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[G] 9 pool ZvZ: Opening and follow up

Forum Index > StarCraft 2 Strategy
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aXa
Profile Blog Joined July 2010
France748 Posts
Last Edited: 2011-04-14 19:28:25
April 14 2011 16:28 GMT
#1
Hi all,

If you don't know me yet, let me introduce me again: I'm aXa, French zerg player 3300 master in Season 1. I like playing out of the box and figure out new style of play.
If you are a little zerg having trouble in ZvP, go definitely check this thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=211407

If you don't like at all the current dynamic in ZvZ right now, which is basically a lot of zergling and baneling in early game, this guide is for you. This time, the opening and the follow up of this strategy are closely related.



Opening & Goal

9/10: pool
10/10: overlord
10/18: 6 zergling
13/18: queen ---> larva inject
15/18-->17/18: Drone
17/18: Overlord
19/18: Queen + extractor ---> creep tumor (only 1)

As usual, the zergling are reaching the ennemy base at 17/18, so you have to be quick in order to micro the zergling AND produce the extra queen + extractor. You exactly have the right amount of money so you can't do it sooner to be more intensive on the zergling micro.
The goal of this build is to apply pressure on your opponent while walling you off with the 2 queen you produced early. It will allow you to pretty much ignore mass zergling play: The wall off will buy you the extra time you need to produce roaches and so deny the mass zergling/baneling play.
More so, it will put you ahead economically thanks to early larva inject. Your opponent will feel like he has to do some damage back, but your good defense will totally screw him up. I think the best reponse to this build is to totally ignore the early drone loss, to make a full-drone expand build. But still hard to manage has you have to be prepared to the timing push. No over-droning allowed.

Finding your opponent

On 4 player map, you will sometime need to include a drone scouting if your initial overlord don't find your opponent in close air position. The right timing in this case is to bring a drone at 10/10 food, when your second overlord is just started. Just check the close ground position. If your opponent is neither close air or close ground, it means he is cross position. don't send your drone there, just redirect the zergling in the right direction. Do notice that 4 player map with only 3 spawning location like Shakuras plateau are pretty convenient for this build, because the initial overlord will scout one position in time.

I don't use this build on Tal'darim altar or big GSL map. I go for expand first instead.

The 6 initial Zergling

If your opponent is going hatch first

Focus the hatch, your opponent will have to cancel it. Then go for the mineral line, he will have 4 ling max, so focus them so he will have to reproduce them. Anyway, it is pretty rare to see hatch first even on big map like tal darim altar, which is pretty sad. Pretty needless to say that canceling the hatch is enough damage for your 9 pool.

If your opponent is going 13 pool 13 gas

Your zergling will arrive in time, you will able to focus the drone. If your opponent is really good at managing is drone, he will lose only 2 to 3 drone, which is enough damage. If he screw up, he can lose them all, it already happen ^^but don't count on it. Anyway, the 9 pool is not supposed to be a direct win strategy at all. Don't let the drone surround you though.

If your opponent is going 9 pool

Let the best win !

Overlord placement

Your overlord placement is SO important. I have a individual overlord placement for every map, so it is too long to describe. I'd rather simply tell the goal your overlord are supposed to achieve.
Why is it so important? Well, after your initial push, you'll be locked in your base giving up map control for a long time. So you have to be ready to what your opponent is up to.

-Scouting the timing of his natural expansion: Usually with your 1st or 2nd overlord, depending which one is in the closest position. When his expansion is finished, draw your overlord back to his 3rd. He doesn't need to die to a queen.

-Scouting the attacking path between your base: In order to see his army compo and his timing attack. Always very useful in order to react properly and in time. I use 4 to 5 overlord in order to perform this mission, even on 2 player map.

Follow up

It is important that your zergling die. It is actually better to free up the supply than making another overlord, because it is a tight build.

19/18 (-3 supply considering the zergling soon to be dead): Drone with the 1st larva inject finishing.

