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	<title>Starcraft 2 Strategy and Sc2 Replays, Videos, and Tips</title>
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		<title>Zerg Play Notes From Brat_OK vs TheLittleOne TvZ on Delta Quadrant</title>
		<link>http://www.starcraft2strategy.com/uncategorized/zerg-play-notes-from-brat_ok-vs-thelittleone-tvz-on-delta-quadrant/</link>
		<comments>http://www.starcraft2strategy.com/uncategorized/zerg-play-notes-from-brat_ok-vs-thelittleone-tvz-on-delta-quadrant/#comments</comments>
		<pubDate>Wed, 25 Aug 2010 15:34:57 +0000</pubDate>
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		<description><![CDATA[
This is a great match between Brat_OK (a notoriously aggressive terran player) and TheLittleOne (probably the most popular SC2 player out there).  A lot of great commentary from Day9 about TheLittleOne&#8217;s Zerg play, and a particularly fun watch for anyone who would expect a nutty game from brat_OK.  The littleone keeps him in [...]]]></description>
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<p>This is a great match between Brat_OK (a notoriously aggressive terran player) and TheLittleOne (probably the most popular SC2 player out there).  A lot of great commentary from Day9 about TheLittleOne&#8217;s Zerg play, and a particularly fun watch for anyone who would expect a nutty game from brat_OK.  The littleone keeps him in check with tons of little aggressive plays, forcing Brat_OK to pull back units.  †</p>
<p>TheLittleOne&#8217;s Zerg play Notes:</p>
<p>Make sure when spreading creep tumors to lead with a creeping overlord to let the tumor expand as far as possible.</p>
<p>Get a queen center map, overlord creep, and start dropping creep tumors.</p>
<p>Infestors + zergling/baneling is really effective, fungal growth makes units stay freeze while you hit them with zerglings.</p>
<p>Late game zergling/infestor make sure to have mutas to help fend off drops.</p>
<p>Ghost snipe ability is a terran counter to infestors.</p>
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		<title>We Are Looking For Help!</title>
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		<pubDate>Tue, 20 Jul 2010 02:04:27 +0000</pubDate>
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		<guid isPermaLink="false">http://www.starcraft2strategy.com/?p=439</guid>
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If you are a web designer, programmer, wordpress expert, or a decent starcraft writer, we could really use your help.
At this point we think its important for there to be a completely free starcraft strategy resource.  Our main competitor is charging for access, and we&#8217;d like to keep it free.  But to do that we&#8217;ll [...]]]></description>
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<p><strong><span style="color: red; font-size: small;">If you are a web designer, programmer, wordpress expert, or a decent starcraft writer, we could really use your help.</span></strong></p>
<p>At this point we think its important for there to be a completely free starcraft strategy resource.  Our main competitor is charging for access, and we&#8217;d like to keep it free.  But to do that we&#8217;ll need your help.  <strong>If you&#8217;re at all interested in contributing or helping in some way, please leave a comment by clicking the comment bubble above!</strong></p>
<p>We&#8217;d also love your feedback on how you think the site should be structured and what you would want in a &#8220;STRATEGY&#8221; specific starcraft 2 site.<br />
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		<title>Starcraft 2 Best Zerg Units and Buildings</title>
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		<pubDate>Sat, 03 Jul 2010 00:12:20 +0000</pubDate>
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		<description><![CDATA[Important Zerg Units &#38; Buildings
Building: Hatchery
Allows production of: Drone, Queen, Overlord (and all other Zerg units &#8211; providing you have the required buildings)
Requires: Drone
Cost: 300 Minerals
Build Time: 100 Seconds
Upgrades to: Lair
*The Hatchery is used to spawn all Zerg units and to receive gathered resources
*The Hatchery periodically spawns 1 Larva every 10 seconds until it has [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><strong><span style="text-decoration: underline;">Important Zerg Units &amp; Buildings</span></strong></p>
<p><strong><span style="text-decoration: underline;">Building:</span></strong><strong> Hatchery</strong><strong><span style="text-decoration: underline;"></p>
<p></span></strong><span style="text-decoration: underline;">Allows production of:</span> Drone, Queen, Overlord (and all other Zerg units &#8211; providing you have the required buildings)<br />
<span style="text-decoration: underline;">Requires:</span> Drone<span style="text-decoration: underline;"><br />
Cost:</span> 300 Minerals<br />
<span style="text-decoration: underline;">Build Time:</span> 100 Seconds<br />
<span style="text-decoration: underline;">Upgrades to:</span> Lair</p>
<p>*The Hatchery is used to spawn all Zerg units and to receive gathered resources<br />
*The Hatchery periodically spawns 1 Larva every 10 seconds until it has a total of 3 Larva (Larva morph into Zerg units)<br />
* The Hatchery can house up to a total of 19 Larva if you repeatedly use the Queen&#8217;s Spawn Larva ability on it<br />
* The Hatchery grows creep which is used to feed nearby Zerg structures (structures will take damage over time if not on creep)<br />
* Creep gives Zerg units a movement speed bonus<br />
* The Hatchery allows the production of Drones<br />
* The Hatchery allows the production of Queens<br />
* The Hatchery allows the production of Overlords</p>
<p><strong><span style="text-decoration: underline;">Unit:</span></strong><strong> Drone</strong></p>
<p><span style="text-decoration: underline;">Requires:</span> Hatchery<span style="text-decoration: underline;"><br />
Cost:</span> 50 Minerals<br />
<span style="text-decoration: underline;">Build Time:</span> 17 Seconds<br />
<span style="text-decoration: underline;">Supply Cost:</span> 1</p>
<p>*The Drone is a basic worker unit. Used to harvest minerals and vespine gas as well as mutate into structures (Zerg buildings)<br />
*The Drone can attack ground</p>
<p><strong><span style="text-decoration: underline;">Unit:</span></strong><strong> Queen</strong><strong></strong></p>
<p><span style="text-decoration: underline;">Requires:</span> Hatchery, Spawning Pool<span style="text-decoration: underline;"><br />
Cost:</span> 150 Minerals<br />
<span style="text-decoration: underline;">Build Time:</span> 50 Seconds<br />
<span style="text-decoration: underline;">Supply Cost:</span> 2</p>
<p>*The Queen is a defensive unit that can Spawn Creep Tumors, Spawn Larva and use the Transfusion ability.<br />
*The Queen can attack ground &amp; air<br />
*The Queen is used to help gain control of the map by spreading Creep Tumors (these grow creep &amp; give vision)<br />
*The Queen is used to help increase Zerg productivity by Spawning Larva onto a Hatchery / Lair / Hive<br />
*The Queen is used to heal other Zerg units or buildings for up to 125 health points<br />
*The Queen is strong against harassing units and has a long ranged anti air attack<br />
*The Queen is weak against more than one unit in general (you should not use her in combat unless you have too)</p>
<p><strong><span style="text-decoration: underline;">Unit:</span></strong><strong> Overlord</strong></p>
<p><span style="text-decoration: underline;">Requires:</span> Hatchery<span style="text-decoration: underline;"><br />
Cost:</span> 100 Minerals<br />
<span style="text-decoration: underline;">Build Time:</span> 25 Seconds<br />
<span style="text-decoration: underline;">Supply Cost:</span> 0<br />
<span style="text-decoration: underline;">Morphs into:</span> Overseer (Requires Lair)</p>
<p>*The Overlord is a very slow air unit that is unable to attack but raises the maximum number of units available for each one you make<br />
*The Overlord is used for scouting mostly (Especially once you get the Pneumatized Carapace which greatly increases the movement speed of the Overlord)<br />
*The Overlord can also be used to transport units (Requires Ventral Sacs upgrade from the Lair)<br />
*The Overlord can Generate Creep (Requires Lair) which causes Creep to form underneath the Overlord. This ability is best used by spreading your Overlords across the pathways on the map you wish to travel and having them all Generate Creep so your units can move a lot faster across the map. You can also use this ability to build Zerg buildings on, so you can sneak an Overlord to an area on the map that is less likely to be detected by your opponent and build a Spire (for example) so you can get mass air units without him being able to see it coming (unless he detects it of course)</p>
<p><strong><span style="text-decoration: underline;">Extractor</span></strong></p>
<p><span style="text-decoration: underline;">Requires:</span> Drone<span style="text-decoration: underline;"><br />
Cost:</span> 25 Minerals<br />
<span style="text-decoration: underline;">Build Time:</span> 30 Seconds</p>
<p>*You build the Extractor over a Vespene Geyser in order allow harvesting of the Vespine Gas it contains<br />
*You can get away with avoiding building this early game but if you want to progress onto Mid or Late game you will need the Vespine Gas in order to tech &amp; build better units as well as buildings</p>
<p><strong><span style="text-decoration: underline;">Building:</span></strong><strong> Spawning Pool</strong><strong></strong></p>
<p><span style="text-decoration: underline;">Allows production of:</span> Zerglings, Queen, Spine Crawlers<br />
<span style="text-decoration: underline;">Requires:</span> Drone, Hatchery<span style="text-decoration: underline;"><br />
Cost:</span> 200 Minerals<br />
<span style="text-decoration: underline;">Build Time:</span> 65 Seconds</p>
<p>*The Spawning Pool can research the upgrade Metabolic Boost (Requires: Hatchery) which Increases the movement speed of Zerglings making them much more efficient at doing their job of harassment &amp; surrounding<br />
*The Spawning Pool can research the upgrade Adrenal Glands (Requires: Lair) which increases the attack speed of Zerglings so they can chew through units &amp; buildings that extra bit faster<br />
*The Spawning Pool allows the production of Zerglings<br />
*The Spawning Pool allows the production of Spine Crawlers</p>
<p><strong><span style="text-decoration: underline;">Unit:</span></strong><strong> Zergling (2 Zerglings are created from every Zergling egg that hatches)</strong></p>
<p><span style="text-decoration: underline;">Requires:</span> Hatchery, Spawning Pool<span style="text-decoration: underline;"><br />
Cost:</span> 50 Minerals<br />
<span style="text-decoration: underline;">Build Time:</span> 24 Seconds<br />
<span style="text-decoration: underline;">Supply Cost:</span> 1<br />
<span style="text-decoration: underline;">Morphs into:</span> Baneling (Requires Baneling Nest)</p>
<p>*Zerglings are a speedy melee unit with a very fast attack speed<br />
*Zerglings can attack ground<br />
*Zerglings operate as excellent scouts (very fast and cheap)<br />
*Zerglings are very effective at harassment<br />
*Zerglings can quickly surround enemy units<br />
*Zerglings can morph into Banelings<br />
*Zerglings can be used to prevent your opponent from building if you burrow them underground where they try to build. A great place to burrow a Zergling is at any potential expansion you expect your opponent to take<br />
