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[H] 5 Roach versus 4 Gate

Forum Index > StarCraft 2 Strategy
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1 2 3 Next All
Effect010
Profile Joined May 2010
Germany89 Posts
November 16 2010 17:36 GMT
#1
I recently played a 1on1 on Xel´naga caverns... I played the five roach rush and some lings while he went for a 4 gate...i went up the ramp got forcefielded and lost everything..what could i have done better? where were my mistakes? my opponent siad i should have retreated after kicking his gate but i don´t think that i had done enough damage and would simply be counterattacked.

here´s the replay:
http://www.file-upload.net/download-2978958/5roachvs4gate.SC2Replay.html

i´m about 1100 diamond and he was 600 diamond.
"Keep stepping over dead bodys." - day9
Effect010
Profile Joined May 2010
Germany89 Posts
November 16 2010 17:40 GMT
#2
On November 17 2010 02:36 Effect010 wrote:
I recently played a 1on1 on Xel´naga caverns... I played the five roach rush and some lings while he went for a 4 gate...i went up the ramp got forcefielded and lost everything..what could i have done better? where were my mistakes? my opponent siad i should have retreated after kicking his gate but i don´t think that i had done enough damage and would simply be counterattacked.

here´s the replay:
http://www.file-upload.net/download-2978958/5roachvs4gate.SC2Replay.html

i´m about 1100 diamond and he was 600 diamond.


btw should be an [H] up there sry
"Keep stepping over dead bodys." - day9
Akill_
Profile Joined November 2008
United Kingdom80 Posts
November 16 2010 17:41 GMT
#3
tbh your first mistake was assuming that a 5 roach rush would do anything versus a defended ramp by protoss.

my first suggestion if you do this regularly would be to send a solo ling up the ramp first and keep the rest back in the fog. if his army size looks breakable/no sentries around go for it.

Otherwise this rush seems pretty weak, i dont play z but from what ive gathered you sac econ for thisrush. if it doesnt work the p can just macro from a decent economy and a good unit infrastructure and within a couple minutes he will be pounding on your door. especially if he works out you rushed for the roaches.
pwnasaurus
Profile Joined August 2010
Canada190 Posts
November 16 2010 17:44 GMT
#4
The problem is that 5RR is a pretty awful build. You will never beat any moderately high level players without doing an econ opener as zerg, especially not a toss with a sentry.
Effect010
Profile Joined May 2010
Germany89 Posts
Last Edited: 2010-11-16 17:49:30
November 16 2010 17:47 GMT
#5
On November 17 2010 02:41 Akill_ wrote:
tbh your first mistake was assuming that a 5 roach rush would do anything versus a defended ramp by protoss.

my first suggestion if you do this regularly would be to send a solo ling up the ramp first and keep the rest back in the fog. if his army size looks breakable/no sentries around go for it.

Otherwise this rush seems pretty weak, i dont play z but from what ive gathered you sac econ for thisrush. if it doesnt work the p can just macro from a decent economy and a good unit infrastructure and within a couple minutes he will be pounding on your door. especially if he works out you rushed for the roaches.


i thought the roach rush works out against a 4 gating protoss...i have never had good experiences with expanding against that build... but tbh i think without the forcefield i would have won...

edit: seems like this only works out against low level players^^
"Keep stepping over dead bodys." - day9
Akill_
Profile Joined November 2008
United Kingdom80 Posts
November 16 2010 17:52 GMT
#6
On November 17 2010 02:47 Effect010 wrote:
Show nested quote +
On November 17 2010 02:41 Akill_ wrote:
tbh your first mistake was assuming that a 5 roach rush would do anything versus a defended ramp by protoss.

my first suggestion if you do this regularly would be to send a solo ling up the ramp first and keep the rest back in the fog. if his army size looks breakable/no sentries around go for it.

Otherwise this rush seems pretty weak, i dont play z but from what ive gathered you sac econ for thisrush. if it doesnt work the p can just macro from a decent economy and a good unit infrastructure and within a couple minutes he will be pounding on your door. especially if he works out you rushed for the roaches.


i thought the roach rush works out against a 4 gating protoss...i have never had good experiences with expanding against that build... but tbh i think without the forcefield i would have won...

edit: thinks like this only works out against low level players^^



this is my point. protoss is bound to have some early defence mechanism versus zerg. against melee/range 4 units and a single tile ramp its bound to be a decent forcefield. the theme is common throughout early game p v z. protoss use their buildings and forcefields to stop the early zerg threat from having potential by denying alot of combat manuevers. Protoss who have learnt the hard way will always get out the sentry for the forcefields and back it up with some decent dps from the stalker or a cannon.

