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Warning: This is not a valid build. It is very risky and scoutable!
Update: Replays are up.
The BO´s name is: Panda´s evil strike. Kekeke^^
This is a BO that beats most of protoss openings and most of hatch first zerg openings, and is very fun to play. You will have 15 drones, one queen, +1 attack, speed and 38 Lings at 6:11. (+ A ton of minerals. You can expand right when you attack.) Also, it has a big giveaway.
To introduce myself, I am Panda from GTo7, currently rank 3 Dia with 860 points, 50ish bonus pool and 61 wins. This build is not theorycrafting, it was crafted with zerglingblood, if I am allowed to say so.
The build is great for lower league play and a good cheese/semiallin for higher leagues, if 6pool is to easy for you:D That being said, there is one certain build from Z that´s auto-loss for you, and a competent Protoss will defend your push, gaining small advantage. With competent I mean high dia, that´s the point where Protoss start to utilize their forcefields the right way.
Be warned, I am mixing up vP and vZ often, because this build is good for both Matchups.
The fundamentals of this build:
+ Show Spoiler +1. +1 Speedlings are awesome in the early game 2. Most Protoss and Zerg consider early banelings when they scout early pool + early gas – some Protoss players will even leave your base, just having scouted your 11 pool. 3. Your opponement needs a strong army early... If he chooses to expand early or to tech something crazy, he lost in 80% of the cases. 4. There are two things that hardcounter this build, one per Matchup: Banelings and Forge Expand. 5. Banelings → You loose. Type GG, smile and try to find out if standard play is really that bad 6. Forge Expand → If there is one cannon, you can go for the kill. You have chances. If the Protoss is competent, like high-dia, he will forcefield his buildings and fend of your attack. If there are two cannons: No way, that is too much. Just draw back and try to make the best of the situation... Possible transitions: See below. 7. Don´t waste your army. If the Toss is to mighty, draw back. He shouldn´t move out, 38 +1 Speedlings are a nice army. Drones, drones, drones. And then, fast!, army. The Toss will push, they always do. 8. The Evochamber is a sure giveaway.
The BO:
+ Show Spoiler +
10 Extractor Trick 11 Overlord 11 Spawning Pool 12 Extractor 14 Move Drone To Gas 14 Move Drone To Gas 14 Move Drone To Gas 14 Queen 16 Evolution Chamber 18 Melee Attacks 1 18 Overlord 18 Spawn Larvae 18 Overlord 18 Zergling 19 Zergling 20 Metabolic Boost From there on, build Zerglings. Don´t forget to build the Overlord at 23 supply! Also, scout with your lings.
When to use?:
+ Show Spoiler + In lower leagues you can do it against any toss, I would guess. In higher leagues you can do it when any of this options are fulfilled:
Either: You play on a big map. Toss will likely go on a expand build, Zerg very very often too. With big map I mean Tel`Darim Altar for example.
Or/and: You know your opponent will do a 15 hatch. Since 15 Hatch is a viable build, many will do it as standard and won´t change their BO in a BOx, x > 1. This is tricky, since you could also do early banelings and your opponent has to prepare for it.
Also, it´s logic on which maps you don´t want to do this build. Example: You play on a small map against Z. He will maybe go 14/14, and that´s auto-loose. Meta for example is a small map.
I have so much minerals left, what to do? AKA Transition
+ Show Spoiler + Well, you can expand right when your attack starts. Start getting queens and hatches. Also get many drones, since you have mineraIs and larva. When you didn´t do real damage, you really have to regain economic advantage. I am sry that i can´t say more about it because my games with this BO end really fast.
Crazy Variation, featuring: Same army -2 Lings, delayed for 20 seconds, 3 hatches
+ Show Spoiler +10 Overlord 10 Extractor Trick 15 Spawning Pool 16 Extractor 15 Overlord 16 Move Drone To Gas 16 Queen 19 Move Drone To Gas 19 Hatchery 18 Evolution Chamber 17 Move Drone To Gas 19 Zergling 20 Melee Attacks 1 20 Hatchery 19 Zergling 20 Zergling 21 Metabolic Boost 21 Overlord Lings from there on Not tested yet, lol Might turn into a crazy macro game is the enemy toss can deff.
Replays:
Pls ignore my BM and bad play:/ I try to avoid the one and improve the other.
ZvZ
+ Show Spoiler +
ZvP
+ Show Spoiler +
You can also share your replays with Panda´s Evil Strike;D
I hope you enjoy this little BO.
Regards, Panda
PS.: Criticism appreciated!:D English is not my native tongue btw
Edit: Thanks to communism for correction, you will have 15 drones when attacking.
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38 +1 speedlings at 6:11, seriously? I have maybe 7 gateway units at that point. :/ Fucking OP zerg.
