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[G] ZvZ Roach/Ling All-In (Or is it?)

Forum Index > StarCraft 2 Strategy
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TangSC
Profile Blog Joined July 2011
Canada1866 Posts
Last Edited: 2013-01-13 08:09:32
August 04 2012 18:31 GMT
#1
[G] ZvZ Roach/Ling All-In (Or is it?)

[image loading]

Hello Ladies and Gentlemen of Team Liquid!

It is with great pleasure that I present a new guide to an alternative style in my favorite matchup, Zerg vs Zerg. Those of you who read my last ZvZ guide know why it is my favorite: there are plenty of opportunities to be constantly - one could say relentlessly - aggressive.

While this may be my preferred approach to the matchup, I know there are many Zerg players who prefer a more economy-focused style. That's why I've recommended two opening build orders: one "aggressive", the other one "macro". Regardless of how you choose to play out the opening, your mid-game goal will be the same in terms of economy and timing attack:

Economy: 3 Queens, 3Hatcheries, 38 Drones.

Timing Attack: 9:15-10:00, 16-22 Roaches, 20-30 Speedlings.


Whether you choose to execute this timing attack as an all-in by streaming constant reinforcements or merely as pressure to do damage while you secure an upgrade/worker advantage is completely up to you - but the stream videos will analyse not only a variety of ways to macro up and execute this potent midgame timing attack, but also a variety of ways to transition out of the style and into the later stages of the game.

Build Order - Aggressive Opening:

+ Show Spoiler +
Note: Due to the explosive nature of ZvZ, this is a tentative build order meant to serve as a reference for ideal goals/timings. It's important to know the steps of the build, but there will be numerous situations that may prompt you to deviate. For learning purposes, I highly recommend watching the stream episodes in the order they're presented throughout the guide - all of the replay analysis features games against Top Master/Grandmaster players:

Tutorial 1: When, Why, and How to Execute a Speedling All-In
Tutorial 2: Defending All-Ins with the "Aggressive" Opening.

15Pool

15Gas

17Hatchery

16Queen

18Overlord

18-21Zerglings and speed with first 100 gas, remove from geyser - should have 16 Drones 2 per patch in main, so you can rally main hatchery to expansion. (Note: If opponent goes hatch first, you only need 1 set of lings instead of 3.)

21Queen (Inject/transfer first Queen to expansion)

23Overlord

23-24 you can produce a ling or drone, depending on how aggressive you want to be.
First Inject used on lings (speed will finish as these lings do, allowing you to move out/pressure.

29-32 you can produce lings or drones, depending on how aggressive you want to be. You have the option to Speedling All-In (Lings to 44+). If not...

32~ Spine at expansion, start refilling the gas in the mid/late 30s.

42~ 2nd Gas, Macro Hatch, Roach Warren (42 is rough, you do this as you start to reach full saturation at expansion ie. 16 drones)

48~ Cut drones (Reach 2Drones x 16 Mineral Patches = 32 Drones) + (3 Drones x 2 Geysers = 6 Drones) = 38 Drones), produce 3rd queen and 4-5 overlords.

48-84~ Roaches. Build a minimum of 16, ideally 20-22.

84 Overlord x2

Use a triple-inject on Lings, then begin to transition by building 10 drones (2 to construct geysers, 6 to fill it up, 2 for evolution chambers. Note: You can do these steps before producing your Zerglings if you want to be more macro/transition oriented.

View the "Transition" section for the follow-up to the timing attacks


Build Order - Economic Opening:

+ Show Spoiler +
Note: Again this is a tentative build order, and deviations may be necessary depending on your opponent's build order:

Tutorial 3: Optimal Economic Opening
Tutorial 4: Defending All-Ins with the "Economic Opening"

15Hatch

17Pool

18Gas - Reach 16-drone saturation in main and next two Drones rallied into gas, then rally to expansion. Against hatch-first, I generally opt for 2 drones in gas instead of three until 28 supply when I put in the third drone.

