TangSC Profile Blog Joined July 2011 Canada 1852 Posts Last Edited: 2013-05-24 02:39:50 #1 Roach-Ling Revisited ZvP (HotS)



Introduction



+ Show Spoiler +



The standard timings for Zerg vs Protoss, developed in Wings of Liberty by players like DRG and Stephano, don’t appear to be weakened in the new expansion. Heart of the Swarm presents Zerg players with a few helpful upgrades and units for ZvP – namely the awesome Viper and the new Hydra ups – but Protoss get some goodies too (Mothership Core, Oracle). For the most part, there haven’t been any HUGE changes to the opening strategies; we still see FFE/Gate First vs 3 Hatcheries most times.



The refined gas timings from Wings of Liberty, ie. double gas (6:00) or triple gas (6:30), are still viable. The 6:30-7:00~ Roach Warren and Evo Chamber are still safe, and if your opponent isn’t going for an early Gateway All-In, it’s also safe to start your Lair and 3rd/4th around the usual time (7:15-7:45), then begin the sequence of Zergling Speed, +1 Range Attack, Macro Hatch and Roach Speed before starting Roach production at 8:30~. The primary benchmark to aim for in ZvP is 60-65 Drones by the 8:00 mark (48 Drones optimally saturating Minerals 16/base, 4 or 5 Gases filled, and the previously-mentioned buildings/upgrades). All the potential lies in reaching this benchmark, because it presents Zergs with quite a few options for the mid-game.



There are some new situations that Zergs need to be aware of though, like new types of early pressure (Zealot/Stalker + Mship Core). If this arrive unexpectedly, you could lose your third Queen and even a few Drones, but at the same time you don't want to overproduce Zerglings. Unless there is more than one Zealot, you can hold it well with a few Zerglings (6-8) and 2 Queens. It seems safe to say that an earlier 4th Queen will become a casual part of ZvP to offset the Mship Core advantage, and that extra creep doesn't hurt either.



Protoss are presented with a few buffed mid-game timings as well. Those old-school 4-5 Gateway +1 warp-ins (and similar Gateway timings that hit around 8:00) now come with the Mship Core, which, don’t ya know, never dies. Early on it kills your innocent Zerglings minding their own business on the Xel-Naga towers, and you desperately think to yourself, “can I bring a Queen now, at 23 supply, and please kill this damn thing?” But you can’t, just gotta accept that any time you move out anywhere with Roaches/Lings, that stupid flying thing is going to just lazily sit there grinning and racking up mad kills for doing nothing. But calm down Zergs, it's okay it's okay,because Roaches are still good. Hallelujah!



The mid-game focus of this guide is optimizing your +1 Speed Roach aggression (~11Min). Some players have been turned off of this heavy Roach-aggression style in ZvP because of Sentries and Immortals and Colossus. These players think Roaches can’t break fortified expansions, or that a pure-Roach army cannot engage a Protoss ball, but the fact is there are many subtleties in macro and strategy that can make your mid-game Roach aggression more effective, and you'll soon see that Roaches are as potent mid-game choice as any other.



Not only are Roaches as good as ever, but Hydralisks are much-improved, which creates some unique new transitions and late game compositions. Going Roach/Hydra ZvP too far into the mid-game used to be dangerous in Wings of Liberty because of the immobility of the Hydralisks off-creep. It made it tough to pull away from a bad engagement or bait forcefields, but now with the Hydralisk speed upgrade, the Roach/Hydra composition is now much more maneuverable. You can be active on the map, darting in knowing that you can retreat. One of the most amazing developments in this matchup is the Viper - once you reach Hive tech in the late game, you can continue into 3/3 with the Roach/Hydra and mix in Vipers to snipe his vital units (Colossus/Mothership). The passive Infestor/Broodlord/Spinecrawler strategy seems a ghost of the past; it’s time for a more relentless approach.



So the first two sections of the guide are titled Build and Benchmarks, and here I've assembled screen shots for the visual learners. This is less about situational-responding and more about timings and consistency. The goal is make the build as crisp and perfect as possible so that you can macro up a precisely-timed Roach push. Seriously, I'm obsessive-compulsive when it comes to these early game optimizations, partly because I think precision and consistency are key for developing players, and partly because I just enjoy it. So if you're already a master player, you may have variations that you stick to, but if you're below master, you may want to go through the exact steps I've outlined and pay attention to the important subtleties.