User was temp banned from strategy forum for this post.
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I don't think this is cheese, but I do have a very specific question: Is the +1 really that effective at that point of the game against a zealot wall-off with warpgate tech finished and 3 gates?
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This feels like it can be insanely powerful against other zergs, unless they go really early banelings or some form of early roach rush but are holding their roaches on the ramp. Tried it once against the computer to get the build down and even though I butchered it, a very hard computer doesn't stand a chance in hell. Seems like against zerg, you can check how the attack is going and if you feel you can KO them immediately, just keep building lings and reinforce.
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Although i think that this build can be held quite cost effeciently with enough sentries, I have used a very similar build that I think is much stronger. It gives your 30+1 speedlings at the same timing, but you have 2 hatches.
Heres the build if you are interested : + Show Spoiler + 15 Pool 15 Gas 15 Hatch 15 Evo Chamber 16 Melee Attack +1 16 Overlord 18 Queen 20 Queen 22 Metabolic Boost 27 Overlord 27 Overlord 28++ Zerglings until you want to stop making them.
Obviously your build and mine both have advantages and disadvantages, which ill briefly lay out:
Yours : + Show Spoiler + gets early pool (safer), hits a little bit harder, but you have no drones 6:00 mins into the game, and 1 hatchery, so you have to do some very critical damage with this attack to not be massively behind Note : you have 15 drones when you attack
Mine: + Show Spoiler + Gets early enough pool to alter build and deal with any aggression, but also gets fast hatch. Main weakness lies in any kind of attack that is going to occur before 6:00. Although your attack comes with more lings initially, mine has 2 hatches, so i can reinforce with lings if i so desire much faster.( or start droning like crazy) Note : I have 23 drones when i attack
I feel like another notable effect is the what the opponent thinks, first of all he is going to scout everything that is going on with both of our bulids because we dont make any lings until right before we need them, but my bulid looks a little more standard to the untrained eye, because of the early expand, although with either build if they are able to scout the upgrading buildings at the right times they could deduce exactly what is going on. I feel like an opponent will prepare a better defense kinda blindly against your bulid whereas mine might make them feel inclined to try to expand. The attacks both have the same timing, and the only real thing that will F this up is getting pylon blocked, but in that case you can always try to take a hidden expo which in the case of this rush may also help.
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Why the hell do you waste people's time with this. a zealot a wall and 8 sentries kills this SO hard.
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the point of this build is not to hit a 1 base, but to deny the expo by P, thats why the 6:xx timing is so crucial, bc its when sentry expands typically try to move out and expand
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On May 17 2011 05:27 ionlyplayPROtoss wrote: Why the hell do you waste people's time with this. a zealot a wall and 8 sentries kills this SO hard.
Im not sure if things have changed since the patch, but there is NO way that prepatch you could get 8 sentries by 6:15... no way unless you are an insane computer
you can have 5 max
this timing can break 5 sentries 1 zealot if you dont have perfect micro
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@ tehemperorer: It works. It seems counterintuitive, but it works. If you think about it, +1 Meele means, when we take the building armor in consideration, a 20% faster killing time. The wallin-buildings go down incredibly fast. The way the Protoss can counter this is to forcefield correctly. If they only stand around, their buildings will fall and you have free entry. I will have one or two replays adressing this situation
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@ Communism: Thanks for sharing your build and your opinions:D I think you are right, but since I am a more agressive player, I like attacking harder But you explained the differences well, ty for that. Seems like there is a path of many different +1/Speed styles:D
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Canada13372 Posts
On May 17 2011 05:29 Communism wrote:Show nested quote +On May 17 2011 05:27 ionlyplayPROtoss wrote: Why the hell do you waste people's time with this. a zealot a wall and 8 sentries kills this SO hard. Im not sure if things have changed since the patch, but there is NO way that prepatch you could get 8 sentries by 6:15... no way unless you are an insane computer you can have 5 max this timing can break 5 sentries 1 zealot if you dont have perfect micro
It doesnt need to be that perfect, forcefield the ramp is easy to buy time. If I have to I will forcefield the top of ramp AND bottom of ramp which traps a ton of speedlings for 30 seconds and my sentries can shoot at them for free. Sentries and stalkers both have similar DPs against Zerglings but Sentries dont overkill so in a defensive position where I dont need to micro anything other than placing 2 forcefields im pretty safe and this build wont do much to be honest.
And ill definitely be getting sentries if I dont scout an expansion by about 20 food and if I dont see a roach warren in your main or an overlord waiting by my ramp to get high ground vision I wont be worried about anything but speedlings so ill get only sentries and a zealot to help keep the choke blocked.
