7 roach rush
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I'm interested in giving it a try when I get home.
Thanks! -
I love when people try to 7 roach rush me.
Free wins. D:
But it will definitely get you to low/mid diamond pretty easily. -
I find 7 roach rush easy to defend against especially if you're Terran ._.
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Thanks for the 7 RR link, very interesting.. and fun to use!
I main Protoss... trying out Zerg/Terran but I'm no good with them. Maybe I should work on my control groups and scouting first.
PS: Post more tips!
This forum is my only access to gaming related things while I'm at work!
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Go read from page 1 >:0
Haven't played with you yet
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Haha I've read this whole thread... twice. I have watched your avatar change over time, like the winds of Aiur. I am a ________ (insert SC2 unit here).
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So on the Korean version of Teamliquid there is a weekly poll asking players which race they think is the weakest. Currently Protoss is leading with 70% of the votes.
Makes me wonder if my weakness with Toss might actually be a racial imbalance thing rather than my playstyle, because I am definitely feeling that Protoss is too weak in the early game. My win percentage with Zerg is like 60%, my Terran is 70%, but my Protoss is around 50%. Even though my ladder ranking on the US server is lower by 700 points, and the Korean server is considered harder, I still do better with Terran on the Korean server then I do with Protoss on the NA server.
Source: PlayXP
Blue = Protoss
Green = Terran
Red = Zerg -
"I finally ran into the first player who can -consistently- beat my 7RR all-in opener. And I mean beat it soundly. In fact, his strategy completely hard counters the 7RR buid altogether:
I played a -bunch- of games vs horst tonight just to really shake down this 7RR and ALL-IN 7RR the 7RR and see if there is a good strong potential counter strat.
The verdict?
The 7RR, and it's all-in variety, can be -completely- countered by a toss who plays a fairly specific counter build:
9 pylon (send probe to scout)
12 gate (build a zealot to block your 1-space-wide choke, and then a sentry)
14 assim
15 pylon
17 cyber core
21 forge in back of the base away from the wall
24 pylon
@ 4:40-4:45 gametime, warp in 2 cannons at the gate behind the gate/assim core to guard the ramp.
Now, at this point here's whats happened. As a zerg I've already committed to building all the roaches because a gateway/cyber core front-door basically signifies "I'm going to die easy to a 7RR", and at -this- moment, I realize that he has cannons and I will not be able to break his wall. As a zerg I am immediately forced to transition into a FE and macro game, and am at a huge disadvantage. Because he waits so long to drop the cannons, I dont have time to stop more than a couple of the roaches from being produced. If I attempt to push my attack anyway he can simply forcefield in between my 7 roaches on his ramp and absolutely tear me to shreds with the 2 cannons/sentry/zealot defense. It forces zerg to auto-lose his roaches, or to pull them back to base. If the Z was doing the all-in build, the queen is already halfway across the map and needs to walk home now, seriously delaying another larva spit.
Now the protoss build continues:
25 assimilator
26 starport (begin chrono boosted phoenix production immediately, and go shoot down any overlord hanging out near your gate - go scout your enemy, if you see he is going hard air you need another starport and to keep pumping phoenix - which obliterate zerg air - if you see he's going hydra continue the build)
30 gateway
31 pylon
35 pylon
39 robo facility
48 robo bay
Begin colossus production, and stalkers/zealots/sentries out of your two warpgates. Get the thermal lance upgrade.
48 expand.
At this point, it's basically game over. As zerg you took too big of an economy hit and wont be able to recover in time for the 12:30 timing push with two colossus, several phoenix, and a big group of hydra. If you -do- manage to stop that attack (you can, at a big cost), an even bigger timing attack is just getting built and you aren' far behind.
I tried everyting I could, his colossus were simply too strong.His build sneakily causes an overcomit and it's been pretty conclusively proven to me that the toss run over 7RR using this strat.
The phoenixes give toss instant map control, and he can snipe out anything not covered. He can expand at leisure and destroy you just as easily at either the 12:30 timing push or the slightly later 17 minute mark.
So there you have it, a toss can hard counter you if he's doing that sort of a build order. Horst claims thats his standard opening even against FE, and he claims it is very powerful. It certainly shuts down the 7RR 100%. "
sounds like that's a non-factor now. -
Henry Bollocks Notebook Consultant
I did quite a few 7RR games last night. I won my first five games no problem.
Then, I lost to a protoss player who played ultra defensive. Two cannons at the ramp, and three cannons around the mineral line. And yet, by the time I was in his base and attacking, he even had a few units to counter, so my seven roaches, already weakened by the entry cannons (and I'd probably lost one or tow, I'm not sure at the moment) barely held out.