The next three sections of the guide are tutorial videos, which are much more detailed and comprehensive than those in previous guides I've written. The video content is based on three years of coaching experience, observation of top-professionals, and competition at the top master/GM level. There are vital tips for those seeking to develop consistency and mechanics, but there is also in-depth analysis of engagements, micro, and decision-making designed for moderate and even experienced Zerg players. The tutorials also feature games against many different styles: Skytoss, Cannon Rushes, 2-Gate Zealots, Immortal-Sentry All-In, Immortal-Sentry-Colossus All-in, Mship Core/Gateway Timings.



The last section of the guide is called Transitions. One of the nice benefits of the 60~ Drone Roach-Aggression mid-game is that while you push, you have an income of approximately 2,000 minerals/minute (assuming all patches are double mining instead of single/triple ). That means you can trade Roaches like there's no tomorrow, but you also have the economy to transition quite quickly. To produce an additional 18 Drones, 2 Gas, and a Hatchery costs less minerals than you mine in one minute. This 74-Drone economy (18 in Gas, 54 on minerals) is sufficient to constantly re-max a 2-2 Speed Roach/Hydra army. If you go up to a fully-satured 4- bases with 80~ Drones and 8 Gas, you can move into Hive for Vipers and 3/3. Welcome Ladies and Gentlemen of TeamLiquid, and thank you for reading.The standard timings for Zerg vs Protoss, developed in Wings of Liberty by players like DRG and Stephano, don’t appear to be weakened in the new expansion. Heart of the Swarm presents Zerg players with a few helpful upgrades and units for ZvP – namely the awesome Viper and the new Hydra ups – but Protoss get some goodies too (Mothership Core, Oracle). For the most part, there haven’t been any HUGE changes to the opening strategies; we still see FFE/Gate First vs 3 Hatcheries most times.Thegas timings from Wings of Liberty, ie. double gas (6:00) or triple gas (6:30), are still viable. The 6:30-7:00~ Roach Warren and Evo Chamber are still safe, and if your opponent isn’t going for an early Gateway All-In, it’s also safe to start your Lair and 3rd/4th around the usual time (7:15-7:45), then begin the sequence of Zergling Speed, +1 Range Attack, Macro Hatch and Roach Speed before starting Roach production at 8:30~. The primary benchmark to aim for in ZvP is 60-65 Drones by the 8:00 mark (48 Drones optimally saturating Minerals 16/base, 4 or 5 Gases filled, and the previously-mentioned buildings/upgrades). All the potential lies in reaching this benchmark, because it presents Zergs with quite a few options for the mid-game.There are some new situations that Zergs need to be aware of though, like new types of early pressure (Zealot/Stalker + Mship Core). If this arrive unexpectedly, you could lose your third Queen and even a few Drones, but at the same time you don't want to overproduce Zerglings. Unless there is more than one Zealot, you can hold it well with a few Zerglings (6-8) and 2 Queens. It seems safe to say that an earlier 4th Queen will become a casual part of ZvP to offset the Mship Core advantage, and that extra creep doesn't hurt either.Protoss are presented with a few buffed mid-game timings as well. Those old-school 4-5 Gateway +1 warp-ins (and similar Gateway timings that hit around 8:00) now come with the Mship Core, which, don’t ya know,. Early on it kills your innocent Zerglings minding their own business on the Xel-Naga towers, and you desperately think to yourself, “can I bring a Queen now, at 23 supply, and please kill this damn thing?” But you can’t, just gotta accept that any time you move out anywhere with Roaches/Lings, that stupid flying thing is going to just lazily sit there grinning and racking up mad kills for doing. But calm down Zergs, it's okay it's okay,. Hallelujah!The mid-game focus of this guide is optimizing your. Some players have been turned off of this heavy Roach-aggression style in ZvP because of Sentries and Immortals and Colossus. These players think Roaches can’t break fortified expansions, or that a pure-Roach army cannot engage a Protoss ball, but the fact is there are many subtleties in macro and strategy that can make your mid-game Roach aggression more effective, and you'll soon see that Roaches are as potent mid-game choice as any other.Not only are Roaches as good as ever, but Hydralisks are much-improved, which creates some unique new transitions and late game compositions. Going Roach/Hydra ZvP too far into the mid-game used to be dangerous in Wings of Liberty because of the immobility of the Hydralisks off-creep. It made it tough to pull away from a bad engagement or bait forcefields, but now with the Hydralisk speed upgrade,. You can be active on the map, darting in knowing that you can retreat. One of the most amazing developments in this matchup is the Viper - once you reach Hive tech in the late game, you can continue into 3/3 with the Roach/Hydra and mix in Vipers to snipe his vital units (Colossus/Mothership). The passive Infestor/Broodlord/Spinecrawler strategy seems a ghost of the past; it’s time for a more relentless approach.So the first two sections of the guide are titled, and here I've assembled screen shots for the visual learners. This is less about situational-responding and more about timings and consistency. The goal is make the build as crisp and perfect as possible so that you can macro up a precisely-timed Roach push. Seriously, I'm obsessive-compulsive when it comes to these early game optimizations, partly because I think precision and consistency are key for developing players, and partly because I just enjoy it. So if you're already a master player, you may have variations that you stick to, but if you're below master, you may want to go through the exact steps I've outlined and pay attention to the important subtleties.The next three sections of the guide are tutorial videos, which are much more detailed and comprehensive than those in previous guides I've written. The video content is based on three years of coaching experience, observation of top-professionals, and competition at the top master/GM level. There are vital tips for those seeking to develop consistency and mechanics, but there is also in-depth analysis of engagements, micro, and decision-making designed for moderate and even experienced Zerg players. The tutorials also feature games against many different styles: Skytoss, Cannon Rushes, 2-Gate Zealots, Immortal-Sentry All-In, Immortal-Sentry-Colossus All-in, Mship Core/Gateway Timings.The last section of the guide is called. One of the nice benefits of the 60~ Drone Roach-Aggression mid-game is that while you push, you have an income of approximately 2,000 minerals/minute (assuming all patches are double mining instead of single/triple). That means you can trade Roaches like there's no tomorrow, but you also have the economy to transition quite quickly. To produce an additional 18 Drones, 2 Gas, and a Hatchery costs less minerals than you mine in one minute. This 74-Drone economy (18 in Gas, 54 on minerals) is sufficient to constantly re-max a 2-2 Speed Roach/Hydra army. If you go up to a fully-satured 4- bases with 80~ Drones and 8 Gas, you can move into Hive for Vipers and 3/3.