18 Overlord

18-20 Drones

20 Double Queen (Normal to have a small supply block here)

24-26 Drones (Optional 1 Zergling to scout)

26 Overlord

26-28 Drones (28th Drone rallied into main geyser to fill it)

28-32 Drones

32 Spine / 3rd Queen / 2nd Gas

32 Overlord

32 Double inject finishes, use on drones (If absolutely necessary, lings).

44 Macro Hatch, Roach Warren (Replace Drones to 44), Zergling Speed - notice not rushing for ling speed.

44 Supply - If you've built 0 Lings, you should be at exactly 38 drones. (2Drones x 16 Mineral Patches = 32 Drones) + (3 Drones x 2 Geysers = 6 Drones) = 38 Drones) if your opponent moves out with ling/baneling all-in, complete the wall-in with evolution chambers and build 3-4 spines/zerglings while you wait for roaches

44 Overlordsx6 (Up to 94 supply)

44-94 Roaches

94 2xOverlords

94-104 Speedlings rallied to the roaches

104+ Build enough drones to start/fill the two other gas geysers, as well as 2 extra for evolution chambers. Start your lair and a total of 10 Drones, putting you at exactly 44 workers. If your opponent shows no signs of roaches and is able to hold off your attack, it's usually a good idea to anticipate mutalisks and produce additional queens and drones to build spores.

View the "Transitions" section for follow-ups to the Roach/Ling timing attack.


Opening Overview #1: Tang vs iPBellini (Aggressive Opening)

+ Show Spoiler +
Click Here for Replay Analysis of Tang vs iPBellini

1) 15Pool 15 Gas:
[image loading]

2) 17 Hatchery:
[image loading]

3) 3 Sets of Lings, then some drones until first inject where you build 4 more sets of lings:
[image loading]

4) As you push out with 14-16Speedlings, build one spine and drone:
[image loading]

5) Engage the front, kill some banes, force him to build units:
[image loading]

6) Secure lead by skipping banes and harassing opponent:
[image loading]

7) Remember that macro hatch around 42 supply, and second gas then warren:
[image loading]

8) Move out when you've amassed a decent roach count (using most of gas). Lings rallied!
[image loading]

9) Engage the front:
[image loading]

10) Kill what you can, squeeze out some drones behind it:
[image loading]

11) The evolution chambers were late this time, could have been built after roaches:
[image loading]

12) 4 Spores (2 per base) is plenty to defend while you bank up some gas and minerals:
[image loading]

13) Hydra Den + Infestation pit for a nice 2base +1/+1 timing:
[image loading]

14) Getting all those upgrades...and LOTS of lings while gas is spent on infestorhydra
[image loading]

15) A multi-pronged counter attack (roaches to natural, lings to third) forces his mutas to stop harassing and also shuts down his 3rd:
[image loading]

16) Pull the units back home to meet up with infestor/hydra:
[image loading]

17) Move out!
[image loading]

18) Opponent sets up a good flank, but hydras in back doing lots of damage:
[image loading]

19) Able to break through with a large group of reinforcing lings:
[image loading]

20) Bringing some queens along to transfuse and break the natural:
[image loading]

21) GG:
[image loading]


Opening Overview #2: Tang vs Lynissea (Economic Opening)

+ Show Spoiler +
Click Here for Replay Analysis of Tang vs Lynissea

1) 15 Hatchery
[image loading]

2) 16 Pool
[image loading]

3) 17 Gas
[image loading]

4) Reach Full Saturation in Main (2 per patch, 16 Drones) Rally next 3 drones into geyser:
[image loading]

5) The Overlord has scouted my opponent went hatch first. I know I'm safe for a while to drone to 26, get another overlord, continue droning and queue up third queen at expansion. Around 5minutes or 32supply is when you start a spine at the front:
[image loading]

6) Around this time (low 30s of supply) Start rallying into gas geysers. Don't disrupt those mineral miners.
[image loading]

7) Do not forget that overlord around 32 supply! It's a common mistake notice injects are coming up.
[image loading]

8) after the big wave of drones, start your 2nd gas at your expansion.
[image loading]

9) Commence your expansion wall-in by building a macro hatch around 42 supply:
[image loading]

10) Use your warren as part of the wall right after, also 42~ supply. In a desperate situation, you can complete the wall-in with evolution chambers:
[image loading]

11) Start overlord production for roaches. Double-check your mineral and gas saturation. You should have precisely 38 drones (32 mining minerals, 6 mining gas):
[image loading]

