![]() This is why Duran had to resort to genetic splicing to artificially create his hybrids. Thus it is impossible for the Zerg to infest a Protoss, or for natural hybridization to occur between them. Word of God has even said that their DNA is antithetical to each other and the psionic powers of the Protoss reject the Zerg Hive Mind. The flipside is that Zerg are relatively slow to make big pushes, since their effectiveness at chasing and kiting goes down quite a bit off Creep, and Creep Tumors take a while to spread. Their Creep mechanic means that Zerg get a significant Home Field Advantage on their turf and can quickly respond to enemy threats marching onto a Creep carpet without a plan will get you rapidly swarmed by Zerg from all sides. They also possess burst production through Larvae, letting them rapidly build up workers and expansions while using Queens to spit out more Larvae and defend against early harassment so that they can use the economic lead to do what they're best known for: throwing Zerg at the enemy until it folds (or using that early production to rush the enemy with early Zerglings). With their ability to burrow, as well as a structure to allow units to be anywhere in the map, the Zerg can make up for their fragility with high mobility and abilities that preserves them. Doctrine: Guerrilla, Industrial, and Turtle.Zerglings are incredibly weak and very expendable, but are fast, cheap, and spawn with another Zergling Their units are extremely weak and fragile, but make up with a lot of mobility and numbers. Acid Attack: Several Zerg units use acid-based attacks.Absurdly Sharp Claws: Zerg DNA selects for maximum lethalness in its physiology, leading to things like claws or talons that can tear through Siege Tanks.Remember that your target are the Scientists. Also make sure to be at 3/3 air upgrades, and play very cautiously while sieging the Terran. The only downside to this is that it's extremely costly, so we highly advise you save before attempting it. ![]() Build up 12-24 Mutalisks extra to further act as support, and you can fly right to the Terran, ignoring the Zerg bases. Tech up to Guardians and Devourers, then get 12 of each. A slow crawl across the map will work, you just need to be cautious of air units like Guardians sniping your units.Īlternatively, you can opt for an air approach. You can continue with a land army, using Lurkers, Hydralisks and Zerglings to brute force your way through the rest of the Zerg and Terran. They are directly West of you, with the two different Zerg surrounding them. Once you've secured all the bases, your next goal is to wipe out the Terran. The Zerg will never stop poking at you, so any base you build needs to be well defended. This means establishing a heavy defense of Spore and Sunken colonies, and always have 6-8 Hydralisks at the base for mobile defense. Make sure any base you take is heavily defended. Your enemies are very slow to rebuild these bases, so over time you'll be able to claim them. Focus on one base at a time, and make sure to attack with 24+ units at a time. Ideally, before you begin your assault, you should have at least 1/1 upgrades. It'll take a lot of work, since there are several bases and a lot of Zerg to kill. Once you have a good handful of units, start trying to reclaim your previous bases. This is because you're trapped on an island and will need to ferry units to the mainland. You'll also need to get Overlord Speed and Carrying Capacity. You want to rely on Zerglings and Hydralisks for now, because you will be operating from one base for awhile. While getting some defenses, start building your units. You'll want 3-4 Spore Colonies spread around your base to deter air units, and 4-6 Sunken Colonies along the West-South edge, since that's where most units will come from. First, get lots of Drones, as you need to start harvesting resources and getting up defenses.
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