Replays:



+ Show Spoiler +



vs Ska (Early Immortal/Sentry):



vs Ghills (Standard Immo-Sentry All-In):



vs PwFGroet (Early Mothership Warp, Collossus All-In):



vs FindingNemo (Immo/Sentry All-In):



vs Euphoria (Cannon Rush into 7Gate):



vs IIIIIIIIIII (Hyper-Aggressive Cannon Rush into SkyToss):



vs JustinBieber (Hair Flip):



vs Mekar (Early Warp timing kills third hatch):



vs TesseracT (2Gate Zealot into Macro):



vs Cjsg (Early 1-base Mothership Core Pressure):



vs Ocelot (DTs):



vs Remspoor (Fast Third):



vs Alison (Phoenix-Pressure into Third):



vs Alison (Standard):



vs Emyndri (Early warp pressure, late RW!):



vs IIIIIIIIlI (Standard):



vs Grape (Scary Early MShip/Warp timing):



vs Trace (DT / Blink All-In):



vs Spraypaint (Standard):



vs Sosuka (Standard):



vs Superficial (Standard):



vs Tribones (Fast Third):



vs DarK (Standard): vs AsaZZang (Macro game with all kinds of HotS shenanigans): http://drop.sc/311146 vs Ska (Early Immortal/Sentry): http://drop.sc/311152 vs Ghills (Standard Immo-Sentry All-In): http://drop.sc/311144 vs PwFGroet (Early Mothership Warp, Collossus All-In): http://drop.sc/311160 vs FindingNemo (Immo/Sentry All-In): http://drop.sc/311162 vs Euphoria (Cannon Rush into 7Gate): http://drop.sc/311163 vs IIIIIIIIIII (Hyper-Aggressive Cannon Rush into SkyToss): http://drop.sc/311164 vs JustinBieber (Hair Flip): http://drop.sc/311165 vs Mekar (Early Warp timing kills third hatch): http://drop.sc/311166 vs TesseracT (2Gate Zealot into Macro): http://drop.sc/311167 vs Cjsg (Early 1-base Mothership Core Pressure): http://drop.sc/311168 vs Ocelot (DTs): http://drop.sc/311161 vs Remspoor (Fast Third): http://drop.sc/311143 vs Alison (Phoenix-Pressure into Third): http://drop.sc/311145 vs Alison (Standard): http://drop.sc/311153 vs Emyndri (Early warp pressure, late RW!): http://drop.sc/311148 vs IIIIIIIIlI (Standard): http://drop.sc/311150 vs Grape (Scary Early MShip/Warp timing): http://drop.sc/311151 vs Trace (DT / Blink All-In): http://drop.sc/311154 vs Spraypaint (Standard): http://drop.sc/311155 vs Sosuka (Standard): http://drop.sc/311156 vs Superficial (Standard): http://drop.sc/311157 vs Tribones (Fast Third): http://drop.sc/311159 vs DarK (Standard): http://drop.sc/311142



