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Zerg Thread, Starcraft 2 | Zerg Tactics Guide | Unit description in Starcraft 2 : Wings of Liberty; Thanks to Omega for this idea. Visit the other two tactical guides (links): Protoss Tactical Guide by Knee of Justice ...
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    Starcraft 2 | Zerg Tactics Guide | Unit description



    Thanks to Omega for this idea. Visit the other two tactical guides (links):
    Protoss Tactical Guide by Knee of Justice
    Terran Tactical Guide by Omega
    Also thanks to Knee for the solid feedback and help on this. Enjoy ^^

    NOTICE: This is a GUIDE and is expected to be used as such. It is meant to be a helpful tool when looking up strategies associated with certain units, NOT to give a detailed description of each unit's stats. Like an Encyclopedia, dont bother trying to read the entire thing, but instead, use it to investigate certain units individually.

    As we are in the Beta phase, we thought it would be interesting to have a Strategy guide for the different races in SC2. This guide is not meant to replace the official Starcraft 2 Armory Guide, but rather, augment it by providing unit strategies, combos and roles down in one central location. This will help organize discussions when beta comes out as any new strategies and so forth can be posted to this guide so that all may have access to the new ideas and unit combinations being developed in SC2. Perhaps when Beta actually comes out, this may become a sort of Beginners guide to the units, strategies and micro/macro tactics being adopted in SC2.


    MECHANICS:

    Creep Mechanic:

    In SC2, creep has become a much more involved tool for the Zerg. Creep is expanded with the completion of a Hatchery, Creep Tumor (an ability of the Queen), or the Overlords ability to drop creep. This is how the creep affects the game:

    -All Zerg ground units EXCEPT DRONES travel 30% faster on creep
    -Any Zerg structure besides the Hatchery or Extractor must be built on creep
    -Spine Crawlers, Spore Crawlers, and the Queen travel significantly faster than on creep normal terrain
    -Any Terran or Protoss structure cannot be built on creep
    -Creep is neutral, which means an enemy Zerg player has the ability to create structures on creep produced from your Hatcheries, Overlords, or Creep Tumors
    -The surface area of creep shrinks if there is no Hatchery, Overlord or Creep Tumor to support it


    Burrow Mechanic:

    Burrow has been moved to Lair tech as of Blizzcon 09.

    Burrow requires an upgrade from the Lair/Hive. While a unit is burrowed, it is invisble to your enemies unless they bring a detector to the burrowed unit (or scans if Terran). Burrowing has come far since SC1 and now is a must have for some units:

    -Ultralisks have acquired the burrow ability in SC2
    -The Infestor and Roach has the ability to move while burrowed


    How to use Burrow to your advantage:

    -Flank your enemies (especially goes for Roaches)
    -Manually explode your Banelings from underground as your opponent's unit travel over them.


    Nydus Worm Mechanic:



    As of beta, the Nydus Worm may be spawned on any type of placeable terrain that is not in the fog of war. The Nydus Worm morphs in as if it was a building. Units may be stored inside the Nydus Worm and unloaded at other Nydus Worms/Networks.

    This is how the Nydus Network works:

    1. Nydus Network is built by the Drone at Lair tech.
    2. Units are loaded into the Nydus Network.
    3. The Nydus Worm may be spawned on any type of placeable terrain for 100 minerals each and takes 20 seconds.
    4. Units can then enter a Nydus Worm or Nydus Network and exit through any other Nydus Worm or Nydus Network.

    -If there is at least one other Nydus Worm on the map and you are morphing in a Nydus Worm that is killed, the units inside the Nydus Network will not be killed.
    -If a Nydus Network is destroyed, all Nydus Worms and units within the network are killed.

    To sum things up, the Nydus Network is basically just the Nydus Canal except you can travel between any number of points instead of just two.


    Changeling Mechanic:




    The Spawn Changeling is an ability that comes from the Overseer. When the Changeling comes in range of the foe, it changes into that race's first tier unit (ex: Marine, Zealot, Zergling). Once the Changeling has changed shape, it will not appear as an enemy to your foe. Your foe will have to manually target the Changeling themselves if they spot it.

    The Changeling is a tricky unit to handle. For you to get the best out of it, you want to be sure that your opponent is not watching the army you send it to, and after it has transformed, you need to keep constant watch on the Changeling. All your opponent has to do to find a Changeling is move their army on purpose or by accident.

