Brood War: Zerg Unit Guide (2 parts)
Written by DarkShade
Note: This guide doesn't not give specific strategies, but rather hints
for effective unit usage. Part 1: Intro, overlords, drones, zerglings, hydras, mutas,
guardians, scourges, and queens. Part 2: Ultras, defilers, lurkers, devourers, and conclusion.
PART 1
Introduction
The Zerg is the weakest of the races, but they're advantage over the others is the sheer
numbers they can produce in a short period of time. You may of heard the saying,
quality over quantity, well Zerg is an example of the opposite. They don't have much
quality in their units, but they sure have a whole lot of quantity. They're units
may be cheap, but you can build an unstoppable horde of units in no time! They're
inexpensive and quick build armies are the major advantage over protoss and terras.
In conclusion, a Zerg's key to success should be a massive armies and quick expansions.
Overlords
These are the food for the zerg. They're slow and poorly armored. The advantage of these
farms over the pylon or the supply depot, is that you can move them around. Use them
in for early scouting, which is crucial for the zerg. They are detectors that allows
you to spot cloaked or burried units. Supply depots and Pylons doesn't have these
abilities. You don't need any upgrades or pay extra for the detection ability
either. Anyway, a few overlords should accompany any large force to protect against
cloaked units. You can also upgrade the overlord for unit transport, increased
site range (Also increases the cloak detection rage), and faster movement. These
upgrades are crucial for island maps and cloaked units! However, the faster movement is
far better than increased site range for cloak detection. The increased range should
be upgraded only if you use them for recon and intelligence. Never put overlords close to
each other, usually when a good opponent sees them in a group they will kill them all and
that can greatly affect you because they are the food for the zerg. Just spread them
out across the map to avoid this problem.
Dones
A nice advantage over the other worker units is that they can burrow in case of an
emergency. When you base are being attacked, you should burrow them to avoid losing
workers. Drones are used in 2 ways, gathering minerals and gas, and they are your source
to build buildings. If you have too much drones, use the left over to build sunken
colonies or spore colonies. It's okay to make a lot of them because you need them to build
buildings! But don't keep building worker units and not build any offense/defense units!
Zerglings
Also known as lings, these little puppies are very low cost. For a price of 1 you
get 2 of these melee fighters. They are efficient support fighters in any situation.
When produced in masses they can be a formidable force, it only takes a matter of
seconds to build a big army of them. Since they are the cheapest units in the game,
they are commonly used for rushing. However, they are susceptible to a few zealots or
marines in a bunker, so be alert! Later in the game you can upgrade them and make them
stronger, which makes them really beneficial when resources are low. A great use of
zerglings is to burrow them on expansion spots, so you can see if your opponent(s) is
expanding on that spot. Or burrow them at hot spots or entrance points, just along a known
enemy path. This is useful because it gives you recon on what the enemy is planning
to do. If you have a lots of zerglings burried in these enemy paths, you can make a
surprise attack on them. The works well aginst seige tanks and reavers. For
the tanks and reavers are ranged attacker, and having the zerglings close to them negates
their attacks. Other wise the zerglings will be dead before they can get close to
their targets.
Hyralisks
A good zerg player would definitely put these units to sucessful use. What's good about
them is that they are rather cheap for a ranged attacker. Large groups of these are
especilaly effective, they can defend from air too. With their relatively cheap cost,
75minereals 50gas, makes them one of the zerg's most valuable units in the game! They are
great all round units with strong ground and air attacks, and should be used for support
in any offensive attack. Large groups of hydras can decimate oncoming units with ease and
witout much damage. And the same for zerglings, making them burrow under choke points, or
enemy paths, is a good surprise attack! Remember to upgrade the hydras because they are
the backbone of your force! Use them with zerglings for either defense or offense. Put
zerglings in front of hydras so that the lings draws enemy fire, making the hydras shoot
their spit without being touched. A huge force can smother almost any defense, however be
careful for tanks, reavers, and spells like psi storm or plague!