Build and Benchmarks (Basics):



+ Show Spoiler + Note that unmarked gains in Supply are Drones, and this is assuming a "standard" game against an opponent who FFEs:

15Pool

17Hatch (Some players get on 15/16, other steps stay the same)

16Overlord

16Queen

18 Zerglings (2 Set)

20 Drone (Rallied to build third base)

21 Queen (Started right after first Queen in main. Inject first queen, move to expansion)

24 Third Hatchery (4;30)

24 Overlord (Rallied to possible Proxy-Pylon locations)

24-32 Drones

32 Overlord

32 Queen

34-44 Drones

44 Overlord

44 Gasx2 (6:00)

42 Overlord

42-54 Drones

54 Roach Warren/Evolution Chamber (7:00)

54-60 Drones

60 Lair (First 100 Gas, 7:15)

60 Overlordx2

60 Gasx2 (At your third)

60-68~ Drones (Zergling Speed with 2nd 100 Gas)

68 Macro Hatch, +1, 5 Overlords (8:15)

68-160 Roaches (11:00 +1 Speed Roach Timing)

140-200 Roach-Max or Transition



Build and Benchmarks (Advanced):



+ Show Spoiler + 15 Pool







Safe and economical.

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17 Hatchery (Blocked a bit)







Some players go for an earlier expansion Hatchery, but I choose 17 because it allows me to double-mine every patch in the main super-early. If they block you for a bit with their Probe, just start your Overlord on 17.

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17 Hatchery







Probe blocked Hatchery for a bit, if he did choose to pylon-block, I'd start a gas to get to 16 Supply to build then Queen, then cancel the Gas and build 2-3 Sets of Zerglings when the Pool finishes. I personally never take my third before the natural, and don't advise it at all.

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16 Queen and Lings







As soon as the Pool is done, grab 2 Sets of Zerglings and a Queen. If your expansion wasn't pylon blocked, you can inject and move the Queen down to the expansion. Always build 2 Sets of Lings, don't try to be greedy - it's not a worthwhile corner to cut.

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Main Fully-Saturated







Note that 16-Drone saturation (2 per patch) is optimal base saturation, which you'll eventually want for all your bases.

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20 - Drone Rallied for the Third







The next Drone you build after your 2 Sets of Zerglings can be rallied to your third. Don't touch those main minerals! You can still start your third by 4:15/4:30.

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2nd Queen and Drones







While the Drone builds and runs to your third, start your 2nd Queen in the main (putting you at 23 supply). and you even have the option of getting the Overlord on 23 before the third. Long story short - don't rush the third, be calm about it.

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23-24 Hatchery







When the Drone you built on 20 Supply arrives at your third, start the Hatchery. Make sure an Overlord flying over where your Hatchery will go, making sure there's no Pylon/Cannons, and you should consider rallying some or all of your first 4 Zerglings to your third to make sure he doesn't block you.



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23/24 Overlord







This game I got my Overlord on 25 supply after my third, and it slightly delayed me from using my inject-larva right away. Either get it on 23 just before the third Hatchery, or immediately after.

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Drone hard to 32, then Overlord/Queen







This step is extremely important. The 32 Overlord timing is one of the most crucial for this build because it allows you to spend your first double-inject on Drones. After the Overlord, start your 3rd Queen at the natural.

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Spread a Creep Tumour and line-up your three Injects







Once you start a Queen at your natural on 32, spread a creep tumour with the Queen that is already there and then move her to the third. That way by the time the 2nd Queen comes out at the natural, the other Queen arrives at the third and you can triple-inject.



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44 Overlord







Drone hard to 44 - an intentional supply block. Start an Overlord on 44, then double-gas (I do this at the natural expansion always). The Supply block on 44 may feel strange, but it is actually well-optimized: the double Gas frees up two Supply, and the 3rd hatchery finishes to give you two more. This lets you spend any minerals/Larva you have while the Overlord builds.

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44 Another Overlord







This is around the time your triple-injects will be coming into play, so you need a 2nd Overlord in the mid-40s of Supply. Many players double-Overlord on 44 because economy is in overdrive, making it less important that your Overlord timings be crisp. To nitpick, it is best to go 44 Overlord, double gas, drones to 46 (hatch finishes) then another Overlord.

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6:20 - First Triple-Inject







Assuming all has gone to plan, this is when you should hit your first triple-inject. If you have to delay your injects a few seconds to line them up, do so! Time is a resource in SC2, don't waste your time by staggering the injects.