*Zerglings perform at their best in during the early game but can still prove useful mid game though they tend to start lacking in the late game<br />
*Zerglings are strong against Marauder, Stalker &amp; Hydralisk<br />
*Zerglings are weak against Hellion, Archon &amp; Baneling</p>
<p><strong><span style="text-decoration: underline;">Building:</span></strong><strong> Spine Crawler</strong></p>
<p><span style="text-decoration: underline;">Requires:</span> Drone, Spawning Pool<span style="text-decoration: underline;"><br />
Cost:</span> 100 Minerals<br />
<span style="text-decoration: underline;">Build Time:</span> 50 Seconds<br />
<span style="text-decoration: underline;">Supply Cost:</span> 0</p>
<p>*Static Defence that attacks ground only<br />
*Can uproot from the ground and move to another position (can only root on creep)<br />
*The Spine Crawler is effective against Hellion harass &amp; small sized armies that lack units which can do bonus damage vs armoured<br />
*The Spine Crawler can be strong at all times of the game due to the flexibility of being able to move them anywhere on the map providing you place creep there<br />
*You can use Spine Crawlers in an offensive manner by sending them close to an enemy base and rooting them nearby with creep</p>
<p><strong><span style="text-decoration: underline;">Building:</span></strong><strong> Baneling Nest</strong></p>
<p><span style="text-decoration: underline;">Allows production of:</span> Baneling (Ability to Morph a Zergling into a Baneling)<br />
<span style="text-decoration: underline;">Requires:</span> Drone, Hatchery, Spawning Pool<span style="text-decoration: underline;"><br />
Cost:</span> 100 Minerals, 50 Vespine Gas<br />
<span style="text-decoration: underline;">Build Time:</span> 60 Seconds</p>
<p>*The Baneling Nest allows Zerglings the ability to morph into Banelings<br />
*The Baneling Nest is worth getting if you are fighting against many &#8216;light&#8217; armored units with low health points<br />
*The Baneling Nest can research the upgrade Centrifugal Hooks which increases the movement speed of Banelings giving them a much greater chance of being able to reach their target and blow it up before being</p>
<p><strong><span style="text-decoration: underline;">Unit:</span></strong><strong> Baneling</strong></p>
<p><span style="text-decoration: underline;">Requires:</span> Zergling (to morph into a Baneling), Hatchery, Baneling Nest<span style="text-decoration: underline;"><br />
Cost:</span> 25 Minerals, 25 Vespine Gas<br />
<span style="text-decoration: underline;">Build Time:</span> 20 Seconds<br />
<span style="text-decoration: underline;">Supply Cost:</span> 0</p>
<p>*The Baneling is a Suicide unit that does damage over a small area<br />
*The Baneling can attack ground<br />
*The Baneling is very effective against tightly packed &#8216;light&#8217; armoured units with low health points<br />
*The Baneling can be useful at almost any time period of the game<br />
*You can set up traps with your Banelings by burrowing them at certain choke points or places where your enemy is likely to step over them then press X to explode them!<br />
*Great places to set up these traps can be at your Natural Expansion choke point, or a ramp or even along a potential enemy mineral line where he is likely to expand, so when he has sent enough workers to gather minerals there you blow up your Banelings!<br />
*Banelings are strong against Marine, Zealot &amp; Zergling<br />
*Banelings are weak against Thor, Stalker &amp; Roach<br />
<strong><span style="text-decoration: underline;"><br />
</span></strong><strong><span style="text-decoration: underline;">Building:</span></strong><strong> Roach Warren</strong><strong></strong></p>
<p><span style="text-decoration: underline;">Allows production of:</span> Roach<br />
<span style="text-decoration: underline;">Requires:</span> Drone, Hatchery, Spawning Pool<span style="text-decoration: underline;"><br />
Cost:</span> 150 Minerals<br />
<span style="text-decoration: underline;">Build Time:</span> 55 Seconds</p>
<p>*The Roach Waren can research the upgrade Glial Reconstitution (Requires Lair) which increases the movement speed of Roaches. This is very useful if you are using Roaches to assault the enemy or to defend your base.<br />
*The Roach Warren can research the upgrade Tunneling Claws (Requires Lair) which enables Roaches to move while burrowed. You will need to research the ability Burrow from Lair in order to use this upgrade with Roaches but if you do it can be a fantastic way to sneak up and surprise your enemy as your Roaches become &#8220;invisible&#8221; when burrowing and can only be seen by detection.<br />
The Roach Warren can research the upgrade Organic Carapace (Requires Hive) which increases the life regeneration rate of burrowed Roaches so once you have researched the ability Burrow you can quickly heal your Roaches whenever you burrow them.</p>
<p><strong><span style="text-decoration: underline;">Unit:</span></strong><strong> Roach</strong></p>
<p><span style="text-decoration: underline;">Requires:</span> Hatchery, Roach Warren<span style="text-decoration: underline;"><br />
Cost:</span> 75 Minerals, 25 Vespine Gas<br />
<span style="text-decoration: underline;">Build Time:</span> 27 Seconds<br />
<span style="text-decoration: underline;">Supply Cost:</span> 2</p>
<p>*Roaches fulfil a cheap and effective tank role in Starcraft 2<br />
*Roaches can attack ground<br />
*Roaches can take a lot of damage (in comparison to other Zerg units) helping your other units to stay alive that much longer whilst they deal the damage<br />
*Should you need to delay an inevitable attack whilst you tech to stronger units you can help slow your opponent down by blocking tight choke points with Roaches (like the Ramps)<br />
*Roaches also provide a cheap &amp; somewhat effective deterrent against harass units like Hellions or Reapers<br />
*Roaches perform best at mid game, though they can be useful early game if you have enough supply to support them<br />
*Roaches are strong against Hellion, Zealot &amp; Zergling<br />
*Roaches are weak against Marauder, Immortal &amp; Ultralisk<br />
<strong><span style="text-decoration: underline;"><br />
</span></strong><strong><span style="text-decoration: underline;">Building:</span></strong><strong> Evolution Chamber</strong><strong></strong></p>
<p><span style="text-decoration: underline;">Requires:</span> Drone, Hatchery<br />
<span style="text-decoration: underline;">Cost:</span> 75 Minerals<br />
<span style="text-decoration: underline;">Build Time:</span> 35 Seconds</p>
<p>*The Evolution Chamber contains upgrades for Zerg ground units (Increased damage to melee, Increased damage to range &amp; armour upgrades) so obviously if you are focusing on getting a lot of Zerg ground units then you will want to research these upgrades<br />
*The Evolution Chamber is mostly used for Mid to Late game where you will need to increase the damage and armour of your Zerg units if you want them to have more survivability (which they will definitely need from Mid game onwards)<br />
*However, sometimes an early Evolution Chamber can be the difference between you winning or losing. For example, if you are playing Zerg vs Zerg and you both have Zerglings &amp; Banelings BUT you have 1 armor upgrade from the Evolution Chamber then instead of your Zerglings dying to 1 Baneling, they will survive with 1 health point. This can make an incredible difference as your opponent may end up having to use double the amount of banelings per Zergling you have to kill them.</p>
<p><strong><span style="text-decoration: underline;">Building:</span></strong><strong> Spore Crawler</strong></p>
<p><span style="text-decoration: underline;">Requires:</span> Drone, Evolution Chamber<span style="text-decoration: underline;"><br />
Cost:</span> 75 Minerals<br />
<span style="text-decoration: underline;">Build Time:</span> 30 Seconds<br />
<span style="text-decoration: underline;">Supply Cost:</span> 0</p>
<p>*Static Defence that attacks air only<br />
*Can uproot from the ground and move to another position (can only root on creep)<br />
*The Spore Crawler is effective cloaked Banshees &amp; Dark Templar in particular as it can detect invisible units. It can also detect moving burrowed roaches<br />
*The Spore Crawler is a situational building that most the time is rarely needed<br />
*You can use Spore Crawlers in an offensive manner by sending them close to an enemy base and rooting them nearby with creep<br />
<strong><br />
</strong><strong><span style="text-decoration: underline;">Building:</span></strong><strong> Lair</strong><strong><span style="text-decoration: underline;"></p>
<p></span></strong><span style="text-decoration: underline;">Allows production of:</span> Drone, Queen, Overlord (and all other Zerg units &#8211; providing you have the required buildings)<br />
<span style="text-decoration: underline;">Requires:</span> Hatchery, Spawning Pool<span style="text-decoration: underline;"><br />
Cost:</span> 150 Minerals, 150 Vespine Gas<br />
<span style="text-decoration: underline;">Build Time:</span> 80 Seconds<br />
<span style="text-decoration: underline;">Upgrades to:</span> Hive</p>
<p>*The Lair is an evolved version of the Hatchery (it has all the same abilities of a Hatchery) but allows for additional upgrades and buildings to be produced.<br />
*Allows the production of Overseers (Ability to Morph an Overlord into an Overseer)<br />
*The Lair can research the ability Burrow which can be used by all Zerg ground units, it also works in conjunction with many of the various upgrades you can get for Zerg units (For example, the upgrade where Roaches can move whilst burrowed)<br />
*The Lair can research the ability Pneumatized Carapace which increases the movement speed of Overlords &amp; Overseers. This is a very cheap and quick upgrade too research and is totally worth it due to the greatly extended vision you can now get with being able to send fast Overlords all over the map to gather vital information. The ability also helps Overlords move out of enemy fire easier.<br />
*The Lair can research the ability Ventral Sacs which allows Overlords to transport units. This ability works great with the other upgrade for Overlords that increases their speed as you can now reliably move ground units about in air space. This ability works extremely effectively with Banelings by dropping the transported Banelings onto enemy Workers or armies</p>
<p><strong><span style="text-decoration: underline;">Unit:</span></strong><strong> Overseer</strong></p>
<p><span style="text-decoration: underline;">Requires:</span> Overlord (to morph into an Overseer), Lair<br />
<span style="text-decoration: underline;">Cost:</span> 50 Minerals, 100 Vespine Gas<br />
<span style="text-decoration: underline;">Build Time:</span> 17 Seconds<br />
<span style="text-decoration: underline;">Supply Cost:</span> 0</p>
<p>*The Overseer is a fast flying caster harass unit (unable to attack) that acts as a detector should you need to scout for invisible units.<br />
*The Overseer can use the ability Spawn Changeling to create a changeling that you send to places your opponent will be to gather vital Intel on their status (the changeling will change into a Zealot, Marine, or Zergling, depending on the enemy race as it approaches your opponent&#8217;s forces).<br />
*The Overseer can use the ability Contaminate to covers an enemy structure in slime preventing it from being able to train units or research upgrades for 30 seconds. This is a useful ability if you want to slow down the production rate of some of the stronger units your opponent may make.<br />
