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1) Zergling Rush- Difficulty:9. Much harder in the new 1.09 patch, with the spawning pool increased to 200 minerals, a zergling rush can easily annihilate a slow opponent or cripple their resources by attacking their miners. Because this is very hard to pull off, it is highly recommended that you do this tactic only when you know where the opponent is, the opponent is close to you, and on a 128x128 map or smaller. Use your method to best equalize your offense/defense, as if you pour all your minerals into offense, a counterattack would surely defeat you. Use this tactic wisely. 2) Lurker Drop- Difficulty: 7. Combined with hydralisks, a drop of lurkers would unleash a devastating ground attack sure to level any building within its radius. It is best when used in early games because of its burrowing ability. Use it against Terran and Protoss workers. 3) Hatcheries Everywhere- Difficulty: 1. Any Zerg player should make sure they have enough hatcheries to spawn an army of 200 underlings. Thats it. This way, you can keep pumping armies. If pursued correctly, it can even defeat the purpose of using colonies. DEFILER TACTICS 4) Dark Swarm- Difficulty: 8. Considered the "invincibility" spell, dark swarm protects your units under the swarm with an immunity to ranged attacks (except lurkers). This means that any air unit will not be able to do any damage to your swarmed hydralisks. Another tactic is to swarm your zerglings while the small critters raze all your opponent's buildings without even getting a dent. 5) Plague- Difficulty: 5. Doing up to 300 damage, plague turns the tide in battle by weakening the units to the max, often leaving them with 1-3 HP, making them sitting ducks for mutalisks, hydralisks, and zerglings. This also works on buildings, and is best used on terran and protoss buildings, because terran buildings burn down and protoss buildings cannot be repaired. Be aware that plague costs 150 energy, and can only be cast once per defiler. Make sure you have units to consume and/or multiple defilers. QUEEN TACTICS 6) Ensnare/Triple Goo- Difficulty: 4/9. Easy to use, this spell slows down a group of units in their speed and attack speed so much that they almost become useless. When you go into battle, ALWAYS use ensnare on the enemy to make your life easier. When combined with the Devourer's plague spores and Defiler's plague, the three "goos" on the enemy units make them nothing more difficult than free kills. This tactic is dubbed by Goldporygon as the "Triple Goo" strategy. 7) Spawn Broodling- Difficulty: 2. Not the greatest tide turner, but spawn broodling basically gives you a free kill. They work wonderous against siege tanks, because of their immobility and lack of short range. Because of this, either the broodlings would finish them off, or enemy tanks would fire on them, dealing splash damage to their tanks, possibly destroying them. 8) Parasite- Difficulty: 2. Even better than spawn broodling is parasite, which gives you vision of the parasited unit. Because ememies tend to sacrifice their parasited unit, it gives you a free kill for 1/2 the price of spawn broodling. Use it on an observer to nullify its cloak and detection ability. --- 9) Guardians/Devourers- Difficulty: 4. The classic strategy, this one needs few explaining. All you have to do is bring about 12-17 guardians and 12-20 devourers and start eating away at the opponent's base slowly. Because guardians have a range greater than any immobile defense unit, it can take them down w/o getting hurt. Meanwhile, your devourers will protect you from the air. It's a good idea to bring some mutalisks along with you to aid you in air defense and a transformation as a reinforcement. 10) Mass Hydras- Difficulty: 5. Easy to do, the only thing in this is speed. The faster, the greater chances of success. In later games you must have a defiler with you to cast dark swarm over your hydras as protection, or else enemy defense would easily take out these small 80 HP creatures. When you reach the enemy, make sure you transform some to lurkers for eased ground attack. 11) Overlord Drop- Difficulty: 7. What you want to drop is up to you. The lurker drop method is explained above. Other successful strategies done with drops are those done with zerglings/defilers and maybe hydralisks. Be sure to build up a lot of overlords to carry your units without them being killed. Bring mutalisks to aid in defense, or build guardians to raze enemy defense. And of course, make sure you have every thing upgraded. Your drop must be strong, because a weak drop would probably not even make it over defenses-- by the time you have fully upgraded overlords, enemy defenses would be formidable. It is in your best interest to have a drop that would eliminate at least 1/3 of the enemy base, then if your units are slowing diminishing, send in reinforcements (easily done with zerg's multiple hatcheries). Keep in mind:
VS TERRAN
VS PROTOSS
VS ZERG
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