Wednesday, March 28, 2012

Zerg late-game strategies

Question

I am a Zerg, and after a lot of sweating on battle.net I managed to get to the point where I survive with minimal losses to a number of rush waves.

My problem is that once I have enough resources to start massing advanced units I just don't know what to do!

Just as an example, lately I've been experimenting with loads of Mutas and a bunch of broodlords but getting obliterated by massed Hydras.

Can more experienced players provide examples of late-game strategies against different races?

Any input appreciated.

Asked by JohnIdol

Answer

The problem with most people transitioning with zerg to late game is that the other two races have what most people consider a "late game" unit. Carriers & Battlecruisers. This is a carryover of playing against the computer where you turtle until you build your "finger of god" army and then wipe the computer. Truly though, those 2 units are not good as a "single unit army" late game against a decent opponent. They won't let you turtle and build up like that.

Zerg has the ultralisk, but since it doesn't fly it's not the same as the other two races. As such, in SC2, late game zerg MUST be a mixed army, and it must be a LOT of units.

The best example of this is watching pros play. Check out this Day9 cast: http://www.youtube.com/watch?v=lPdpFWzSgxo it's a great example of how the zerg player plays to zerg's strengths vs terran. he doesn't attack the mmm ball where the mmm ball has the advantage. he uses mutas (yes mutas) and lings & roaches. Particularly watch from 35:00 to 36:00 as he talks about WHEN & WHERE the zerg player should have attacked the terran player. fantastic commentary about using WHAT you have correctly, vs. worrying about what you SHOULD have. And what's great about this example is that essentially, when he finally brings in just a few brood lords but uses them correctly by 1. understanding what the enemy has, and 2. utilizing them accordingly, it's the brood lords that are a key part in giving him the win.

There's no "one size fits all" late game army composition, but here are some examples of good late game zerg armies:

1) roaches, banelings, speedlings & mutas. The power of this army is it's speed, but it's no slouch in a straight up fight. Be careful of fighting a mainly MMM ball in the open. Choose carefully when to engage them. It's weakness is anti air, but your ground units cost so little gas you should have masses of mutas, and if they go hard air units, just ignore and destroy them economically with your lings & banelings. Mix in some ultras for a good MMM busting mix, or some brood lords like in the video, or some infestors.

2) roaches, hydras, brood lords. as long as you keep your roaches in front this is a deadly combo. hydras are made of glass but they have good dps. the 3 different units will have a bit of speed difference so keep aware of that. Throwing in any other units will still help. infestors to lock down a mmm ball, ultralisks for more tanking, corruptors for stronger anti air and corrupting big units like titans, bc's etc.

3) speedlings/banelings, corruptors & brood lords. Keep your brood lords where the enemy can't get a bunch of units to single target them. so off a cliff or something.

4) just about any combo of units as long as you use them correctly.

Answered by Hurrikane

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