Welcome to Gaia! ::

The United Earth Directorate: A StarCraft Guild

Back to Guilds

 

 

Reply The United Earth Directorate: A StarCraft Guild
Zerg Stratagies Goto Page: [] [<] 1 2 3 ... 4 5 6 7 [>] [»|]

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Gharbad

PostPosted: Mon Jul 04, 2005 8:20 pm


KuriKun
That's why it can work, because instead of them building a unit, your larva just pops out automatically, robing them of their chance to build, and furthering you onwards to your victory!!!


Ehh... it's pretty random on who gets the new units if there's a bunch queued up.
Happens to me all the time where I don't get larva.
PostPosted: Tue Jul 05, 2005 8:47 am


never happened to me

Z_Evil


Mr. Fascist

PostPosted: Tue Jul 05, 2005 4:26 pm


[ Message temporarily off-line ]
PostPosted: Wed Jul 06, 2005 8:04 am


that is a difficult thng to read from bottom to top (don't ask y i did)

Z_Evil


xtk_billy

PostPosted: Fri Jul 15, 2005 7:12 pm


another easy stratagy to use is called the zergling drop. its simple:

first, u start making a bunch of drones to get a lot of money and gas. then u make enough overlords to have at least 100 people max. from there you make a bunch of zerglings (and maybe some hydra for protection) like you would with the zergling rush. while making the zerglings, upgrade the overlords so they are able to carry.

when u have all the zerglings u need, put them into the overlords. you take the overlords all the way to your enemy and drop them in the middle of their base. try and take u overlords bak just in case. your zerglings should destroy the main things ur opponent needs. hopefully, u will have done this fast enough so the enemy wont have many turrets or people to destroy ur overlords, or else its bye bye money and zerglings.

go ahead and try it. its a fairly easy stratagy to use. its seems to work pretty well too. 3nodding
PostPosted: Mon Jul 18, 2005 6:22 pm


simple obliteration is what most stratigies are based on

Z_Evil


Zin Okami

PostPosted: Tue Aug 02, 2005 8:52 am


Find a canyon on the map. Research the burrow ability, increased Hydralisk firing range, and Lurker evolution. Build a bunch of Lurkers and Hydralisks. Burrow the Lurkers on each end of the canyon, and throughout it's length and width so that you have overlapping lines of fire. Line the canyon's high ground with Hydralisks and then burrow them as well, for both anti-air support and to rain fire down upon anyone in the canyon. Have a pair of Overlords nearby for detection purposes to spot cloaked units, and perhaps some Mutalisks and Guardians for air-to-air support and air-to-ground support.

Once your units are in place, build a mixed unit of Zerglings, Hydralisks, a couple of Mutalisks, and maybe an Ultralisk or two if you have the tech for it. Take this mixed unit, locate your enemy's base, and then attack their defenses. Allow yourself to lose a few units, let your enemy bloody your forces, then retreat. Allow the enemy to pursue, pausing to turn and fire before running again, egging the enemy on and encouraging them to follow you. Lead them into the middle of the canyon, allow the Lurkers to attack, un-burrow the Hydralisks and have them attack, and bring the aerial units you have into range and have them attack. Sit back and enjoy the carnage.
PostPosted: Tue Aug 02, 2005 4:42 pm


Hm...That can be easily countered. Some basic Terran counters to your ground force, then Irradiate, GG lurkers. Or Scanner Sweep, Wraiths, GG.

DoomGaze


Sir_Jorah

PostPosted: Sat Aug 06, 2005 7:38 am


Here is the strateg I always use as zerg.

