+
Coaching www.allin-academy.com | Team www.All-Inspiration.com
QueenMortis
Profile Joined May 2012
59 Posts
June 12 2013 22:26 GMT
#2
Holly crap that's one awesome guide.
Paljas
Profile Joined October 2011
Germany6926 Posts
June 12 2013 22:27 GMT
#3
some things just will never change.

thanks for the guide, my zvt is pretty horrible right know, i will give this a try.
looks very promising.
TL+ Member
MrMatt
Profile Joined August 2010
Canada225 Posts
June 12 2013 23:00 GMT
#4
lots of info to go through here. Looking forward to trying it out for some different styles vs terran.
WindCalibur
Profile Blog Joined February 2008
Canada938 Posts
June 12 2013 23:01 GMT
#5
I do not play zerg enough to understand all the specific timings (I play Terran) but what makes this build different than the standard roach/bane eco aggression after 3 base saturation? Also, I do not see how this stops drops. Can't the terran just mass a crap time of bunkers and mines and play extremely defensive while sending a few units via dropships to disrupt your economy?
A Wild Sosd
Profile Joined September 2012
Australia421 Posts
June 12 2013 23:46 GMT
#6
Speaking as a T the first or second step are enough to make some people leave the game. Really not looking forward to running into this on Ladder
Bomber | TaeJa | Life | Scarlett I Twitter: @SosdSC2
Antylamon
Profile Joined March 2011
United States1981 Posts
Last Edited: 2013-06-13 00:02:00
June 12 2013 23:55 GMT
#7
Why didn't any of those Terrans have any Tanks? That could have denied everything in the second barrel. Ideally.

I guess it's probably just that you're slightly metagaming and I don't play standard TvZ.
Qwyn
Profile Blog Joined December 2010
United States2779 Posts
Last Edited: 2013-06-13 00:15:39
June 13 2013 00:03 GMT
#8
I was just thinking about this.

I knew you'd bring the TBB back eventually, lol.

This is really fucking sick, Tang. You've really outdone yourself.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
HanSomPa
Profile Joined December 2012
United States87 Posts
Last Edited: 2013-06-13 00:10:06
June 13 2013 00:07 GMT
#9
On June 13 2013 08:01 WindCalibur wrote:
I do not play zerg enough to understand all the specific timings (I play Terran) but what makes this build different than the standard roach/bane eco aggression after 3 base saturation?


This hits much earlier. Here's the rundown. Assuming you go CC first or Reaper FE/1 Rax FE. As your second orbital is morphing, his ling aggression hits. This hits a narrow timing window before or around 6:00 which is before Hellions I believe. If your CC is morphing in Nat and your nat is not walled off, your are severely behind/possibly dead. If you're safe behind your walled main ramp, you're going to pull SCVs/get delayed/thrown off balance. A mid-high masters Zerg can benefit immensely if the Terran gets set behind by 30sec-1min. Good zergling control can also deny the natural unless Terran pulls SCVs with marines and first two hellions. Map control is also essentially dead if anything gets caught.

Second Barrel hits approximately as Terran's 3rd base goes up. Assuming it's Innovation style, this is when Terran aggression starts. Roaches trade very/very well against widow mines. They are very tanky and effective in terms of trading for gas. Let's be realistic, a Widow Mine is essentially a one hit card if there are overseers, and even without them, baneling splash kills them a lot. Forcing marauders out also reduces Terran's effective DPS.

This is also the second barrel, so assuming your first barrel accomplished something(and it should have) Terran will have a weaker force, or a similar force later. Which means you have more time to mine and make units. Essentially you're trying to set up a very cost-efficient engagement, reset Terran's army supply and punish sloppy play. Correct me if I'm wrong.

Third barrel is a lategame comp that seeks to trade effectively with Terran all-game long.


Also, I do not see how this stops drops. Can't the terran just mass a crap time of bunkers and mines and play extremely defensive while sending a few units via dropships to disrupt your economy?


That's an absolute crap Terran reaction. If a Terran is passive and only acting with drops, the Zerg can also just turtle in and simply expand everywhere, spread creep, and essentially out-macro you. Believe it or not, but if the Zerg using this build sees that the Terran is being super passive, he'll just simply have a nice easy time making the 16:00 hive tech transition and absolutely crush you. Infestors are still amazing. Brood Lords are still amazing.

Honestly here is how in my opinion a proper Terran reaction should be.

1. There is nothing you can do about the First Barrel. Accept that fact. It's not necessarily a bad thing. Non-standard play demands non-standard reactions. By getting zerglings out that early Zerg also sacrifices something. Fact is, you pull 3-4 SCVs depending on the ramp. Zerg just sacked 7 potential drones that he could have had 30 seconds earlier. We are completely on time, but losing 3-4 SCVs for 30-60 seconds. Strong sim-city will absolutely demolish this First Barrel. Active scouting with your reaper will also give you some time to prepare.

