Which variant you use is also very map-dependent. The 4-zergling variant is reserved situations where 4 is enough or the scout really needs to be destroyed. Being stuck on 1 hatchery longer means you can produce fewer drones, and so the 9 pool is usually played aggressively to hurt the opponent's economy as a payoff, while you get your second hatchery right away. The 9 pool does, however, is not very strong for production, as compared to an early hatchery. 6 zerglings are usually accompanied with Metabolic Boost, to make escapes and runbys easier. 6 zerglings are usually used to play aggressively and try and scout and harass your opponenet's base, at the cost of an extra drone. 4 zerglings usually are used kill scouts and harassers, playing cheap mobile defense. It provides some early protection, and the number of zerglings can vary depending on what your goal is. Ī 9-pool means building a spawning pool immediately after your 9th drone, then an overlord, and then saving minerals and larvae for zerglings. If you can deflect the 4-pool you will likely have an easy win. Don't hesitate to fight back with as many SCVs as you need, or use them as walls for your marines. You can also clump your buildings together near your command center and hide your marines in your mineral line, thus making it very hard for the zerglings to attack any of your units or buildings. If you see the zerglings coming, use SCVs or buildings to block your entrance, and place the marines you have behind. While 4-pool is so early you can miss it if you scout it last, it gives a critical advantage if successful. Instead, try and get your barracks up on 10/11 SCVs at the latest. StarCraft is a game of many rock-paper-scissors, and it is very tricky to beat a 4-pool while expanding. If you suspect a 4-Pool, don't fast expand. Reach 2005 match, and more recently in the Ausussum vs. The build is vulnerable to scouting, but the opponent will have a hard time defending against it if they haven't concentrated on defenses right at the start.ĥ-Pool has been used effectively in the JJU vs. The build is so dangerous because it strikes down a terran before MnM, when marines are most vulnerable. (Obviously, this is not a problem in 2v2 on 4-player maps, and so this strategy is common in 2v2 games and can be used against any race. On large maps, it's critical to know where your opponent is so you can attack the right location as soon as the zerglings are done. However, success depends significantly on speed and the distance between opponents - even more so than most rushes. The 4-Pool gives the zerg one of the fastest, most vicious, early rushes in the game. A 5-Pool is only slightly slower, but provides an extra drone to scout or defend with. A "5-Pool" is similar, but does build a drone with the starting 50 minerals. Once the spawning pool is completed, immediately build 6 zerglings, and send as many drones as you can spare to attack. This means do not purchase a drone with your first mineral coffers, but instead wait to use them for the 200/150 mineral cost for a spawning pool. Zerg orders.Ĭommon Strategies 4-Pool/5-Pool Zergling Rush Ī "4-Pool" means you're starting to build a spawning pool using your 4th drone. Expect the opposing terrans to be utilizing the Terran vs.
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