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[D] Early Pools - Page 5

Forum Index > StarCraft 2 Strategy
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Ephemera
Profile Blog Joined April 2013
United Kingdom66 Posts
October 11 2013 07:19 GMT
#81
1 Reaper can't deal with the amount of speedlings that will flood in after the baneling bust the wall but never mind because that's not the point of this thread.

Any thoughts on my theorycraft?
EndOfLineTv
Profile Joined February 2011
United States741 Posts
October 11 2013 19:10 GMT
#82
On October 11 2013 04:30 Ephemera wrote:
Hatch first is better in the ZvT match up and against random players but as you say that's another discussion thread.
I have currently been theorycrafting a build and have used it in some games to decent success.

ZvT from my point of view is a match up I dread, it limits the options I have and almost always forces me to 10 Pool macro, unless I wish to roll the dice and 6 Pool or go for the Dimaga fast 6 Banelings and hope they don't scout for ages/make one bunker or rewall.
So naturally I've been focused on working out a viable way to early pool and get things done.

Some facts, it takes 7 Marines to kill one spine crawler and 12 Marines for two and 16 Marines for three. (All with Target fire)

With the build I theorise you can have 3 Spines at the enemy base by 4mins.
If the opponent has done CC first they will have 1 Marine at this point.

Due to the time it takes for the marine count to take the spine crawlers on there's only 2 options for stopping the attack, tanks or air units. With a barrack first and a quick gas the fastest a tank can be out is around the 5:15 mark. That's a whole minute of time when they can't contest or stop your attack.

So that gives a nice attack window.
Assuming the perfect and fastest counter to this build they will have 5 marines 22 SCV and 1 Siege Tank by 5:30.
Another counter is the reaper for obvious reasons. In a standard reaper build they will put down gas around 2:00 meaning a 1:15 Drone scout timing to be able to abort this build and go into 10 Pool macro.

The key part is that the spine crawlers will break down a wall the only thing that stands in the way of an early pool.
It takes 4 Spine crawlers to out DPS 3-4 SCVs repairing, but due to the positioning of the spine crawlers SCVs can be killed by the spines.
During this 1min time window 42 SCVs can be killed if they are in range of the spine crawlers making repairing out of the question and a 4th spine crawler not necessary.

So now we have established that you will crack the wall what is the best unit composition to be able to make best use of that? Ideally you'd want roaches with burrow or mutalisks since the spine crawlers are there to crack the wall rather than participate in the fight.

A banshee is possible by around 6:30 so Mutalisks may not be needed if you can effectively exploit the timing.

So far the build involves:
10 Extractor
10 Pool
Extractor trick
11 Overlord
@100% Pool Lair.

The finer points of when I can drone are still being worked out since this is only just been even partly thought out.
I will have lings out in time to defend from and barracks first marine trying to stop my overlord dropping creep.

As I said I think I want to add a scout into this build for the simple fact of being able to abort this build if I see gas early because reapers would ruin my drone ling and would stop the spines from going up since the lings can't catch them.

Anyway please tell me what you think of the theory.



Even though it is possible to kill the terran with a build like this. It is only going to work vs the current terran meta game. Any other old school build will put you way behind. Such as, the 1/1/1 build where they can do banshee or hellion drops. Honestly I have tried every possible build you can do from 10p. and the best one is gasless into "standard" game.
Ephemera
Profile Blog Joined April 2013
United Kingdom66 Posts
October 11 2013 19:37 GMT
#83
I'm starting to agree with that statement, my win rate currently with the 10 pool macro into two queens then expo is 100%. The two queens stops any counter all in which I struggled to defend with your build with getting that faster hatch.

Admittedly I just played someone and did a 6 Pool drone pull and he defended flawlessly but still lost because he let me macro. (He walled off so I sent the drones back)

Early pools are a really good tool for taking map control from the word go it is the transition that I'm looking at.
I think as I get closer to masters early pools will get easier, which sounds counter productive but it's true.
At masters they play greedier than in and around diamond level, all though the macro of the player is stronger the more liable they are to the early pool will work in my favour (Or at least I hope so)
Mahtasooma
Profile Joined November 2010
Germany475 Posts
October 11 2013 23:14 GMT
#84
early pools (before 10) are almost always viable to some extent in zvp, because you force 1base play for a very long time and are mostly on equal footing when you expand the first 6-8 lings.
http://twitch.tv/mahtasooma
Ephemera
Profile Blog Joined April 2013
United Kingdom66 Posts
October 12 2013 13:54 GMT
#85
Currently I'm on a 25-2 Winning streak since yesterday because I've been predominantly going for the macro 10 pool.
+1 Roach in ZvZ is my transition
1/1 Ling bane bust in ZvT
2/2 Roach Hydra Viper timing is ZvP

Only time I've lost is from counter all ins and sloppy scouting.