12) If you build extra drones, start the gas geysers and fill them - you need gas for the transition anyway.
[image loading]
13) As you're building roaches, squeeze out 2 drones to put down your evo chambers. Don't start the evolution chambers until after you've built 16+ Roaches for your first attack.
[image loading]

14) Once your roaches move out, use a triple-inject of Zerglings for produce 22+ Zerglings. They will catch up and supplement your attack.
[image loading]

15) Start your evolution chamber upgrades with your first 250 gas after Roaches.
[image loading]

16) Start your Lair, and make sure you have filled all the gas geysers and you're still double-mining every mineral patch:
[image loading]

17) Most games you will break the front, but sometimes you can up the ramp:
[image loading]

18) Drones are always a great target:
[image loading]

19) GG:
[image loading]

20) My follow-up would have been spores in each mineral line, Roaches with speed and +1+1 as well as infestors. I would use Roach counter-attacks to ensure he does not take a third:

[image loading]



Transitioning against Roaches or Mutas:

+ Show Spoiler +
Before building a single roach, you've reached optimal 2base mineral saturation (32 drones mining minerals). Regardless of how you transition, it's very important to maintain this saturation while adding buildings and evolution chambers. You actually want to aim to sit at 44 drones (6 more than 38 to fill the gases).

If you build 8 new drones to construct/fill the two additional geysers, and additional drones for structures, you're almost guaranteed to have mined more minerals than your opponent - and at the VERY least, deny their third base. Now transitioning just depends whether your opponent goes Muta or Roach.

Against opponents who go Roaches, I generally prefer to stay on 2 bases with a macro hatch to out-mass roaches against opponents who go roaches, because I've likely denied/forced the cancel at my opponent's third AND done significant damage to his natural. If I time +1+1 Range/Armor before starting the Lair, and start Roach speed 50-seconds into the +1+1 upgrades, all upgrades will finish at the same time which lets me hit another nice timing. It's very possible to FORCE your Roaching opponent to stay on two bases with you, where you have the army/upgrade advantage:

If your opponent goes Mutas, it'll be good for you to produce more than the10 drones necessary to fill the gas/start evo chambers because you're going to need at least 4 spores (2 per base) to defend your mineral lines/gas/structures. If you suspect or scout Muta, also pull you overlords back to your base and consider producing 2-3 extra queens (so you're sitting with 2 spores at each base and 5~ Queens.) As you do all this, you're banking up gas - this gives you unique opportunities to hit some nice timings with Infestor/Roach or even Infestor/Roach/Hydra:

In both scenarios, you may not opt for a two-base timing. It's viable to take a third with +1+1, drone up and play defensive with Roach/Spine until you get infestors out. I usually lean towards the constant 2-base aggression since you have the macro hatch, but some games your macro may slip or it may just be correct to take a third. From here, you have a lot of options of how you play your 3-bases with a macro-hatch. My recommendation is some variation of a 66 Drone Economy (2x24minerals) + (3x6gas) = 66 Drones. This allows you to fully saturate your minerals/gas, so you can max out with +2+2 Infestor/Roach/Hydra or Infestor/Roach. I think very aggressive 3base styles with either nydus worms, burrow or drop harass is stronger than 4-base Hive style, but that's up to you


Transition Overview #1: Tang vs EGMachine (Transition Against Roaches)

+ Show Spoiler +
Click Here for Replay Analysis against EGMachine

1) Roach-Ling Engages Expansion, I scout roaches as they come out:
[image loading]

2) I continue to engage and trade armies:
[image loading]

3) Once pressure has died down, I check for a third and pull back:
[image loading]

4) The evo chambers, 3rd-4th gas, and lair all start. Also droning a bit:
[image loading]

5) The last roaches took out a good amount of drones and secured me an economic lead:
[image loading]

6) His upgrades will finish earlier, but he has no third and a smaller army. I use my defender's advantage:
[image loading]

7) Once my +1+1 and Speed finish, I can go for another Roach timing attack while I tech for a few Infestors:
[image loading]

8) I follow it up with a 2 Infestor, Mass Roach timing:
[image loading]

9) With a few clutch fungals, I engage favorably:
[image loading]

10) GG:
[image loading]


Transition Overview #2: Tang vs RedAlert (Transition Against Mutas)

