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Common Starcraft Questions




Zerg vs Terran

Stim will eat zerglings for lunch. Tanks slaughter Hydras and with M+M (Marine and Medic) support they will own Zerglings too. This is why you must either try to contain them and get map control so you can tech to Queens and Defilers. These two own Terran. Spawn Broodling, Dark Swarm, and Plague are the best spells vs Terran; ensnare can help if they have mass marines. Broodling the tanks, put Dark Swarm over his bunkers and send in some lings+ultras. For those of you who don't know what Dark Swarm does, it protects what ever is under it from ranged units that don't deal splash damage. Don't forget to Parasite (Queen ability) whenever you can (unless it's BW, cause of restoration). Never forget the Ensnare ability. yeah, some say it's not a good ability, but it can reveal cloaked units and slows down movement and cooldown (fire rate) bye 1/2. It can change the tide of a battle.

Watch out for those nasty Science Vessels. They can kill any Zerg unit with Irradiate (except ultras, they have too much HP). 2 Scourges will kill most any air unit except BC's and Carriers, so kill that nasty vessel. This unit could cause damage to your supply if they start to irradiate your overlords, so try to keep them protected or hidden. Don't let them get too many SV's or it will be almost impossible to win.

I'd say your best bet against a Terran is to drop since most Terran's guard there front with bunkers and tanks while the back is open for a drop or a muta harassment. This could hurt a Terran badly since they need constant mineral intake to keep up unit production so they can hold off or defeat a Zerg. While dropping or harassing, expand again since he/she will be crippled from the attack. Never stop expanding with Zerg and never let your opponent out expand or have as many expansions as you. This is why burrowing a zergling at every expansion is a good way to see who's expanding where. Then kill it right away before he/she has units there. Don't ever forget burrow, you can surprise or sneak up on an enemy with this. Always burrow about 10 lings or hydras outside your choke/Tank range so you can unburrow and kill the tanks as they are entering siege mode.


Zerg vs Protoss

cracklings (fully upgraded zerglings) will help out a lot in this battle. They are cheap, fast, and deadly in numbers. These little guys are great against the dreaded Templar's Psi-Storm since they move so quickly and there melee unit. You should win this game early because as the Protoss tech, they become stronger than you. Their units are strong and expensive. Since they are such an expensive race, attack their economy the most and never let them have more expansions or the same number of expansions as you, this will equal trouble.

Some toss players try to go fast Carriers. This is a very bad idea against Zerg since Hydralisks and Scourges own Carriers. About 4-6 Scourges will kill a Carrier depending on what each person's upgrades are. Hydras are really good when they are under Dark Swarm (Defiler spell). Other toss players like to go mass Templars which is one of the hardest things to stop. One Templar can change the tides of an entire battle. Several of these supporting a toss attack can mean the end to you. I suggest you build plenty of Queens to use spawn brooding them, but this doesn't always work. This is why you should kill them before they get to tech to Templars. If your opponent goes for mass Dragoons, then do a mutalisk/zergling combo cause both of these units kill them.

The best thing to do against a Protoss a Protoss player is to go mass lings early on and kill them before they have a chance to tech up and over power you. If you let the Protoss out expand you, you will die. If this game does carry into the late or mid game, you must keep on expanding so that you can keep on attacking then with full force. Never let up your attacks because it will be so much harder for them to rebuild up enough to stop your next attack.


Zerg vs Zerg

This is the most interesting match-up because both you and your opponent have the same strengths and weaknesses. This match-up is determined on who makes the first mistake or who performs their strat with fewer mistakes. The best strat for this match is a mutalisk/zergling combo. The Zerglings take care of ground units and the mutalisk take care of the air units and get extra hits on ground units while the Zerglings distract them. Another good strat Hydra/Lurker combo. Lurkers kill the Zerglings that may lay waist to your Hydras and the Hydras kill any air units and ground units in their path. I think the Muta/Ling combo is the most fun to perform cause it's the hardest to do and not as common as the Hydra/Lurker.

Who ever has the most expansions wins this match-up because they will have the money to keep up mass production of units. The thing is, if you expand to early, then your opponent will have more units than you and will run you over. If you expand to late, then your opponent will have more money than you and still run you over. It's kind of a toss up when you expand for the first time. You need to try and expand at the same time as your opponent does.

This match-up could last till late game or it could be over in 10 minutes. It all depends on the skill level of both players. If there pretty much equal, then the match could get into mid or late game. A good little side strat is, send a group or 2 of scourges into his base and take out all the overlords that you can. Even if you only take out a few overlords, he/she will be temporarily be at a stand still with unit production. You should immediately start protecting your overlords since a lot of people seem to copy strats so that they might be able to even the odds back out.