I start out by making 3 to 4 hatcheries, a pool, a lair, and a den in the first 5 or so minutes. If neccesary I build a group or 2 of lings for defense against rushes. Then, after I have the resources flowing in, I build 8 more hatcheries, and 2 Evolution chambers. I upgrade ranged attack and defense, and start building massive amounts of hydralisks. after I have massed out on hydras I do what the Zerg do best. Overwhelm your opponent with so many units, that no ammount of defense can stop them. And while my own units are dying, I simply create more at my base and send them rushing in as reinforcements. This doesnt always work, but hydras are effective against any unit as long as they are upgraded.
PostPosted: Sat Aug 06, 2005 9:50 pm


My Zerg Starting Line-Up in Fastest

I get Hatchery then I get Pool then I make 4 Sunkens to block my main from the outside world. Then I make more hatcheries as the minerals allow. Then 2 Extractors then Den. I make at least 4 hatcheries so I'll have a dozen Hydras to pump out at a time.

If I get rushed, I morph Zerglings and Sunkens and wait for allies to help.

DJ Kay Slay


kurikun

PostPosted: Sun Aug 07, 2005 6:49 pm


With zerg, just like every other race, there are offense and defence.

The best offensive strategies are zergling rushes. When done right, there is NO stopping it unless the defense is doing the same thing.

A defensive strategy however, generaly requires alot more strategy and brain power than speed and a straight up rigid plan (which is all rushes are, build this here, that there, and wallah, victory) These can give a person a sense of power, a good fealing. Not a fealing of "Ha ha, they were a noob and got pwned by my zerg rush!" but a fealing of "Ha! I outsmarted an opponent against all strategies they attempted and defeated them with cunning and power!" With zerg, this takes some work.

Now, for those of you who havn't, look up my zerg "Army in a can" starategy. It's a good basis for this. The whole point behind it is to give you the means to create units to counter the enemies movements, then plan a coordinated counter strategy/attack. For those of you who play UMS maps, "battlecraft" would be a perfect example of this. For this strategy, knowledge is key. If you know where your enemy is, when he's moving, what he's moving with, you'll have the knowledge to prepare and execute the proper block and counter. Early game, you should make 1 hot key of lings if you havn't found your opponent yet. ONce you do find your opponent, see what they are doing. If they are massing up lings to come at you, then do the same. Count their lings and make enough to win a battle with. same goes with marines and zealots. Have enough to counter an attack if they launch one. If, however, they are moving up the tech tree, you can either attack and demolish them now, or, if they have too much defense, continue up your own tech tree. Mid game should show you either with hydra's against goons or whatever else they are throwing at you, with lurkers on the way soon, or you sitting there unitless while you watch them build. If you don't need to float over their base, don't. Floating at the entrance to their base will be good enough if they have cannons or some other anti-air. just keep an eye out for when they launch units towards your base, so that you can immediatly start making a counter at your own hatcheries. You should NEVER be out of minerals unless they launch an assault. Always keep enough for a hotkey or more of whatever the biggest unit you can immediatly create at the time. being caught off guard is not something you want. The exception, of course, would be if you decide to build actual defenses. I don't suggest this as zerg, but can be useful. about a hotkey of standing hydra's, plenty of lurkers, and spore colonies. that should keep you safe for a while against any units they can toss at you at the time. It's not impenetrable, just a time buyer. Now we get into the interesting part of the game. between late and mid game, it's tech game. This is at the point where you should have a hive, and be starting on your level 3 buildings. Remember, the point is to be able to make every unit possible. This is most likely when they'll attack if you havn't seen much of them up till now. Expect either Dark templar swarms, carriers, scouts, goons, HTs or probably a mixture of alll of the above. Terran will probably send BC's, wraiths, nukes, or most likely of all, Tanks with infantry support and SCV's to build bunkers and turrets. Good terran players always leapfrog their bases like that, resulting in a strangling effect. It won't work if you keep up the pressure. Zerg players are either doing what you're doing, or massing up a rediculous amount of hydralisks for asault. After repelling whatever they send at you, you should probably counter attack. They'll probably have 1 more unit of the type they sent at you at their base by the time you arrive (so that means you gotta kill 12 or so more DT's or whatever at their base they started to create after they lost units in the attack) but that should be something you can predict. Devistate their defences with your attacking unit of choice, and you should be good to go. However, if they repel your assault, you'll enter into late game. Late game is where resources begin to run out, the unit max can easily be hit, and it's very hard to win. You'll want alot of queens and to reasearch the parasite ability. Keeping tabs on your opponent is cruical. Defilers also will allow you to take out any hard target you can find provided they don't have a medic with restoration about. Simply plaugeing anything in your path will bring it down to low HP, allowing it to be destroyed (or destroying if it's terran) with relative ease. Plauge, wait, then mutalisk (becuase of the glave worm split off) Now, This is all well and good, but what units do i use against what? Well, here's a table for ya.