Lobotomist
Profile Joined May 2010
United States1541 Posts
Last Edited: 2013-10-14 21:02:57
October 14 2013 21:01 GMT
#86
On October 12 2013 04:10 BuiBui wrote:
Show nested quote +
On October 11 2013 04:30 Ephemera wrote:
Hatch first is better in the ZvT match up and against random players but as you say that's another discussion thread.
I have currently been theorycrafting a build and have used it in some games to decent success.

ZvT from my point of view is a match up I dread, it limits the options I have and almost always forces me to 10 Pool macro, unless I wish to roll the dice and 6 Pool or go for the Dimaga fast 6 Banelings and hope they don't scout for ages/make one bunker or rewall.
So naturally I've been focused on working out a viable way to early pool and get things done.

Some facts, it takes 7 Marines to kill one spine crawler and 12 Marines for two and 16 Marines for three. (All with Target fire)

With the build I theorise you can have 3 Spines at the enemy base by 4mins.
If the opponent has done CC first they will have 1 Marine at this point.

Due to the time it takes for the marine count to take the spine crawlers on there's only 2 options for stopping the attack, tanks or air units. With a barrack first and a quick gas the fastest a tank can be out is around the 5:15 mark. That's a whole minute of time when they can't contest or stop your attack.

So that gives a nice attack window.
Assuming the perfect and fastest counter to this build they will have 5 marines 22 SCV and 1 Siege Tank by 5:30.
Another counter is the reaper for obvious reasons. In a standard reaper build they will put down gas around 2:00 meaning a 1:15 Drone scout timing to be able to abort this build and go into 10 Pool macro.

The key part is that the spine crawlers will break down a wall the only thing that stands in the way of an early pool.
It takes 4 Spine crawlers to out DPS 3-4 SCVs repairing, but due to the positioning of the spine crawlers SCVs can be killed by the spines.
During this 1min time window 42 SCVs can be killed if they are in range of the spine crawlers making repairing out of the question and a 4th spine crawler not necessary.

So now we have established that you will crack the wall what is the best unit composition to be able to make best use of that? Ideally you'd want roaches with burrow or mutalisks since the spine crawlers are there to crack the wall rather than participate in the fight.

A banshee is possible by around 6:30 so Mutalisks may not be needed if you can effectively exploit the timing.

So far the build involves:
10 Extractor
10 Pool
Extractor trick
11 Overlord
@100% Pool Lair.

The finer points of when I can drone are still being worked out since this is only just been even partly thought out.
I will have lings out in time to defend from and barracks first marine trying to stop my overlord dropping creep.

As I said I think I want to add a scout into this build for the simple fact of being able to abort this build if I see gas early because reapers would ruin my drone ling and would stop the spines from going up since the lings can't catch them.

Anyway please tell me what you think of the theory.



Even though it is possible to kill the terran with a build like this. It is only going to work vs the current terran meta game. Any other old school build will put you way behind. Such as, the 1/1/1 build where they can do banshee or hellion drops. Honestly I have tried every possible build you can do from 10p. and the best one is gasless into "standard" game.
I'm inclined to agree, the two replays you posted looked pretty solid. Got any more?
Teching to hive too quickly isn't just a risk: it's an ultrarisk
EndOfLineTv
Profile Joined February 2011
United States741 Posts
October 15 2013 00:04 GMT
#87
I have been doing 10p vs terran on 4 player maps:

This is vs the number 1 rank master in my Div. 1777 master terran last I checked.
http://drop.sc/362233
Ephemera
Profile Blog Joined April 2013
United Kingdom66 Posts
October 16 2013 18:19 GMT
#88
Well I've been doing a lot of 6 Pools recently and I've found out that 6 Pool against Terran is less of a has to be CC first or gg build, admittedly it's unlikely you will win if they go barracks first but if they make one miss micro they will lose and if you have perfect micro you might even be able to still win even if they do defend.

It's all about the wall, delay or stop the wall and you've got an easy win vs CC first and against Rax first you've got a slim chance (Even though I've won 80% of my games against Rax first but they've miss microed)

So 6 Pools has been super common in my play, 10 Pool macro is now a standard build in GSL and was featured in a replay Day9 picked using Jaedong.
Qwyn
Profile Blog Joined December 2010
United States2781 Posts
October 16 2013 21:29 GMT
#89
On October 17 2013 03:19 Ephemera wrote:
Well I've been doing a lot of 6 Pools recently and I've found out that 6 Pool against Terran is less of a has to be CC first or gg build, admittedly it's unlikely you will win if they go barracks first but if they make one miss micro they will lose and if you have perfect micro you might even be able to still win even if they do defend.