I would probably look towards exploring an economy build for zerg that encompassed an expansion and lings/spines for defence. 1 base z v 1 base p is very likely to allow p the macro victory if he has weathered z storms before
Effect010
Profile Joined May 2010
Germany89 Posts
November 16 2010 18:04 GMT
#7
On November 17 2010 02:52 Akill_ wrote:
Show nested quote +
On November 17 2010 02:47 Effect010 wrote:
On November 17 2010 02:41 Akill_ wrote:
tbh your first mistake was assuming that a 5 roach rush would do anything versus a defended ramp by protoss.

my first suggestion if you do this regularly would be to send a solo ling up the ramp first and keep the rest back in the fog. if his army size looks breakable/no sentries around go for it.

Otherwise this rush seems pretty weak, i dont play z but from what ive gathered you sac econ for thisrush. if it doesnt work the p can just macro from a decent economy and a good unit infrastructure and within a couple minutes he will be pounding on your door. especially if he works out you rushed for the roaches.


i thought the roach rush works out against a 4 gating protoss...i have never had good experiences with expanding against that build... but tbh i think without the forcefield i would have won...

edit: thinks like this only works out against low level players^^



this is my point. protoss is bound to have some early defence mechanism versus zerg. against melee/range 4 units and a single tile ramp its bound to be a decent forcefield. the theme is common throughout early game p v z. protoss use their buildings and forcefields to stop the early zerg threat from having potential by denying alot of combat manuevers. Protoss who have learnt the hard way will always get out the sentry for the forcefields and back it up with some decent dps from the stalker or a cannon.

I would probably look towards exploring an economy build for zerg that encompassed an expansion and lings/spines for defence. 1 base z v 1 base p is very likely to allow p the macro victory if he has weathered z storms before

thank you! this helped me a lot...i used to do this build a lot but might not have noticed that it was getting more and mor useless...-.-
"Keep stepping over dead bodys." - day9
Jayrod
Profile Joined August 2010
1820 Posts
November 16 2010 18:05 GMT
#8
On November 17 2010 02:36 Effect010 wrote:
I recently played a 1on1 on Xel´naga caverns... I played the five roach rush and some lings while he went for a 4 gate...i went up the ramp got forcefielded and lost everything..what could i have done better? where were my mistakes? my opponent siad i should have retreated after kicking his gate but i don´t think that i had done enough damage and would simply be counterattacked.

here´s the replay:
http://www.file-upload.net/download-2978958/5roachvs4gate.SC2Replay.html

i´m about 1100 diamond and he was 600 diamond.

5RR and 7RR are both very weak openers in my opinion that dont play towards the strengths of the race. Some ~2000 zerg 7 RR'd me and i had 2 stalkers out, 2 more about to pop and warp gates nearing completion and I held it off, losing quite a few workers but more importantly still realizing i had a huge advantage. Putting 14 supply into an army that early as zerg is pretty counterintuitive and it really tips your opponent off to counter attack once theyve dealt with the push. When I cleaned up his army i pushed out immediately and was met half way to his base by about 16-20 lings. Well lings without speed just plain suck so once I saw that he wasted even MORE larva on things other than drones i knew i had already won. I picked lings off, waited for blink to finish and promptly crushed him.

When you're forced to choose between drones and units it makes early aggression feel very all in. As your opponents get better and as they have more solid builds, builds like 5rr and 7rr will just completely stop working for you. Roaches without speed are easy to micro against as are lings without speed. Lings WITH speed on the other hand, will make your opponent think twice about pressuring you as much without fast blink.
MilesTeg
Profile Joined September 2010
France1271 Posts
November 16 2010 18:09 GMT
#9
Hm total theory crafting here but couldn't you use an overlord for vision on some maps? And at least pick off some buildings to let the lings do the work.

