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[G] Shine's 12-Roach All-In (Or is it?)

Forum Index > StarCraft 2 Strategy
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TangSC
Profile Blog Joined July 2011
Canada1866 Posts
June 26 2013 22:45 GMT
#1
[image loading]

Introduction:

+ Show Spoiler +
Good day ladies and gentlemen of Team Liquid!

Welcome to a Zerg vs Terran guide featuring an aggressive Roach timing attack that Shine used against TaeJa in Game 1 of 2013 WCS Korea (S1 Code-S).

The most appealing aspect of early Roach aggression is the opportunity to safely apply pressure while building economy. Since Wings of Liberty, Zergs have taken advantage of Roach openings to set the pace in a match-up where Terran is normally the first aggressor. Zergs opened with 5-6 Roaches to push back Hellions and apply light pressure while they droned and teched. I favoured heavier aggression with 8+ Roaches and Speedlings in WoL; unfortunately, the meta-game shifted when Heart of the Swarm was released, and these Roach openings are no longer stable/reliable openings for a couple reasons:
  • Reaper openings make it easy for the Terran to scout the Warren or that the Zerg has mined 100+ gas (indicating that an early attack is probably coming).

  • Terrans who open with a Factory/Reactor used to only be able to make Hellions (AKA Roach Food); however, now they can build Widow Mines for stronger early defence.

  • Tanks come prepared with siege mode, making it possible for Terrans to have tanks sieged in position before the Roaches even arrive.
Still, there is a time and place for every aggressive build, and my mind was blown when I watched Shine's brilliant response to TaeJa's gasless expand (CC-first).

Here is what the attack looks like:
_______________________________________________________________________

Shine's 12 Roach Rush (Push out 6:30, Arrive 7:00):

[image loading]

Initially, you might look at the screen shot above and wonder what is so special about this attack - it is not unusual for Roaches to arrive around 7:00 - and the answer is the deceptive gas timing. Most Roach builds open with a Hatchery-first and then a gas geyser around 2:30-3:00 just before/after the Spawning Pool. When a Terran SCV scouts around 3:00-4:00, they'll look at the gas timing to get a read on Zerg. Against almost any Roach build, the early gas is a warning signal for Terran; but when Terran scouts no gas from Zerg, they'll assume a standard game where Zerg tries to take a third base around 6:30. Shine intelligently delays the gas until 4:20, then when his 4 Zerglings pop and he is certain that he can deny scouting, he double-gases:

[image loading]

This gas timing is subtle yet incredibly important. Without Reapers or a super-early scan, there is no way for Terrans to scout Zerg's gas after lings/Queens pop, and that's why the Roach rush works so well against CC first. Good Terrans will catch on around 6:30 when they see no third hatchery, but even then you're pushing out with Roaches, giving Terran maximum of only 30 seconds to respond:

[image loading]

In short, Shine's 12-Roach attack is a large commitment that relies on some deception and meta-gaming to be effective. It is a low-economy opening (only 23 Drones until 6:45), but can transition into a wide range of mid-game styles assuming you deal enough economic damage. It is a powerful addition to your repertoire, not as a blind all-in, but as a situational response to CC-First or similar gas-less expands. Some people will call such builds gimmicky, I prefer to call them brilliant.


References:

+ Show Spoiler +
Shine vs TaeJa (Casted by Tastosis <3)

Build Walkthrough - Shine's 12 Roach Rush

Build Order Replay (Vs CPU)


Opening Build Order:

+ Show Spoiler +
Note: This build is primarily a response to a gasless expand. The unmarked gains in supply are Drones.

Build Walkthrough - Shine's 12 Roach Rush

9 Overlord
15 Hatch
16 Pool
17 Overlord
19-23 Queenx2
23-25 Zerglings
@4:20 Double Gas Main (once lings are out to deny SCV scouting)
28 Roach Warren
28 Overlordx2
28-44 Roachesx8
44 Overlordx2 (Creep tumour x2 instead of 2nd inject)
44-52 Roachesx4

Economy for the first attack: 23 Drone economy, restart droning at 6:45~


Follow-up Transition:

+ Show Spoiler +
Note: In the game against TaeJa, Shine follows the initial attack with a 2-base Speed Roach attack. Other transitions are likely viable under different circumstances.

52+ Drones
54 Lair (~7:00)
60 third gas (~7:30)
Roach Speed when Lair finishes
Aim for about 40 Drones (Fully saturate 2 Mineral Fields with 3 Gas) before Roach Production.
Push around 100 Supply with an Overseer, take a third behind it.


All-In (Or is it?)