It's all about the wall, delay or stop the wall and you've got an easy win vs CC first and against Rax first you've got a slim chance (Even though I've won 80% of my games against Rax first but they've miss microed)

So 6 Pools has been super common in my play, 10 Pool macro is now a standard build in GSL and was featured in a replay Day9 picked using Jaedong.


You have the replay? Or the daily?

The roach transition was cute BuiBui, would have liked to see some more creepspread with all that queen energy you had banked up ^^.

Dunno what that guy was doing, your third denies kept you on top though ^^.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
Echinococcus
Profile Joined October 2013
Germany2 Posts
October 17 2013 07:52 GMT
#90
On October 17 2013 06:29 Qwyn wrote:
You have the replay? Or the daily?


Daily #645 and it was the third Ro16 WCS match between Jaedong and Taeja.
EndOfLineTv
Profile Joined February 2011
United States741 Posts
October 17 2013 12:06 GMT
#91
On October 17 2013 06:29 Qwyn wrote:
Show nested quote +
On October 17 2013 03:19 Ephemera wrote:
Well I've been doing a lot of 6 Pools recently and I've found out that 6 Pool against Terran is less of a has to be CC first or gg build, admittedly it's unlikely you will win if they go barracks first but if they make one miss micro they will lose and if you have perfect micro you might even be able to still win even if they do defend.

It's all about the wall, delay or stop the wall and you've got an easy win vs CC first and against Rax first you've got a slim chance (Even though I've won 80% of my games against Rax first but they've miss microed)

So 6 Pools has been super common in my play, 10 Pool macro is now a standard build in GSL and was featured in a replay Day9 picked using Jaedong.


You have the replay? Or the daily?

The roach transition was cute BuiBui, would have liked to see some more creepspread with all that queen energy you had banked up ^^.

Dunno what that guy was doing, your third denies kept you on top though ^^.



LOL. My team was making fun of me hard for my "seriously gosu creep spread yo"
I think I was drinking scotch that game...
Metaspace
Profile Joined November 2006
Austria670 Posts
Last Edited: 2013-10-18 13:01:38
October 18 2013 13:00 GMT
#92
A big thank you to BuiBui and his solid input. Very valuable.

One word from me (only being a former Diamond player): I love to vary my builds, I have more fun with it.

From my experience (in my skill area) unorthodox builds exert psychological pressure. Opponents are forced to play along a route not as well automated and comfortable than the current "standard", into a situation they are less experienced with than (hopefully) you are. They are more subject to mistakes and bad decision making.

This often compensates even imperfect execution of those unorthodox builds, sometimes even drastically so :-)
Wir haben zuwenig Vespingas!
Metaspace
Profile Joined November 2006
Austria670 Posts
October 18 2013 13:17 GMT
#93
P.S.: One build I like was posted here way ago, pre-HotS, (by a chinese Grandmaster/Korean Master player). It was called "Chinese boy ZvT" or something. 13 pool 7 roach pressure while purely droning, catching up and overtaking T eco. This worked well as alternative play vs. the at that time popular 1-1-1 builds and the like, and still seems to work well vs. T expand builds (on my level).
Wir haben zuwenig Vespingas!
Ephemera
Profile Blog Joined April 2013
United Kingdom66 Posts
Last Edited: 2013-10-18 15:20:06
October 18 2013 15:18 GMT
#94
Sounds like an interesting build Metaspace, I would give it a go were it not the fact I have to do pools before overlord, might try and adapt it for a 12 pool.

Anyway I just hit diamond on EU took me long enough, now to masters.
As I said at the start of this thread, I would create a guide for all things early pool by the time I hit masters but I could do one now if people feel diamond is a high enough league for me to do an indepth guide on early pools? (Considering I've done 400 games of early pools this season and with 70% win rate)

EDIT: http://www.teamliquid.net/forum/viewmessage.php?topic_id=268861
Thread you were talking about!
Lobotomist
Profile Joined May 2010
United States1541 Posts
October 18 2013 17:38 GMT
#95
On October 19 2013 00:18 Ephemera wrote:
Sounds like an interesting build Metaspace, I would give it a go were it not the fact I have to do pools before overlord, might try and adapt it for a 12 pool.