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7:00 Warren and Evo







You should reach 54~ supply by 7:00, then build your Warren/Evo. This timing has been set in stone since WoL, and is still safe in most scenarios. Build it at the natural to avoid touching those double-mining patches in the main!

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7:15~ Lair







Your first 100 Gas should go into Lair, at which point you want to start your 3rd/4th geysers. I always take these at the third and recommend this method, with the goal of again keeping the main 16/drone saturation, but you could just build them in the main and reset the rally. To each their own.

______________________________________________________________________________________________________



7:30 Pressure Zealot/Stalker/MShip Core







Don't overreact to this type of pressure by building 20 Slow Lings, 3-4 Sets of Lings with your Queen is plenty. Try to cling to your creep, ideally you'll have the tumour to the third by now.

______________________________________________________________________________________________________



May not hurt to get another Queen at third







Try not to be a noob like me and lose your Queen to this light pressure, but mistakes happen so as soon as you know she's going to die, start building another one and consider sending the Queen from the natural to help if your Drones dying to the Mship Core. Not a bad idea to just blindly get a fourth Queen at the third after your Roach Warren/Evo (54 Supply). Another note: My Zergling Speed and +1 are being started at the same time here, which isn't ideal. Generally you should use your first 100 Gas on Lair, second 100 Gas on Zergling Speed, third 100 Gas on +1.

______________________________________________________________________________________________________



72~ Roach Speed / Macro Hatch / Overlords







Around the time you start +1 you should be fully saturated at your main/natural/third with 4 Gas filled (72~ Supply). At this point, you should be moving into Roach production, so build LOTS of Overlords. Usually 5+ Overlords before Roach production is a good idea. Building poorly-timed Overlords when your Droning can hurt you, but building extra Overlords won't hurt you once you move into Roach production because all that Supply is going to go into Roaches anyway.

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The Key Economic Benchmark - 60~ Drones







I've reached the critical income, though a bit later than usual because of the pressure.

______________________________________________________________________________________________________



Roach Production: Larva Low, High Supply, Keep Creep







Enough said.

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Scout potential third







On most maps your first Overlord can do this, but you could always send a Speedling or Overseer to be sure. Happened to see some Phoenix moving out this time too.

______________________________________________________________________________________________________



Responding to the Phoenix + Third







Against most Stargate openings, 1-2 Spores at each base is plenty - but make sure you replace those drones! Don't want to lose your 16 Drone saturation at any of your bases because you build Spores. Also, get your Overlords to safe locations above your Spores - Overlord speed is an option.

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Push-Out with Roaches







When Roach Speed is close to done, push out. Sometimes even before speed finishes you can push, like if your opponent starts a third already.

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~11Min +1 Speed Roach Timing







Everything revolves around hitting this timing, because your opponents will start walling the third and getting that crucial Immortal/Sentry/Cannon defense out. Seconds can make a world of difference.

______________________________________________________________________________________________________



Roach-Max or Transition







Off of this nice 60+ Drone economy, you can constantly trade Roaches and be relentlessly aggressive, or you can start to transition into Hydra/Roach with more upgrades and a 4th base.