Sorry if it's noobish!
DarKFoRcE
Profile Blog Joined April 2010
Germany1215 Posts
November 16 2010 18:15 GMT
#10
5RR sucks, especially on a map with a relatively long distance like XNC. not exactly surprising you lost. stop trying to kill your opponent early and expand early instead and learn to macro
Follow me on Twitter: https://twitter.com/#!/PinDarKFoRcE
tetramaster
Profile Joined July 2010
Canada253 Posts
Last Edited: 2010-11-16 18:22:22
November 16 2010 18:21 GMT
#11
On November 17 2010 03:09 MilesTeg wrote:
Hm total theory crafting here but couldn't you use an overlord for vision on some maps? And at least pick off some buildings to let the lings do the work.

Sorry if it's noobish!


Yes, but only if the opponent will wall off at their ramp (which is iffy; some maps it's suicide NOT to do so (steppes in case of a 6-10 pool) and other maps you can get away with just doing simcity and, if worried about ling run bys, stick a cannon somewhere surrounded by buildings so lings can't take it out.
liano
Profile Joined November 2010
20 Posts
November 16 2010 19:09 GMT
#12
IMO 7RR > at your 5RR + metaboost build : simply because it's done like 30sec sooner.

You arrived at his base just when his warpgates were done, so he just had to buy some time and warp some units to ruin your push.

you could have had an overlord for vision and pick off that pylon on the edge to supplyblock him and also don't kill the gateways lol XD, enter past them and kill units + pilons or probes, but gateways got too much health, it's a waste of time.
Effect010
Profile Joined May 2010
Germany89 Posts
November 16 2010 21:27 GMT
#13
On November 17 2010 04:09 liano wrote:
IMO 7RR > at your 5RR + metaboost build : simply because it's done like 30sec sooner.

You arrived at his base just when his warpgates were done, so he just had to buy some time and warp some units to ruin your push.

you could have had an overlord for vision and pick off that pylon on the edge to supplyblock him and also don't kill the gateways lol XD, enter past them and kill units + pilons or probes, but gateways got too much health, it's a waste of time.

yeah thats what i thought watching the replay :D i´m far too late and my micro and decision making was crappy -.-
"Keep stepping over dead bodys." - day9
nodq
Profile Blog Joined May 2010
Germany123 Posts
November 17 2010 00:23 GMT
#14
On November 17 2010 02:41 Akill_ wrote:
tbh your first mistake was assuming that a 5 roach rush would do anything versus a defended ramp by protoss.

my first suggestion if you do this regularly would be to send a solo ling up the ramp first and keep the rest back in the fog. if his army size looks breakable/no sentries around go for it.

Otherwise this rush seems pretty weak, i dont play z but from what ive gathered you sac econ for thisrush. if it doesnt work the p can just macro from a decent economy and a good unit infrastructure and within a couple minutes he will be pounding on your door. especially if he works out you rushed for the roaches.


But its very good vs any kind of early expand of protoss or tech builds (rays phoenix DTs bla) and vs. 4 gate you just have to go back and pump drones (as you already have some units to defend for the upcoming 4 gate push) so you dont send the lings after the roaches if you see blocked ramp with 3 gate robo/4gate whatever and a sentry. you pump drones instead. and send your roaches back.

The 5RR means you expand just after the roaches went out. So against 4 gate you wont fuck up your eco that much, because protoss eco wont be good, too. You can hold if in my experience a normal 4 gate push with a normal executed 5RR BO. Ofc don't let the Protoss scout your roachwarren at the beginning. if he scouts it, you better do not 5RR then.

You just are not allowed to lose your roaches to a stupid push when the Protoss is blocking the ramp.

Spawn moooaaaar Overloooaaaarddzzzz!
GHOSTCLAW
Profile Blog Joined February 2008
United States17042 Posts
November 17 2010 00:25 GMT
#15
On November 17 2010 03:09 MilesTeg wrote:
Hm total theory crafting here but couldn't you use an overlord for vision on some maps? And at least pick off some buildings to let the lings do the work.