-2nd larva inject: If you want to be super-safe, go send the queen at your ramp right now. If you feel confident he will not send early zergling, then simply wait to a 3rd larva inject, then wall off. if you see only 4 zergling coming, don't wall off. The queen in your base can manage them easily, so you can put a 3rd larva inject without any interruption.


22/26: 3rd Queen

The third queen is here to keep a continue larva inject while the 2 other queen are the main defender unit.

24/26: 3 drone into gaz
24/26: Roach warren
24/26 --> 26/26: Drone
26/26: 2 overlord
26/42: 4 to 5 roach.

-When your roaches are done, you should have 300 mineral, plant down your expansion and cover it with your roaches. Let the queen wall off the ramp.

-When you have 100 gas, tech to lair.

-As soon as your lair is started, take your second gas and start an evolution chamber.

-Theoretically, you can keep droning up. Unless your opponent is rushing you, but i will discuss this further in another part of the thread.

-As soon as you reach 100 gas again, start +1 attack

-As soon as you reach 100 gas again, start roach speed

-When your +1 range and roach speed is one third complete, start the mass roach production

-You will be able to hit a timing around 80 pop, when your speed and upgrade finishes. Go crush your opponent face.

Your one and only creep tumor

It's a very important detail. First it allow you to join your ramp quickly, as you know queen off creep are sooooo slow. Then, it will allow you to make your 4 initial roaches able to defend your expand against zergling. Without it, they can out micro you. After that, i usually don't spread the creep anymore, unless i take a third. Personnal choice here. Don't spend more energy on creep tumor, you will need it to transfuse your roach against any early agression.

Against a 1 base mass zergling player

It is maybe the most delicate build to hold against. He should attack you just when your 3rd queen is about to pop out. Send her IMMEDIATELY to the front to help the inital 2 queen. You should have just the right amount for 1 or 2 transfuse, so your queen should be able to hold until the roaches come. Needless yo say that after holding this rush, it will be pretty much GG, because he will be SO far behind economically. He spent larva on zergling whereas yours are drone.

Against a 1 base roach all-in

You'll have 1 or 2 less roach than him. Don't freak out, as long as you are able to tranfuse your own roach (you should have 4 to 5 transfuse available at this point of time) you'll be ok. Start your roach production as soon as you see the push coming, and it's gg.

Against a 1 base baneling bust

He is toasted. Queenies + tranfuse and roach in time. No match. This build was designed to counter this strat and then evolved.

Against a 2 base mass zergling player

He will not try to bust your ramp, but maybe will try to counter attack whenever your roaches are moving for the push. Just wait for 1 more round of roaches and let them at home with your 2 queen full of energy. it will be enough to hold, and your roach will reach his base so he has to back up.
It is important to engage along a wall to prevent a complete surround. keep up the hit and run micro, and you will crush him easily.

Against a standard roach user on 2 base

Well, you'll have more roach than him. Keep rally roach and push endlessly. If you see him making spincrawler and barely hold your push, just keep your roach army at his front without engaging and make an extra round of drone, then keep the roach production. If he manages to pull a even game at this point, then you are about to enter the late-game phase of the game, which i will discuss further in another part of this thread.

Against a muta user

You have 3 queen and an evo chamber up. 1 spore crawler in mineral line is enough. Take your 4 gas and start hydralisk production. When you have enough hydra to move out, move out.

Theory and practice

Of course, a well executed all in will do a lot of damage to you. A lot of time, i lose both queen and most part of the roaches. But they should never be able to do some economic damage. And you'll be like 10 to 15 drone ahead, so it's only a matter of time before they die.

Managing your economy & late game

When your roach push reach your ennemy base, it is time for you to take 1 more gas, and to start +2 attack upgrade. It is important to know when to take an additional gas, as you don't want to have a lot of minerals that you can't spend while producing your roach army. Around 40 drone is the time for you to take your 3rd gas in order to produce roach and keep upgrading while keeping your money low. It will allow you to gain a roach number and an upgrade advantage all game long. But i honestly win 90% of my ZvZ, and 90% of this win are taken when my timing push occur.