+ Show Spoiler +
Click Here for Replay Analysis against RedAlert

1) Roach/Ling Timing arrives:
[image loading]

2) Evo Chambers + Lair (Upgrades a bit late):
[image loading]

3) Mutas start attacking my roaches, I spore up main and natural:
[image loading]

4) Some form of tech is important against Mutas, this game I chose Infestors:
[image loading]

5) I pull all the overlords back to the main over the spore crawlers:
[image loading]

6) When Pathogen Glands is 31Seconds into its research, I build 6 Infestors:
[image loading]

7) Once the Infestors and +1+1 Roaches are out, it's time to hit:
[image loading]

8) Essential to kill his third:
[image loading]

9) Moving up into the natural:
[image loading]

10) GG:


Unit Composition/Roles/Micro:

+ Show Spoiler +
Executing the Roach/Speedling Timing Attack:

It's very important to engage properly with your Roach/Speedling timing. As a Universal Rule, always lead in with your Roaches and follow through with the Speedlings - Roaches are your "tanks" and the more damage they take, the more damage your Zerglings will do.

If your opponents have a Banelings as part of their defense, you want to ensure they're being either focused by a Roach or running into the Roaches instead of your 22+ Zerglings. Keeping Roaches on one control group and Zerglings on a second is recommended so that you can quickly maneuver your Zerglings. Roaches generally should target Banelings --> Spinecrawlers --> Zerglings/Drones --> Roaches. Banelings must die because they do too much damage to Zerglings, and Spines are very high DPS against your Roaches.

Likewise against a Zergling/Spine defense, don't be afraid to manually select 6-8 roaches to focus spire spinecrawlers. If your opponent has too many spines, you want to either back off to kill their third and transition, or try to force your way up the ramp. If you manage to kill his Zerglings, you can usually break into the main. If any of the spines are out of position (too far to the left or right) try to engage from the opposite side so that fewer spines are in range to attack your units. Below are some of the other units and their uses:

Overlord

[image loading]


Make a straight line of vision from your base to your opponent's base. In the early stages, you can escape Queens with your Overlords so there's no need to keep them pulled back. It is crucial to have Overlord vision of possible avenues that Zerglings can sneak to your base, especially if you're playing a macro-opening that requires you to build defensive Zerglings at a moment's notice. Later, your Roach/Ling push will inform you if your opponent is going Mutalisks, giving you time to pull the Overlords back to safety.

Overseer

[image loading]


In the mid-game, if you're ever unsure of your opponent's tech choice, you can find out for 50min/50 gas. Overseers are great to scout around the base and even drop a changeling to scout what he's doing with larva / where his units are going. Overseers are also used defensively once you establish a third - it's crucial to have one detecting the laneway into your third base and your natural since players may move on these bases burrowed Infestors or Roaches.

Queen

[image loading]


Queens are the lynch-pin of early defense. Walling off your ramp with a spine crawler in range can be the difference between losing and winning. Queens also add wonders to Zergling on Zergling battles, so don't be afraid to take a little damage on your queen while you're fighting. If you build your 3rd Queen early in the macro-style opening, you can either spread tumors or save for transfuse - creep spread is not a huge concern in the majority of ZvZ games. Additional Queens can be constructed in response to Mutalisks as well - 5 Queens and a few Spores can keep you very safe while you tech to Infestors and/or Hydralisks.

Slow Zergling

[image loading]


Slow-Lings are used for super-early defense and scouting. If your opponent does an early-pool, you generally want to engage with your first 4-6 Lings and drones instead of with just the drones (situations vary).

If your opponent goes for 14gas/14pool into speed (with or without banelings), you may need to use your slow lings to defend your expansion ramp. Against speedlings, try to keep your lings pulled back with the queen and let queens take up the attacks of 3-4 of the enemy speedlings. If possible, engage in narrow areas where your opponent's speed and superior Zergling count is less of a factor.

If you want to scout after your pool finishes, you can always build a set of Zerglings early to determine opponent's expansion saturation and occasionally you can get into the main.

Speedling


[image loading]


Depending on how you open, you may opt to be aggressive with speedlings or avoid their construction. Speedlings, however, are pretty necessary in holding off early 1-2 base baneling busts (those hitting between 5:30 and 7:30). Once speed is done, it's a great idea to have a few sets on the field to poke at your opponent's expansion for scouting information and harassment.

