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Hi everyone! im a D+/C- player and since i saw the game between yellow vs bisu and yellow[arnc] vs JangBi i thought i could try to use this strategy and it works.
==== 12 Hatch Build Order ===
12 - hatch 11 - pool 10 - gas 13 - drones @100 gas - lair @100 gas - ling speed @ 100% lair - hydra den @200 gas - drop tech @200 gas - lurk tech @300 minerals - 3rd hatch and 2nd gas
=== Overpool Build Order ===
9 - Overlord (Send it to the drop place) 9 - Spawing pool 8 - Drone 9 - Gas 8 - 2 Drones @100% Extractor - Put 3 drones (just before it finishes) 10 - 6 lings @100 gas - Ling speed and leave ONLY 1 drone in gas 13 - 2 lings (total 8) 14 - 2nd Hatch at natural 13 - 2 Drone 15- Lair ( put 3 drones on gas now) 15 - Ovie 15 - Keep making drones @100% Lair - Drop tech and hydra den right after @100% den - Lurk tech and move your first ovie to the drop location 24 - 2 Hydra (send them to the drop location asap) 26 - Ovie 3rd hatch and 2nd gas, keep making drones till 30/34 @100% Drop - drop 2 hydras and 8 lings @100% lurk tech - Morph hydras in his base and use lings to kill the cannons
==== Early Game ===
You make 8 lings to stop any posible agresion from the P player and also to keep him blind, try to make as many drones as possible because you wont have more in a while.
=== Mid Game ===
When Drop tech finishes you drop your 8 lings and a couple of hydras at the main, morph the hydra and use the lings to kill his cannons. When the lurkers pop try to kill probes and teching builds
Mass hydra and make ovie speed doom drop / contain and you are 3 bases vs 1 base.
Rep 12 hatch @ iccup: 2 hatch lurk on destination
Rep Overpool vs comp: OverPool vs Comp
The rep isnt very skilled but it show the power of the strat.
Waiting for your answers or recomendations.
I also post this in the liquipedia with the name of two hatch lurker drop but i dont know how to link it in the Zerg Strategy.
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Thanks for the great Build order 
so why exactly do you morph the hydras in there?
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You morpth the hydras up the hill for two reasons:
1- Lurk tech isnt finished
2- if you morph them down he could use the sair to kill your overlord and you wouldnt be able to go up the cliff
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3. Lurkers take 2 slots. Hydras 1. Requires less Overlords.
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On June 27 2009 01:49 NonFactor wrote: 3. Lurkers take 2 slots. Hydras 1. Requires less Overlords.
I think this was YellOw's reasoning vs Bisu
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Hmm, I like it. Definitely going to try it out.
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On June 27 2009 01:49 NonFactor wrote: 3. Lurkers take 4 slots. Hydras 2. Requires less Overlords.
fixed =)
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i've been using this strategy ever since that Yellow vs Bisu match tho i tech lurker after hydra speed and range since u will outnumber their zealots anyway and get rid of the front forge and gate faster, and ofc drop about 8 hydras and lings in their expo or main. Then when they send troops there 2 defend, u can just 1a2a their front with a few storm dodge and BAM!! u win
basically just fast hydra or lurker and drop, done (dont even need 2 tech spire <_<)
been playing 5 decent protosses with this build and its working great
this build owns bisu's FE sair DT pretty hardcore and i think it will revolutionize the current ZvP
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The problem of that is he will have observers in time and you dont have totally map control if he goes something diffrent to stargate. If you tech lurk first you will arrive and delay his mining a minute at least and normally you will delay it totally
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On June 27 2009 03:39 Battle wrote: The problem of that is he will have observers in time and you dont have totally map control if he goes something diffrent to stargate. If you tech lurk first you will arrive and delay his mining a minute at least and normally you will delay it totally
yes, im not saying lurker 1st is a bad idea, just saying if u go mass hydra works 2 and making more sairs should be the last thing they do cuz u should have ur ovies covered by 2-3 hydras underneath in base and about 5-6 ovies where your army groups at in their front gate rdy for drop
also it wont even matter whether he gets observer or not if i go with fast hydra since my main force will be hyrdas
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D+,C- with 128 apm you are gosu. ill try this thanks
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I promise im C- check cocabobar acc in iccup. Im not gosu at all D+ its pretty easy to get and C- was my last achievement.
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This doesnt work too hot with a 12 hatch, you cant let him scout, the best opening for this is overpool or 9 pool speed.
And you morph until youre inside his base because lurker aspect isnt finished yet as you start it some moments after you start drop, since youre only on 1 gas.
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On June 27 2009 05:29 Cloud wrote: This doesnt work too hot with a 12 hatch, you cant let him scout, the best opening for this is overpool or 9 pool speed.
You are right about scouting, the problem with it is that will be more like an all in (late 3rd and 4th), if u watch arnc vs jangbi it was scouted and work also (ofc its medusa and u have the temples). and normally he wont be able to scout your den if you have your 8 lings quite fast. i prefer 12 hatching but if you read the wiki it also covers your point.
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This build isn't good...
Protoss players will see that you're going 2 hatch lair and know that something is up. Obviously they don't know exactly what, but they will know that if they defend they win. They might be able to even see the Hydralisk Den going up, because you can't stop a decent Protoss from scouting you before ling speed finishes without mass amounts of lings. In your replay the Protoss lets his probe die to four Zerglings in like 30 seconds - not very good play.
I think you need to open 9 pool gas to kill scouting. Also, 12 hatch is a pretty terrible opening on Destination no matter what you're doing against Protoss.
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Awesome strategy, thanks for the build order. What are the changes if you go overpool for faster scout denial? You going to post it for liquipedia?
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Ok, i have not made this build order i have copied it from two pro games where both of the zergs wone vs Jangbi and bisu. The 9 pool or overpool is very posible and wont affect the build order very much.
the link is this: 2 hatch lurker drop I will try to post the 9pool variation in liquipedia but i will have to measure the timings so maybe i will post it tomorrow of the day after. for those who think its a bad strategy just try it and see. I am looking forward to someone good to play it and post a rep even though if he looses.
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Calgary25986 Posts
Interesting to see it written out. I'll try it out sometime.
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On June 27 2009 05:48 Battle wrote:Ok, i have not made this build order i have copied it from two pro games where both of the zergs wone vs Jangbi and bisu. The 9 pool or overpool is very posible and wont affect the build order very much. the link is this: 2 hatch lurker dropI will try to post the 9pool variation in liquipedia but i will have to measure the timings so maybe i will post it tomorrow of the day after. for those who think its a bad strategy just try it and see. I am looking forward to someone good to play it and post a rep even though if he looses.
Yea, I didn't mean that the idea behind the build was bad, I just meant that the opening was bad. The 9 pool gas/overpool gas (depending on map) shouldn't be a variation - it should be the only version.
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this is fastest way after runby to finish fast a game
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