Feel free to do whatever you want in late game. Roach/hydra or Roach/infestor are both good.

Why is this strategy good?

You can find every component of a good strategy in this build:

-Apply pressure: Mistakes are a big part of this game. You can't hope your opponent makes one, but you can definitely use pressure and harassment to force them. Forcing unit instead of drone and forcing agression instead of macro is the whole point here.

-To have a plan: Going into a game with a clear plan will help you tremendously. Why is that? Because along with practice, you are gonna be able to master every stage of the game, whatever is your opponent doing. The other reason is that you NEED to be able to transition out of any situation. All-in are certainly important in this game, but only if you can manage a standard game as well. Follow up are key to play a good game.

-To have an all around balanced build: Doing a build that has weaknesses should be avoided for the most part of the game. What i mean by that, is a build that can lose to another build automatically. For example, a 4 warp gate against a banshee with cloak build. A good build will allow you to respond whatever your opponent is doing.

-Putting yourself in cost-efficient situation: Good harassing or defense are related to the damage your able to inflict compared to what it does cost you. In this build, using transfuse and roach to defend efficiently against a more expansive army is key.

-Timing pushes: The way Zerg works makes timing push an even more important aspect of the game. Because unit and drone are all related to larvae, you need to know when it is time to drone and when is it time to produce an army. A good build along with efficient scouting will allow you to macro at the right time. A well used build will diminish the timing window where you are weak, and increase the timing window where your opponent is weak.

Replays

Sadly i have no replay to show you, i need to go ladder and save the replay. I will update.

EDIT: here is the first replay freshly played

2 base roach play

ZvZStandard1
In this replay, on Shattered temple, we spawn on close air position. Only 2 drone kill so no early major mistake on my opponent behalf.The following event that happens in this replay are precisely what i described in this thread.

MrJargon
Profile Blog Joined October 2010
United Kingdom158 Posts
April 14 2011 17:27 GMT
#2
Very thought out post, only briefly looked over it thus far but it looks to be well thought out, bookmarked for later :D Thanks for the post
Deleted User 81929
Profile Joined June 2010
243 Posts
April 14 2011 17:38 GMT
#3
--- Nuked ---
Deleted User 81929
Profile Joined June 2010
243 Posts
April 14 2011 18:16 GMT
#4
--- Nuked ---
OmyVi
Profile Joined February 2011
United States137 Posts
April 14 2011 18:21 GMT
#5
waiting on those replays.. sounds good in theory tho
| IdrA | DRG | Ret |
skypig
Profile Joined November 2009
United States237 Posts
Last Edited: 2011-04-14 18:41:25
April 14 2011 18:36 GMT
#6
Nice strategy - I will definitely give this a try in a future ZvZ.

I have a question: when do you make your roach warren? Do you make it as soon as you have your first spare 150 minerals, or does it depend on what you scout at your opponent's base?

EDIT: I see now you said make the roach warren at 24/26.

Also, how do you stop a 7RR (7 roach rush) with this build? 2 queens at the ramp can't hold 7 roaches even with transfuse...it seems like your build may be weak to early roach rushes. Please correct me if I'm wrong.

aXa
Profile Blog Joined July 2010
France748 Posts
April 14 2011 18:49 GMT
#7
Well you get your 4 roaches + 2 queen with alot on energy against the 7 roach push in time. It is pretty much what i described in the part "Against a 1 base roach all-in"
ShoeFactory
Profile Blog Joined April 2010
United States186 Posts
April 14 2011 18:52 GMT
#8
I don't understand why you don't pull drones and make a crawler if your opponent went hatch first. theres no reason not to do this as its a free win.
aXa
Profile Blog Joined July 2010
France748 Posts
April 14 2011 18:55 GMT
#9
Because i don't like all in and free win.
Jago
Profile Joined October 2010
Finland390 Posts
April 14 2011 19:04 GMT
#10
On April 15 2011 03:52 ShoeFactory wrote:
I don't understand why you don't pull drones and make a crawler if your opponent went hatch first. theres no reason not to do this as its a free win.

