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       #Post#: 1734--------------------------------------------------
       Easy zerg strategy
       By: piedriver Date: January 26, 2021, 12:06 am
       ---------------------------------------------------------
       Hi,
       I am not the best player at this game but I am sharing my easy
       win Zerg strategy.
       Begin by ranking your adversaries strongest to weakest; A,B, and
       C.
       1)
       Against A, build in a wave effect 4 tankling spawners, the
       remainder of supply as striklings.
       Upgrade each spawner as it caps out, with priority given to the
       tankling spawners.
       Watch player A retreat
       re-evaluate B>C. i.e. false starts
       2)
       Upgrade Supply #1
       Against player B, build spawners for slowlings and some
       striklings, and 1or2 tankling spawners.
       Make an f2 ball, f2 attack.
       Tip:
       From rear to front, drag-click and stop a few blobs to create
       multiple smaller blobs (for safety from shock troops).
       F2 attack again (make all stopped blobs start moving again).
       Upgrade the starting spawners at player C
       & Then
       Upgrade spawners nearest player B
       Watch player B retreat.
       3)
       Against player A (yes, poor soul)
       Get 2 infestors and be a pestilence. Bring up another 4
       infestors and become aggressive (target units not structures).
       4)
       interim
       Upgrade Supply #2 and upgrade Mineral tower at player A.
       (maybe do twice or thrice )
       Save for Armor 2
       5)
       Against player C,
       Get another supply,
       Build spawners for slowlings and some striklings, and 1or2
       creepers/tanklings.
       Tip:
       Build theses ones back a bit, not at the edge of the creep.
       Use those 6 infestors to build Zerg artillery against their
       armory
       F2 Ball in the fog.
       Launch barrage of artillery and F2 attack.
       Use infestors for targeting troops.
       This takes a bit but they will yield.
       Kill everything but defer killing the construction yard if
       player C succeeds in retreating to the high ground.
       keeping the construction yard alive keeps its aurora being
       anywhere it could be useful
       the artillery barrage requires that the troops stop shooting or
       that they get hit by artillery, enabling your zerglings to get
       closer destroy walls
       Fin)
       You are now in a comfortable position to finish the match as you
       see fit.
       And swap out and save high energy infestors for banelings.
       Kill any sneaky gas expansions or farms.
       Some warnings:
       Player C would be wise to try and stop your artillery spam.
       Therefore, save a little bit of energy for transfusing the baby
       spine nearest their attack.
       As they nearly run out of energy, drop the gooey ball behind
       them so when they retreat its slow and becomes their disaster.
       If you see 1 firebat, immediately get 2 hydralisks (1:2 ratio,
       max 4) and keep them in range of the baby spine.
       Final thoughts:
       I've tested this strategy 5 times and only better players lasted
       longer. The result was always the same.
       Saying that,
       If your Zerg teammate is doing fun things its possible to loose.
       You do not need them for upgrades, but hopefully they gift you
       movement 1.
       #Post#: 1736--------------------------------------------------
       Re: Easy zerg strategy
       By: Turb007 Date: January 26, 2021, 4:43 pm
       ---------------------------------------------------------
       [quote author=piedriver link=topic=177.msg1734#msg1734
       date=1611641217]
       4 tankling spawners, the remainder of supply as striklings.
       Upgrade each spawner as it caps out, with priority given to the
       tankling spawners.
       [/quote]
       What..
       [quote author=piedriver link=topic=177.msg1734#msg1734
       date=1611641217]
       Upgrade Supply #1
       Upgrade spawners
       Get 2 infestors and be a pestilence. Bring up another 4
       infestors and become aggressive (target units not structures).
       [/quote]
       What....
       [quote author=piedriver link=topic=177.msg1734#msg1734
       date=1611641217]
       Upgrade Supply #2 and upgrade Mineral tower at player A.
       (maybe do twice or thrice )
       Save for Armor 2
       [/quote]
       What..............
       [quote author=piedriver link=topic=177.msg1734#msg1734
       date=1611641217]
       Get another supply,
       Build spawners for slowlings and some striklings, and 1or2
       creepers/tanklings.
       Tip:
       Build theses ones back a bit, not at the edge of the creep.
       Use those 6 infestors to build Zerg artillery against their
       armory
       [/quote]
       ...
       [quote author=piedriver link=topic=177.msg1734#msg1734
       date=1611641217]
       Therefore, save a little bit of energy for transfusing the baby
       spine nearest their attack.
       [/quote]
       Oh boy.
       Alright, I realize that you said "I am not the best player at
       this game" so I will try to work through this with you here. So
       clearly, this is a very all-in strategy. But there are various
       things that don't make any sense.
       First of all, why is upgrading Tankling spawners your first
       priority? I wouldn't recommend Tanklings to begin with but if
       you're going to use them like this, there is little reason to
       upgrade them when you put them on the edge of the creep and are
       trying to push someone back (huge investment with almost no pay
       off).
       After buying your first supply up, you make all spawners and
       upgrade capacity on all of them. On top of that, you buy armor
       1. And then you buy 6 Infestors. All with out a single spire.
       This is about as all-in as you can possibly get..
       Second supply up: "upgrade Mineral tower at player A" why are
       you upgrading mineral extractors on the low ground? Unless I'm
       reading this incorrectly?
       You say to buy Armor 2, and then keep making t1 units.. This
       means that the entire purpose of Armor 2 is for the spore
       crawlers. With the microscopic eco you have, that's a huge
       investment - especially if you're not going to use it for
       anything other than 6 spore crawlers.
