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Nowadays every Zerg knows how hard it can be to hold a 3rd base, especially 'cause Terrans always tryin' to bring you down before you get that hive money.
You gots to get that money in the bank!
So using my special powers of formulation and a dope ass FPVod of YellOw[ArnC] vs Dongrae on 815 III, I've come up with a custom ace-in-the-hole build I like to call "The Hustler". It is aptly named because, like a hustler, you're pulling out your bag of tricks to do what you gotta do and stay alive. Terran will suspect some kind of trick strategy but you rollin' them dice and gettin' that money baby. The catch is that it only works on maps with islands, but it's just peachy on Zodiac, one of the current maps.
I'm also looking for some input to gosu-ify this build, so don't hesitate to put in some tips on what you think would win 2ez.
The way it's looking right now, it starts with a standard 12 hatch, 11 pool, and a very quick 10 extractor. Make a few lings to kill the scout and check his marine count per usual, and continue to power drones. Start your lair as soon as you get 100 gas, and try to have enough minerals and gas to upgrade Overlord Drop as soon as your lair finishes. If you put your den down when your lair completes, you should have enough for lurker research right as the den finishes. (thanks kraekkling!)
Send your first overlord to scout and your second to your natural to scout for bunker rush, like usual, after which position them at one of these points depending on your/your opponent's position. Don't want yo' ride gettin' shot up 'fo you start hustlin', naw'm'sayin?
If it makes you horny, you can also proxy a few lurkers and try a 3cm drop into the Terran's main from his 3rd (or another position), but it's predictable since they will probably notice a late third. If not, do what you gotta do baby and drop them lurks all on they nuts.
After you drop your drone to expand, send your ov back to the original drop point, or at least close to it. That way, when you want to maynard some more drones to your islands, you got yo' ride on hand fo' them to peace out.
Now at this point, I'm not exactly sure which direction to deviate to, but since it may take a little bit longer for your islands to kick online, and the timing attack with the first vessel will probably come before you can build up your economy, the best solution might be to rush hive and delay with your lurkers long enough for swarm to kick in.
On Zodiac, your third (your actual 5th expansion) will be relatively easier to hold because of the short distance from your main, so if you can kick it up to 5 gas while adding a couple hatcheries, swarm and lurkers should hold long enough for your macro to explode into a million high super-pressured units.
Thoughts? Ideas? (Also don't say it's just a standard island slow drop expo because this is the muthafuckin' Hustler now)
PS I'll try to get that Yarnc vs Dongrae FPVod uploaded because it's seriously my favorite FPVod, the build is so sick!!!
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Everyday you're hustlin'?
Haha. Anyway this seems like a nice build to try on Zodiac. If a terran scouts this what could he do? I suspect by the time he has a dropship the island would be full bore.
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On December 04 2007 12:37 SayaSP wrote: Everyday you're hustlin'?
Haha. Anyway this seems like a nice build to try on Zodiac. If a terran scouts this what could he do? I suspect by the time he has a dropship the island would be full bore. well i'm thinking the terran has to be kinda conservative with his scans since a 2 hatch lurker build can bring the pain any time. they either have to commit to using scans before vessel to scout your island or wait til he gets vessels to start scanning for expos, by which time yeah you'll have them up and you can sunk
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Hahaha interesting read there, yubee :D
Although when I read the caption to the map I just went "wtf" -_-
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Yeah that does make alot of sense UB thx thx.
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United States20661 Posts
I'll make sure to try this.
/points vaguey at Smurg's Seoul Side post.
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On December 04 2007 13:59 Polar wrote: How many coloreds do you think have ever played bw? I'd bet the number is 1000<. It's kind of like skiing. =] Uh... what?
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Australia3818 Posts
On December 04 2007 13:59 Polar wrote: How many coloreds do you think have ever played bw? I'd bet the number is 1000<. It's kind of like skiing. =] They prefer Native American.