    For max use of the limited time span of the Changeling, get the Overseer to spawn closer to the desired destination.

    [ame]http://www.youtube.com/watch?v=BZdbNQIRCZE&feature=player_embedded[/ame]



    UNIT TACTIC GUIDE:

    Each picture is a link to the specific information on that unit in the Game Guide. Units are also arranged by their tier positions (Hatchery/Lair/Hive).

    Each link that provides a video is setup to go to the specific time in the video for your convenience.

    NOTE: Detailed Unit Statistics may be found here:
    Zerg Game Guide


    HATCHERY TECH UNITS




    Minerals: 50
    Vespene: 0
    Health: 40
    Damage: 5
    Abilities: Gather, Morph to (advanced) structure, Burrow

    Strengths: Able to morph into any Zerg structure, can gather resources.
    Weaknesses: Always the first target for base raids.

    Advantages over: Nothing.
    Disadvantaged under: Colossus, Stalker, Viking, Reaper, Hellion, Sentry, Archon.

    The Drone is the least efficient worker of the three races. This is because the Drone is lost when making the building. Luckily, the new Queen's mechanic, Spawn Larva, creates 4 larva which makes up for this. Drones can also burrow if a mid-game base raid takes place.

    Drone/Nydus Worm Combination:
    With a successful placement of a Nydus Worm, you can send your Drones through to create Spine/Spore Crawlers if they are distracted enough. With the help of the Spine/Spore Crawlers, your opponent will be under a lot of pressure if you can place the Nydus Worm in sensitive spot, such as their main base.

    [ame]http://www.youtube.com/watch?v=4SCRVrypnPs[/ame]

    Courtesy of HDStarcraft. This is advanced technique that requires micro which allows you to mine from any expansion on the map without building a Hatchery. Make sure you have vision of the expansion, then spawn a Nydus Worm right next the minerals. For best effect, rally your Nydus Network to your main Hatchery and rally the Nydus Worm to the minerals in the expansion. You will only have to unload about every 10-20 seconds.



    Minerals:100
    Vespene: 0
    Health: 200
    Damage: 0
    Abilities: Overseer Mutation, Transport, Excrete Creep

    Strengths: Spawns creep, transports units.
    Weaknesses: Slow, suceptible to anti-air, requires mutation for detection.

    Advantages over: Nothing.
    Disadvantaged under: Viking, Phoenix, Corruptor, Archon.

    THE OVERLORD IS NOT A DETECTOR! It has gained the ability to create creep though.

    Excrete Creep:
    The Overlord now has the ability to spread Creep, making it much more essential to use than just transport and supply. Don't upgrade all of them to Overseers because you can use the creep to your advantage more than you could then in SC1. Also, don't let them wander too far without protection, because they also double as your supply.



    Minerals: 100
    Vespene: 0
    Health: 175
    Damage: 4x2
    Abilities: Burrow, Transfusion, Spawn Creep Tumor, Spawn Larva

    Strengths: Excelent base defence, economic boost.
    Weaknesses: Slow off the creep, big target for base raiders, large in size.

    Advantages over: Light units and base raiders.
    Disadvantaged under: Cruiser, Thor, Void Ray, Reapers, Sentry, Archon, Hellions.

    Spawn Larva:
    The Queens main ability is Spawn Larva. This ability adds 4 extra larva to the Hatchary. This is not just an economic boost for you, but also a faster way to pump out an army. This ability costs only 25 energy and takes 40 seconds so having a couple Hatcheries at your base would do good if you took about a 20 second interval between each Hatchery to begin spawning more larva.

    Transfusion:
    This is where having more than one Queen is useful, since it always hangs around structures. Transfusion is generally a mix between Repair and Heal. It instantly heals 125 health of a selected unit/structure. This is probably best used on either on a critically damaged Hatchery, Nydus Network, or Spine/Spore Crawler. Ultralisks wouldn't be so bad either.

    Creep Tumor:
    The Creep Tumor ability extends the Creep. This ability can be used offensively because Zerg travel 30% faster on the Creep and the Spine/Spore Crawlers travel significantly faster on creep than off creep.



    Minerals: 50
    Vespene: 0
    Health: 35
    Damage: 5
    Abilities: Burrow, Baneling Mutation

    Strengths: Open areas, Fast, Small, 2 Zerglings per egg, ability to select any amount of units at once.
    Weaknesses: Choke points, Splash attacks, the new clumping system.