So, at this point, I was faced with the choice of a) be satisfied with the damage I had done, plus his economic disadvantage at going for so many cannons (I had expanded while I pushed out), and macro up for a bit, or b) send in more roaches, along with some zerglings?
Well, I went for plan b, and ... well, my macro slipped while I was attacking, and while I was bringing in more units, he made more cannons and units. So, I kept him in his base for a while, but ultimately, while I was going for mutas - at the same time, sending over roaches to take out what I could - he managed to get speed zealots and stalkers.
Long story short, I played it badly, he ended up taking out my expansion with speed zealots, and by the time I got my mutas to start taking out his base, his void rays and stalkers took care of my main. Even though he was stuck on one base for most of the game, he had more probes earlier on. So looking back, when the initial push failed, I think I should have concentrated on getting my economy going full steam, and teched straight to mutas.
I ended up losing about three or four more 7RR games - in each case, the players started out very defensive. Once to a 6 pool (lol), mass void rays, and once to a terran player who went straight to planetary fortress and building armour upgrade, with two bunkers at his ramp. In this game, I probably could have won if, again, I had seen that my initial push failed, took the economic advantage, and teched to ... something. The thing is, I wasn't sure, and I'm still not sure, of what I should have teched to. Ultimately, the terran player won with thors, vikings (to kill off overlords) and marines. Should I have gone hydras and infestors, working my way up to ultras?
So, if you've made it this far in my post, the point is this: I'm not really sure how best to transition from a failed 7RR.
Against protoss, who at my level of play I assume 9 times out of 10 will be going for mass void rays, should I go straight to upgraded hydras? And what about terran? Anyone have any advice?
EDIT: I just looked over the replay, that terran player went to 6 slot bunkers, had three at his entrance, and in addition to the PF at his main, his expansion was PF, too. -
Hydraling or mutaling or roach hydra
Highly suggest roach hydra since all your army needed at that the time is more damage. Roaches can soak up enough damage
The avatar shall change very constantly
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i just got owned by 3 medium ais in a coop game.
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7 Roach Rush is an all in. There is no transition, unless you've crippled the opponent by killing at least 15 workers. If you do manage to kill that many workers, just take another expansion and tech to lair.
But since it an all in it is a bad build, since the goal is a win with those 7 roaches. Its a bad way to play the game in my opinion. -
Henry Bollocks Notebook Consultant
I don't think I agree it's an all in. Once you have your seven roaches, you have enough cash left over to expand, train an overlord, and enough supply to build two more drones. I think you can even quickly tech to lair (though you might have to forfeit drones or overlord, I'm not sure). It's certainly not on the same level as 6 pool.
I do think that only playing one build - and relying on one build for a quick win - is not an ideal way to play, but I do think that it's perfectly valid to know and play all kinds of builds. And that includes cheese. Furthermore, I think there's a fuzzy line between "early harass" and "rush", as there is a fuzzy line between "rush" and "cheese".
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Henry Bollocks Notebook Consultant
I had a look at the replay, and I think a good part of the problem was that I didn't really know what to do next, so I did what any reasonable person would do: I went speedling/roach/hydra/muta ... none of which were in enough quantity to be of much use.
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No, it is cheese because you are cutting workers to build the 7 roaches that fast.
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I had a cheese maneuver against me last night. Terran v Terran (me Terran? Nooo). I didn't scout early because it was only a two player map (two spawn spots) and it was a terran. His SCV entered my camp before I could block it off, then he scooted out, but something seemed up.
Dude built a barracks just a little ways away from the bottom of my ramp with a bunker. By the time I got marines manufactured (he clearly didn't spend any additional resources on anything else) he already had two in the bunker and made it darn near impossible to kill. Of course stupid me should have just left well enough alone and built some reapers to kite his barracks from behind, because it was clear he wasn't gonna attack any time soon, and had my ramp blocked with two barracks by that time.
Bah... stupid. I panic in those situations and should just assess because I did some really stupid things. Clearly reason why I will sit at bronze for the rest of my life. lol. -
Panic happens to everyone don't worry
Could've teched to siege tanks and raped him >:0
Or build a command center in your base and ninja-float it somewhere and let him think he's ahead by keeping you sieged in your base unable to expand -
Yeah, afterwards I know that, but when its happening, I just freak thinking I gotta take him out. I know I had other options because by the time he amassed enough infantry to break through my barracks I could have had some better form of attack, but like I said, I just freaked and sent my marines in one by one to be slaughtered.
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Henry Bollocks, if you want to fork over some replays of your 7RR loss, I'd be happy to look em over and give suggestions (if/whenever I get the time..)