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when your are going for slowdrop and lurkers you should get your hydraden when lair finishes, than you gonna have exact money for lurkerup when den is ready (ofc if you research drop first)
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On December 04 2007 19:47 Kraekkling wrote: when your are going for slowdrop and lurkers you should get your hydraden when lair finishes, than you gonna have exact money for lurkerup when den is ready (ofc if you research drop first) ok sick thanks
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Nice guide, seems like a fun build to pull on someone n_n
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United States43166 Posts
It's not a far distance for the terran to fly a building if he suspects something is amiss. There again, there aren't many buildings (until sci facility) the terran doesn't need grounded so I doubt they'd check as part of a standard build. But if scouted you're fucked and it's possible the terran might try to fly a cc to a quick island expo given you're not going muta.
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Calgary25986 Posts
It's a good high-risk map-specific build. Using this you will lose to people much worse than you, but can beat people much better.
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I think this would definitely be useful on python as well due to the nature of the backdoor island expansion, the only issue is if the game is 12/3 or 6/9 it might be a tad harder to defend.
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I don't understand why you think this build is so strong? Once terran sees your 2hatch gas he will expect. 1.Fast lurker 2.Drop 3.2 Hatch Muta
All terran needs to do is play safe and he has an easy win. Especially on a non island map which Zodiac is, your island expo cannot produce units except drones, so your macro will suffer. If terran plays smart and just waits for a vessel to go he has an easy win.
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thedeadhaji
39489 Posts
On December 05 2007 08:42 ShaLLoW[baY] wrote: I think this would definitely be useful on python as well due to the nature of the backdoor island expansion, the only issue is if the game is 12/3 or 6/9 it might be a tad harder to defend.
Hm I do feel like Zodiac is at least slightly better suited for this, simply because the area @ the island is much smaller. Which means that no matter where the terran unloads, you can hit the infantry with sunk/lurker as long as you are careful with placement. This is obviously not true on python since the islands are massive and even 1 dropship midgame means your island expo is toast.
Of course this isnt definitive fact or anything, it's just what I "feel", so any thoughts?
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On December 05 2007 09:01 thedeadhaji wrote:Show nested quote +On December 05 2007 08:42 ShaLLoW[baY] wrote: I think this would definitely be useful on python as well due to the nature of the backdoor island expansion, the only issue is if the game is 12/3 or 6/9 it might be a tad harder to defend. Hm I do feel like Zodiac is at least slightly better suited for this, simply because the area @ the island is much smaller. Which means that no matter where the terran unloads, you can hit the infantry with sunk/lurker as long as you are careful with placement. This is obviously not true on python since the islands are massive and even 1 dropship midgame means your island expo is toast. Of course this isnt definitive fact or anything, it's just what I "feel", so any thoughts? 
I can definitely see and appreciate the logic behind Zodiac's islands being easier to defend, I'm just relying on the surprise factor to keep your expo safe until you can set up a defense. I don't think I've ever seen a zerg player go 2hatch and take the island as a third on Python, but maybe that's just me. If that is the case, you might be able to get away with it seeing as it's not very common? Just my two cents.
As an afterthought, you are opening lurker, so maybe if the terran scouts your island expo or you feel for whatever reason that it's weak you could just slow drop two lurkers over there once the upgrade has finished? A fun trick would be to stack the two lurkers like I've seen sAviOr do, so that it appears that there's only one > Again, just speculation from a noob like myself :p
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i do this for free on requiem a bunch, hopping the minerals is pretty badass.
(but of course the timing is completely different and so are vulnerabilities and such)
nice writing, dunno about the build itself though
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intrigue
Washington, D.C9934 Posts
this is a good strategy against lower level terrans or better players that are underestimating you. from what i've seen, most zergs using builds like this one are extremely vulnerable against a timing push. this is usually because of sloppy delay micro or switching to unit production/adding hatcheries too late.
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