Lurkers are the most helpful units when guarding your own base against ground units. Placing them near important structures ensures that attacking units will be taking damage constantly. This will prevent your enemy from simply running past them with ultralisks, archons, or other tough units. When using them for base defense, place them at random places around your base, not just at the entrances. Burrowed lurkers can drastically help a Zerg player, as they can decimate M&Ms and other infantry units while remaining relatively invulnerable. The lurker is the only unit that can burrow without having to research it. In open areas, the Terran can just move his units out of the cloud, but it is a very effective base-breaker. Also large group of science vessels can be devastating to a Zerg, plaguing them will get them down to 1 hp and make them easy to dispose of with a single mutalisk.ĭark Swarm can be exceedingly effective against marines when combined with zerglings, lurkers, or ultralisks. Plague on a tightly-packed group of marines can temporarily reduce their hp to 1 even with medics healing them. Otherwise they may patiently wait behind one-another while only the front zergling attacks. This is especially important for a group of marines and medics.Īlso, if they there is a choke point or blockade which will only let your zerglings through one-at-a-time and they have a small force behind it, tell your zerglings to move through it, then tell your zerglings that are through it to attack. If you are attacking a small group of troops, tell your zerglings to run *past* them, then as they begin running by and surrounding them, tell them to attack. tell them all to meet right outside of it, then once they have all gathered you can attack. If they aren't killed instantly they'll start to spread out, but much slower than if you do it yourself.Īn easy way to get around this is to rally your troops before going into someone's base. Zerglings require more attention than most melee units as they are quite weak and oftentimes if a simple attack-move command is issued to a place that requires them to go around a natural or artificial obstruction, they will attack in a single-file line thus giving the enemy the opportunity to kill them 1 at a time. Zerglings are a key unit early game and it is vital to get the most out of them that you can. Against armored units your Zerglings may need the extra help. Cast Plague on the enemy at the start of the fight to reduce their health more quickly. This is especially useful against Terran, where the only combat melee unit is the Firebat, not normally used en masse. Using Dark Swarm will render your units virtually invincible, since only melee units can hurt them. If things get too messy, the Defiler can cast Dark Swarm or Plague. The Zerglings engage in melee while the Hydralisks Engage from afar. The key to ambushing is to make the right combination of units: Hydralisks, Zerglings, and a Defiler is a choice combination. However, Terran Command Centers can lift off and reposition themselves to a more favorable position, so this does not work against Terran. If the Zerglings are Burrowed right, the opponent will not know a Zergling is there, but will build their expo in a more inconvient spot (buildings must be built a specific distance from the resources, and can not be built on top of burrowed units). When Burrowed at a mineral depot, they can be an early warning sign if your opponent decides to expo. This makes them perfect for finding expansions. Zerglings are very easy to make, fast, small, and can burrow.
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