Anyway I just hit diamond on EU took me long enough, now to masters.
As I said at the start of this thread, I would create a guide for all things early pool by the time I hit masters but I could do one now if people feel diamond is a high enough league for me to do an indepth guide on early pools? (Considering I've done 400 games of early pools this season and with 70% win rate)

EDIT: http://www.teamliquid.net/forum/viewmessage.php?topic_id=268861
Thread you were talking about!
I'd say wait on the guide, but post some replays, I'd definitely be down to check them out. especially ten pools vs terran and/or anything vs gate expands. preferably some wins and some losses.
Teching to hive too quickly isn't just a risk: it's an ultrarisk
Ephemera
Profile Blog Joined April 2013
United Kingdom66 Posts
October 18 2013 18:07 GMT
#96
Sure thing, I will compile some more replays when I get them.
I've only done one 10 Pool macro today it is far from my best and I made some silly mistakes but It shows how I usually transition even though I didn't do so perfectly, but it is against gate expand!

http://ggtracker.com/matches/4234684

Rough overview of the game
+ Show Spoiler +
I start with 10 Pool macro (obviously) which forces a cancel on his nexus I heavily macro up and he goes for a 4 gate which I defend but with massive drone losses putting me behind but ahead on tech/upgrades. He tries to transition and I keep making units and hit a timing before any splash damage is out, I then just zerg him with my superior unit rebuild time. I win but only just.


I'm making some folders and compiling my games currently so will have a lot of replays for my guide/here.
Ephemera
Profile Blog Joined April 2013
United Kingdom66 Posts
October 19 2013 13:18 GMT
#97
Here's another 10 Pool macro game for you Lobotomist I supply blocked more than I should but this is my usual transition.

http://ggtracker.com/matches/4237597

Rough overview of the game
+ Show Spoiler +
He deals with the 10 pool perfectly, he "macroed" into a 8 Gate 4 Immortal all in with +2 Armour, I have "macroed" onto 3 bases into Roach hydra I have a nasty supply block at 11:00. I delay my 2/2 because I like to put on pressure but I should've done better in scouting though.
I crush the all in with ease he doesn't do great force fields but they weren't the worst.


EndOfLineTv
Profile Joined February 2011
United States741 Posts
October 19 2013 13:31 GMT
#98
On October 17 2013 16:52 Echinococcus wrote:
Show nested quote +
On October 17 2013 06:29 Qwyn wrote:
You have the replay? Or the daily?


Daily #645 and it was the third Ro16 WCS match between Jaedong and Taeja.

There are a few things to note about that game that I find interesting.

First, he gets queen at 16, instead of hatch... He gets hatch at 18 when he can afford it,
Also. he gets fast gas at 18, which is also interesting.
Despite Day 9 gushing over the Dong. (can't blame him, I do too)
The fast a queen made the first injection or larve pop at a time when he was supply blocked. (26 supply)
This supply block occurs because with fast queen and fast gas, you can not afford to get a ov in the 23-26 supply range, with out losing larve.

In addition, why go for fast gas when you clearly see cc first? The biggest thing to fear would be from helions. But you have enough time to wall off with 3-4 queens vs that. I know the dong won that game. But I feel like he could have much better If his opening build was better.
Ephemera
Profile Blog Joined April 2013
United Kingdom66 Posts
October 19 2013 14:26 GMT
#99
Isn't it obvious BuiBui?
It's for map control, a 10 pool takes map control and that fast gas keeps the map control for when hellions come out.
Map control gives you 40 seconds warning of attacks allowing for 40 seconds more of army or for 40 seconds more of drones.
Your 3-4 queens is a heavy mineral commitment and losses the map control the 10 pool gained making the 10 pool almost pointless for map control and just a way to possibly punish a CC first on the low ground.

Just my thoughts (and possibly Day9)

EndOfLineTv
Profile Joined February 2011
United States741 Posts
Last Edited: 2013-10-19 16:33:30
October 19 2013 16:25 GMT
#100
On October 19 2013 23:26 Ephemera wrote:
Isn't it obvious BuiBui?
It's for map control, a 10 pool takes map control and that fast gas keeps the map control for when hellions come out.
Map control gives you 40 seconds warning of attacks allowing for 40 seconds more of army or for 40 seconds more of drones.
Your 3-4 queens is a heavy mineral commitment and losses the map control the 10 pool gained making the 10 pool almost pointless for map control and just a way to possibly punish a CC first on the low ground.

Just my thoughts (and possibly Day9)



yes map control. and also a mind game: is the dong all inning me or not?
However, But if you slip up once, and fail to surround the helions, You must remake the lings and lose out on needed drones. Its a risk. Some think it is worth it. some do not.

EDIT. Also, I was just musing, thinking of this thought process. Like, I find queen first a more interesting decision then fast gas.
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