+ Show Spoiler +
One of my biggest goals is advocating aggressive styles, because I believe that the stigma surrounding all-ins is counter-productive from a learning perspective. The truth is that all styles - from the greediest hatch-first to the most committed 6-pool - have a place in the learning process. We limit ourselves if we learn only to all-in; but we limit ourselves if we learn only to macro. In order to be the best possible players that we can, we need to be well-rounded - and that includes all-ins.

I'd like to welcome you all to engage in a positive discussion on the value and limitations of all-ins. Please be extra-respectful of others' opinions; you cannot hope to convince someone if you insult them first.
Coaching www.allin-academy.com | Team www.All-Inspiration.com
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
June 26 2013 22:48 GMT
#2
nice build. This sort of deceptiveness and trickyness is only useful at the higher levels though, anything below midmasters it's pointless to be tricky at the expense of having a less efficient build basically.
I love shine's wackyness though, got to think the guy only thinks of how to deceive in yet another way every time he is preparing.
ECA.BruTATroN
Profile Blog Joined August 2010
United States282 Posts
June 26 2013 22:49 GMT
#3
I love these builds, specially vs terran. Maybe next time do a TLO build ^_^
http://www.twitch.tv/brutatron
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
June 26 2013 22:50 GMT
#4
On June 27 2013 07:49 Myaura wrote:
I love these builds, specially vs terran. Maybe next time do a TLO build ^_^

Ooooh I'd love that...will keep my eyes open for the right TLO build =)
Coaching www.allin-academy.com | Team www.All-Inspiration.com
DaemonX
Profile Joined September 2010
545 Posts
Last Edited: 2013-06-27 00:33:00
June 27 2013 00:31 GMT
#5
Day9 defined all-in as a build with 'no next step'. This is a good working definition.

Shine's style can have a heap of next steps, it doesn't leave you in an awkward position tech-wise. Does it have to deal damage? Yes. But so do all serious aggressions. If you aren't doing it blind HOPING it will do damage, but instead are responding to a scout or trigger from your opponent that makes it highly probable that you will be dealing damage, then I for one don't call aggression that leaves you in a reasonable position an 'all-in'.

eg 4-gate = all-in. You are left without a second base, low probe count AND no tech. You have no next step if your opponent isn't dead -> you are all-in.
eg hell-bat drop before CC -> you have no 2nd CC and a low unit count to defend and cannot apply pressure -> you are all-in.
eg attacking with all your units when you have 50% of your drones wiped out from a drop instead of remaking -> all-in

eg 2-base 1/1 roach-bane push on 60 drones. You have tech, drones and bases and upgrades, you can go in any direction as long as you do enough damage your opponent cannot take a 3rd before you - NOT all-in.
eg 12 roach aggression on 2 base in response to gasless expand. You have 2x gas geysers, letting you get to lair in 20 seconds, 2 base and 2 queens. As long as damage is dealt to opponent's natural, who you KNOW is low tech, you are NOT all-in.

intense555
Profile Blog Joined February 2011
United States474 Posts
June 27 2013 00:41 GMT
#6
It's only all in if it doesnt do enough damage.
Aspiring Starcraft 2 pro for @mYinsanityEU, follow me on twitter @mYintenseSC
Lobotomist
Profile Joined May 2010
United States1541 Posts
June 27 2013 00:54 GMT
#7
I like the sneaky gas timing. seems like you could use it against gas openings if you build enough extra lings to ward off reapers, maybe a total of 6? they can react with widow mines pretty easily though.
Teching to hive too quickly isn't just a risk: it's an ultrarisk
oOOoOphidian
Profile Joined January 2011
United States1402 Posts
June 27 2013 01:22 GMT
#8
I don't see it as a great response to CC first/1 rax CC. Even if you fake metabolic boost vs a scout or otherwise trick them like with 2 delayed gas, as long as they see your roaches walk across the map either with an scv or a hellion, they can easily hold. The main keys to holding this build are to have a bunker at the front of your wall, particularly with a full wall off, and scvs pulled. I've even seen people hold it with 3cc. I used to have some success with the build, but better players react to it and shut it down hard. I would say that the 4 lings getting into the main is the primary reason Taeja died to that build.

It's essentially unrecoverable if you don't kill 15+ workers, especially against 3cc. Opponents who can hold and go into hellbat/marauder style builds will be particularly hard to defeat from such a deficit.
Creator of sc2unmasked.com
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
June 27 2013 01:29 GMT
#9
On June 27 2013 09:31 DaemonX wrote:
Day9 defined all-in as a build with 'no next step'. This is a good working definition.

