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#Post#: 1734--------------------------------------------------
Easy zerg strategy
By: piedriver Date: January 26, 2021, 12:06 am
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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
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[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
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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
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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
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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
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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
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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
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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
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[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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