______________________________________________________________________________________________________ Safe and economical.______________________________________________________________________________________________________Some players go for an earlier expansion Hatchery, but I choose 17 because it allows me to double-mine every patch in the main super-early. If they block you for a bit with their Probe, just start your Overlord on 17.______________________________________________________________________________________________________Probe blocked Hatchery for a bit, if he did choose to pylon-block, I'd start a gas to get to 16 Supply to build then Queen, then cancel the Gas and build 2-3 Sets of Zerglings when the Pool finishes. I personally never take my third before the natural, and don't advise it at all.______________________________________________________________________________________________________As soon as the Pool is done, grab 2 Sets of Zerglings and a Queen. If your expansion wasn't pylon blocked, you can inject and move the Queen down to the expansion. Always build 2 Sets of Lings, don't try to be greedy - it's not a worthwhile corner to cut.______________________________________________________________________________________________________Note that 16-Drone saturation (2 per patch) is optimal base saturation, which you'll eventually want for all your bases.______________________________________________________________________________________________________The next Drone you build after your 2 Sets of Zerglings can be rallied to your third. Don't touch those main minerals! You can still start your third by 4:15/4:30.______________________________________________________________________________________________________While the Drone builds and runs to your third, start your 2nd Queen in the main (putting you at 23 supply). and you even have the option of getting the Overlord on 23 before the third. Long story short - don't rush the third, be calm about it.______________________________________________________________________________________________________When the Drone you built on 20 Supply arrives at your third, start the Hatchery. Make sure an Overlord flying over where your Hatchery will go, making sure there's no Pylon/Cannons, and you should consider rallying some or all of your first 4 Zerglings to your third to make sure he doesn't block you.______________________________________________________________________________________________________This game I got my Overlord on 25 supply after my third, and it slightly delayed me from using my inject-larva right away. Either get it on 23 just before the third Hatchery, or immediately after.______________________________________________________________________________________________________This step is extremely important. The 32 Overlord timing is one of the most crucial for this build because it allows you to spend your first double-inject on Drones. After the Overlord, start your 3rd Queen at the natural.______________________________________________________________________________________________________Once you start a Queen at your natural on 32, spread a creep tumour with the Queen that is already there and then move her to the third. That way by the time the 2nd Queen comes out at the natural, the other Queen arrives at the third and you can triple-inject.______________________________________________________________________________________________________Drone hard to 44 - an intentional supply block. Start an Overlord on 44, then double-gas (I do this at the natural expansion always). The Supply block on 44 may feel strange, but it is actually well-optimized: the double Gas frees up two Supply, and the 3rd hatchery finishes to give you two more. This lets you spend any minerals/Larva you have while the Overlord builds.______________________________________________________________________________________________________This is around the time your triple-injects will be coming into play, so you need a 2nd Overlord in the mid-40s of Supply. Many players double-Overlord on 44 because economy is in overdrive, making it less important that your Overlord timings be crisp. To nitpick, it is best to go 44 Overlord, double gas, drones to 46 (hatch finishes) then another Overlord.______________________________________________________________________________________________________Assuming all has gone to plan, this is when you should hit your first triple-inject. If you have to delay your injects a few seconds to line them up, do so! Time is a resource in SC2, don't waste your time by staggering the injects.______________________________________________________________________________________________________You should reach 54~ supply by 7:00, then build your Warren/Evo. This timing has been set in stone since WoL, and is still safe in most scenarios. Build it at the natural to avoid touching those double-mining patches in the main!______________________________________________________________________________________________________Your first 100 Gas should go into Lair, at which point you want to start your 3rd/4th geysers. I always take these at the third and recommend this method, with the goal of again keeping the main 16/drone saturation, but you could just build them in the main and reset the rally. To each their own.______________________________________________________________________________________________________Don't overreact to this type of pressure by building 20 Slow Lings, 3-4 Sets of Lings with your Queen is plenty. Try to cling to your creep, ideally you'll have the tumour to the third by now.______________________________________________________________________________________________________Try not to be a noob like me and lose your Queen to this light pressure, but mistakes happen so as soon as you know she's going to die, start building another one and consider sending the Queen from the natural to help if your Drones dying to the Mship Core. Not a bad idea to just blindly get a fourth Queen at the third after your Roach Warren/Evo (54 Supply). Another note: My Zergling Speed and +1 are being started at the same time here, which isn't ideal. Generally you should use your first 100 Gas on Lair, second 100 Gas on Zergling Speed, third 100 Gas on +1.______________________________________________________________________________________________________Around the time you start +1 you should be fully saturated at your main/natural/third with 4 Gas filled (72~ Supply). At this point, you should be moving into Roach production, so build LOTS of Overlords. Usually 5+ Overlords before Roach production is a good idea. Building poorly-timed Overlords when your Droning can hurt you, but building extra Overlords won't hurt you once you move into Roach production because all that Supply is going to go into Roaches anyway.______________________________________________________________________________________________________I've reached the critical income, though a bit later than usual because of the pressure.______________________________________________________________________________________________________Enough said.______________________________________________________________________________________________________On most maps your first Overlord can do this, but you could always send a Speedling or Overseer to be sure. Happened to see some Phoenix moving out this time too.______________________________________________________________________________________________________Against most Stargate openings, 1-2 Spores at each base is plenty - but make sure you replace those drones! Don't want to lose your 16 Drone saturation at any of your bases because you build Spores. Also, get your Overlords to safe locations above your Spores - Overlord speed is an option.______________________________________________________________________________________________________When Roach Speed is close to done, push out. Sometimes even before speed finishes you can push, like if your opponent starts a third already.______________________________________________________________________________________________________Everything revolves around hitting this timing, because your opponents will start walling the third and getting that crucial Immortal/Sentry/Cannon defense out. Seconds can make a world of difference.______________________________________________________________________________________________________Off of this nice 60+ Drone economy, you can constantly trade Roaches and be relentlessly aggressive, or you can start to transition into Hydra/Roach with more upgrades and a 4th base.______________________________________________________________________________________________________



Tutorial 1 - Nit-Picking to the Point of Perfection (Standard ZvP Games):



+ Show Spoiler +



http://www.twitch.tv/tangsc/b/369119394 This is a really important tutorial for learning Zergs, and I think even most master players will pick up some useful tips from it. I've spent a lot of time practising this style at the top master/GM level, and I also have extensive experience teaching it to students. As I've mentioned before, I really enjoy paying attention to all the subtle details, not just because it's fun, but because they have tremendous impact on your play.