Sorry if it's noobish!


on some maps, but the distance tends to be super far >.> so a lot of the time your overlord won't be there by the time your attack hits (thinking of xel'naga caverns)
PhotographerLiquipedia. Drop me a pm if you've got questions/need help.
nodq
Profile Blog Joined May 2010
Germany123 Posts
November 17 2010 00:29 GMT
#16
On November 17 2010 03:05 Jayrod wrote:
Show nested quote +
On November 17 2010 02:36 Effect010 wrote:
I recently played a 1on1 on Xel´naga caverns... I played the five roach rush and some lings while he went for a 4 gate...i went up the ramp got forcefielded and lost everything..what could i have done better? where were my mistakes? my opponent siad i should have retreated after kicking his gate but i don´t think that i had done enough damage and would simply be counterattacked.

here´s the replay:
http://www.file-upload.net/download-2978958/5roachvs4gate.SC2Replay.html

i´m about 1100 diamond and he was 600 diamond.

5RR and 7RR are both very weak openers in my opinion that dont play towards the strengths of the race. Some ~2000 zerg 7 RR'd me and i had 2 stalkers out, 2 more about to pop and warp gates nearing completion and I held it off, losing quite a few workers but more importantly still realizing i had a huge advantage. Putting 14 supply into an army that early as zerg is pretty counterintuitive and it really tips your opponent off to counter attack once theyve dealt with the push. When I cleaned up his army i pushed out immediately and was met half way to his base by about 16-20 lings. Well lings without speed just plain suck so once I saw that he wasted even MORE larva on things other than drones i knew i had already won. I picked lings off, waited for blink to finish and promptly crushed him.

When you're forced to choose between drones and units it makes early aggression feel very all in. As your opponents get better and as they have more solid builds, builds like 5rr and 7rr will just completely stop working for you. Roaches without speed are easy to micro against as are lings without speed. Lings WITH speed on the other hand, will make your opponent think twice about pressuring you as much without fast blink.


7RR sucks imho. But 5RR is okay opening in 1v1 Maps. Problem is 90% of the Zerg Players doing this BO, doint it wrong. Thinking that is is a actual rush and has always to be played like rush, example: always rush the ramp doesnt matter what the protoss has there. Thats stupid, really stupid, ofc the protoss will go out to your base after he crushed your roaches(maybe the lings too) and put on massive pressure the next minutes.

Zergs who can not see the Situation and walk back with their roaches and NOT making these reinforcement speedlings and making drones instead, are just not understandig the BO.
You build the speedlings if you see that you can break the wall at the ramp because hes teching or whatever (no 4gate 3 gate robo stuff etc.) Then its really hard for the Protoss to hold it off actually.

Only 4 Gate mass blink Stalkers i find the BO crap against. Pretty hard to defend the Push. But its also hard to defend with FE, so.
Spawn moooaaaar Overloooaaaarddzzzz!
serverdown
Profile Joined September 2010
19 Posts
November 17 2010 00:38 GMT
#17
I think that 5RR or 7RR are pretty good openings. Especially on maps like blistering sand and jungle basin where there is a backdoor with which you can pressure protoss. Also on a map like scrap station this can work beautifully since the ramp is to big to be FF'ed. Another important thing ive never seen anyone mention is that if protoss does not have a sentry/photo cannon and some stalkers in early game hes in a pretty tough spot to defend. Meaning that if protoss wants to try any other opening (for example: fast expand) he gets countered pretty hard.
JudgementxMyuu
Profile Joined November 2010
Australia53 Posts
November 17 2010 10:07 GMT
#18
hmmmm maybe this is off the topic but 3RR is pretty good too if they dont scout it, usually they arent prepared or they just got their 1st sentry/stalker. as a protoss player i usually go stalker>sentry but idk maybe thats just me
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
November 17 2010 10:17 GMT
#19
Zerg is a adaptive race, you only should do a aggresive rush when you feel the opening is there, just doing it blindly is bad as zerg is screwed if they can't do damage with a rush.
Aggresive play against 1 base toss is overall quite stupid, forcefield on the ramp easily stops ANY zerg aggression.
Blu3
Profile Joined August 2010
United States126 Posts
November 17 2010 11:13 GMT
#20
The whole point of the 7 RR (or variations of such) is that while your roaches reach your opponents base, you can both get speed for your lings (which I usually just have sit behind roaches until the walloff is taken out, and speed is finished) and THEN, get an expansion.

Remember, while we attack, we should expand.

Roaches take down the wall and zlots, and then the Slings run in and kill stalkers/sentries (who no longer have any energy.

The key is to get speed and expand. This is a lot of macro.

I'm only a top platinum player, so take it for what it's worth.
BluE
Blu3 is the color that wins
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