    Advantages over: Immortal, Stalker, Marine, Thor, Colossus.
    Disadvantaged under: Disruptor, Marine, Reaper, Hellion, Archon.

    Zerglings have barely changed from the first Starcraft. It's conventient to have a very massable unit with a morph ability. Aside from that, the ability to select any amount of units at once will do wonders for macroing with Zerglings. The new pathing system also makes Zerglings much more agressive in the heat of battle because they surrond their enemy much more easily now. The downside to this is that units bunch together now, making Zerglings much more suceptible to the Siege tank and other spalsh attacks.

    Zergling/Hydralisk Combination:
    The Zergling and Hydralisk are a force to be reckoned with. The Zergling's main role in this scenario is the primary fighting force against any ground units. Even though the Hydralisks are there for support, the Zerglings are also there for protecting the Hydralisks. Obviously the Zerglings should be in the lead of this attack.

    Zergling/Mutalisk Combination:
    This is a much more versatile approach than the Hydralisks. The Mutalisks have more speed than the Hydralisks, and the Zerglings have much more space to move about. The Zerglings main role is attacking the ground units again, but there are different variations that can occur, since the Mutalisk is an air unit.

    Zergling/Brood Lord Combination:
    This combination is not as effective as the Ultralisk combo mentioned below, nut might call for more concentrated firepower. The Zerglings should be the main distraction in an attack like this. This will give the Brood Lords time to take down their targets. It is suggested that you have your Zerglings fully upgraded, as this is a late game force.

    Zergling/Ultralisk Combination:
    This is an extremely sharp approach to a late game assault, especially because it only consists of GtG units. This combination is almost useless without Zerglings upgraded to Cracklings (speed upgrade and attack rate upgrade). The reason why this works out so great is because you have your Ultralisks that blast through, and then the deadly Zerglings that spill through between each Ultralisk. This should probably be used as a final resort to a game, since your pooling your resources into vulnerable units.




    Minerals: 25
    Vespene: 25
    Health: 30
    Damage: 15 (+20 light)
    Abilities: Burrow, Attack Structures, Explode

    Strengths: High Damage, no friendly fire, detonate button.
    Weaknesses: Suicidal attack, slow without speed upgrade.

    Advantages over: Light units, Structures.
    Disadvantaged under: Hellion, Siege Tank, Reaper.

    The Zerg Baneling is a first tier unit replacement for the old Infested Terran. It's high damage out-put plus splash affect other first tier units drastically. Burrow and the detonate button are a tough combo that will force your opponent to be over cautionous to where they step on your territory. The Banelings are also very accessible because it mutates from the Zergling which is a very massable unit. The Baneling is a unit that can be added into any other combination of units, but will be almost useless in mid-late game attacks, due to Siege Tanks.

    Baneling sneak attack:





    Minerals: 75
    Vespene: 25
    Health: 145
    Damage: 16
    Abilities: Burrow, Fast Regenerate, move underground

    Strengths: Health restores fast underground, good vs biological units.
    Weaknesses: Focus fire.

    Advantages over: Zealot, Marine, Reaper, Hellion.
    Disadvantaged under: Stalker, Immortal, Archon, Marauder, Siege Tank, Thor.

    The Roach is the Zergs 'tank'. If used right, the Roach can absorb huge amounts of damage because it's health regenerates fast. If your opponent knows what he is doing, he will focus fire and wear each one down one by one. Be sure to always bring along some Zerglings or Hydralisks.

    Supposedly in the current build, Roaches can regenerate above the ground, or burrowed. While burrowed, they regenerate twice as fast though.

    The Commando Roach:
    The Roach harasses the enemy workers and burrow when low on health. Since they regenerate faster than normal units (even faster while burrowed), this works much better.

    Everlasting Roach:
    This is a main idea used with the Roaches special ability. You need to switch between two control groups, one group burrowed and healing faster, and the other group fighting the enemy. When Roach group A starts becoming weak, burrow them and unburrow the fully healed Roach group B.

    Roach/Zergling Combination
    This is the earliest possible combination you can have in a game. The main idea for this is be treated as a watered down version of the Ultralisk/Zergling combination. The Roach's role is lead the force head on and take most of the damage first, then let the Zerglings charge in. In this case, the Roaches should try to create a distraction, because they can absorb most of the damage by using their fast regeneration.