*The Overseer can use the ability Infested Terran to spawn an Infested Terran underneath him that will do up to 100 damage for the 20 seconds that it lasts for, this isn&#8217;t all that great but could be useful to place at any of your opponent&#8217;s newly built expansions that have a few workers.</p>
<p><strong><span style="text-decoration: underline;">Building:</span></strong><strong> Hydralisk Den</strong></p>
<p><span style="text-decoration: underline;">Allows production of:</span> Hydralisk<br />
<span style="text-decoration: underline;">Requires:</span> Drone, Lair<span style="text-decoration: underline;"><br />
Cost:</span> 100 Minerals, 100 Vespine Gas<br />
<span style="text-decoration: underline;">Build Time:</span> 40 Seconds</p>
<p>*The Hydralisk Den can research the upgrade Grooved Spines which increases the range of your Hydralisks by 1. This is necessary to allow your Hydralisks to outrange Marines &amp; various other units.<br />
<strong><span style="text-decoration: underline;"><br />
</span></strong><strong><span style="text-decoration: underline;">Unit:</span></strong><strong> Hydralisk</strong></p>
<p><span style="text-decoration: underline;">Requires:</span> Lair, Hydralisk Den<span style="text-decoration: underline;"><br />
Cost:</span> 100 Minerals, 50 Vespine Gas<br />
<span style="text-decoration: underline;">Build Time:</span> 33 Seconds<br />
<span style="text-decoration: underline;">Supply Cost:</span> 2</p>
<p>*The Hydralisk is the backbone of the Zerg army as they deal fantastic damage to both ground and air with their super fast attack speed (they are also one of the few Zerg units that can actually counter air effectively)<br />
*The Hydralisk can attack ground &amp; air<br />
*The Hydralisk is fragile so you&#8217;ll want to keep them behind Roaches<br />
*The Hydralisk is very slow off creep, so the more creep you can spread the better it will be for your Hydralisks<br />
*The Hydralisk performs very well Mid Game and they also do well in Late Game<br />
*Hydralisks are strong against Battlecruiser, Void Ray, Mutalisk<br />
*Hydralisks are weak against Marine, Zealot, Zergling<strong></strong></p>
<p><strong><span style="text-decoration: underline;">Building:</span></strong><strong> Infestation Pit</strong></p>
<p><span style="text-decoration: underline;">Allows production of:</span> Infestors<br />
<span style="text-decoration: underline;">Requires:</span> Drone, Lair<span style="text-decoration: underline;"><br />
Cost:</span> 100 Minerals, 100 Vespine Gas<br />
<span style="text-decoration: underline;">Build Time:</span> 50 Seconds</p>
<p>*The Infestation Pit can research the upgrade Peristalsis which allows Infestors to move faster while burrowed. This ability is mainly to keep your Infestors safe and to allow them to get into range in a battle to use their abilities instead of them being stuck behind units not being able to do anything.<br />
*The Infestation Pit can research the upgrade Neural Parasite which allows Infestors to control enemy units (best use this on threatening tier 2/3 enemy units). It&#8217;s a great ability as it can work on air too. It not only reduces the amount of (potentially) devastating damage you may take but it also allows you to take that damage and turn it around onto your opponent&#8217;s army instead.<br />
*The Infestation Pit can research the upgrade Pathogen Glands which increases the Infestors starting energy by 25. This is useful for if you are going to be making a lot of Infestors and you need them now! As soon as they come out of the Hatchery they will be able to use their Fungal Growth ability which is why this upgrade can be so useful.<br />
<strong><span style="text-decoration: underline;"><br />
</span></strong><strong><span style="text-decoration: underline;">Unit:</span></strong><strong> Infestor</strong></p>
<p><span style="text-decoration: underline;">Requires:</span> Lair, Infestation Pit<span style="text-decoration: underline;"><br />
Cost:</span> 100 Minerals, 150 Vespine Gas<br />
<span style="text-decoration: underline;">Build Time:</span> 50 Seconds<br />
<span style="text-decoration: underline;">Supply Cost:</span> 2</p>
<p>*The Infestor is a caster unit that is unable to attack<br />
*The Infestor is a very useful support unit for the majority of Zerg armies<br />
*The Infestor can use the ability Frenzy to render a friendly unit immune to slows, stuns and mind control &amp; will increase the damage it deals by 25%. This is really an ability specifically designed for the use on the Ultralisk, unless you have Ultralisks you&#8217;re better off saving the energy<br />
*The Infestor can use the ability Fungal Growth to immobilise enemy units within the target area of effect and cause 36 damage to them over 8 seconds. This ability works wonders against low health point units like Marines &amp; Workers, it works even better when used with Banelings as they will be able to reach the trapped Marines / Workers and blow them all up! This ability also reveals cloaked and burrowed units so use it if you are suspicious and have the spare energy!<br />
*The Infestor can use the ability Neural Parasite to control a unit it dies or the Infestor relinquishes control. Use this ability on the more threatening units that your opponent might have.<br />
*Infestors are strong against Marine, Colossus, Mutalisk<br />
*Infestors are weak against Ghost<strong></strong></p>
<p><strong><span style="text-decoration: underline;">Building:</span></strong><strong> Spire</strong></p>
<p><span style="text-decoration: underline;">Allows production of:</span> Mutalisks, Corruptor<br />
<span style="text-decoration: underline;">Requires:</span> Drone, Lair<span style="text-decoration: underline;"><br />
Cost:</span> 200 Minerals, 200 Vespine Gas<br />
<span style="text-decoration: underline;">Build Time:</span> 100 Seconds<br />
<span style="text-decoration: underline;">Upgrades to:</span> Greater Spire</p>
<p>*The Spire contains upgrades for Zerg air units however these upgrades take a long time to research and I advise you only research these upgrades if you have the time &amp; resources (most likely in a Late Game situation).<br />
*The  Spire can mutate into a Greater Spire (Requires Hive) which is where you can build the best Tier 3 unit Zerg currently has.</p>
<p><strong><span style="text-decoration: underline;">Unit:</span></strong><strong> Mutalisk</strong></p>
<p><span style="text-decoration: underline;">Requires:</span> Lair, Spire<span style="text-decoration: underline;"><br />
Cost:</span> 100 Minerals, 100 Vespine Gas<br />
<span style="text-decoration: underline;">Build Time:</span> 33 Seconds<br />
<span style="text-decoration: underline;">Supply Cost:</span> 2</p>
<p>*The Mutalisk is an air unit that has great speed and harass capabilities as it bounces its attacks to hit multiple targets so when used against groups of units, Mutalisks can deal devastating overall damage.<br />
*Can attack ground &amp; air<br />
*The Mutalisk is best used as a harassment unit and is particularly effective against Workers or groups of low health point units<br />
*The Mutalisk performs very well at Mid Game and can perform adequately Late Game<br />
*Mutalisks are strong against Viking, Void Ray<br />
*Mutalisks are weak against Marine, Phoenix, Corruptor</p>
<p><strong><span style="text-decoration: underline;">Unit:</span></strong><strong> Corruptor</strong></p>
<p><span style="text-decoration: underline;">Requires:</span> Lair, Spire<span style="text-decoration: underline;"><br />
Cost:</span> 150 Minerals, 100 Vespine Gas<br />
<span style="text-decoration: underline;">Build Time:</span> 40 Seconds<br />
<span style="text-decoration: underline;">Supply Cost:</span> 2<br />
<span style="text-decoration: underline;">Mutates into:</span> Brood Lord (Requires Hive)</p>
<p>*The Corruptor is an anti-air flying unit that has the ability to corrupt enemy units, causing them to take more damage.<br />
*Can attack only air<br />
*The Corruptor can use the ability Corruption covers the target unit in acidic spores increasing damage taken by 20% for 30 seconds<br />
*The Corruptor is particularly useful against &#8216;Massive&#8217; armoured units and is increasingly used more and more in Zerg vs Protoss games in order to counter Colossus as they can be hit by air.<br />
*The Corruptor can morph into a Brood Lord (Requires Hive)<br />
*The Corruptor performs at it&#8217;s best towards the Late Game only and even then it is quite situational if your Corruptor will be much use so stick to making Corruptor only if you want to counter &#8216;Massive&#8217; armoured units<br />
*Corruptors are strong against Phoenix, Battlecruiser, Mutalisk<br />
*Corruptors are weak against Viking, Void Ray</p>
<p><strong><span style="text-decoration: underline;">Building:</span></strong><strong> Nydus Network</strong></p>
<p><span style="text-decoration: underline;">Needed to produce:</span> Nydus Worm<span style="text-decoration: underline;"><br />
Requires:</span> Drone, Lair<span style="text-decoration: underline;"><br />
Build Time:</span> 50 Seconds (20 seconds for each Nydus Worm created from the Nydus Network)<span style="text-decoration: underline;"><br />
Costs:</span> 150 Minerals, 200 Vespine Gas (100 Minerals, 100 Vespine Gas for each Nydus Worm created from the Nydus Network)</p>
<p>*The Nydus Network is a unique building that is used to transport units between Nydus Worms. It costs 100 Minerals &amp; 100 Vespine Gas per Nydus Worm you create using the Nydus Network. You can spawn a Nydus Worm anywhere on placeable terrain on the map providing you have vision of the area first.<br />
*You should build this building if you want to infiltrate an opponent&#8217;s main base or expansion. You can even use it to transport a Drone onto a secluded island on the map that contains minerals &amp; vespine gas and make a Hatchery there.<br />
*This building cannot be created early game, it is useful mid game and performs at its best at late game as you will have more resources to afford enough Nydus Worms thus giving your units more mobility across the map<br />
*The strength of the Nydus Network is that, if undetected, can allow you to cause massive amounts of damage to an opponent should he be able to react in time and kill the forces that you spawn forth from the Nydus Worm. The Nydus Network is also useful for harassing enemy expansions that aren&#8217;t so protected, this can have an additional bonus effect of forcing the enemy to pull back his forces in order to have to deal with your harassment assault<br />
*The weakness of the Nydus Network is that it is expensive and takes a long time to build, it also makes a screeching warning sound for your opponent once you have finished creating a Nydus Worm from your Nydus Network regardless of where they are on the map so they are immediately made aware of the Nydus Worm. Also be aware that should your Nydus Worm &amp; Nydus Network be killed whilst carrying units, all of the units inside will die.<br />
<strong><span style="text-decoration: underline;"><br />
</span></strong><strong><span style="text-decoration: underline;">Building:</span></strong><strong> Hive</strong><strong><span style="text-decoration: underline;"></p>
<p></span></strong><span style="text-decoration: underline;">Allows production of:</span> Drone, Queen, Overlord (and all other Zerg units &#8211; providing you have the required buildings)<br />