Tutorial 2 - The Best Defence is Good Offence (Aggressive/All-In Protoss):



+ Show Spoiler +



http://www.twitch.tv/tangsc/b/369137222# The key to playing Roach/Ling effectively is to get out on the field and threaten, trade, and counter. Don't be afraid to be aggressive and lose units across the map because as long as you have that nice economy to back it up, you can reproduce your army before Protoss can push you. Saved the best game for last! There are quite a few scary games in this tutorial, including like the 8 minute Zealot warp-ins with MShip core, the Immortal/Sentry All-In, and the Colossus All-in.



Tutorial 3 - When Things Go Wrong (Decision-Making, Responding, and Learning from Mistakes):



+ Show Spoiler +



http://www.twitch.tv/tangsc/b/369153276# This is a great tutorial if you have trouble reading your Protoss opponent, or if you're struggling against cheesy builds. We look at some ways to handle cannon rushes, 2-gates, early warp-ins, etc. There are also games where things just straight-up go wrong, like losing the third, and how you can best react to these less-than-ideal situations.



Tutorial 4 - Transitions:



+ Show Spoiler +



Assuming you've fully saturated three bases in the midgame, you should have an income of approximately 2,000 minerals/minute. So massing Roaches until you max and then trading constantly is one option, but you can also start your 4th and power Drones to transition. Starting a fourth and an additional 20~ Drones costs about 1300 minerals, which takes you less than a minute to mine off a fully-saturated three bases. Moving up to 75-80 Drones on 4 bases allows you to transition into Hive tech with either Roach/Hydra/Corruptor, Roach/Hydra/Swarm Host or Roach/Hydra/Viper. No matter which option you choose, it's nice to mix in Hydras due to their increased mobility.



Roach/Hydra is great in the midgame, but there are definitely diminishing returns as the game progresses. Against Sky-toss or double-Robo Colossus, it can get to the point where Hydras won't cut it and you need to mix in Corruptors. But by adding 8-12 Corruptors, you can engage more cost-efficiently. Three bases worth of gas won't cut it for sustained production, so you'll need your fourth as soon as possible. Remember to use your corruption ability and focus-fire with the Corruptors.



On both their streams, I've seen both IdrA and Stephano choose Swarm Hosts as their late game focus. Generally they stick to Roach/Hydra for the midgame, but once Hive is done, you can move towards 3/3 and mix in more and more Swarm Hosts. This style is certainly viable, though it does require very active creep spread, I've even seen the EGs skip the macro hatch early on to afford more creep-Queens so that Swarm Hosts have the option of retreating after a volley of Locusts.

(2hr 4min)



Many prefer to stick to Roach/Hydra, and mix in about 5 Vipers in the late game. This style doesn't necessarily demand creep spread like the Swarm Host style, but it does require a more aggressive mindset - you must trade armies constantly. You're not looking to engage a maxed-out Protoss army with Roach/Hydra/Viper. Instead, you should be pushing your opponent pretty relentlessly, using your Vipers to pick off his high-tech units like Colossus. Things start to get nasty when Protoss gets enough high-tier units out, like Templar, which can instantly kill (or at least deplete) your Vipers. You'll have to dodge more than a few Storms with this style, but if you can keep Protoss on the back foot and keep thinning their army while staying perpetually maxed, this style works wonders.