2. Seize map control back with hellions. This is extremely effective and I highly urge that every Terran practice their Hellion Micro. It can be just amazing. Watch Innovation vs Life Group of Death GSL game 1 and 2 if you don't believe me. Innovation's amazing Hellion micro force out a TON of lings. Which made Innovation's mid game aggression absolutely ludicrous.

3. Consider making tanks. Fact is, if you see that many Roaches you should really consider just making tanks on two factories. Tanks do well against ultras, roaches, and marine-tank has been viable against ling-baneling in WoL. It's even stronger in HotS with the addition of the Widow Mine. Innovation has also displayed that proper tank positioning can do broken amounts of damage. Tanks are extremely cost-efficient against roaches/lings/banelings when paired with Widow Mines and the threat widow mines pose. Of course, it would be more simple to simply make more Marauders and less marines. I also see that as viable. It's all about being cost-efficient.

4. Do not let the Zerg get into that late-game comp! An aggressive zerg is a poor zerg. Roaches are not nearly as mobile as ling/baneling. We can abuse this through drops and massive pressure like Innovation. Imo, this build relies on anti-meta timings that hit harder and earlier, but they also sacrifice economy for that aggression. Less economy means our mid game/late mid-game is better provided that our trades are good. Whether our trades are good depends HEAVILY on scouting. Which is exactly why this build will be so powerful on ladder where poor textbook play is common. Good scouting and proper reactions will destroy this build. Which is why this is not for pro-gamers. I can see this being completely crushed by players with strong sim-city skills and scouting.
He will win who knows when to fight and when not to fight. He will win who knows how to handle both superior and inferior forces.
forsakeNXE
Profile Joined October 2011
Germany539 Posts
Last Edited: 2013-06-13 00:30:10
June 13 2013 00:21 GMT
#10
I think that all those terrans you played against ( i saw the first 3 highlighted vods) were very underpreparted upon not seeing a zergy third base there for like ever. After the weeks and months of 3cc greed terrans should have learned that no third base around 7 Minutes for Zerg means some kinda bust / allin / roach drop etc. So they were all extremly undefended upon normally 100% scouting this with 4 hellions + 2 reaper kinda thing.

Ofc the build is easily fuc'ked up as i do it alot myself but normally with 4-5 Bunkers and constant mine production after 6 hellions you should be easily able to hold your second barrel (and if i as a terren wait for 4 Hellions before moving out your lings wont do anything) and then be in such a dominant macro position that i will have no trouble defending your third and whatever followup barell. So its kinda semi-allin cause you regret taking your third base for a really, really long time and do almost 0 dmg vs terran players that simply prepar for an 99% sure bust cause you do not have that third for a really long time. All you have left are on pair upgrades with no 3rd base.

Edit omg 2am english, sorry :D

So put simple:
1. Barrel does nothing, just lift natural cc repair with 1 scv on each supply depot and wait for 2-4 hellions, depending on your micro. You will most likely lose nothing. (Depots start building after natural cc is finished, according to other posts your 1. barrel hits earlier which will only force a lift of and stop scv production for like 30 seconds till hellions are out.

2. The Second barrel is quote obvious cause you do not have a third base around 7-8 minutes which is 99,99% some kind of Roach / Bane Allin / Bust Push. So after Terran scouts this he just gets up 4-5 bunkers produces non stop widow mines after 6 hellions and simply holds. Afterwards your are so far behind that you will lose the game due to macro. Even if you kill "some" scvs you are still effectivly 2 basing.

3. After having done almost 0 dmg with your first barrel and beeing not able to get dmg done with your second (at least none sevear dmg) you will never be able to get a) a third base or b) a third base + a strong 3rd barrel and consequencly lose the game.

Dunno, i may be wrong on that one but that's how i see it as a kind mid-high master terran playing excklusivly innovation style and facing alot of roach attacks therefore.

Also just one drop to your third should be able to kill it if terran is smart and goes dropping with one medivac cause you drone behind this and if you turn around terran will have more stuff to defend you second barrel.
Let's learn together!
Qwyn
Profile Blog Joined December 2010
United States2779 Posts
June 13 2013 00:29 GMT
#11
Yeah I really like the concepts you've laid down here (benchmarking, having 3 distinct goals to work towards in a game). I wonder how much more efficient this build could be after dinkering with it a little. Either way it's a lot of really good content and I'm going to play around with it, because why the hell not?

Is the pool first speed meant to help beginning players deal with reaper harassment? I would feel particularly uncomfortable doing that on a 2P map. On a 4P map, yeah it's k. It feels particularly meta though.

What this makes me want to do the most is create some "barrels" of my own, lolol.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
Last Edited: 2013-06-13 00:57:37
June 13 2013 00:41 GMT
#12
On June 13 2013 09:29 Qwyn wrote:
Yeah I really like the concepts you've laid down here (benchmarking, having 3 distinct goals to work towards in a game). I wonder how much more efficient this build could be after dinkering with it a little. Either way it's a lot of really good content and I'm going to play around with it, because why the hell not?

Is the pool first speed meant to help beginning players deal with reaper harassment? I would feel particularly uncomfortable doing that on a 2P map. On a 4P map, yeah it's k. It feels particularly meta though.