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Does any have a good source for viewing SC2 Unit attributes in an easy to compare format? That'd be really useful!
PS: Who is your avatar Reizo? -
Henry Bollocks Notebook Consultant
It's embarrassing, but what the hell.
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Meh I just played so many games against AIs and used every single unit to the point that my brain just comes up with the unit stats when I think about them ._.
She is...
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I saw there was a "Finish the SP Campaign in under 10 or 12 hours" achievement. That's crazy.
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8 hours on normal mode really. It's doable
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I think I've finally found my favorite strategy ever for PvZ.
Basically its a fast expansion while cannon rushing.
9 Pylon
15/16 Nexus (Depends on map)
16 Forge
16 Cannon
16 Pylon
18 Cannon
18 Cannon
18 MORE CANNONS
Here's a replay.
Also here's a pretty long and good game between me and a Diamond 1600 point Terran player. D:
I'm actually feeling like I'm getting better with Protoss. Although my Zerg for some reason has improved dramatically and what's even better is that I aced my midterms, yay for curves. Now I'm going to overindulge in video games
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Henry Bollocks Notebook Consultant
Congrats on the midterms!
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I guess if you don't bother with getting all the tech upgrades and just finish the missions.
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Skipping cutscenes and rushing for the main objective is the way to go
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lol, I just saw that HDstarcraft cast where idra vs ddoro and ddoro opens up using that vs Zerg
http://www.youtube.com/watch?v=cmD5b85x_rw&feature=sub -
Does it have to be normal? If it's on easy, I could probably tank through it in less than a few hours...
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It has to be on normal
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Can I at least pause and resume the game later...? 4 hours of gaming is allright with me, but 6-8 hours is simply too much!! -
It's doable in < 5 hours.
You don't have to do all the 29 missions. You just need to do all the prereqs to get onto Char. I suggest you do The Dig as quickly as possible, then do all the Zeratul quests, then finish the Artifact missions. You will have all the research upgrades making it much easier. Careful though, you won't have much money. I suggest you buy all the marine upgrades and faster medic healing upgrade. Tank upgrades as well (if you're going to eliminate zerg air on Char) -
I think it's 8 hours of real world time thing. You can probably save and quit and continue later but pausing and leaving it running may count towards the 8 hours ._.
And farful just ninja'd me >:[
I SHALL WORKER RUSH YOU THE TIME WE PLAY AS REVENGE FARFUL >:0 -
First time ever ^_^
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@farful; @Reizo
thank you both for your help
I'll try and make it happen! -
Is the SC2 NBR night going on tonight?
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Henry Bollocks Notebook Consultant
... so I really hope to make it tonight!
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NotEnoughMinerals Notebook Deity
I'll be on tonight
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I hope. My boys are acting weird tonight so who knows. Hope they're not getting sick
not that I'd be a good contributor anyhow.
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I'm on now.
If anyone wants to play. -
I also play quite a bit. You guys can add me. I'm a Diamond/Plat player.
Char: Ander
Code: 847 -
Henry Bollocks Notebook Consultant
Okay, I'm not proud of this (though I'm also not particularly ashamed, either), but I've been going 7 roach rush for about half my games recently.
Funnily enough, I have only now encountered my first 7RR counterbuild. So, what happens when 7RR meets 7RR? Well, the guy with the better timing (not to mention not blind rallied units) wins, of course!
So, it's not the most engrossing replay you'll ever see, but it may be vaguely interesting ... and be sure to check out the chat at the end!
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Wow, which one were you? Did you win that one? You weren't kidding about the blind rallied units lol!
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Henry Bollocks Notebook Consultant
I'm UserEGO, the one with better timing and not blind rallied units. I love his rage quit at the end!
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Meh
Slept through my alarm and didn't make it to the game
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Henry Bollocks Notebook Consultant
I've never really used them, just messed around with them a bit.
I understand they're good against MM, zerglings, hydras, and zealots ... but if your opponent doesn't go for these, do you find any value for them in your overall army to use against, for example, buildings?
Also, since they are primarily a gas unit, what sort of impact does this have on timings and unit compositions? For example, when going for mass hydra or mass muta on two bases, I am often gas starved. I find it takes a good while to defend two bases while amassing an army big enough that I feel comfortable getting a third. Obviously, adding banelings into the mix could either help defend/expand - if the other players' unit mix favours banelings - or it could just further gas starve me (duh).
So, do you have any tips on using them and when/when not to get them? -
Starcraft II Tips
Discussion in 'Gaming (Software and Graphics Cards)' started by Duster73, Jul 29, 2010.
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