I dont think its that great a build either the expansion based one or the not expansion based one. It doesnt really hit a timing that I'm worried about as protoss since I will have my nexus not done and cancel it if I went for a fast expo at that time.
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@ ZeromuS: As I said, a competent Protoss will hold this off with forcefields, but you will have no expansion, and can´t push out that well. Also, if you trap a ton of speedlings, they will attack your buildings, which go down very fast. Correct forcefielding in this situation is doable, but tricky.
What a shame we are on different servers :/ I would offer you some games using this tactic, if you are would not be high master (Top Ten).
Edit: misread your post, sry. Yeah, trapping lings there is tricky. Surprise is a big element of that tactic:D
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On May 17 2011 05:29 Communism wrote:Show nested quote +On May 17 2011 05:27 ionlyplayPROtoss wrote: Why the hell do you waste people's time with this. a zealot a wall and 8 sentries kills this SO hard. Im not sure if things have changed since the patch, but there is NO way that prepatch you could get 8 sentries by 6:15... no way unless you are an insane computer you can have 5 max this timing can break 5 sentries 1 zealot if you dont have perfect micro
you can't even break a protoss with zergling.
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ionlyplayPROtoss, which league are you adressing? Atleast you can break Protoss with Zergling on high dia / low - master level, i don´t know if it works on higher skill levels.
Edit: As said, Replays will be coming tomorrow
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Good thing you do this with 38 lings, 36 is too few imo.
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On May 17 2011 05:45 GTo7_Panda wrote: ionlyplayPROtoss, which league are you adressing? Atleast you can break Protoss with Zergling on high dia / low - master level, i don´t know if it works on higher skill levels.
Edit: As said, Replays will be coming tomorrow I would like to believe every league can hold ling all in, as for what league I'm in im about 1250 masters and everyone i face is GM.
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well I'm toss and I can tell you, the proper response to this from a sentry expand is to cancel the nexus and hold at the ramp (assuming cannon not up yet). You may or may not need to sac the low ground pylon, but that and the nexus cancel will be your only losses. Warp in another round or two of zealot/sentry and rebuild the nexus, toss is ahead of the OP (Original Post, not overpowered) zerg. 'Communism' has a much better build because after delaying the nexus he will be roughly equal to the protoss, and he can do something totally different if he scouts in time to see FFE.
EDIT: It's funny, I was toying with an idea to get +1 attack and an archon just after 6:00... it's a pretty lolbad build, but boy would it work vs this ^^
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should get +1 armor zerg, much better than+1 attack. Even against protoss it might be a bit better, considering forcefields.
This build has pretty much the same opener as 3 roach speedling rush (vs. protoss build), just obviously evo chamber instead of RW.
personally I think it's pretty dumb to just mass lings vs a protoss since they have a tendency to go zealot-sentry which will kill huge numbers of lings, and then still have a wall up to defend even if they've lost their standing army.
Hell, by 6 minutes protoss will have enough energy in sentries to abandon an expansion and hold their ramp long enough to get enough sentries to hold the ramp indefinitely (if they didn't already have enough sentries, that is).
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I dunno, this seems like it's a zvz build... I play P at 1k~ masters... see this on ladder every once and a while, and have yet to lose to it.. I'm not a particularly great player but it seems gimmicky to me =/ Especially on tal'darim, why would you think this would work when they should have a full wall and 2 cannons by then? x.x
May be viable to punish a 3gate SE if you catch the sentries out of position but a competent protoss is incredibly careful with their units when they're pushing out to take their nat.
seems like a very potent build in zvz but in zvp i dont like it =/ Just my thoughts, sorry if I'm too critical ;x
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A DT build would destroy this build. At 6:11 you would see the protoss expand with sentry and a handfull of zealot. If the protoss sacs a probe to scout and sees a crazy amount of lings (which he should do after seeing an early pool) the correct response would be to just stay in his base, and laugh at your huge ling ball while within the next minute or so 3 dark templar show up at your base and wreak havoc.
Fortunately for you, you have a evo chamber, and after losing a handfull of drones and quite possibly a hatchery you may be able to stay in the game by pulling your 38 lings back to base.
Unfortunately for you, when you return to the protoss base he now has dropped his expo, and has his forge finishing, a huge ecnomonic advantage, and dark templar and / or archon with zealots and sentry to completely deny any pressure you may be wanting to apply.
Dark templar are a hard counter to this build if I have ever seen one.
P.S. Even if you keep your lings and deny the dark templars, you have just given written invitation to the protoss to 6 gate you shortly after his expo finishes. You now also have to invest in overseers and spore crawlers while you are already at a HUGE economic disadvantage building lings instead of drones that early in game. 6 gate with a couple archon and potentially blink stalker / robo follow up will walk over your lings / roaches / spines without a hiccup. GG
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