Introduction:
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Good day ladies and gentlemen of Team Liquid!
Welcome to a Zerg vs Terran guide featuring an aggressive Roach timing attack that Shine used against TaeJa in Game 1 of 2013 WCS Korea (S1 Code-S).
The most appealing aspect of early Roach aggression is the opportunity to safely apply pressure while building economy. Since Wings of Liberty, Zergs have taken advantage of Roach openings to set the pace in a match-up where Terran is normally the first aggressor. Zergs opened with 5-6 Roaches to push back Hellions and apply light pressure while they droned and teched. I favoured heavier aggression with 8+ Roaches and Speedlings in WoL; unfortunately, the meta-game shifted when Heart of the Swarm was released, and these Roach openings are no longer stable/reliable openings for a couple reasons:
Here is what the attack looks like:
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Shine's 12 Roach Rush (Push out 6:30, Arrive 7:00):
Initially, you might look at the screen shot above and wonder what is so special about this attack - it is not unusual for Roaches to arrive around 7:00 - and the answer is the deceptive gas timing. Most Roach builds open with a Hatchery-first and then a gas geyser around 2:30-3:00 just before/after the Spawning Pool. When a Terran SCV scouts around 3:00-4:00, they'll look at the gas timing to get a read on Zerg. Against almost any Roach build, the early gas is a warning signal for Terran; but when Terran scouts no gas from Zerg, they'll assume a standard game where Zerg tries to take a third base around 6:30. Shine intelligently delays the gas until 4:20, then when his 4 Zerglings pop and he is certain that he can deny scouting, he double-gases:
This gas timing is subtle yet incredibly important. Without Reapers or a super-early scan, there is no way for Terrans to scout Zerg's gas after lings/Queens pop, and that's why the Roach rush works so well against CC first. Good Terrans will catch on around 6:30 when they see no third hatchery, but even then you're pushing out with Roaches, giving Terran maximum of only 30 seconds to respond:
In short, Shine's 12-Roach attack is a large commitment that relies on some deception and meta-gaming to be effective. It is a low-economy opening (only 23 Drones until 6:45), but can transition into a wide range of mid-game styles assuming you deal enough economic damage. It is a powerful addition to your repertoire, not as a blind all-in, but as a situational response to CC-First or similar gas-less expands. Some people will call such builds gimmicky, I prefer to call them brilliant.
Welcome to a Zerg vs Terran guide featuring an aggressive Roach timing attack that Shine used against TaeJa in Game 1 of 2013 WCS Korea (S1 Code-S).
The most appealing aspect of early Roach aggression is the opportunity to safely apply pressure while building economy. Since Wings of Liberty, Zergs have taken advantage of Roach openings to set the pace in a match-up where Terran is normally the first aggressor. Zergs opened with 5-6 Roaches to push back Hellions and apply light pressure while they droned and teched. I favoured heavier aggression with 8+ Roaches and Speedlings in WoL; unfortunately, the meta-game shifted when Heart of the Swarm was released, and these Roach openings are no longer stable/reliable openings for a couple reasons:
- Reaper openings make it easy for the Terran to scout the Warren or that the Zerg has mined 100+ gas (indicating that an early attack is probably coming).
- Terrans who open with a Factory/Reactor used to only be able to make Hellions (AKA Roach Food); however, now they can build Widow Mines for stronger early defence.
- Tanks come prepared with siege mode, making it possible for Terrans to have tanks sieged in position before the Roaches even arrive.
Here is what the attack looks like:
_______________________________________________________________________
Shine's 12 Roach Rush (Push out 6:30, Arrive 7:00):
Initially, you might look at the screen shot above and wonder what is so special about this attack - it is not unusual for Roaches to arrive around 7:00 - and the answer is the deceptive gas timing. Most Roach builds open with a Hatchery-first and then a gas geyser around 2:30-3:00 just before/after the Spawning Pool. When a Terran SCV scouts around 3:00-4:00, they'll look at the gas timing to get a read on Zerg. Against almost any Roach build, the early gas is a warning signal for Terran; but when Terran scouts no gas from Zerg, they'll assume a standard game where Zerg tries to take a third base around 6:30. Shine intelligently delays the gas until 4:20, then when his 4 Zerglings pop and he is certain that he can deny scouting, he double-gases:
This gas timing is subtle yet incredibly important. Without Reapers or a super-early scan, there is no way for Terrans to scout Zerg's gas after lings/Queens pop, and that's why the Roach rush works so well against CC first. Good Terrans will catch on around 6:30 when they see no third hatchery, but even then you're pushing out with Roaches, giving Terran maximum of only 30 seconds to respond:
In short, Shine's 12-Roach attack is a large commitment that relies on some deception and meta-gaming to be effective. It is a low-economy opening (only 23 Drones until 6:45), but can transition into a wide range of mid-game styles assuming you deal enough economic damage. It is a powerful addition to your repertoire, not as a blind all-in, but as a situational response to CC-First or similar gas-less expands. Some people will call such builds gimmicky, I prefer to call them brilliant.
References:
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Opening Build Order:
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Note: This build is primarily a response to a gasless expand. The unmarked gains in supply are Drones.
Build Walkthrough - Shine's 12 Roach Rush
9 Overlord
15 Hatch
16 Pool
17 Overlord
19-23 Queenx2
23-25 Zerglings
@4:20 Double Gas Main (once lings are out to deny SCV scouting)
28 Roach Warren
28 Overlordx2
28-44 Roachesx8
44 Overlordx2 (Creep tumour x2 instead of 2nd inject)
44-52 Roachesx4
Economy for the first attack: 23 Drone economy, restart droning at 6:45~
Build Walkthrough - Shine's 12 Roach Rush
9 Overlord
15 Hatch
16 Pool
17 Overlord
19-23 Queenx2
23-25 Zerglings
@4:20 Double Gas Main (once lings are out to deny SCV scouting)
28 Roach Warren
28 Overlordx2
28-44 Roachesx8
44 Overlordx2 (Creep tumour x2 instead of 2nd inject)
44-52 Roachesx4
Economy for the first attack: 23 Drone economy, restart droning at 6:45~
Follow-up Transition:
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Note: In the game against TaeJa, Shine follows the initial attack with a 2-base Speed Roach attack. Other transitions are likely viable under different circumstances.
52+ Drones
54 Lair (~7:00)
60 third gas (~7:30)
Roach Speed when Lair finishes
Aim for about 40 Drones (Fully saturate 2 Mineral Fields with 3 Gas) before Roach Production.
Push around 100 Supply with an Overseer, take a third behind it.
52+ Drones
54 Lair (~7:00)
60 third gas (~7:30)
Roach Speed when Lair finishes
Aim for about 40 Drones (Fully saturate 2 Mineral Fields with 3 Gas) before Roach Production.
Push around 100 Supply with an Overseer, take a third behind it.
All-In (Or is it?)
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One of my biggest goals is advocating aggressive styles, because I believe that the stigma surrounding all-ins is counter-productive from a learning perspective. The truth is that all styles - from the greediest hatch-first to the most committed 6-pool - have a place in the learning process. We limit ourselves if we learn only to all-in; but we limit ourselves if we learn only to macro. In order to be the best possible players that we can, we need to be well-rounded - and that includes all-ins.
I'd like to welcome you all to engage in a positive discussion on the value and limitations of all-ins. Please be extra-respectful of others' opinions; you cannot hope to convince someone if you insult them first.
I'd like to welcome you all to engage in a positive discussion on the value and limitations of all-ins. Please be extra-respectful of others' opinions; you cannot hope to convince someone if you insult them first.