<span style="text-decoration: underline;">Requires:</span> Lair, Infestation Pit<span style="text-decoration: underline;"><br />
Cost:</span> 200 Minerals, 150 Vespine Gas<br />
<span style="text-decoration: underline;">Build Time:</span> 100 Seconds<br />
<span style="text-decoration: underline;">Upgrades to:</span> Hive</p>
<p>*The Hive is the next step of evolution on from Lair (it has all the same abilities of a Lair) but allows for additional upgrades and buildings to be produced.</p>
<p><strong><span style="text-decoration: underline;">Building:</span></strong><strong> Ultralisk Cavern</strong></p>
<p><span style="text-decoration: underline;">Allows production of:</span> Ultralisk<br />
<span style="text-decoration: underline;">Requires:</span> Drone, Hive<span style="text-decoration: underline;"><br />
Cost:</span> 150 Minerals, 200 Vespine Gas<br />
<span style="text-decoration: underline;">Build Time:</span> 65 Seconds</p>
<p>*The Ultralisk Cavern can research the upgrade Anabolic Synthesis which increases the movement speed of Ultralisks. If you are going to invest this many resources into getting Ultralisks then I heavily suggest you get this upgrade otherwise Ultralisks move far too slowly to be effective.<br />
*The Ultralisk Cavern can research the upgrade Chitinous Plating which gives +2 armour to Ultralisks. Once again I advise you to also get this upgrade due to the amount of upgrades you need to make in order for the Ultralisk to be useful.<br />
<strong><span style="text-decoration: underline;"><br />
</span></strong><strong><span style="text-decoration: underline;">Unit:</span></strong><strong> Ultralisk</strong></p>
<p><span style="text-decoration: underline;">Requires:</span> Hive, Ultralisk Cavern<span style="text-decoration: underline;"><br />
Cost:</span> 300 Minerals, 200 Vespine Gas<br />
<span style="text-decoration: underline;">Build Time:</span> 70 Seconds<br />
<span style="text-decoration: underline;">Supply Cost:</span> 6</p>
<p>*The Ultralisk is a heavy assault beast with an area damage attack.<br />
*Can attack ground<br />
*The Ultralisk is meant to be the tank of the Zerg unit that charges into battle taking the damage &amp; covering for the more fragile Zerg units that should follow closely behind<br />
*The Ultralisk can be used effectively against &#8216;Light&#8217; armoured units but suffers greatly against most &#8216;Armoured&#8217; units as many &#8216;Armoured&#8217; units deal a lot of bonus damage vs other &#8216;armoured&#8217; units and it&#8217;s because of this Ultralisks die too quickly before they can even get close<br />
*The Ultralisk is not very efficient in terms of damage for cost, even though he is a Tier 3 unit &amp; I suggest you avoid making an Ultralisk unless it seems like he will be the perfect counter to your opponent.<br />
*Ultralisks are strong against Marine, Zealot, Zergling<br />
*Ultralisks are weak against Marauder, Immortal</p>
<p><strong><span style="text-decoration: underline;">Building:</span></strong><strong> Greater Spire</strong></p>
<p><span style="text-decoration: underline;">Allows production of:</span> Brood Lord<br />
<span style="text-decoration: underline;">Requires:</span> Hive, Spire (to mutate into a Greater Spire)<span style="text-decoration: underline;"><br />
Cost:</span> 100 Minerals, 150 Vespine Gas<br />
<span style="text-decoration: underline;">Build Time:</span> 100 Seconds</p>
<p>*The Greater Spire now allows Corruptors the ability to morph in Brood Lords.<strong></strong></p>
<p><strong><span style="text-decoration: underline;">Unit:</span></strong><strong> Brood Lord</strong></p>
<p><span style="text-decoration: underline;">Requires:</span> Greater Spire<span style="text-decoration: underline;"><br />
Cost:</span> 150 Minerals, 150 Vespine Gas<br />
<span style="text-decoration: underline;">Build Time:</span> 34 Seconds<br />
<span style="text-decoration: underline;">Supply Cost:</span> 2</p>
<p>*The Brood Lord is an anti-ground (unable to attack air) heavy assault unit that shoots broodlings at its target<br />
*The Brood Lord is incredibly slow and must be positioned over high cliff tops if possible so as to avoid being targeted by ground anti air units<br />
*The Brood Lord acts as the only long range Siege unit that Zerg have and is best used in that way, with a massive 9.5 range you should keep the Brood Lord at the furthest possible attacking range from your enemy at all times<br />
*You need to focus on protecting your Brood Lord at all costs as it is the key to securing Late Game victories<br />
*The Brood Lord does initial damage to its target and on top of this he spawns 2 broodlings each time he attacks<br />
*Broodlings are like slightly weaker Zerglings and last a short limited time however they can be very effective as they are essentially free units so the more your enemy wastes his firepower and units on them the better<br />
*Each Brood Lord can spawn up to 6 Broodlings on a target enemy unit before the first 2 it spawned expire<br />
*The Brood Lord is without doubt the best Tier 3 Zerg unit and is worth the expensive tech in most circumstances as it plays a vital role in Late Game<br />
*Brood Lords are strong against Stalker<br />
*Brood Lords are weak against Viking, Void Ray, Corruptor</p>
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		<title>Starcraft 2 Zerg 12 Pool Speedling Rush Strategy</title>
		<link>http://www.starcraft2strategy.com/uncategorized/starcraft-2-zerg-12-pool-speedling-rush-strategy/</link>
		<comments>http://www.starcraft2strategy.com/uncategorized/starcraft-2-zerg-12-pool-speedling-rush-strategy/#comments</comments>
		<pubDate>Fri, 02 Jul 2010 23:39:21 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.starcraft2strategy.com/?p=422</guid>
		<description><![CDATA[Starcraft-2-Zerg-12-Pool-Speedling-Rush-Strategy
Overview
The 12 Pool Speedling Push is a more reliable form of overwhelming your opponent with Zerglings whilst maintaining a satisfactory economy. This strategy can be played out in several ways, you may want to constantly send Zerglings in small groups as they spawn straight to your opponent or you can save them all up and [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><strong><span style="text-decoration: underline;">Starcraft-2-Zerg-12-Pool-Speedling-Rush-Strategy</span></strong></p>
<p><span style="text-decoration: underline;"><strong>Overview</strong></span></p>
<p>The 12 Pool Speedling Push is a more reliable form of overwhelming your opponent with Zerglings whilst maintaining a satisfactory economy. This strategy can be played out in several ways, you may want to constantly send Zerglings in small groups as they spawn straight to your opponent or you can save them all up and attack with up to 20 Speedlings all in one huge group.</p>
<p>The purpose of the 12 Pool Speedling Push ideally is to surprise your opponent with 20 Speedlings however you can consistently harass your opponent as your Zerglings spawn if you prefer. The idea behind 12 Pool Speedling Push is really to make a huge group of Zerglings all at roughly the same time with the help of the <span style="text-decoration: underline;">Spawn Larva</span> ability and catch your opponent off guard. This can be achieved quite successfully as long as you prevent your opponent from properly scouting or seeing anymore then just 2 Zerglings then they will not be ready for when you spawn almost all of your Zergling army in one go. By the time you hit your opponent with your group of 20 Speedlings it will be too late for them to react accordingly.</p>
<p><strong><span style="text-decoration: underline;">Build order</span></strong></p>
<p>This build order is designed as a straight forward build to forming the strategy, it does not consider any of the multiple various enemy threats that you may encounter. You should only deviate away from the build order to build appropriate counters (an army or static defence) should your opponent threaten your survivability. Try to stick to the build order as best as you can to achieve maximum results.</p>
<p>*Text in <strong>BOLD CAPITAL </strong>letters &#8211; refers to units &amp; buildings that you will build.<br />
*Text in <em>Italics </em>- refers to what action you need to take with the unit or building)<br />
*Text in <span style="text-decoration: underline;">underline</span> &#8211; refers to a mechanic or ability you need to use.</p>
<p><strong>1.</strong> <strong>DRONE<br />
2. DRONE<br />
3. DRONE<br />
4. DRONE<br />
5. </strong><em>Gather 150 minerals &amp; build </em><strong>2 EXTRACTORS<br />
6. DRONE<br />
7. DRONE<br />
8. </strong><em>Cancel the 2 Extractors that you built &amp; send the Drones back onto minerals(This is known as the Extractor Trick, see the &#8220;Macro&#8221; section for a clarification on the purpose of the Extractor Trick)</em><br />
<strong>9.</strong> <em>Send a Drone to scout for the enemy base</em><br />
<strong>10. OVERLORD<br />
11. EXTRACTOR</strong><strong></strong><br />
<strong>12. SPAWNING POOL</strong><br />
<strong>13. </strong><em>Gather 75 minerals &amp; build an </em><strong>EXTRACTOR<br />
14. </strong><em>Cancel the second Extractor (make sure you don&#8217;t cancel the first Extractor you built)</em><br />
<strong>15. DRONE<br />
16. DRONE<br />
17. DRONE<br />
18. QUEEN<br />
19. ZERGLING </strong><em>(These Zerglings are built with the main priority of killing any enemy scouts. After that the Zerglings purpose is to scout&amp; harass &#8211; first scout your main and natural expansion area quickly, then send one of each of the two zerglings to each Xel Naga Tower, then scout the enemy base as you see appropriate with either one or both of the zerglings. When you are satisfied with your scouting/harass you can either keep a zergling just outside by their natural expansion to keep a check on your opponent or bring it back to the xel naga tower nearest your enemy)<br />
</em><strong>20.</strong><em> </em><strong>DRONE<br />
21. METABOLIC BOOST </strong><em>(Research at Spawning Pool)</em><strong><br />
22. </strong><em>Take all 3 Drones from the Extractor and put them onto minerals<br />
</em><strong>23. OVERLORD<br />
24. ZERGLING<br />
25. </strong><em>The Queen you built at your Main Hatchery will spawn(Use her <span style="text-decoration: underline;">Spawn Larva</span> ability on your Main Hatchery &#8211; Use this ability every 40 seconds from now on)<br />
</em><strong>26. ZERGLING<br />
27. ZERGLING<br />
28. ZERGLING<br />
29. ZERGLING<br />
30. ZERGLING x4<br />
31. OVERLORD</strong></p>
<p>*From this point on you need to build in reaction to how your opponent is playing (See &#8220;<strong><span style="text-decoration: underline;">Play style</span></strong>&#8220;). If you would like some suggestions then you could continue onwards using either of these:</p>
<p><strong>[a] </strong>Continue massing Zerglings (If your opponent can be easily outnumbered &amp; overwhelmed)<strong><br />
[b]</strong> Continue making Zerglings &amp; an Expansion (If you can do good damage to your opponent but are unable to finish them off)<br />
<strong>[c] </strong>Put 3 Drones back onto an Extractor &amp; build a Baneling Nest whilst continuing to make Zerglings so you can eventually morph them into Banelings &#8211; Maybe take a 2nd Extractor to ensure you have enough Vespine Gas (If your opponent is focusing on creating &#8216;Light&#8217; armoured units &#8211; also for blowing up workers)<br />
<strong>[d] </strong>Start making Drones (if there is no way you can beat your opponent so you can boost your economy and prepare for a longer game)</p>
