Friday, October 1, 2010

Using Creeps To Unleash Hell Is The Key To Zerg Strategy

Zerg Strategy using Creeps in Starcraft 2 plays a crucial role that unleashes spot on terror of the alien swarm. Zerg units gain multiple benefits from creeping that can aid in almost any situation, which is why formidable Zerg players often leave their maps colored in signature purple.


With a lot more micro-play in Starcraft 2, players may forget to spawn creep tumors in important locations or not enough of it to reap its supporting features. In high level plays, proper creep spreading is essential. Let's remind ourselves why Creep is a powerful catalyst to your Zerg legion.


The most noticeable feature is the speed bonuses given to your ground units (except drones!). Zerglings are the fastest units in the game, but on creep they gravely outrun any other units including the speedy hellions. Some mobility, such as of Zerg queens and spine crawlers, are extremely sluggish without creep and would appreciate if you expanded their domain some more. Creep will significantly multiply speed for any ground mobility action, be it for a raid, to defend a base, or to rendezvous your force at a tactical location. The speed will allow you to charge in your enemies to do damage quickly before dying, making your units worth more for its resources per damage done. In essence, speed is the idiosyncratic bloodline of the Zerg. Have multiple queens especially in the early game ready to spawn creep tumors approximately every 15-30 seconds starting from your base and proliferate pathways to either your expansions for defensive purposes or towards the map center for map control.


Once you establish highways of creep, you'll also benefit from the vision it provides. This means you don't have to sacrifice your overlords to gain total map vision. Creeps once completely spawned can only be revealed by detection abilities. One tumor covers a large area with creep and vision, and can duplicate itself once by your command, at no cost of resources. Overlords although are mobile in air is more costly to lose: they can be easily spotted. Losing one can possibly supply-block your unit count. Having vision at the center of the map eliminates a lot of guessing. When possible try to spread your creep towards Xel-Naga watch towers. You'll be able to seize the towers quickly with zerglings and retreat from it easily when needed.


Creep can also be an aggressive play by impinging any enemy construction. If you want to keep your enemy's economy low, implant a solo creep tumor into their natural expansion site or any site that might interest them. This tactic will require early planning with no hesitation: send your overlord to excrete creep at the location and a queen to produce the tumor before retreating. Upgrading overlord speed and research ventral sacs for transportation is recommended if you lack creep highway for the queen to move at a decent rate. You will prevent many expansions and proxy builds, especially if your opponent desperately needs resources but is unexpectedly denied additional mining. Try this on expanding sites on your opponent's side of the map to agitate their game.


The most basic method is to first have plenty of creep surrounding your base. One, it allows defensive maneuvers, and two, provides full vision of your base if you have your creep spread up to the edges. If there is smoke, place creep on both sides, as you want to worry less about vulnerable blind spots. When spreading tumors beyond your base, you may try using two queens to juxtapose two or more tumors. This method saves time and allows easy micro; you can branch them off towards different directions after.

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