Mutalisks
They are excellent aerial fighters. They are a huge asset to the zerg's aerial arsenal
because they have the capability to morph into 2 different types of fighters, Guardians or
Devourers. Without mutas, you can't get to the other 2 units, the other 2 will be
discussed later. Anyways, the ability to produce mutalisks quickly than the other races is
an advantage for zerg. You can estabilish air superiority early in the game and you can
even use them as a rush! But now, with the brood war expansion, you must be cautious when
rushing the 2 other races because they have a counter for the mutas, corsair and valkrie.
Both of which is pretty effective against mutas, so be wary! In the old days, you can keep
mass produce mutas, now it's not as wise to always produce a lot of them. You should
instead morph some of the mutas into devourers for better air support against the corsairs
and valks. Mutas also do splash damage with is useful to wipe out whole teams of wroker
units in seconds. When attacking an enemy's base, try to accompany them with a mix of
hyrdras and zerglings, cause mutas are vulnerable to dragoons, psi storms,
stimmed-marines, or hydras. Because of the mutas great speed they are commonly used for
hit and run situations, this is a way to test an enemy's line of defense.
Guardians
Morphed from Mutas, they are a rather effective offense unit. The good thing about them is
their great attack range. They spit balls of acid that can destroy almost any ground units
and defense. With that power, it causes the enemy to prodce air units to defend from them.
So always support the Guardians with either mutas or hydras because Guardians have no
air-to-air ability. As always with any kind of force, bring an overlord in case for
cloaked wraiths, or protoss ship w/arbiters. Guardians can be used for defense too.
They are also capable in stopping advancing ground force with ease. Here's a technique you
can use when you're attacking a base, send a group of mutas just outside the base, or
behind the enemy's defenses, or a weak spot with no protection. Morph half of the mutas
into guardians and send them to attack. While attacking, the mutas are held back incase
the guardians need support. Again you must be cautious because of the dangers of psi storm
when attacking protoss. Try to spread the guardians and mutas when attacking. If attacking
terran, bring in devourers because terrans might have a few BCs lying deep inside the
base. BCs can really make your guardians cry for mercy.
Scourges
Suicide creatures primarily used for back up against aerial units. They are effective
against air, but shouldn't be mass produced because they can't deal any ground damage to
units or buildings. Only build them if you need them for air back up, because they can't
crash into the ground. They are also vespene gas hungry, anothe reason why you go heavily
on them. They pack a powerful punch against most air units. Their quickness can reach
their targets in no time. Since they are upgraded in the brood war with more hitpoints
they'll be even more effective against larger enemy flyers, like BCs. Lastly, they are
like zerglings, get 2 scourges out of 1 egg. Usually a group of 6-8 scourges is
enough for support.
Queens
Although, they are not a fighter, but they are very good intelligence agent.
Extremely useful for spying and recon. Probably one of the most effective way for spying
on your enemy. Since knowledge of your enemy is crucial, queens is a must build. They are
a minor zerg mage, and are only used in some occasions, mainly for spying. They are also a
good hit and run it because of their speed. An example, parasite your enemy's unit and run
away quick, this is good cause it's harder for the enemy know if your queen parasited your
unit or not, a good hit and run tactic. Parasite is the most useful spell. Cast it on
workers units, to see if they are running low on minerals and in need of expanding. Cast
it on a unit that's part of a large force, so that you can see where the army is making a
move. The broodling spell is an okay spell, mainly used to kill spell casters,
templars/defilers, they also create 2 new units for you. A few casts of this wpell
could just be enouigh to hold back a large enemy force. Ensnare, however, is the
weakest spell, it's main purpose is to slow down your enemy's force so that you have time
to send in reinforcements to take out the enemy force. The Infest command center
spell is another weak spell. In order to work, your enemy has to be Terran. But if do
infest a command cetner, you can unleash the most deadly unit in the game. Just like
scourges, these infested terrans are like self destructing bomb, similar to the warcraft
II demolition squad and sappers. It deal about 400 hitpoints to all units and structures.
Whenever you seen a command center alone, always try to infest it and fly it to saftey
because blowing things up is cool. :)
This concludes Part 1 of the Brood War: Zerg Unit Guide
(Sorry there aren't any hints on the new units, but part 2 will have them :)
Click here to go to Part 2 - Not ready! Coming soon!