<p><strong><span style="text-decoration: underline;">Play style</span></strong><strong></strong></p>
<p>With a 12 Pool Speedling Push you want to surprise your opponent with a large group of up to 20 Speedlings at once. If you follow the build order closely then you will finish researching <span style="text-decoration: underline;">Metabolic </span>Boost by the time your last lot of Zerglings spawn from your Hatchery, this will give you an immense advantage if you are able to get inside your opponent&#8217;s base as the speed will make it very hard for your opponent to control you effectively.</p>
<p>You need to focus on killing enemy workers or buildings that will help slow down the enemy production rate (such as Pylons). You will increase your chances of winning a great deal more by killing workers over army units as this will slow down the enemy economy and do greater overall damage. The other reason for focusing enemy workers over army units with your Zerglings is that should the rush become stoppable by your opponent then at least you will have slowed down their economy enough to reduce their ability to outnumber you with units.</p>
<p>This strategy is dependent upon tricking your opponent into thinking you are no threat early game &amp; refusing them access and sight of your main base (Especially when you are about to make a ton of Zerglings at once with <span style="text-decoration: underline;">Spawn Larva</span> or if you decide to build a Baneling Nest). If your opponent scouts you mass producing Zerglings or a Baneling Nest then he will have precious extra time to create counters like Photon Cannons, Sentries (for <span style="text-decoration: underline;">Force Field)</span> or <span style="text-decoration: underline;">Chrono Boost</span> (to mass produce an army) so it is crucial you keep your opponent in the dark and keep them thinking you are not a threat for the time being.</p>
<p>Using only a couple of Zerglings to harass and then backing off when they respond to the harass will help fool your opponent and mislead them into thinking they has control of the situation (hopefully they will decide to put extra resources into tech should they feel you aren&#8217;t a threat) giving you the perfect opportunity to overwhelm them with Speedlings in one huge push later on.</p>
<p><strong><span style="text-decoration: underline;">Micro</span></strong></p>
<p>*Focus on killing workers with your Zerglings<br />
*Hit and run the workers; Attack the workers with your Zerglings and provoke your opponent into dragging all of his workers away from the mineral line to defend himself, at this point you simply run your Zerglings back and wait for him to return his workers to the mineral line, that&#8217;s when you strike again with the Zerglings! Rinse &amp; repeat this method whenever possible. This allows you to efficiently damage your opponent&#8217;s economy whilst taking as little damage as possible.<br />
*Kill the enemy army units only if you can still put the pressure on after inevitably losing some Zerglings in the process otherwise dodge the enemy army units and harass their workers instead.<br />
*kill any key buildings like Pylons should you have the chance (Especially if there is only Pylon powering Protoss buildings)<br />
*See <strong>&#8220;<span style="text-decoration: underline;">Support</span></strong>&#8221; for advice on how to use Banelings if you have the chance to make them</p>
<p><strong><span style="text-decoration: underline;">Macro</span></strong></p>
<p>*<span style="text-decoration: underline;">Spawn Larva</span> whenever possible to increase the number of Zerglings you can create<br />
*Start spawning <span style="text-decoration: underline;">Creep Tumors</span> only once your Queen has enough energy to continually Spawn Larva first<br />
*The &#8220;Extractor Trick&#8221; is a method Zerg players use to temporarily exceed their supply limit so they can build a extra Drones or Zerglings before needing to make an Overlord</p>
<p><strong><span style="text-decoration: underline;">Upgrades</span></strong><strong></strong></p>
<p>This is a list of the preferred upgrades for this strategy should you have the chance to research them.<br />
[Some of the upgrades further down the list may be not be necessary depending upon the units &amp; playstyle you choose to use]</p>
<p><strong><span style="text-decoration: underline;">1. Metabolic Boost (Increases the movement speed of Zerglings)</span></strong><strong><br />
<em>[Requires: Hatchery, Spawning Pool]</em></strong><strong><em><br />
</em></strong>This is an exceptional ability that will boost the effectiveness of your Zerglings greatly. They will move much faster and will be able to perform hit and run attacks on workers whilst being able to dodge enemy army units with much more ease. You will gain a lot more control with this upgrade allowing you to really put the pressure on your opponent.</p>
<p><strong><span style="text-decoration: underline;">2. Evolve Centrifugal Hooks (Increases the movement speed of all Banelings)<br />
</span></strong><strong><em>[Requires: Hatchery, Baneling Nest]<br />
</em></strong>This greatly improves your Banelings ability to surprise your opponents army without losing so much.</p>
<p><strong><span style="text-decoration: underline;">3. Evolve Burrow (Enables all Zerg ground units to burrow making it invisible unless detected)<br />
</span></strong><strong><em>[Requires: Lair]</em><br />
</strong>This ability is useful for both Zerglings and Banelings in particular. Burrowed Zerglings, if placed carefully, will prevent your opponent from building on the same spot you have burrowed that Zergling. I suggest using this ability with Zerglings at places you expect your opponent to build (like expansion areas) so he will need to go to the effort of detecting your Zergling and killing it before he can build anything.</p>
<p>Burrowed Banelings can act as land mines because you are able to explode them whilst they are burrowed. This can be absolutely devastating if used correctly. The best way to use burrowed Banelings is to spread them out across choke points (most likely your own natural expansion choke point) and wait for your opponent to march his army right over them then highlight the ones in range of his army and press X to explode the Banelings. You can also use burrowed Banelings as a pre-emptive strike, for example, if you suspect your opponent is going to expand then you can burrow several banelings along the gap in between where his expansion and the mineral line is. Then you wait for the appropriate time (preferably when the mineral line is fully saturated with workers) and blow up all of his workers at once. In both cases I suggest you use Banelings in situations where they are unlikely to be detected or if your opponent puts little effort into scouting and detecting.</p>
<p><strong><span style="text-decoration: underline;">4. Pneumatized Carapace (Increases the movement speed of Overlords and Overseers)</span></strong><strong><br />
<em>[Requires: Lair]</em></strong><br />
This is necessary as you will need to keep checks on your opponent so you can build units/buildings in accordance to how he is playing. Using your Overlords with this upgrade allows you to scout with multiple moderately fast air units (Overlords) which will give you a larger scope of what is happening on the map.<strong><em></em></strong></p>
<p><strong><span style="text-decoration: underline;">Support</span></strong></p>
<p>The only unit that you will be able to realistically build to assist with this Strategy will be the Baneling, if you are able to create anymore units then it is likely you are going to be playing a longer game than the strategy intends.</p>
<p>*Use Banelings to deal great area of effect damage to &#8216;light&#8217; armoured units such as Probes or Zealots<br />
*You may need Banelings to bust into your opponents base should he be blocking his ramp with buildings or Zealots at a Choke point</p>
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		<title>Starcraft 2 Top 10 Strategies by Race</title>
		<link>http://www.starcraft2strategy.com/uncategorized/starcraft-2-top-10-strategies/</link>
		<comments>http://www.starcraft2strategy.com/uncategorized/starcraft-2-top-10-strategies/#comments</comments>
		<pubDate>Fri, 02 Jul 2010 23:19:07 +0000</pubDate>
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				<category><![CDATA[Uncategorized]]></category>

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		<description><![CDATA[Starcraft-2-Top-10-Strategies by Race
Protoss
1. Proxy Rush
2. 2 Gateway Push
3. 4 Gateway Push
4. 3 Gateway 1 Robotics Push
5. Mass Stalker (Tech &#38; Play)
6. Fast Void Ray Rush
7. Collosus Tech Rush
8.High Templar Tech Rush
9. Dark Templar Tech Rush
10. Warp Prism Harassment Techniques
Terran
1. MMM Bio Ball
2. Hellion Harass
3. Fast Marine &#38; Siege Tank Push
4. Fast Banshee Rush
5. Lift-Off Defence [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><strong><span style="text-decoration: underline;"><span style="color: #000000;">Starcraft-2-Top-10-Strategies by Race</span></span></strong></p>
<p><strong><span style="text-decoration: underline;">Protoss</span></strong></p>
<p>1. Proxy Rush<br />
2. 2 Gateway Push<br />
3. 4 Gateway Push<br />
4. 3 Gateway 1 Robotics Push<br />
5. Mass Stalker (Tech &amp; Play)<br />
6. Fast Void Ray Rush<br />
7. Collosus Tech Rush<br />
8.High Templar Tech Rush<br />
9. Dark Templar Tech Rush<br />
10. Warp Prism Harassment Techniques</p>
<p><strong><span style="text-decoration: underline;">Terran</span></strong></p>
<p>1. MMM Bio Ball<br />
2. Hellion Harass<br />
3. Fast Marine &amp; Siege Tank Push<br />
4. Fast Banshee Rush<br />
5. Lift-Off Defence (This involves lifting your command center on certain maps to an expansion blocked by destructable rocks<br />
6. Thor Drop<br />
7. Reaper Rush<br />
8. Marine &amp; Bunker Push<br />
9. Invisible Ghost Nuke Rush<br />
10. 3 Barracks Marauder Rush</p>
<p><strong><span style="text-decoration: underline;">Zerg</span></strong></p>
<p>1. MutaLisk<br />
2. Roachalisk<br />
3. 12 Pool Speedling Push<br />
4. 6 Pool Zergling Rush<br />
5. Fast Roaches<br />
6. Fast Hydralisks<br />
7. Standard Expansion Build<br />
8. Brood Lord build<br />
9. Baneling Bust<br />
10. Nydus Worm Techniques</p>
]]></content:encoded>
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		<title>Starcraft 2 Protoss Race Overview</title>
		<link>http://www.starcraft2strategy.com/uncategorized/starcraft-2-protoss-race-overview/</link>
		<comments>http://www.starcraft2strategy.com/uncategorized/starcraft-2-protoss-race-overview/#comments</comments>
		<pubDate>Fri, 02 Jul 2010 23:12:55 +0000</pubDate>
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				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.starcraft2strategy.com/?p=414</guid>
		<description><![CDATA[Starcraft 2 Protoss Race Overview
The Protoss are a highly developed race with advanced technology and potent psionic abilities. They believed they were the strongest species but those beliefs have been shattered as a result of their war with the Zerg. Even the most powerful of the Protoss race have succumbed to the overwhelming mass of [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><span style="text-decoration: underline;"><strong>Starcraft 2 Protoss Race Overview</strong></span></p>
<p>The Protoss are a highly developed race with advanced technology and potent psionic abilities. They believed they were the strongest species but those beliefs have been shattered as a result of their war with the Zerg. Even the most powerful of the Protoss race have succumbed to the overwhelming mass of the Zerg Swarm. The Protoss have built their society around core philosophies that have been strictly studied and followed for over a millennium.</p>