What this makes me want to do the most is create some "barrels" of my own, lolol.

I actually did a lesson with a student who really liked the Triple Barrel concept but was attached to hatch-first, and it worked really well as a "Double Barrel Bust". I'm definitely interested in the variations players come up with! I think even a Roach/Hydra/Swarmhost third barrel would work really well if you started +1 Range instead of melee (especially against mech).

I've fallen in love with the Pool-first build, because it's unusual enough to cause issues for most Terran builds, and economical enough not to effect Zerg macro much. At first I did the opening with more Zerglings as a kind of "heavy pressure" kind of build, but practising it more I found it doesn't really need to do direct damage to be effective and provides you with unique opportunities to throw off Terran's build.

I also want to mention that a link to the guide is now on Reddit, if you'd like to help spread the word be sure to comment:

The Triple Barrel Bust on Reddit
Coaching www.allin-academy.com | Team www.All-Inspiration.com
BatesCsC
Profile Joined June 2013
United States99 Posts
June 13 2013 00:45 GMT
#13
What if he starts dropping around the time before/while you send out the second barrel?

You're forced into splitting your barrel and thus weakening it or flat out keeping it in your base for defense.
@BatesCMB
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
June 13 2013 00:51 GMT
#14
On June 13 2013 09:45 BatesCsC wrote:
What if he starts dropping around the time before/while you send out the second barrel?

You're forced into splitting your barrel and thus weakening it or flat out keeping it in your base for defense.

Good point, a lot of Hellbat drops come as you start producing Roaches and it's important to minimize damage by pulling your Drones away and keeping the 3 Queens focusing the Medivacs. It will delay your bust, but it doesn't prevent you from going for it. He can't keep up constant-drops to the point that it prevents you from pushing, and one thing I neglected to mention in this guide is that you don't have to go for the second barrel - at any point you have the option of Droning your third.

So if, for any reason, you feel the second barrel won't work, you can "fake it" while fully-saturating your third. I usually just go for it every time because that is what I've practised.
Coaching www.allin-academy.com | Team www.All-Inspiration.com
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
June 13 2013 00:54 GMT
#15
On June 13 2013 08:01 WindCalibur wrote:
I do not see how this stops drops. Can't the terran just mass a crap time of bunkers and mines and play extremely defensive while sending a few units via dropships to disrupt your economy?

It works really well against drops actually, and in the tutorial videos I talk a bit about why. Basically he needs all his units to defend, and you always build an extra round of defensive Zerglings and hotkey them on a separate control group before saturating your third. Even against a mass bunker/mine defence, you can usually trade pretty well.
Coaching www.allin-academy.com | Team www.All-Inspiration.com
BatesCsC
Profile Joined June 2013
United States99 Posts
June 13 2013 01:01 GMT
#16
On June 13 2013 09:51 TangSC wrote:
Show nested quote +
On June 13 2013 09:45 BatesCsC wrote:
What if he starts dropping around the time before/while you send out the second barrel?

You're forced into splitting your barrel and thus weakening it or flat out keeping it in your base for defense.

Good point, a lot of Hellbat drops come as you start producing Roaches and it's important to minimize damage by pulling your Drones away and keeping the 3 Queens focusing the Medivacs. It will delay your bust, but it doesn't prevent you from going for it. He can't keep up constant-drops to the point that it prevents you from pushing, and one thing I neglected to mention in this guide is that you don't have to go for the second barrel - at any point you have the option of Droning your third.

So if, for any reason, you feel the second barrel won't work, you can "fake it" while fully-saturating your third. I usually just go for it every time because that is what I've practised.


Thanks mate, with that you've definitely sold me on your build.
@BatesCMB
rikter
Profile Joined November 2010
United States352 Posts
June 13 2013 01:33 GMT
#17
to the people saying you cant do anything about barrel one, its easy. 2 marines in a bunker plus your hellions easily hold this with no damage and no wall.

You can undercut barrel two with hellbat drops, which start at 715 or so. A hellbat marauder medi midgame into marine production at the end gives you enough to hold barrel two, even without tanks or mines.

Doesnt seem productive to open pool first to me, especially to power an initial attack that shouldnt do damage.
No one wants a box of shit, even if it is for Christmas.
awakenx
Profile Joined May 2011
United States341 Posts
June 13 2013 01:44 GMT
#18
Well, back to getting an early tank out to hopefully blind counter most of this, been playing too greedy recently :x
WorstMicroNA
TheBarcid
Profile Joined December 2012
Canada44 Posts
June 13 2013 03:34 GMT
#19
This style sounds pretty sweet. I say style because this seems really flexible and less all in than a lot of roach baneling plays. also, Your guides are IMO the most organized and thought out on tl, the work you put into them is incredible.
BlackPride
Profile Joined July 2012
United States186 Posts
June 13 2013 04:23 GMT
#20
Don't have time right now, but will definitely look into this later. Looks very well done and promising.
I've never waited in line at the DMV [YVNG]
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