Roach

[image loading]


Roaches are your primary defense against attacks hitting after 8:00. If your opponent hits you with a speedling/baneling, roach/ling, or roach/ling/baneling timing, good placement of the your roaches will be key.

Against banelings, try to select a few roaches and focus them down while keeping big groups of banelings from connecting in the middle of your roaches. If your roaches aren't quite out yet, you can buy time by walling in your natural completely.

Against speedlings, it's important to stay walled-in with your ramp, buildings, minerals/gas geysers, etc. Give them as little surface area as possible.

Against other roaches, well, you should be fine because you have the same composition and defender's advantage. Incorporate your spine into that engagement.


All-In (Or is it?)

+ Show Spoiler +
It's definitely debatable, be sure to provide your reasoning.
Poll: Is this Roach/Ling timing all-in?

No - If you're on top of your multitasking, this attack is just a stepping stone into the midgame. (33)
 
65%

Yes - This attack puts all your eggs in one basket. You can't really transition out of it. (18)
 
35%

51 total votes

Your vote: Is this Roach/Ling timing all-in?

(Vote): Yes - This attack puts all your eggs in one basket. You can't really transition out of it.
(Vote): No - If you're on top of your multitasking, this attack is just a stepping stone into the midgame.



Show Support:

+ Show Spoiler +
Note: If any TL moderators or members of the community request, I will remove the links posted below. It is not my intention to sell anything or break the advertising guidelines, only to ask for help from the TL community in spreading content.

Reddit: TangSC [ ZvZ Macro-Hatch Guide on Reddit ]
- Many Redditors are not members of Team Liquid. Please up-vote on Reddit!

Website: TangStarcraft [ http://www.TangStarcraft.com ]
- Signing up is basically like up-voting my SC2 content!

Twitter: TangSC2 [ http://www.twitter.com/TangSC2 ]
- Twitter will notify you when I stream tutorials. I always read tweets and appreciate retweets!

Twitch: TangSC [ http://www.twitch.tv/TangSC ]
- Please tune in, follow, ask questions, and earn "Tang Points"!

Z33K Coaching Profile: [ http://www.z33k.com/games/starcraft2/coach/tangsc ]
- If you've had a lesson with me or learned from my guides, please contribute to my reviews/testimonials!

TeamLiquid Stream Thread: TangSC [ http://www.teamliquid.net/forum/viewmessage.php?topic_id=286050 ]
- I learn a lot from all of your input in this thread. Questions/Feedback on stream videos are extremely helpful!


Thanks you all for reading!

- Tang
Coaching www.allin-academy.com | Team www.All-Inspiration.com
WigglyTV
Profile Joined April 2012
United States4 Posts
August 04 2012 19:30 GMT
#2
Thanks for the build Tang! You've always been so helpful, and I've used your posts and tutorials to get myself up into top Diamond pushing Master's!
"It's gonna be legendary"
everdrone
Profile Joined June 2011
Russian Federation22 Posts
August 04 2012 19:34 GMT
#3
nice build, i already used it, after game vs you ^^
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
Last Edited: 2012-08-09 21:31:06
August 04 2012 19:37 GMT
#4
Np WigglyTV, thanks for checking it out

For those with a reddit account, please upvote! : Reddit Link
Coaching www.allin-academy.com | Team www.All-Inspiration.com
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
Last Edited: 2012-08-07 15:53:42
August 04 2012 20:26 GMT
#5
On August 05 2012 04:34 everdrone wrote:
nice build, i already used it, after game vs you ^^

Haha I remember that
Coaching www.allin-academy.com | Team www.All-Inspiration.com
WollKnoll
Profile Joined February 2011
Namibia14 Posts
August 04 2012 20:44 GMT
#6
Hi

Once again a great guide. Alway enjoy to read them.
Keep up the great work. The guides help extremely alot. All players should read them......

Thank you
Sanchen
Profile Joined June 2012
United States2 Posts
August 05 2012 04:02 GMT
#7
Another great guide! Thanks for this Next month I will hopefully be able to get some coaching from you really looking forward for it.
monkxly
Profile Blog Joined January 2009
Canada241 Posts
August 05 2012 04:07 GMT
#8
really good guide, my student is reading all your guides right now ^_^
get a spire
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
August 05 2012 08:19 GMT
#9
Just to chime in a little.