       You then proceed to use 75%(ish) of your Infestor energy on
       spore crawlers to take out the worst player on your side. If
       they truly are horrible, sure you can defeat them with that. But
       now you have 6 Investors with <300 energy each and a horrible
       economy to deal with the 2 good Terran players that re-expanded
       and will be steam rolling you in the next few minutes.
       Buying 6 infestors + Armor 1 (after investing in starting supply
       + first supply of all spawners and capacity upgrades off of no
       spire) and then eventually buying Armor 2. All of that to make 6
       spore crawlers on the worst player. I hope you can see what I'm
       getting at here.
       I'm not saying that you shouldn't do this build, do whatever
       makes you happy (though its pretty shitty to play like this when
       there is only one decent Terran on your side because he will
       never get to play). I am pointing out that there are some pretty
       big flaws in this build though.
       #Post#: 1738--------------------------------------------------
       Re: Easy zerg strategy
       By: piedriver Date: January 26, 2021, 10:17 pm
       ---------------------------------------------------------
       I see your thoughts but you need to think more openly. Easiest
       is to give it a try and you will see. (6/6 now)
       The broad strategy is to deny Terran their return on investments
       on the low ground when their economy is least established. If
       they spend early gas on income generation and protection (2 gas
       walls, con yard), every bit lost is a big hurt when they return
       to the high ground.
       Re spawners: The traditional route of more spawners via a supply
       upgrade, some drones, construction, units spawning, is all time
       given to the opponent to strengthen their position and get that
       ROI. So upgrading existing spawners is by far the better choice
       to hasten attack pressure.
       Re: tanklings are hardy and require more energy to kill. They
       become enhanced with the +1 armor upgrade. We're not building a
       lot of their structures because it ties up too much minerals and
       supply and I haven't found it beneficial to build more tankling
       spawners either.
       Small aside, I have noticed that the strikling and tankling
       combo is good for dealing with reapers. By chance, they auto
       attack the tankling while the strikling closes.
       Re infestors: You can happily drop the artillery at the rear and
       transfuse the baby spine, because while he's dodging shots and
       shooting zerglings you can pepper the walls to regain energy.
       You can build more infestors too.
       There is a lot of time in this moment for Zerg. You can move the
       creep up for the hydralisks, drop a spine crawler, and wack
       their tech lab. Whatever you like.They simply cannot field a
       strong defense to protect every wall of their base. In fact the
       greatest help comes from the other side of the map by tech lab
       power ups or troops.
       Re mineral tower: All three players are never again a threat to
       those mineral towers so its a non-issue.
       Sentiments: Yes I share them. If you know you can win by doing a
       particular strategy it feels wrong to ruin the fun for 3 others
       .. but the better player C is the more enjoyable the toing and
       froing becomes [emoji24]
       #Post#: 1739--------------------------------------------------
       Re: Easy zerg strategy
       By: Turb007 Date: January 26, 2021, 10:39 pm
       ---------------------------------------------------------
       I would love to see one single replay where transfusing small
       spines helps you in the slightest vs what what you consider two
       "good" Terran's.
       #Post#: 1795--------------------------------------------------
       Re: Easy zerg strategy
       By: Buggo Date: February 11, 2021, 3:10 am
       ---------------------------------------------------------
       If u meet 1 strong Terrain, this build not even gonna last u to
       mid game
       #Post#: 1797--------------------------------------------------
       Re: Easy zerg strategy
       By: Oayoo Date: February 11, 2021, 5:46 am
       ---------------------------------------------------------
       How did i miss such a golden post o:
       Epic.
       I'm really afraid that these noobs on forum give stupid ideas to
       wmaster...
       Making a build guide when they obviously don't understand even
       the basic zerg gameplay. mindblown...
       #Post#: 1799--------------------------------------------------
       Re: Easy zerg strategy
       By: Speed Date: February 11, 2021, 6:22 am
       ---------------------------------------------------------
       Well, this is the classic "just don't let the good terrans play"
       strategy, it is kinda hit or miss, since it fails when there is
       too many good terrans, but considering the current skill
       distribution in average games... this bullshit probably works,
       just like anything else lol.
       Pure eco zerg should also just die, luckily most terrans just
       can't figure out a way to attack a big spine before 18 minutes
       lol.
       Can we have the square hydralisks please? The current one is a
       total joke until late game, and even then it's a very
       inconvenient unit to use. I also think that zerg late game isn't
       really as strong as it ought to be, but current issue is the
       midgame and a unit that would have to actually be controlled to
       be useful is one of many things zerg is missing quite badly atm.
       I don't think many would miss the current hydra, I've never seen
       someone do anything meaningful with it, apart from late game
       siege maybe. (and even to break turtle there are stronger tools
       like torralisk, if you are rich enough for those).
       #Post#: 1805--------------------------------------------------
       Re: Easy zerg strategy
       By: Buggo Date: February 11, 2021, 12:58 pm
       ---------------------------------------------------------
       Stop giving people advice after you can hit a 90% win rate.
       #Post#: 1807--------------------------------------------------
       Re: Easy zerg strategy
       By: Adam Date: February 11, 2021, 1:14 pm
       ---------------------------------------------------------
       [quote author=Buggo link=topic=177.msg1805#msg1805
       date=1613069924]
       Stop giving people advice after you can hit a 90% win rate.
       [/quote]
       emmm shouldt it be before u hit a 90% win rate? D:
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