Assuming you've fully saturated three bases in the midgame, you should have an income of approximately 2,000 minerals/minute. So massing Roaches until you max and then trading constantly is one option, but you can also start your 4th and power Drones to transition. Starting a fourth and an additional 20~ Drones costs about 1300 minerals, which takes you less than a minute to mine off a fully-saturated three bases. Moving up toallows you to transition into Hive tech with either Roach/Hydra/Corruptor, Roach/Hydra/Swarm Host or Roach/Hydra/Viper. No matter which option you choose, it's nice to mix in Hydras due to their increased mobility.Roach/Hydra is great in the midgame, but there are definitely diminishing returns as the game progresses. Against Sky-toss or double-Robo Colossus, it can get to the point where Hydras won't cut it and you need to mix in Corruptors. But by adding 8-12, you can engage more cost-efficiently. Three bases worth of gas won't cut it for sustained production, so you'll need your fourth as soon as possible. Remember to use your corruption ability and focus-fire with the Corruptors.On both their streams, I've seen both IdrA and Stephano chooseas their late game focus. Generally they stick to Roach/Hydra for the midgame, but once Hive is done, you can move towards 3/3 and mix in more and more Swarm Hosts. This style is certainly viable, though it does require very active creep spread, I've even seen the EGs skip the macro hatch early on to afford more creep-Queens so that Swarm Hosts have the option of retreating after a volley of Locusts. http://www.twitch.tv/egstephano/b/382707630 (2hr 4min)Many prefer to stick to Roach/Hydra, and mix in about 5in the late game. This style doesn't necessarily demand creep spread like the Swarm Host style, but it does require a more aggressive mindset -. You're not looking to engage a maxed-out Protoss army with Roach/Hydra/Viper. Instead, you should be pushing your opponent pretty relentlessly, using your Vipers to pick off his high-tech units like Colossus. Things start to get nasty when Protoss gets enough high-tier units out, like Templar, which can instantly kill (or at least deplete) your Vipers. You'll have to dodge more than a few Storms with this style, but if you can keep Protoss on the back foot and keep thinning their army while staying perpetually maxed, this style works wonders.



Feedback:



+ Show Spoiler + really value your thoughts and suggestions. Don't worry about offending or flattering me! Anyone who has followed me knows I've developed a thick skin, and I can handle harsh and honest criticism without being offended. But don't be afraid to throw in the occasional praise/compliment it's important that I know what I'm doing right as well as what I'm doing wrong.



Poll: What is your opinion on spoilers?



They help make the guide easier to read. (77)

87%



They're okay, but there are better ways to structure guides. (6)

7%



They're annoying, and make the guide harder to read. (6)

7%



89 total votes (77)87%(6)7%(6)7%89 total votes Your vote: What is your opinion on spoilers? (Vote): They help make the guide easier to read.

(Vote): They're okay, but there are better ways to structure guides.

(Vote): They're annoying, and make the guide harder to read.



Any improvements to content since my early days can be attributed to the feedback I've received from the TL community. Trust me, Ivalue your thoughts and suggestions. Don't worry about offending or flattering me! Anyone who has followed me knows I've developed a thick skin, and I can handle harsh and honest criticism without being offended. But don't be afraid to throw in the occasional praise/complimentit's important that I know what I'm doing right as well as what I'm doing wrong.



Support and Announcements:



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My web page has been around for years, with a free sign-up and free SC2 content. I've taken countless hours to produce these guides, please take a moment to sign up and show your support. I will personally answer every single question that users post on the website. There is also coaching information for those interested in becoming the next SC2 prodigy I have three years of coaching experience and I %&$^ing love it.



Team All-Inspiration



It's been a long time since I played for a competitive team, but I'm thrilled to announce that for the indefinite future, I will be an active member of the very-supportive Team All-Inspiration. It is a tight-knit community dedicated to practice and improvement - what could be wrong with that? The website is All-Inspiration.com (though it is currently being renovated/improved - shout out to EnterJayhari and ReD for their assistance with this).



Twitch.TV/TangSC



Unfortunately I streamed the tutorial videos for this guide before I improved my internet. All future videos will be streamed in higher audio/visual quality with brand new stream overlays. I aim to stream weekly competitive matches and as many tutorial videos as I can. Please follow to get a notification when the stream is live My web page has been around for years, with a free sign-up and free SC2 content. I've taken countless hours to produce these guides, please take a moment to sign up and show your support. I will personally answer every single question that users post on the website. There is also coaching information for those interested in becoming the next SC2 prodigyI have three years of coaching experience and I %&$^ing love it.It's been a long time since I played for a competitive team, but I'm thrilled to announce that for the indefinite future, I will be an active member of the very-supportive Team All-Inspiration. It is a tight-knit community dedicated to practice and improvement - what could be wrong with that? The website is All-Inspiration.com (though it is currently being renovated/improved - shout out to EnterJayhari and ReD for their assistance with this).Unfortunately I streamed the tutorial videos for this guide before I improved my internet. All future videos will be streamed in higher audio/visual quality with brand new stream overlays. I aim to stream weekly competitive matches and as many tutorial videos as I can. Please follow to get a notification when the stream is live Coaching www.allin-academy.com | Team www.All-Inspiration.com