The aggressive opening works best against opponents that have a later gas than yours. Especially against players that want to go for a Mutalisk based style. The no-gas invested speedlings will destroy spines and Queens and outright kill if the opponent went too greedy, and force out Banelings should the opponent have gone Baneling nest before ling speed ( which he will if he wants to be safe against these kinds of shenanigans ). Although I prefer to do that timing after the Hatch first opening rather than a 15 gas 15 pool opening because the aggression comes as more of a surprise than a pool-gas opening.

Also, why do you put the hatch up in the front? You know that you won't have to block against Banelings like that and you're just making your own top-of-the-ramp concave smaller. If you go up against players that react to scouting ( gasp! ) and they see a Roachwarren and a Hatch at the front ( without evochamber ) they will naturally delay their third and spine up. You're basically saying to the opponent "here's my build, deal with it" without even forcing him to scout the main. If I were to go for such a timing-attack based play, I would atleast hide my tech and my units for as long as possible.

--------------------

While the Mutalisk players didn't neccesarily play correctly against your style, I can definitely see me losing against this if I am caught off guard. It's hard to come back if the opponent runs Zerglings by into the main while you have to rely on your Spinecrawlers to hold back the huge Roach force. With the delayed tech on your side the only way to really respond to a Mutalisking player is to go for a massive 2 base desperation attack with Hydralisks and Infestors, but that's just the way it works if you delaye your lair for that long and it shouldn't really come to people as much of a surprise. Against good players, this will fail every so often if he knows what he is doing and scouts properly. Against bad players, well those only flip coins buildwise anyway and you can really beat them with whatever build as long as you know what damage you need to do and how to respond.
Salivanth
Profile Blog Joined October 2010
Australia1071 Posts
Last Edited: 2012-08-05 11:42:18
August 05 2012 11:34 GMT
#10
This build seems really good. I love the Economic opening. Really powers drones hard and then hits hard, but has a great transition waiting with the double Evo chambers. Will have to try it out! Your other ZvZ build is more aggressive than I like, but this one seems dead-on. I like to attack, but I don't like all-ins. Your link to the Optimal Economic Opening appears to be meant for editing the post though, instead of linking to an actual post.
<@Wikt> so you are one of those nega-fans <@Wikt> that hates the company that makes a game and everything they stand for <@Wikt> but still plays the game <@Wikt> (like roughly 30% of blizzard's player base, maybe much more...)
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
Last Edited: 2012-08-07 15:17:36
August 07 2012 15:02 GMT
#11
On August 05 2012 17:19 Chaosvuistje wrote:
Just to chime in a little.

The aggressive opening works best against opponents that have a later gas than yours. Especially against players that want to go for a Mutalisk based style. The no-gas invested speedlings will destroy spines and Queens and outright kill if the opponent went too greedy, and force out Banelings should the opponent have gone Baneling nest before ling speed ( which he will if he wants to be safe against these kinds of shenanigans ). Although I prefer to do that timing after the Hatch first opening rather than a 15 gas 15 pool opening because the aggression comes as more of a surprise than a pool-gas opening.

I actually like the aggressive opening most against players who do earlier gas than me, like 14gas/14pool 20 hatch, because I feel like the economic lead I get early will give me the edge to overwhelm their expansion, but I agree that it is nice against players who do hatch-first into mutas because you will delay their tech by forcing banelings. I've seen Stephano do hatch-first variations of speedling pressure, which arrives only slightly later and is often unexpected, like you say.
Coaching www.allin-academy.com | Team www.All-Inspiration.com
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
August 07 2012 15:48 GMT
#12
On August 05 2012 17:19 Chaosvuistje wrote:

Also, why do you put the hatch up in the front? You know that you won't have to block against Banelings like that and you're just making your own top-of-the-ramp concave smaller. If you go up against players that react to scouting ( gasp! ) and they see a Roachwarren and a Hatch at the front ( without evochamber ) they will naturally delay their third and spine up. You're basically saying to the opponent "here's my build, deal with it" without even forcing him to scout the main. If I were to go for such a timing-attack based play, I would atleast hide my tech and my units for as long as possible.