<p>The Protoss  have been stubborn in their misplaced confidence of their own superiority over all other life and have learnt a painful but valuable lesson after suffering so many tragic unavoidable losses. The zerg invasion of the Protoss homeworld, Aiur, has taken the Protoss race to a crisis point where they must make a defining change to their way of life if they want to survive and overcome the challenges that await them. New technology and strategies are being developed in the desperate struggle to fight the Zerg. Even long forgotten weapons that were cast aside are now being reconsidered as the Protoss establish all efforts in a bid to continue the existence of their noble race.</p>
<p>Unlike the Zerg, the Protoss lack an abundance of soldiers. The Protoss have conventionally sustained their numbers by using a mixture of robotic war machines to help support their forces. Protoss warriors dedicate themselves vigorously to the art of combat and combine cybernetic technology with their psionic abilities to become formidable fighting machines. Whilst Protoss warriors are fearsome, the utmost strength of Protoss rests in the supremacy of their Space armada. The Protoss are honourable fighters but they must fight with mobility, stealth and surprise in order to preserve their population and continue to fight against their nemesis, the Zerg.</p>
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		<title>Mech Build against Zerg Strategy</title>
		<link>http://www.starcraft2strategy.com/uncategorized/mech-build-against-zerg-strategy/</link>
		<comments>http://www.starcraft2strategy.com/uncategorized/mech-build-against-zerg-strategy/#comments</comments>
		<pubDate>Fri, 02 Jul 2010 23:00:54 +0000</pubDate>
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				<category><![CDATA[Uncategorized]]></category>

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		<description><![CDATA[Mech Build against Zerg
 
A great build for Terran against the Zerg race is a mechanized build.  Siege Tanks, and especially Thors are powerful against the Zerg.  Hellions also do a great job of harassment since Zerg players have a harder time of walling off the entrance points to their bases.  In this section a [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><strong><span style="text-decoration: underline;">Mech Build against Zerg</span></strong></p>
<p><strong><span style="text-decoration: underline;"> </span></strong></p>
<p>A great build for Terran against the Zerg race is a mechanized build.  Siege Tanks, and especially Thors are powerful against the Zerg.  Hellions also do a great job of harassment since Zerg players have a harder time of walling off the entrance points to their bases.  In this section a standard build order against the Zerg will be explained in detail.  At the end of the detailed breakdown, there will be a “quick reference list” for you to follow along quickly during your first few games using this build.  It is important to always remember that everything in Starcraft 2 has a hard counter, so always stay on top of scouting and ensure your opponent will not be throwing you any surprises.  If you see your opponent specifically countering what you are doing, be ready to diversify your army and transition into another build.</p>
<p><strong><span style="text-decoration: underline;">Getting Started:  Standard opening up to your first Barracks and Facotry.</span></strong></p>
<p><span style="text-decoration: underline;"> </span></p>
<p>When the game starts, the first thing you should do is start building an SCV out of your Command Center, and then immediately move all of your SCVs to mine minerals.  If you are fast enough, try splitting your SCVs and sending 3 to one mineral node, and 3 to another.  By doing that they will split faster between six different mineral nodes than if you had of commanded all 6 to go to one and let them automatically split up from there.</p>
<p>Now hotkey your Command Center to a number you feel comfortable with (hold down Control and press a number).  Build another SCV as soon as you are able.  Keep building SCVs for the next couple moments.  Watch your supply count at the top right corner of the screen.  When you are at 9, get ready to make another action.  The second your supply counter hits 10, grab that SCV that just spawned from your Command Center (this is technically your 9<sup>th</sup> SCV as your 10<sup>th</sup> is currently being made), move it to the ramp of your base and build a supply depot as soon as you are able.  The timing should work out perfectly that you can throw that supply depot down right away.  Note that walling off your base is important against a Zerg player to prevent Zerglings from running in and surrounding your marines early on, and to prevent the Zerglings from reaching your mineral line and destroying your precious SCVs.</p>
<p>Queue up another SCV while your Supply Depot is being built.  Once your 11<sup>th</sup> SCV is made, you will not be able to make more until the Supply Depot finishes, so you do not need to worry about queuing up any more after your 11<sup>th</sup>.  The second your Supply Depot finishes, using the same SCV that made it, build a Barracks right beside it.  The idea is to wall your ramp off using a Supply Depot (sometimes two are necessary) and the Barracks.  Be sure there is sufficient space to the right of your Barracks for an add-on to be made.  Not leaving enough space for an add-on will mean it will have to lift-off and move, and you will waste precious time.</p>
<p>While your Barracks is being built, queue up one SCV.  Then, once you have enough minerals, use one of your mining SCVs to build a Refinery.  Once the Refinery starts being built, just keep queuing SCVs with all your remaining minerals.  Your Refinery will complete before your Barracks.  Once it is complete, move two more SCVs from your mineral line to mine gas from the Refinery.  Keep queuing SCVs until your Barracks finishes.  Try to leave 50-150 minerals for when your Barracks completes.  The instant your Barracks is complete, produce one Marine from it.  Now send the SCV that made your Barracks out to scout your opponent.  Hotkey it so you can snap your view to it instantly once it arrives in your opponent’s base.  Set a rally point for your Barracks behind your wall but close enough to the ramp that it will be able to shoot any zerglings that attempt to attack or scout your base.</p>
<p>Note that a Drone scout might slip in before your wall gets up, and it might try to be a nuisance and attack the SCV making your Barracks.  If this happens, move an SCV off of your mineral line to attack the Drone.  This will prevent the Drone from killing your SCV on your Barracks.  If you have to, temporarily halt construction on your Barracks to move the injured SCV away and replace it with another undamaged one.  Try not to delay your Barracks if possible!</p>
<p>Now that your Barracks is complete and your scout is on it’s way, use an SCV from the mineral line to build another supply depot.  If your ramp will be walled once the Barrack’s add-on is made, build the supply depot somewhere around the perimeter of your base, so eventually you are viewing your entire base at all times.  If the add-on from the Barracks will not make a tight wall, then place your second supply depot at the ramp.  Also, keep queuing SCVs while your Marine and second supply depot are being built.</p>
<p>Once your marine is produced, throw down a Reactor Core add-on for your Barracks.  Since you started mining gas before the Barracks was even complete, you should easily be able to afford the 50 gas necessary to do this.  Stop queuing SCVs now and once you have 150 minerals upgrade your Command Center to an Orbital Command.  This is important to do early on because each Mule will bring in approximately 300 extra minerals.  Note that the reason you get your Marine before the add-on is for a couple reasons: 1) it gives you at least one unit to thwart away early Zergling pushes of 6 Zerglings at your ramp.  And 2) can be used to shoot at and hunt any Overlords that are scouting your base.</p>
<p>Now your scouting SCV should be in your opponent’s base.  What have you discovered?  Are they Fast Expanding?  Are they going to rush you?  Are they teching into a Lair for Hydras/Mutalisks or are they building a Roach Warren or Baneling Nest?  If they are preparing for a really early Zergling rush, or getting early Banelings to attempt to break down your wall, it may be beneficial to build a Bunker near your wall/ramp for extra defence.  Remember to repair it with SCVs if the Zerg player does attack unusually early.  If they never end up attacking, you can always salvage your Bunker later on and get your 100 minerals back.  If the Zerg player is Fast Expanding (most common), or teching up to Roaches/Hydras/Mutalisks, you can continue this build as normal.</p>
<p>After your Reactor Core finishes, once you have 100 gas, throw down your Factory right away (make sure you also have the 150 minerals required as well).  Once you throw down your Factory, build your second Refinery immediately.  Once that finishes, be sure to put 2 SCVs into it right away.  In the meantime use your Orbital Command to make Mules.  Never scan with your first 50 energy.  If your scout somehow fails at aquiring any information, send another one instead.  Always remember to keep building SCVs as it takes approximately 2-3 SCVs per mineral node for full saturation.  Even if you are fully saturating all mineral nodes, once you expand you can send your excess SCVs to your expansion to start mining right away.  Use any extra minerals while your factory is building to produce Marines and any needed Supply Depots.  Be careful not to Supply Block yourself.  Do not spend any gas while your factory is being built.  You are saving it up for a Siege Tank.</p>
<p>Once your Factory completes, build a Tech Lab add-on right away.  At this point you should have both of your refineries up and running with three SCVs mining from each, and a decent amount of SCVs mining minerals as well.  You should also have at least 3 Marines.</p>
<p>Once the Tech Lab has completed immediately start building your first Siege Tank.  Don’t forget to set a rally point for your Factory, preferably near your ramp.  Right after your Seige Tank begins production, research Siege Mode Upgrade from the Tech Lab as soon as you can.  Spend any extra minerals on Marines.  You should have extra minerals since you gain minerals much faster than gas.  Also, don’t forget to keep building SCVs and Supply Depots!</p>
<p>Once your first Siege Tank is complete, build a second one.  You should be able to queue your second Siege Tank right before your first one finishes, so that production begins immediately.  Keep spending excess minerals on Marines.</p>
<p><strong><span style="text-decoration: underline;">Timing Attack:</span></strong></p>
<p><strong><span style="text-decoration: underline;"> </span></strong></p>
<p>The instant your second Siege Tank is completed, now is the time to attack the Zerg player!  If timed right, your Siege Mode Upgrade should also be complete, or be complete by the time your army arrives at the Zerg Player’s base.  Usually at this stage, if they Fast Expanded they will only have a few Zerglings, maybe one or two Spine Crawlers.  Perhaps they will have a very small amount of Roaches.  If they teched to Hydralisks or Mutalisks they should have none, or very few out.  If they went for Banelings, keep your Siege Tanks in front of your marines as they can take a hammering of Banelings.</p>