Terran:
Infantry: Terran infantry is generally fast, with medics and firebats. 2 simultainous upgraded guardian hits will kill 1 marine. 3 for firebats and medics. 1 should take care of ghosts, but you generally don't see much of those unless their nukeing, due to the fact they deal less damge against large targets. lurkers will devistate due to their length, and a devourer's plauge will also assist. Spawn broodlings will distract the marines from shooting up whatever they are at the time for a split second, so use it on medics to give yourself added firing time while they deal with the pests. Plaugeing them will take care of any/all benifits of having a medic along, as medics won't have enough energy to restor them all, provided they even HAVE restore (not many people reasearch it) Assuming guardians arn't availible, mutalisks alone won't win. 1 on 1, hydra's win against all infantry so hydra's vs. marines is a good combo for you provided they don't have any medics. Avoid zerglings if you can because you'll take heavy losses and probably lose. Marines were made for destroying lings.
Tanks: If they are in siege mode, then they'll probably be backed by some form of anti air. Most common it will either be valkyries or missle turrets. Unless of course, they came unprepared, which means a couple of marines. If they got nuthin' but rines, mutalisks will take care of the tanks, which are the biggest threat, and then can fly away to prepare whatever anti-infantry scheme you have. Queens spawn broodling wil not only kill 1 tank, but distract the other tanks and make them shoot themselves (provided they are clumped wrong) if you don't have any air, avoid hydra's at all costs. Get lings with speed boost (metabolic boost) and get them close to the tanks ASAP. Hopefully they'll shoot themselves before the marines devistate you. Destroy the tanks, then fall back. Don't mess with the infantry unless you brought guardians along. Guardians would be the best bet for getting rid of tanks, but that goes iwthout saying.
Vultures: If you see a vulture, get overloards out there pronto. Then bring some mutalisks to take out those spider mines. Only once have i seen vultures used for attack. They deal damage like ghots (less to larger targets) so they're no problem if you have ultralisks or even hydra's. the real threat are the mines. Finding them and clearing them is important. However, if you want to have a bit of fun, you can parasite them to see where the enemy is, or drop a ling in the middle of enemy fortifactaions to let them get hit by the splash damage. Really effective against enemy infantry and usefull agianst tanks.
Goliaths: First thing you should say, is crap. Goliaths will own your guardians if you arn't careful, or any other air. The answer? Zerglings. Lots of Zerglings. Guardians have slow rate of fire against ground, meaning a swarm of lings will get in there and rape them while only loosing about 4. Lurkers are also a good solution if you can lure them in. Hydra's work decently, but should only be used if you don't have a choice. If they have tank or infantry backup, combine the above strategies.
Air: Wraiths shouldn't pose too much of a problem. Hydralisks will rape any kind of wraith assault they launch. Provided, of course, you have plenty of overloards around. They'll probably attempt to kill off your overloards so they can cloak and be invulnerable, but don't worry about it. Mutalisks and devourers work well too, but you might not have them. Avoid mutalisks by themselves, cause you'll get owned. Scourge work as well. 1 per wraith, maybe 2 depending on upgrade status. Science vessles are another problem. And a big one at that. If you see a hint of science vessels, make scourge. Send those guys in and destory that thing before it can harrass you. That's the safest route. Science vessles only spell trouble, especially against a zerg opponent. IF you don't have a choice, parasiting the enemy science vessle works well as well. Valkeries are a BIG problem. for several reasons. Make your overloards run, and spread them out as far as possible. Don't let your overloards get caught all togethter, or your're finished. Guardians, mutalisks, and devourers will also get owned by the ruler of the skys. Scourge work pretty well, but are hard to aim against large numbers, and if the numbers are large enough, you'll never get close. Hydralisks are the safest route here. If you have anything in the air, focus on destorying those asap. Ensnare would do good on them so that they move slower and can't react to your attacks. And as far as battlecruisers go.. well... Devourers and mutalisks. Then send in the scourge. You'll need all 3 to battle them off. Avoid hydra's unless you have some laying around. Send everything you have that attacks air at them. Otherwise you're liable to get raped.

