|Forum|Articles|Starcraft.
By Anubis
HOW TO PLAY STARCRAFT
ZERG
Zerg are my favorite species, I say that to explain why my Zerg
tactics are somewhat more comprehensive than for the other species.
Also all things I say in here apply to the Brood Wars version
of Starcraft. On a unit to unit basis, Zerg is the weakest of
the three species, Zerg tactics revolve around their superior
build speed and numbers. Having a large number of hatcheries
is pivotal to a successful Zerg strategy, one should have at
least three or more hatcheries spread across multiple bases.
Zerg offensives should take the form of saturation attacks, ie
throwing large numbers of cheap and easy to produce units at
the enemy to confuse and disorient him. To counteract the Zerg
units inferior strength, one should amass large reserves early
in the game by taking multiple mineral deposits( this also satisfies
the need for multiple hatcheries) and then use those multiple
hatcheries along with the Zerg's superior build speed to launch
successive saturation attacks later in the game.
ZERGLING:
Wait, don't laugh yet. Cracklings may be weak,but as a Zerg player
you are not playing for quality. For a mere 150 mineral points,
each hatchery can turn out six cracklings at at time, which means
a player with several hatcheries can amass a huge force of them
in no time at all. The speed and attack upgrades at the spawning
pool are necessary upgrades for a crackling offensive, as they
increase the effectiveness of a cracking rush by 300 to 400 percent.
Small forces of cracklings (12-24) can be used to destroy unguarded
expansions while larger forces should be mixed with more powerful
units, like ultralisks. Most players will target the ultralisks
first, giving the cracklings time to eat the base out from under
them. Lurkers, Carriers, Dark Templar,Firebats, and Siege Tanks
are highly effective against cracklings, so if your opponent
is using those units, pick another strategy.
HYDRALISKS:
Hydras are more expensive and time consuming to build than cracklings,
but they are also much more effective. There is practically nothing
that can stand up to a good hydralisk rush. When upgrading, the
range upgrade is by far the most important, and should be purchased
as soon as possible. Tanks, Reavers, and Guardians are most effective
at killing hydras, so if your opponent has any number of these,
you should consider a different strategy
OVERLORDS:
Overlords are one of the Zerg's strengths. Not only do they provide
necessary supply points, they are mobile, they are detectors,
and they can transport units. Overlords allow you to preform
maneuvers that would not be possible with the other species,such
as dropping 100 guys into the center of a poorly protected base.
The speed upgrade is vital, it should be the first upgrade you
make regardless of what your strategy is.
LURKERS:
Lurkers are best for defensive purposes. Lurkers can be used
to monitor unused mineral deposits, or can be placed near your
bases front line to protect against ghosts. Offensively Lurkers
offer the Zerg player a rare opportunity to micromanage, they
can be deployed to destroy portions of a base that are not covered
by detector structures. Again reavers, siege tanks, and guardians
are the best defense against them
MUTALISKS:
Mutalisks are unfortunately not terribly useful in combat. They
are weak and their attack has both a limited range and does not
do much damage. Mutilisks are quick to build and have a very
high speed, this gives then some use as a quick strike force
to destroy expansions or as a follow up attack to finish off
a base that was weakened by previous waves of units. Mutilisks
can be easily defended against by turrets and the close range
nature of their attacks makes them easy targets for area effect
spells like Ensnare or Pisonic Storm.
SCOURGE:
Scourge are another unit that is not terribly useful for most
combat situations. As a cheap air unit they do have some use
for scouting missions or to test for weaknesses in the borders
of an enemies base. Offensively, they have some use in softening
up battlecrusiers and carriers before launching an attack but
they are not really cost effective when used against smaller
units.
QUEEN:
Queens have several useful spells. Parasite is probably the most
useful of the three, as proper intelligence is key to launching
an effective attack against the enemy. Unfortunately Parasite
is completely useless against Terran comps, they will immediately
remove it with a restoration spell. When using paracite on Zerg
and Protoss comps, shuttles and overlords is ideal, as the computer
AI will fly their transport units between all their bases. Ensnare
is mainly useful against tightly clumped enemy units, like carriers
and battlecruisers. Spawn Broodlings is probably the least effective
of the three, the broodlings are far too weak to do any actual
damage. Spawn broodlings can be used however to clear a base
of tanks or templar before launching an attack.
ULTRALISK:
Unlike most other Zerg units, ultralisks are expensive both in
resources and supply points. Fortunately they are so strong that
only the most anal retentive ground defense will be able to kill
them before they can do some damage. Utlralisks are best used
as a first strike unit, they can be sent in to soften up a bases
front line defenses so that a secondary wave of cracklings or
hydras can finish them off. The best defense against ultralisks
are powerful air units, like guardians and battlecruisers.
DEFILER:
Defilers are highly useful spellcasting units that have several
spells at their disposal. Plague is the most useful of the three,
it sprays an area effect goo that will take any object it hits
down to one point of health. Consume allows the defiler to regain
mana by killing off another one of your units. Since as far as
l can tell, the amount of mana gained is the same for a cheap
unit as it is for an expensive one, you can send in a detachment
of cracklings to serve as "food" so a single defiler
can plague a bases entire exterior. Dark Swarm is probably the
least useful of the three, it casts a cloud that interferes with
the AI of any unit that is caught inside of it.
DEVOUER:
If you need to attack an enemy that is predominately heavy air
units (like carriers or battlecruisers) then devourers are the
way to go. Devourers are much stronger than mutalisks and can
withstand multiple blasts from Pisonic Storm and Irradiate. Compared
to most Zerg units they are fairly expensive, you will not be
able to carry out an effective campaign without at least one
expansion. Devourers are best killed by ground units, they are
also not very effective against "cheap" air units like
wraiths and corsairs.
GUARDIAN:
Guardians are in my opinion the most powerful Zerg unit. The
guardians long range, damaging attack, and flying ability make
it dominate just about any other ground unit. Guardians are fairly
vulnerable to the Irradiate and Psionic Storm spells and can
also be quickly killed by a good Wraith or Scout rush if they
are not covered by another unit. If they are covered by another
unit the best way to go is Goliaths with the missile range upgrade.
Syntax Error/:|Forum|Articles|
|