<p>Group your Siege Tanks to a number you feel comfortable with, and group your Marines to a separate number.  Lower your Supply Depot(s) blocking your ramp and move your army out towards the Zerg Player’s base.  Always remember to raise your lowered Supply Depot back up so no Zerg units can sneak into your base!  While moving out across the map keep an eye on your army to make sure they are not being engaged.  Try to keep the Marines in front of the Tanks, unless your opponent went for Banelings, then keep the Siege Tanks in front.</p>
<p>Once you arrive at your opponent’s base (or perhaps their natural expansion), Siege Mode your Tanks before engaging the Zerg player’s army.  If possible, Siege them within range of the Hatchery, or any other building (such as Spine Crawlers).  Your tanks can outrange the Spine Crawlers, so if there are any, make sure you have Sieged up your tanks in range to attack them, but out of range of their attacks.  Keep your Marines really close to your Tanks to prevent Zerglings from getting a surround on your tanks.</p>
<p>Don’t forget to keep building at your base.  Once you start moving out, save up for a Command Center and start building that, inside your base if you like, where it will remain protected, and can then lift off after completion and fly to your natural expansion area.  Once the Command Center starts being build, spend all extra minerals and gas on more Tanks and Marines.  You will need these units in case your attack fails and the Zerg player chooses to counter attack, or in case your attack is somewhat succeeding and requires the reinforcements.</p>
<p>While attacking the Zerg player, if you do not think you have enough forces to destroy their Hatchery, target the workers instead.  Assuming you have disposed of their army (and they are now panicking and building tons of Zerglings/Roaches out of their larvae).  If they have an army, target it first.  Protect your Seige Tanks as best you can since they are the key factor in this early attack.  If all of your marines go down, prepare to unseige your tanks in case Zerglings try to run up for a surround.  If the attack is going poorly, you can always retreat back to your base.  It is always better to fall back if you are unsure, and save your units for a future attack/defence than to waste them and accomplish little!</p>
<p><strong><span style="text-decoration: underline;">After your Natural Expansion is up and running:</span></strong></p>
<p><strong><span style="text-decoration: underline;"> </span></strong></p>
<p>Once your Command Center has completed being built, if it is safe to do so, fly it to your Natural Expansion location and transfer some of your SCVs from your main base to mine minerals at your expansion.  Move your marines up to the Command Center since this is now where you will have to start defending from.  You may or may not have to move your siege tanks up depending on the map.  They may be better positioned on the high ground in your main base behind your ramp’s wall in Siege Mode.  Upgrade your Command Center into an Orbital Command so now you will have two Orbital Commands for twice the amount of Mules, or even Scans as necessary for occasional scouting.  It is a good idea to keep an SCV or Marine at any watchtowers throughout the map so you maintain a good field of vision of the map at all times.  It is also a good idea to occasional scout the gold high yield mineral locations if there are any, to ensure the Zerg player is not expanding further.</p>
<p>Once your expansion is up and running, build two more Factorys and an Armoury.  This will allow you to start making Thors.  Keep producing Marines, Supply Depots, and SCVs with your remaining minerals.  Also, be sure to build two more Refinerys at your expansion as soon as you are safely able to do so.</p>
<p>Since this point in the game can be considered mid-late stage, it is hard to continue giving exact build order instructions since many variable situations could have or currently be occurring, such as harassment, constant attacks against you, weird tech choices by the Zerg player, etc.  So here is an idea of some things you can build towards and always be sure to constantly scout the Zerg player to see when they are going to attack, when they are expanding again, and what units they are mainly building.</p>
<p>Thors are extremely effective against Mutalisks and fairly good against Hydralisks.  So you can safely produce a lot of Thors out of 3-5 Factories and mix in a few Marines to help with Zerglings and Roaches.  You can also always have a few Siege Tanks mixed in with your Thors, but mainly focusing on Thors at this point in the game is important.  Be sure to get their upgrade since it will allow you to quickly shoot down large units (like the ultralisk), or destroy Hatcheries and other buildings extremely quickly.  Also remember to upgrade weapons and armour at your Armoury!  Upgrades in Starcraft 2 are very important and you can win or lose fights sometimes just because of upgrades!</p>
<p>If the Zerg player is massing a lot of Infestors to counter your Thors (by mind controlling them in combat), try to focus fire them down.  Do not attack your own units unless absolutely necessary.  Killing the Infestor frees your unit.  You can also bring SCVs to your fights to repair the Thors during battle.  If your opponent goes for a heavy Roach build, they are fairly effective against Thors, so be sure to mix some marines in with your army to melt away those Roaches faster.</p>
<p>You can also get a Starport once you feel comfortable and get Vikings for Overlord hunting and try to Supply Cap your Zerg opponent.  Or you can get Ravens, upgrade the Hunter Seeker Missile ability which is incredibly effective against mass Hydralisks and mass Mutalisks.</p>
<p>When you need to expand again, it can be a good idea to go for the high yield gold mineral resources.  It is also a good idea to build a Planetary Fortress with your Command Center since two Orbital Command centers is sufficient for Mule/Scan production and the Planetary Fortress is very effective against Zerg ground units.  Try not to get out expanded by the Zerg.  If they are trying to constantly expand, either equally expand, or pressure them constantly with attacks.  If your Planetary Fortress is under attack, use all SCVs in the area to repair it at once, this will make it very difficult for ground units to destroy.  Also be sure to place turrets around your mineral line at all expansions since Planetary Fortresses cannot attack air, and Mutalisk harassment is fairly common.</p>
<p>If the Zerg player starts getting Broodlords try to focus them down with your Thors, rather than attacking the Broodlings.  Also, build Vikings as a very effective counter to the Broodlord.</p>
<p><strong><span style="text-decoration: underline;">Build Order Quick Reference:</span></strong></p>
<ul>
<li>Build your first Supply Depot      at 10 Supply Count, and wall off your ramp.<strong></strong></li>
<li>Build your Barracks immediately      after your first Supply Depot, also contributing towards walling off your      ramp.<strong></strong></li>
<li>Build a Refinery while your      Barracks is being built.  Put two      SCVs into it once it is complete for maximum gas mining.<strong></strong></li>
<li>Build a Marine and another      Supply Depot once your Barracks finishes.       Scout your opponent!<strong></strong></li>
<li>Upgrade your Command Center to      an Orbital Command<strong></strong></li>
<li>Build a Reactor Core add-on for      your Barracks once the first Marine is complete<strong></strong></li>
<li>Build a Factory as soon as you      have the gas<strong></strong></li>
<li>Build your second Refinery, be      sure to put two SCVs into it upon completion for maximum gas mining<strong></strong></li>
<li>Keep building SCVs, Marines,      and Supply Depots with excess minerals<strong></strong></li>
<li>Build a Tech Lab add-on to your      Factory once it is complete<strong></strong></li>
<li>Build a Siege Tank as soon as      your Tech Lab completes<strong></strong></li>
<li>Research Siege Mode upgrade      once your first Siege Tank is being built<strong></strong></li>
<li>Queue a second Siege Tank up      before your first one completes<strong></strong></li>
<li>Push out once you have two      Siege Tanks and a few Marines and the Siege Mode upgrade.  This is also a good time to start your      first Expansion.<strong></strong></li>
<li>Build two more Factorys and an      Armoury to transition into Thors<strong></strong></li>
<li>Upgrade vehicle weapons at your      Armoury<strong></strong></li>
<li>Attack with mass Thors and      Marines, perhaps mix a couple Siege Tanks in as well<strong></strong></li>
<li>Get a Starport and Vikings or      Ravens (with Hunter Seeker Missile)<strong></strong></li>
<li>Expand again once you feel      comfortable.  Keep scouting your      opponent and keep constant pressure.       Build a Planetary Fortress at your second expansion and beyond.</li>
</ul>
<p>Good luck and have fun!</p>
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		<title>Banelisk Zerg vs Terran Strategy</title>
		<link>http://www.starcraft2strategy.com/uncategorized/banelisk-zerg-vs-terran-strategy/</link>
		<comments>http://www.starcraft2strategy.com/uncategorized/banelisk-zerg-vs-terran-strategy/#comments</comments>
		<pubDate>Thu, 01 Jul 2010 20:59:28 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.starcraft2strategy.com/?p=409</guid>
		<description><![CDATA[Banelisk Strategy
Overview
The BaneLisk is a strategy that is used to suppress and confuse a Terran player manipulating them into creating a counter which in turn will be countered by your transition. The BaneLisk strategy involves making enough Mutalisks to harass your opponent with, provoking them into overreacting and making an excessively large amount of anti [...]]]></description>
			<content:encoded><![CDATA[<p><strong><span style="text-decoration: underline;">Banelisk Strategy</span></strong></p>
<p><strong><span style="text-decoration: underline;">Overview</span></strong></p>
<p>The BaneLisk is a strategy that is used to suppress and confuse a Terran player manipulating them into creating a counter which in turn will be countered by your transition. The BaneLisk strategy involves making enough Mutalisks to harass your opponent with, provoking them into overreacting and making an excessively large amount of anti air (Marines / Vikings / Thor). During the time the Terran is massing anti air units you will be already focusing on transitioning into Banelings and then Hydralisks to counter the army that the Terran will most likely create to counter the Mutalisks that you made.</p>
<p>The purpose of the Muta/Bane/Hydra strategy is to contain the Terran within his base using constant harassment with your Mutalisks, you need to keep as many of your Mutalisks alive whilst harassing as they are the key to restraining the Terran by making them feel paranoid so as to run back and forth within their own base desperately trying to fight off the Mutalisk harass. If done right this will allow you to make use of the gas at both your main and natural expansion&#8217;s vespene geysers to transition your army and tech line into Banelings &amp; Hydralisks. The reason for the Mutalisk harass is that by the time your opponent has focused on building anti air for the Mutalisks (Marines / Vikings / Thor) you should already have a sizeable amount of Banelings and Hydralisks that will both heavily counter the typical anti air units that the Terran is likely to make. Banelings will deal immense damage to the balls of Marines whilst the Hydralisks should comfortably deal with Vikings &amp; Thors or any other units that need to be finished off.</p>