Protoss:
Zealots: IF you see a forge, and an assimilator, they've probably upgraded zealot weapons. If so, then lings will get owned. Use hydralisks or, if availible, mutalisks.
Dragoons: These are no problem to zerglings. They're big, they're slow, they're easy targets to the faster enemy. Mutalisks wil get owned, as will hydra's. Guardians can get owned by dragoons too if you're not carefull. Spawn broodling works WONDERS for distracting them, giving you ages to pound on them some more.
High templar: ********. That's all you need me to say. They will psy storm you no matter what you do. Avoid slow units, or bottlenecks. Mutalisks are your best bet. Fly in from somewhere unsuspected and blast the crap out of them with as many as you can. If they have more than 4, then it probably owuldn't matter anyways. keep an eye out for hallucinations.
Dark Templar: The dark templar have the highest attack in the game short of the self destructing units and siege tanks. able to easily decapitate a hydra in 2 hits, zerglings in 1, and pretty much anything else they come across, they're dangerous. However, their HP is nothing. They should pose very VERY little threat if you have some hydralisks and an overloard. Avoid zerglings. Any kind of air to ground should whoop them VERY well. Just watch they don't attack your base, because they can tear your base up much faster than you can theirs.
Archon: These things earned the nickname cotton candy. They're overgrown wusses. You should EASILY have some guardians if they have archons. Just sit over a raised area, or water, and bombared them. be careful you don't get into range on flat surface though, as their splash damage HURTS. Mutalisks work well against them too because of their tendency to encircle instead of group. I'ld avoid hydra's and zerglings. Ultralisks and lurkers would work pretty well though.
Dark Archon: Hide your magic users and drones. Protect your drones. If they steal one, it's game over, as they'll pound you with mutalisks and dark templar (one of the 3 most deadly combo's in the game, right next to valkyries and dark templar, with an arbiter) Also, attack in waves. He'll malestrom the first wave, but while he sends in his troops to whipe it out while it sits, you can send in a 2nd wave to own up. If he freazes them, then keeep em comming till he's out of energy.
Air: Scouts own you. Use hydralisks against them. Corsairs own your overloards if their grouped, but pose no threate to mutalisks and devo's. your guardians will get creamed though. Arbiters should be taken out as soon as spotted due to their recall, stasis field, and cloaking abilities. And carriers... well... Same as battle cruiseres. MAke sure you attack 1 carrier at a time with everything, and micro your scourge so their not attacking interceptors. and for heavens sake use plauge it'll make your life SO much easier while you're whittling away their shields for their health to take damage. Mutalisks and devourers work ESPECIALLY well due to the fact that splash will take out interceptors and prolong your life while you're assaulting.