    Roach/Hydralisk Combination
    This combo might be slightly more effective than the Zergling/Hydralisk combo because the Roaches don't outrun the Hydralisks, and they are better suited for holding the front line when paired up with the Hydralisk.

    Roach/Ultralisk Combination
    This combo compared to the Zergling/Ultralisk is much less effective of a force, but much sturdier. The Roach will be much more of a support to the Ultralisk than the Zergling was.


    LAIR TECH UNITS



    Minerals: 50
    Vespene: 100
    Health: 200
    Damage: 0
    Abilities: Detection, Spawn Changeling

    Strengths: Faster, Designated Detector.
    Weaknesses: Suceptible to anti-air, loses abilities after mutation.

    Advantages over: Cloaked units.
    Disadvantaged under: Viking, Phoenix, Corruptor.

    The Overseer is now the new designated Zerg detector:
    It will be smart to always keep one handy for Dark Templars or Ghosts. This means that you will need to have a fair balance between your Overlords and Overseers. The Overseer's vision increases the longer it is left idle. Overlords won't be required for the Zerg because it depends on what build you will be using.

    The Spawn Changeling mechanic can be found earlier in this thread.



    Minerals: 100
    Vespene: 50
    Health: 80
    Damage: 12 vs Ground, 10 (+6 armored) vs Air
    Abilities: Burrow

    Strengths: Good anti-air, excellent support.
    Weaknesses: Now acquired at Lair tech.

    Advantages over: Phoenix, Void Ray, Mothership, Banshee, Battle Cruiser.
    Disadvantaged under: Reaper, Hellion, Siege Tank, Thor, Viking.

    The Hydralisk has been made back into the old massable type from SC1 as of Blizzcon 09. Though they are Lair tech, they are extremely useful in almost any situation. The Hydralisk is your ideal backbone unit and supports any unit.

    Hydralisk/Zergling Combination
    The Hydralisk's primary role within this combo is for early air-tech support. If this does not apply, then the Hydralisk will be there for general support. The Hydralisk should be at the back of this force while the Zerglings go in for close combat. It is suggested that you upgrade the Hydralisk speed and carapace, because the Zergling and Hydralisk share this upgrade.

    Hydralisk/Roach Combination
    Like the Zergling combo, the Hydralisk will accompany the Roaches in case your opponent decides to fast tech to air. Depending on how you use your Roaches, that Hydralisks might be included in more combat than just support for the Roaches.

    Hydralisk/Mutalisk Combination
    This possibly the most flexible combo within the Zerg arsenal. Both the Hydralisk and Mutalisk can both rely on each other for support. Your Hydralisks might take the majority of the damage depending on whether you micro the Mutalisks or not. It is suggested that you upgrade Hydralisk speed, but you may have to pool more time into upgrading carapace or attacks.

    Hydralisk/Corruptor Combination
    This combination is more of a direct approach than other combos and should be used if your opponent chooses to tech and build air units. This will probably be a more popular choice than other Hydralisk combos, mainly because it occurs when your opponent techs to air. Hydralisks are more useful against armored units, which consists of the Terran's most common air unit, the Viking. Hydralisks will also be used to support against ground units.



    Minerals: 100
    Vespene: 100
    Health: 120
    Damage: 9
    Abilities: Multiple Target Attack

    Strengths: Great for harrasing, fast.
    Weaknesses: Short range, suceptible to splash damage.

    Advantages over: Colossus, Mothership, Marine, Banshee.
    Disadvantaged under: Stalker, Thor, Viking, Battle Cruiser.

    Nothing about the Mutalisk has changed much except for the fact that it does not mutate into anything now. This gives the Zerg's backbone air unit the freedom of it being it's own unit and not having to decide between AtA or AtG. The Mutalisk is best to have around in any situation for ground or air support. Mutalisk stacking is going to be even more effective due to the unlimited selection mechanic. They will not have to be controlled in seperate groups anymore.

    Mutalisk/Zergling Combination

    Mutalisk/Hydralisk Combination

    Mutalisk/Corruptor Combination




    Minerals: 200
    Vespene: 150
    Health: 200
    Damage: 12 (+8 vs Massive)
    Abilities: Brood Lord Mutation, Corruption

    Strengths: Strong AtA, Corrupt units attack the enemy for a time.
    Weaknesses: GtA units, light AtA units.