What? Where do you intend to build this spinecrawler? At his building expo where you can't because there is no creep because it hasn't finished? Or after it's finished so he has plenty of time to build zerglings before your crawler is finished?
SwirlQ
Profile Joined February 2011
United States148 Posts
April 14 2011 19:25 GMT
#11
Good Build, I use it all the time. I feel like you should give some respect to NEXlife for popularizing it, he uses it on his stream all the time.
aXa
Profile Blog Joined July 2010
France748 Posts
April 14 2011 19:26 GMT
#12
Never heard about NEXlife but i do respect every zerg player who use that awesome build

1st replay up, just played !
SwirlQ
Profile Joined February 2011
United States148 Posts
April 14 2011 19:32 GMT
#13
On April 15 2011 04:26 aXa wrote:
Never heard about NEXlife but i do respect every zerg player who use that awesome build

1st replay up, just played !


He was the zerg doing the 9pool in the Korean ZvZ on day9.
aXa
Profile Blog Joined July 2010
France748 Posts
April 14 2011 19:33 GMT
#14
Ah ok, but his build wasn't quite the same as mine, but the opening.
Marsupian
Profile Joined April 2011
Netherlands455 Posts
April 14 2011 20:46 GMT
#15
On April 15 2011 04:04 Jago wrote:
Show nested quote +
On April 15 2011 03:52 ShoeFactory wrote:
I don't understand why you don't pull drones and make a crawler if your opponent went hatch first. theres no reason not to do this as its a free win.

What? Where do you intend to build this spinecrawler? At his building expo where you can't because there is no creep because it hasn't finished? Or after it's finished so he has plenty of time to build zerglings before your crawler is finished?


Maybe in his base? If you have more lings you force him to pull way more drones and attack the spinecrawler which makes your ling micro much easier and effective. If you have equal lings you force him to pull drones which will probably break you even if you cancel the spine before it dies. Also if the spine goes up it's a free win.
whatthefat
Profile Blog Joined August 2010
United States918 Posts
April 14 2011 21:54 GMT
#16
This is quite a tight build, nice work.

I usually open 14g/14p and I find the best response to spotting an early pool is:

1) Put all drones on minerals immediately. This way you will have enough minerals to start a queen and 3 lots of lings when the pool finishes.
2) Drone up to 15, then build overlord.
3) Stockpile larvae.
4) As soon as the enemy lings enter the main base, pull all drones out onto the creep. Move them perpendicular to the enemy lings, and then a-move towards them. If the lings engage, you will get a great surround. Otherwise, just bully them until your lings pop - it's 15 drones vs. 6 lings.
5) If more lings are still coming, get 3 lots of lings yourself. If no more are on way, 2 lots of lings will suffice.

With good drone micro it's quite reasonable to lose 0-1 drones.

Because you've got such an early queen, you're actually not that far behind. But as you say, transitioning to a fast expand is probably the best counter, since your expansion is quite late here.

Here's a way of visualizing zerg build orders that I've been toying with (based on the fact that larva generation makes zerg somewhat turn based). Black lines indicate each larva generated by the hatchery, while red lines indicate larvae generated by injects. In cases where the 4 injected larvae are spent separately, the red lines are labeled with the number of larvae. Blue lines show start/end timings for important components of the build.

[image loading]

I think this visualization demonstrates how well timed your build is. The only major inefficiency I can see is the fact that I believe you're sitting on 3+ larvae from your roach warren onwards. Also, your 3rd queen seems a little early relative to the hatchery - it means you'll have great creep spread, but perhaps you could substitute that queen for an extra couple of drones.
SlayerS_BoxeR: "I always feel sorry towards Greg (Grack?) T_T"
aXa
Profile Blog Joined July 2010
France748 Posts
April 14 2011 22:11 GMT
#17
Thanks for this amazing add to this thread.

It is true there are a lot of larvae stockpiled at one moment. But its not really a great deal because shortly after i will use them all.