Zerg: It's a game of counter and be counterd
Zerglings: Guardians, mutalisk, or other air. Hydras work well too, and lurkers rule up.
Hydra's: Guardians en masse, more hydras than them, or lurkers. Mutalisks work well too
Ultralisks: Zerglings. Or any kind of air attack
Mutalisks: Mutalisks and devourers. Hydra's don't work too well. scourge will help tip the battle if you have them on hand.
Devoureres: scourge. Plain and simple. they fire too slow to hit them. HYdra's work really well too, although make sure they're not attacking the mutalisks that they'll have with the devo's
Guardians: Scourge, Mutalisks, and Devoureres. Plain and simple. Sweet victory
Scourge: nothing you can do unless you have MASSIVE mutalisks in the air. Just hope they don't have alot of them. Hydra's can try to stop them, and spore colonies are pretty effective, although not really useful for much else.
Queens: Mutalisks. Watch out for parasite. If one of your units gets parasited, send it away somewhere where you arn't. Better yet, send it over towards your enemies base. give them a nice view of themseleves.
Devourers: Overloards to detect them burrowed, then destroy them somehow. Watch they don't plauge your lurkers, as that can be problematic. Note units and buildings gradually heal themselves, so you shouldn't be hurt by it as bad as other races.

And there you have it. Own up guys!
(A note on lurkers: When using lurkers, if you notice a large attack force comming at you without any detectors, don't leap for joy. Ally them. Then, when they are INSIDE the bottleneck, unally them. The reason? Your lurkers attack them when their far away, damaging 1, maybe 2 enemies, and alerting them to get a detector. They can fall back and only lose a couple. However, if they're already in the bottleneck, they attack giving the whole splash damage and destorying alot more units, giving them less time to react. It's a bit difficult, but works wonders sometimes)
PostPosted: Tue Aug 09, 2005 1:53 pm


Just a minor thing, instead of going to the alliance chart, just keeping tapping s.

DoomGaze


Johnkass

PostPosted: Thu Aug 11, 2005 8:58 pm


The main thing to do when you are using Zerg is to keep the enemy away from your base. Surely Lurkers and Spores can take care of the respective intruders but the Zerg are a purely offensive race. Don''t get me wrong. They defenses are awsome too.

MY POINT:
The best form of defense is a consistent flow of offense. The opponent will be stuck until you lower your final blow.

My favorite FINAL BLOW is the overlord drop.
1) Build as much ground units as you can (Ultras are very useful here).
2) Build more Overlords than just minimum (you can make unlimited Overlords)
3)- useful but not necessary - you can use the Defiler and use plage on several areas where the enemy may be in groups. Wait a while for HP to reduce to 1.
4) Drop all units in the middle of enemies base.

NOTE: the reason why build more than minimum Overlords is to take damage. Overlords may be empty but may still take damage so rest of your forces can demolish enemy.
PostPosted: Sat Aug 13, 2005 9:02 am


Jonk382
That @$%^ zergling rush I dont know why but it gets me all the time!
On topic: I always mass lurkers... its so great against terran since alot of people dont bother to get vessels or silos


Lurkers are good indeed, but pair them up with burrowed zerglings so they won't be undefended in case of a silo.They are expensive! And with the zergling rush on an enemy base, it is best to provide basic air support for a further distraction, the air prevents enemy ranged[especially the terran] from taking out the zerglings, this way the zerglings may make their way into the enemy base without being killed first! ninja

DarkTemplar96


kurikun

PostPosted: Sat Aug 13, 2005 2:05 pm


DarkTemplar96
Jonk382
That @$%^ zergling rush I dont know why but it gets me all the time!
On topic: I always mass lurkers... its so great against terran since alot of people dont bother to get vessels or silos


Lurkers are good indeed, but pair them up with burrowed zerglings so they won't be undefended in case of a silo.They are expensive! And with the zergling rush on an enemy base, it is best to provide basic air support for a further distraction, the air prevents enemy ranged[especially the terran] from taking out the zerglings, this way the zerglings may make their way into the enemy base without being killed first! ninja


basic... air support? What are you talking about? Unless you mean overloards, which they'll just ignore and shoot at the zerglings. The AI detects and attacks the unit that poses the most threat to it. The exception would be stationary objects (spore colonies and cannons) But having mutalisks or the like kinda defeats the purpose of a rush.
Reply
The United Earth Directorate: A StarCraft Guild

Goto Page: [] [<] 1 2 3 ... 4 5 6 7 [>] [»|]
 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum