You might be wondering: what type of all-in starts with economic cheese? The type that wants to have a sustained attack as soon as possible, that’s what.
In this game, Snute cuts corners and goes for almost pure Drones for the first 4 minutes of the game. This allows him to get up to 6 Extractors and spread Drones across 3 mineral lines before he lines up his attack. From there, he streams Roaches and Ravagers across the map to bust down walls and forcefields to force his way into the Protoss base.
On the flipside, State played it safe opening Gateway first, then getting his Nexus afterwards. WIth a quick +1 attack, he also gets his 3rd base quickly after scouting Snute’s greedy build, and then into Blink.
When the Ravagers attack, State already has his simcity in place with Gateways clogging up the entry into his 3rd base, so despite being down at times 70 to 15 army supply, Snute has difficulty finding space to push in. State continues to build pylons to power his Gateways and for the Overcharge.
With Blink up, though, State makes a great hold: his 3 base economy (with more Probes than Snute has Drones) allows him to slowly get back into the game while Snute’s slow Roaches walk across the map. The battle continues on for minutes, but State keeps his 3rd base alive and evens the supply count. When the pressure begins to lighten, State is able to push for a 4th base as his minerals begin to run out his in main. When the supplys even up, he traps Snute’s army and pushes across for the win.
In this game, TY opens with a CC first into a gas before his barracks. This is the most greedy you can be in the early game. He only has one marine out before the 6 minute mark (which he uses to deny scouting). The reasoning behind this is the fact that snutes reaction to the CC first is to go 3 hatch before pool. This is a dream scenario for TY. He quickly adds his second gas to get access to fast tech.
This is a game where TY gains small leads off of early harass. His first mode of harass is the hellions. He makes 4 hellions off of his factory, which ends up roasting 4 drones. This is not a big deal, but it sets snute slightly behind. TY also keeps his hellions alive, to use for more harass throughout the early game.
TY’s second mode of harass is the viking. He uses this to deny overlord scouting, forces snute to spend money on non army related units, and take map control. In the early game, droning up to 3 1/2 base economy is the most important thing for a macro zerg. Setting that back at all can delay the army/tech and make follow up pushes game ending.
TY’s third mode of harass is a widow mine drop. He sends out a medivac with 2 widow mines and 4 marines which kills 8 drones.
All of these small edges that TY gained puts him in a position where Snute’s tech and saturation is delayed. Behind all of this harass, TY is researching stim, making tanks, adding gas, starting double upgrades, and adding more barracks.
The viking is used to push back and kill overlords out on the map, making it so snute does not see the move out with marines, medivacs, and tanks at around 10:30. TY takes a third behind this.
Bridgehead is known as a map where the terrain can be abused. The rocks at the natural have been an issue for many players. TY sieges his tanks behind these rocks while he drops the marines on Snute’s side of them. This creates a strong and very difficult to defend position for snute. It is a very similar strategy to the deadwing one, where you siege behind the rocks in between the natural and the third. This is why zergs always break the rocks there and have also started breaking the rocks on BridgeHead. TY kills Snute’s natural with this push and gains a large supply lead. Snute has almost triple the units lost compared that that of TY after this maneuver.
The aggression doesn’t stop here though! TY keeps dropping in Snute’s natural and 4th, denying the bases and denying mining! Snute does not successfully retake his natural until the 17 minute mark, only to be quickly denied again by TY. Throughout all of this, TY continues to drop marines and widw mines killing drones constantly!
Snute holds on well, but in the end TY’s early game lead, mechanics, and micro prove too much! This is one of my favorite games of all time, I think it’s a must watch!
Group D was the group of death: the reigning SSL Champion (Classic), the reigning GSL Champion (Rain), MVP’s top Protoss player (YongHwa). And Snute came out on top with an aggressive heavy Hydralisk style in ZvP.
Snute opens with a safe 15 Pool, 16 Hatch to avoid a cannon rush and transitions into a relatively normal 3rd base timing around 4:00 and Zergling speed soon after. Around 7 minutes, he goes up to 30 Zerglings to deny Rain’s 3rd base and immediately goes into Hydralisk production. He uses those to destroy the 3rd base again and create a soft contain. The safe opening allows Snute to apply pressure before typically 2 base timings come in from Protoss.
From here, Zerg will typically transition into either Infestors to lock down the Stalkers or more Vipers for the Blinding Cloud, but Snute gets away with building only 2 Vipers. Most of us don’t have army control like Snute, but he pulls it off with smart positioning and baiting forcefields. Keeping the Viper and Infestor count low leaves more gas for Hydralisks.
There are a few caveats to this style. First, this build is likely a response to the prevalence of Blink Stalkers in the current meta. Against a more traditional Colossi army, the mid-game pressure timing is much tighter. This seems like the biggest potential risk to this style
Second, there are different ways to transition. In his other games, Snute also opted for Roach Zergling pressure early on, so there are options for staying aggressive.
Third, Snute delays upgrades for a long time. His first attack/armor upgrade is +1 missiles at 12:00. This might be a risk against a double Forge style with more armor upgrades to buffer against the Hydralisks. To sustain the attack, you probably will need to go up to 4 bases. Snute gets it very late in this game, but you can see other timings in his games against Classic
Fourth, the late-game composition is presumably more flexible for how the Protoss responds. Against High Templar, Snute opted for more Roaches. If he had seen more Colossi, I would guess you would get more Vipers for the Abducts.
So in summary, safe opening + big Speedling attack + mid-game Hydralisk contain = devastated GSL/SSL champions