Shine's style can have a heap of next steps, it doesn't leave you in an awkward position tech-wise. Does it have to deal damage? Yes. But so do all serious aggressions. If you aren't doing it blind HOPING it will do damage, but instead are responding to a scout or trigger from your opponent that makes it highly probable that you will be dealing damage, then I for one don't call aggression that leaves you in a reasonable position an 'all-in'.

eg 4-gate = all-in. You are left without a second base, low probe count AND no tech. You have no next step if your opponent isn't dead -> you are all-in.
eg hell-bat drop before CC -> you have no 2nd CC and a low unit count to defend and cannot apply pressure -> you are all-in.
eg attacking with all your units when you have 50% of your drones wiped out from a drop instead of remaking -> all-in

eg 2-base 1/1 roach-bane push on 60 drones. You have tech, drones and bases and upgrades, you can go in any direction as long as you do enough damage your opponent cannot take a 3rd before you - NOT all-in.
eg 12 roach aggression on 2 base in response to gasless expand. You have 2x gas geysers, letting you get to lair in 20 seconds, 2 base and 2 queens. As long as damage is dealt to opponent's natural, who you KNOW is low tech, you are NOT all-in.



this discussion is so pointless.. Tons of games continue after 4 gate, 6 pool, quick hellbat drops etc. There is no hard line between timing attack and all-in. Basically any big attack that isn't harass is 'all-in' to some extent because you are are behind if you don't do good damage. Going into semantics and discussing if this build is all-in or not is so silly. The day9 definition is a bit stupid as basically all builds have a next step, it's easier to see it as an attack that has to do a lot of damage which this definately is..
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
June 27 2013 02:14 GMT
#10
On June 27 2013 10:29 Markwerf wrote:
Show nested quote +
On June 27 2013 09:31 DaemonX wrote:
Day9 defined all-in as a build with 'no next step'. This is a good working definition.

Shine's style can have a heap of next steps, it doesn't leave you in an awkward position tech-wise. Does it have to deal damage? Yes. But so do all serious aggressions. If you aren't doing it blind HOPING it will do damage, but instead are responding to a scout or trigger from your opponent that makes it highly probable that you will be dealing damage, then I for one don't call aggression that leaves you in a reasonable position an 'all-in'.

eg 4-gate = all-in. You are left without a second base, low probe count AND no tech. You have no next step if your opponent isn't dead -> you are all-in.
eg hell-bat drop before CC -> you have no 2nd CC and a low unit count to defend and cannot apply pressure -> you are all-in.
eg attacking with all your units when you have 50% of your drones wiped out from a drop instead of remaking -> all-in

eg 2-base 1/1 roach-bane push on 60 drones. You have tech, drones and bases and upgrades, you can go in any direction as long as you do enough damage your opponent cannot take a 3rd before you - NOT all-in.
eg 12 roach aggression on 2 base in response to gasless expand. You have 2x gas geysers, letting you get to lair in 20 seconds, 2 base and 2 queens. As long as damage is dealt to opponent's natural, who you KNOW is low tech, you are NOT all-in.



this discussion is so pointless.. Tons of games continue after 4 gate, 6 pool, quick hellbat drops etc. There is no hard line between timing attack and all-in. Basically any big attack that isn't harass is 'all-in' to some extent because you are are behind if you don't do good damage. Going into semantics and discussing if this build is all-in or not is so silly. The day9 definition is a bit stupid as basically all builds have a next step, it's easier to see it as an attack that has to do a lot of damage which this definately is..


I agree, but I think that in defense of Day9's definition, even "all-in" standards such as 6-pool, 4-gate, etc., can have perfectly clear follow-up transitions depending on the situation they're used in. A 6-pool against FFE is perfectly acceptable as long as you only make 4 zerglings and continue building drones; in this case, you already have a macro follow-up and you're only goal is TO STOP A FFE. Closely related, I can remember a few games where MC killed off a scouting SCV and followed up with a 4-gate that nearly didn't break the bunker; MC just followed up by sniping ~10 reparing SCVs while simultaneously getting a nexus up and tech. There's a clear line of reasoning that takes it through to the next step, even at the expense of a big risk.

...that being said, I like this series and all of your guides SCTang, even though this one is REALLY short lol. Keep up the good work!
StrategyAllyssa Grey <3<3
smOOthMayDie
Profile Blog Joined June 2012
United States997 Posts
June 27 2013 04:48 GMT
#11
This looks a lot like hyuns 12 roach build, difference being Hyuns 12 roaches hit at 6:30 instead of 7. Much faster, and better economy because you dont make the 2 sets of zerglings from 23-25 supply?
twitch.tv/TKSaga twitter.com/TKSagaTV YT: Tinyurl.com/TKSaga
Zerg.Zilla
Profile Joined February 2012
Hungary5029 Posts
June 27 2013 05:15 GMT
#12
Love this kind of early roach plays :D
(•_•) ( •_•)>⌐■-■ (⌐■_■) ~Keep calm and inject Larva~
ImperialFist
Profile Joined April 2013
790 Posts
June 27 2013 05:46 GMT
#13
if the terran sits there with a tank and bunker I would call this a massive all-in
"In the name of Holy Terra I challenge, Take up arms, for the Emperor’s Justice falls on you!"
Lobotomist
Profile Joined May 2010
United States1541 Posts
Last Edited: 2013-06-27 07:30:22
June 27 2013 07:29 GMT
#14
On June 27 2013 14:46 ImperialFist wrote:
if the terran sits there with a tank and bunker I would call this a massive all-in

No terran is going to have a tank out at this time.
Teching to hive too quickly isn't just a risk: it's an ultrarisk
Mahtasooma
Profile Joined November 2010
Germany475 Posts
June 27 2013 08:18 GMT
#15
If you would ever drone scout at 10, you arrive at the enemy base at 15 and still can decide whether to go into the 3 barrel bust (seeing gas) or this (seeing no gas).
http://twitch.tv/mahtasooma
Qikz
Profile Blog Joined November 2009
United Kingdom12024 Posts
Last Edited: 2013-06-27 10:37:17
June 27 2013 10:36 GMT
#16
Interesting build. It's things like this that make me glad I open tanks into mech since I don't have to worry about these sorts of builds. :p
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Deleted User 261926
Profile Joined April 2012
960 Posts
Last Edited: 2013-06-27 11:52:20
June 27 2013 11:51 GMT
#17
Isn't this build like.. super old? I've seen it a lot of times from different zergs. I mean 28 roach warren then 12 roaches. Very nice and informative nonetheless.

edit: yes, I gave too few importance to the gas timing.
Veriol
Profile Joined October 2010
Czech Republic502 Posts
June 27 2013 12:20 GMT
#18
This is almost identical to DRGs 11roach timing from waaaaaaaaay back WoL. Only difference is that he takes 1gas sooner (the roach timing is the same). Wich in my eyes makes it less allin as you have more drones on minerals and can transition faster.
Nevertheless its strong build and I love to use it. In WoL it had really strong transition into ling infestor nowadays the muta transition isnt as strong. Id maybe recommend 3base roach speed bane bust.
"When you play, you have to start off with a mind to turn the game into a rape." -iloveoov
Spec
Profile Blog Joined July 2009
Taiwan931 Posts
June 27 2013 12:44 GMT
#19
Why does your walk-through video have a cam of the closet behind you? Do you use it to keep an eye on the monster?
Eye for an eye make the world go blind - Gandhi
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
Last Edited: 2013-06-27 14:26:38
June 27 2013 13:40 GMT
#20
On June 27 2013 10:29 Markwerf wrote:
Show nested quote +
On June 27 2013 09:31 DaemonX wrote:
Day9 defined all-in as a build with 'no next step'. This is a good working definition.

Shine's style can have a heap of next steps, it doesn't leave you in an awkward position tech-wise. Does it have to deal damage? Yes. But so do all serious aggressions. If you aren't doing it blind HOPING it will do damage, but instead are responding to a scout or trigger from your opponent that makes it highly probable that you will be dealing damage, then I for one don't call aggression that leaves you in a reasonable position an 'all-in'.

eg 4-gate = all-in. You are left without a second base, low probe count AND no tech. You have no next step if your opponent isn't dead -> you are all-in.
eg hell-bat drop before CC -> you have no 2nd CC and a low unit count to defend and cannot apply pressure -> you are all-in.
eg attacking with all your units when you have 50% of your drones wiped out from a drop instead of remaking -> all-in

eg 2-base 1/1 roach-bane push on 60 drones. You have tech, drones and bases and upgrades, you can go in any direction as long as you do enough damage your opponent cannot take a 3rd before you - NOT all-in.
eg 12 roach aggression on 2 base in response to gasless expand. You have 2x gas geysers, letting you get to lair in 20 seconds, 2 base and 2 queens. As long as damage is dealt to opponent's natural, who you KNOW is low tech, you are NOT all-in.


Basically any big attack that isn't harass is 'all-in' to some extent because you are are behind if you don't do good damage. Going into semantics and discussing if this build is all-in or not is so silly. The day9 definition is a bit stupid as basically all builds have a next step, it's easier to see it as an attack that has to do a lot of damage which this definately is..

You make a good point, the whole notion of an all-in is arbitrary because most builds have a next step/follow-through (though I'd argue that DaemonX is right that a 4gate in PvZ or early pools/proxy rax with worker pulls are blind all-ins). It is a worthwhile discussion though. All-ins and borderline all-ins are slowly becoming less taboo on the North American and European servers, but there's still a lot of people who completely reject the benefits of learning/incorporating aggressive styles.
Coaching www.allin-academy.com | Team www.All-Inspiration.com
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