About 3rd queen, if i don't make it, the other player can abuse the fact i need to un-wall off pulling one queen to larva inject, plus the fact i need the 3rd queen to eventually hold a fast mass zergling push.

More about the 2 queen at the front: It is important to stockpile the energy (don't drop more than 1 creep tumor) in order to be in a good defensive position before the roach kick-off. I will have lose a incredible number of game without this energy because a 1 roach base all in will have more roaches everytime, so the transfuse are key.

But it is true that most games, i end with 3 queen, 1 with low energy on my main hatch, 1 with high energy on my expand, and a 3rd queen doing basically nothing It's a remote queen, critical to have in some situation you can't really ever predict.

I'm not sure to understand the whole chart, but i'm digging
whatthefat
Profile Blog Joined August 2010
United States918 Posts
April 14 2011 22:34 GMT
#18
On April 15 2011 07:11 aXa wrote:
Thanks for this amazing add to this thread.

It is true there are a lot of larvae stockpiled at one moment. But its not really a great deal because shortly after i will use them all.

About 3rd queen, if i don't make it, the other player can abuse the fact i need to un-wall off pulling one queen to larva inject, plus the fact i need the 3rd queen to eventually hold a fast mass zergling push.

More about the 2 queen at the front: It is important to stockpile the energy (don't drop more than 1 creep tumor) in order to be in a good defensive position before the roach kick-off. I will have lose a incredible number of game without this energy because a 1 roach base all in will have more roaches everytime, so the transfuse are key.

But it is true that most games, i end with 3 queen, 1 with low energy on my main hatch, 1 with high energy on my expand, and a 3rd queen doing basically nothing It's a remote queen, critical to have in some situation you can't really ever predict.

I'm not sure to understand the whole chart, but i'm digging


Ah I see, it makes sense to include the third queen in the basic build then. Do you ever deviate if you're up against a 14g/14p and see an expansion around 20 though (assuming the opponent defended the initial 6 lings without any real damage)? If you stick to your build it looks like you're just behind in that case, because you have the same number of drones, your opponent's roaches should pop as yours are arriving, and your hatchery is much later. I've not tested it, but if you see a hatchery around the time you're about to start your roach warren, you could perhaps place a hatchery first (maybe even cancel the third queen, and slightly delay the roach warren). I think you'd transition into more or less an equal game - you would have an extra queen, while your opponent would have 4 extra lings.
SlayerS_BoxeR: "I always feel sorry towards Greg (Grack?) T_T"
aXa
Profile Blog Joined July 2010
France748 Posts
April 14 2011 22:43 GMT
#19
I'm not really sure about a hatch going up at 20 after a 14/14 opening. Sadly i don't have a lot of replays saved so i can't check if it already happened.

However i like playing safe, and i know that usually i never get over-droned, and that my timing push is quite strong considering the perfect balance of drone on 2 hatch to produce roach endlessly + the fast upgrade which make a big difference.

I will ladder more and hope to see the 20 hatch after 14/14 opening. Thx for the intel.
BlueLagoon
Profile Joined February 2011
France28 Posts
April 15 2011 01:29 GMT
#20
All the time I'm using it, it's quite a free win ... in platinium league.

But, This not work well with some maps like scrap station (large ramp maps). You need a small ramp to hold the early Mass Lings rush / BLing. In these cases, adding a spine crawler is definitely safer. Except these maps, everything is going well.

Let me add something to your Build about Mutalisk Rush:
I can notice that Mutalisk is no more a good answer to Mass Roach push. If your opponent do so, you just have to plant 2 spore crawler and starting to Mass Queen. You can transfuse Roach or queen on each other to keep your army alive. As soon as you reached 5 to 7 Queens... your army is "imba".

If you're going to late game, All your queens are precious because you can add some Ultralisk with your roaches. This is a very popular build at the moment and a good switch in a late game especially against P as you wrote on a previous post.

PS: J'attends toujours ta réponse en MP. Merci aXa
tahiti
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