That hatchery has saved me from so many roach/ling, roach/ling/baneling, ling/baneling, and even just ling timing attacks. Though it's not ideal that he delay his third and spine up, I'm not as worried about that as I am about dying early on.
Coaching www.allin-academy.com | Team www.All-Inspiration.com
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
August 07 2012 15:54 GMT
#13
On August 05 2012 20:34 Salivanth wrote:
This build seems really good. I love the Economic opening. Really powers drones hard and then hits hard, but has a great transition waiting with the double Evo chambers. Will have to try it out! Your other ZvZ build is more aggressive than I like, but this one seems dead-on. I like to attack, but I don't like all-ins. Your link to the Optimal Economic Opening appears to be meant for editing the post though, instead of linking to an actual post.

Updated the link, thanks for the tip!
Coaching www.allin-academy.com | Team www.All-Inspiration.com
NoisyNinja
Profile Joined February 2011
United States991 Posts
August 07 2012 23:52 GMT
#14
Good build. I'm noticing that you MUST hit the timings as closely as possible otherwise your opponent will have enough time to react to this push. Is it just me not executing this build properly or is this what others (Tang) have noticed also?
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
August 08 2012 15:12 GMT
#15
On August 08 2012 08:52 NoisyNinja wrote:
Good build. I'm noticing that you MUST hit the timings as closely as possible otherwise your opponent will have enough time to react to this push. Is it just me not executing this build properly or is this what others (Tang) have noticed also?

Well it is important to hit the timings...if you're hitting 15 seconds late that could be the difference of your opponent having mutalisks on the field, or an upgrade could finish in that time.
Coaching www.allin-academy.com | Team www.All-Inspiration.com
AFSpeeDy
Profile Joined June 2011
126 Posts
August 08 2012 17:02 GMT
#16
Just tried it out two games in a row, so my timings were not perfect.

Won both of them easy.

First game i catched him completely offguard and won easily.
Second Game i just had more units cause of the macro hatch. (I played both games macro opening)

So great thanks to you Tang^^, Now its: Yay ZvZ and not uuh ZvZ -.-.
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
Last Edited: 2012-08-09 02:32:59
August 09 2012 01:49 GMT
#17
On August 09 2012 02:02 ArkanTos wrote:
First game i catched him completely offguard and won easily.

Haha that should happen a lot especially if you can make it to the 38 drone count earlier than your opponent does.
Coaching www.allin-academy.com | Team www.All-Inspiration.com
Xana
Profile Joined March 2011
Denmark128 Posts
Last Edited: 2012-08-09 02:57:15
August 09 2012 02:56 GMT
#18
In my experience this kind of build outright dies to the semi-standard Ling/Spine into Infestor play, especially because your roaches have no speed. If I runby with +1/1 slings immediately as you move out I see no way in hell you can both kill me and defend your bases. -Especially since you skip a baneling nest. If you do choose to attack into a spinewall with drones and lings pulled to keep you in place, I just cannot imagine you winning said engagement. +0 attack roaches really suck vs +1/1 speedlings.

So I guess my question boils down to; When you move out and you see the massive runby when you're mid map, how will you respond? Will you attempt to return and salvage what can be saved, or will you attempt to push into what could be an extremely well spined base?
He who walks arrives.
doggy
Profile Joined May 2010
Germany306 Posts
Last Edited: 2012-08-09 10:15:47
August 09 2012 10:14 GMT
#19
What do you do against 1-1 ling builds?

Dont you think its better to not cut the bane nest? It helps you in multiple ways:

a) you will be able to fend off speedling/ling bling allins a lot more easily

b) you will be able to mix banes into your allin if you scout your opponent having only lings spines and banes

c) you will be able to make a minimum amount of defense at home to be safe of ling counters




Im really interested to get to know why you think this small investment is not worth it. Or do you have to cut every possible corner to make your builds work...?
Xana
Profile Joined March 2011
Denmark128 Posts
August 09 2012 12:13 GMT
#20
c) you will be able to make a minimum amount of defense at home to be safe of ling counters

^ As the above poster said, this is vital. Even so, vs someone who's good at splitting up his lings, you won't hold a counterattack. Assuming you block your ramp off immediately, you still lose everything in your natural.
He who walks arrives.
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