    Advantages over: Void Ray, Banshee, Battle Cruiser, Colossus, Mothership.
    Disadvantaged under: Marine, Thor, Phoenix, Hydralisk.

    The Corruptor is a very strong AtA unit. When enemies are 'killed', they become an immonile turret that fires upon the enemies air units. The immobile turret has a range of 6 and a damage of 7. Be sure to bring Hydralisks in case you run into Vkings or Phoenixes because light air units will take Corruptors down in a flash. Best used as a counter late game to Motherships, Carriers, or Battle Cruisers. Also, Corruptors come in pretty handy if you run into ground units because they can morph into Brood Lords.




    Minerals: 100
    Vespene: 150
    Health: 90
    Damage: 0
    Abilities: Burrow, Neural Parasite, Fungal Growth, Infested Terran (50 health, slow movement, 5 attack, duration: 20 sec.)

    Strengths: Moves underground, provides fast anti-air support.
    Weaknesses: No attack.

    Advantages over: Any unit with high damage or special abilities, unit masses, units with high health.
    Disadvantaged under: Detectors.

    Sporting a nifty new design, the Infestor is a unique Zerg caster with the ability to move while burrowed.

    Neural Parasite:
    Neural Parasite is a version of SC1's Mind Control, owned by the Dark Archon. It takes control of one enemy ground unit at a time for as long as either the Infestor or the controlled unit can survive, and presents a very obvious visual effect that the unit is being controlled by an Infestor. This spell is best used against specialty units and spellcasters, such as Colossi and High Templar.

    Fungal Growth:
    Fungal Growth is basically a watered down combination of The SC1 Queen's Ensnare and the Defiler's Plague. It stops all unit caught within the radius for 6 seconds and damages them at the same time. This can be very useful when used in the right situation and can turn the tide of battle quickly. Probably best used on groups of Marines and Marauders.

    Infested Terran:


    HIVE TECH UNITS




    Minerals: 150
    Vespene: 150
    Health: 275
    Damage: 25
    Abilities: Spawn Broodlings (30HP, fast movement, 4 attack)

    Strengths: Spawns two Broodlings every attack, strong AtG
    Weaknesses: AtA units, massable GtA units.

    Advantages over: Archon, Ghost, melee units.
    Disadvantaged under: Corruptor, Phoenix, Viking.

    The Brood Lord is a mutation from the Corruptor. They have a powerful AtG attack that spawns 2 Broodlings upon each hit. Even though these Broodlings are weak and have a timer to their life, they create a great distracton and allow the Brood Lord to keep attacking. This unit is great for harrasing the enemy while preparing for an attack. Be sure to bring anti-air when using these powerful flyers.



    Minerals: 300
    Vespene: 200
    Health: 600
    Damage: 18 vs units, 60 vs structures
    Abilities: Burrow

    Strengths: Chokes, high damage and health.
    Weaknesses: Open areas, large target, expensive.

    Advantages over: Archon, Marine, Ghost, Hellion, Ultralisk, Thor, Structures.
    Disadvantaged under: Any AtG unit, Immortal, Void Ray, Marauder, Zergling.

    Be sure to keep your Ultralisks out of open areas, because they are MASSIVE. The new pathing system makes it a lot easier for Zealots and Zerglings to take down an Ultralisk in an open area much easier. Ultralisks have a special attack for attacking buildings which totals 60. If you need to take down an expansion of an opponent quick and efficiently, build a couple Ultralisks and some support.


    ==================================


    Source : Starcraft 2 Armory - Forums : Zerg Tactical Guide: BETA

  2. #2
    Just a punk silpeamak's Avatar
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    So... apparently the creep tumor is an armored biological structure... like all the other zerg buildings... except that they don't count as zerg buildings when doing the final counts of whether or not you have a building for the win/loss triggers...

  3. #3
    Sarakin BSOS's Avatar
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    Quote Originally Posted by silpeamak View Post
    So... apparently the creep tumor is an armored biological structure... like all the other zerg buildings... except that they don't count as zerg buildings when doing the final counts of whether or not you have a building for the win/loss triggers...
    which is weird because the raven's turret ability actually makes structures... which count... i think

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