<p><strong><span style="text-decoration: underline;">Build order</span></strong></p>
<p>This build order is designed as a straight forward build to forming the strategy, it does not consider any of the multiple various enemy threats that you may encounter. You should only deviate away from the build order to build appropriate counters (an army or static defence) should your opponent threaten your survivability. Try to stick to the build order as best as you can to achieve maximum results.</p>
<p>*Text in <strong>BOLD CAPITAL </strong>letters &#8211; refers to units, buildings &amp; research that you need to build.<br />
*Text in <em>Italics </em>- refers to what action you need to take with a unit or building)<br />
*Text in <span style="text-decoration: underline;">underline</span> &#8211; refers to a mechanic or ability you need to use.</p>
<p><strong>1</strong>. <strong>DRONE</strong><br />
<strong>2.</strong> <strong>DRONE</strong><br />
<strong>3.</strong> <strong>DRONE</strong> <em>(Send this Drone to scout for the enemy base &#8211; if you are playing on a larger map that has 4 potential start locations you may want to scout with the &#8220;2. Drone&#8221; that you made)</em><br />
<strong>4.</strong> <strong>OVERLORD </strong><br />
<strong>5.</strong> <strong>DRONE</strong><br />
<strong>6.</strong> <strong>DRONE</strong><br />
<strong>7.</strong> <strong>DRONE</strong><br />
<strong>8.</strong> <strong>DRONE</strong><br />
<strong>9. DRONE</strong><br />
<strong>10. DRONE<br />
11. SPAWNING POOL</strong><br />
<strong>12. DRONE</strong><br />
<strong>13. DRONE</strong><br />
<strong>14.</strong> <strong>HATCHERY</strong> <em>at your natural expansion once you have saved 300 minerals</em><br />
<strong>15.</strong> <strong>EXTRACTOR </strong><em>at your Main Hatchery (Put 3 drones into Extractor when it is ready)</em><br />
<strong>16.</strong> <strong>QUEEN </strong><em>at your Main Hatchery</em><br />
<strong>17. ZERGLING</strong> <em>(These Zerglings are built with the purpose of scouting / harassment in mind &#8211; first scout your main and natural expansion area quickly, then send one of each of the two zerglings to each Xel Naga Tower, then scout the enemy base as you see appropriate with either one or both of the zerglings. When you are satisfied with your scouting/harass you can either keep a zergling just outside by their natural expansion to keep a check on your opponent or bring it back to the xel naga tower nearest your enemy)</em><br />
<strong>18. OVERLORD</strong><br />
<strong>19. DRONE</strong><br />
<strong>20. DRONE</strong><br />
<strong>21. DRONE</strong><br />
<strong>22. DRONE</strong><br />
<strong>23.</strong> <em>The Queen you built at your Main Hatchery will spawn (Send her to <span style="text-decoration: underline;">Spawn a Creep Tumor</span> at the edge of your creep &#8211; furthest away from the ramp to your natural expansion area &#8211; from this point on you want to <span style="text-decoration: underline;">Spawn Creep Tumors</span> from the first one that you made as soon as the cooldown has finished, spreading them around your main base to grant you more mobility &amp; sight, and then gradually spread the Creep Tumors towards your enemy&#8217;s base, so you can create a super speed runway for your units to reach your enemy&#8217;s base quicker)<br />
</em><strong>24. </strong><em>Tech to </em><strong>LAIR<br />
25. QUEEN </strong><em>at your Expansion Hatchery<br />
</em><strong>26. DRONE<br />
27. DRONE<br />
28.</strong> <strong>EXTRACTOR </strong><em>at your Main Hatchery (Put 3 drones into Extractor when it is ready)<br />
</em><strong>29. </strong><em><span style="text-decoration: underline;">Spawn Larva</span> with the Queen you built at your Main Hatchery onto your Main Hatchery (Use this ability every 40 seconds from now on)<br />
</em><strong>30. DRONE<br />
31. DRONE<br />
32. DRONE<br />
33. OVERLORD<br />
34. DRONE<br />
35. </strong><em>The Queen you built at your Expansion Hatchery will spawn (Send her to <span style="text-decoration: underline;">Spawn a Creep Tumor</span> at the edge of your creep &#8211; Heading towards the middle of the map &#8211; from this point on you want to <span style="text-decoration: underline;">Spawn Creep Tumors</span> from the first one that you made as soon as the cooldown has finished, spreading them towards your enemy&#8217;s base, so you can create a super speed runway for your units to reach your enemy&#8217;s base quicker)<br />
</em><strong>36. SPIRE </strong><em>(Move up to 3 Drones from your Main Hatchery minerals onto your  Expansion Hatchery minerals)<br />
</em><strong>37. DRONE<br />
38. DRONE<br />
39. DRONE<br />
40. DRONE<br />
41. DRONE<br />
42. EXTRACTOR </strong><em>at your Expansion Hatchery (Put 3 drones into Extractor when it is ready)<br />
</em><strong>43. DRONE<br />
44. DRONE<br />
45. DRONE<br />
46. EXTRACTOR </strong><em>at your Expansion Hatchery (Put 3 drones into Extractor when it is ready)<br />
</em><strong>47. DRONE<br />
48. OVERLORD<br />
49. OVERLORD<br />
50. CREATE 5x MUTALISKS </strong><em>(After saving up to 500 Minerals &amp; 500 Vespine Gas)<br />
</em><strong>51. MUTALISK<br />
52. MUTALISK<br />
53. MUTALISK<br />
54. BANELING NEST<br />
55. DRONE<br />
56. HYDRALISK DEN<br />
57. DRONE<br />
58. DRONE<br />
59. OVERLORD<br />
</strong><br />
*From this point on you need to build in reaction to how your opponent is playing (See &#8220;<strong><span style="text-decoration: underline;">Playstyle</span></strong>&#8220;). If you would like some suggestions then you could continue onwards using either of these:</p>
<p><strong>[a]</strong> Keep making Mutalisks (do this if you believe you can win the game at this point with just Mutalisks)<strong><br />
[b] </strong>Start making Hydralisks<strong> </strong>(do this if you suspect an incoming air attack or hellion attack)<strong><br />
[c]</strong> Start making Zerglings &amp; then morphing them into Banelings (do this if your opponent has made mostly Marines)<br />
<strong>[d]</strong> Continue making Drones (do this if you think you can handle your opponent with only your Mutalisks whilst you boost your economy as much as possible before starting to make Banelings &amp; Hydralisks<br />
<strong>[e] </strong>Start making a mixture of Banelings &amp; Hydralisks (do this if you think you can win the game in the very near future &#8211; so when you feel you have enough Banelings &amp; Hydralisks move them in for the kill.<strong><br />
</strong><br />
<strong><span style="text-decoration: underline;">Play style</span></strong></p>
<p>The purpose of the MutaBaneLisk strategy is to contain the Terran within his base using constant harassment with your Mutalisks, you need to keep as many of your Mutalisks alive whilst harassing as they are the key to restraining the Terran by making them feel paranoid so as to run back and forth within their own base desperately trying to fight off the Mutalisk harass. If done right this will allow you to make use of the gas at both your main and natural expansion&#8217;s vespene geysers to transition your army and tech line into Banelings &amp; Hydralisks.</p>
<p>The reason for the Mutalisk harass is that by the time your opponent has focused on building anti air for the Mutalisks (Marines / Vikings / Thor) you should already have a sizeable amount of Banelings and Hydralisks that will both heavily counter the typical anti air units that the Terran is likely to make. Banelings will deal immense damage to the balls of Marines whilst the Hydralisks should comfortably deal with Vikings &amp; Thors.<br />
<strong><span style="text-decoration: underline;"><br />
Micro</span></strong></p>
<p>*Focus on killing workers with your Mutalisks (for every worker you kill you will slow down their economy and ability to create units)<br />
*Only focus Marines with your Mutalisks if you outnumber the Marines significantly otherwise try to avoid their army whilst constantly harassing<br />
*Luring your enemy into attacking you due to them not being able to properly fend off your Mutalisk harass will be beneficial should you have Banelings, even more so if you have the <span style="text-decoration: underline;">Burrow</span> upgrade. You can set up a land mine trap by burrowing several Banelings at a choke point and exploding them as their army steps over your Banelings &#8211; This is where Hydralisks come in handy as they will be able to kill off the remaining units that survive after you have used up your Banelings.<br />
*See &#8220;Support&#8221; &#8211; For how to use Infestors &amp; Overseers should you make them</p>
<p><strong><span style="text-decoration: underline;">Macro</span></strong></p>
<p>*<span style="text-decoration: underline;">Spawn Creep Tumors</span> and spread them around the map whenever possible (This will grant you greater movement speed for your units as well as sight)<br />
*<span style="text-decoration: underline;">Spawn Larva</span> whenever possible to help boost your production rate</p>
<p><strong><span style="text-decoration: underline;">Upgrades</span></strong><strong></strong></p>
<p>This is a list of the preferred upgrades for this strategy should you have the chance to research them.<br />
[Some of the upgrades further down the list may be not be necessary depending upon the units &amp; playstyle you choose to use]</p>
<p><strong><span style="text-decoration: underline;">1. Pneumatized Carapace (Increases the movement speed of Overlords and Overseers)</span></strong><strong><br />
<em>[Requires: Lair]</em></strong><br />
This is necessary as you will need to keep checks on your opponent so you can build units/buildings in accordance to how he is playing. Using your Overlords with this upgrade allows you to scout with multiple moderately fast air units (Overlords) which will give you a larger scope of what is happening on the map.</p>
<p><strong><span style="text-decoration: underline;">2. Evolve Grooved Spines (Increases the Hydralisks attack range)<br />
</span><em>[Requires: Lair, Hydralisk Den]<br />
</em></strong>This is necessary to allow your Hydralisks to outrange Marines &amp; just makes Hydralisks better overall.</p>
<p><strong><span style="text-decoration: underline;">3. Evolve Centrifugal Hooks (Increases the movement speed of all Banelings)<br />
</span></strong><strong><em>[Requires: Hatchery, Baneling Nest]<br />
</em></strong>This greatly improves your Banelings chances of reaching their target before dying</p>
<p><strong><span style="text-decoration: underline;">4. Evolve Burrow (Enables all Zerg ground units to burrow making it invisible unless detected)<br />
</span></strong><strong><em>[Requires: Lair]</em><br />
</strong>This ability is useful for both Zerglings and Banelings in particular. Burrowed Zerglings, if placed carefully, will prevent your opponent from building on the same spot you have burrowed that Zergling. I suggest using this ability with Zerglings at places you expect your opponent to build (like expansion areas) so he will need to go to the effort of detecting your Zergling and killing it before he can build anything.</p>
<p>Burrowed Banelings can act as land mines because you are able to explode them whilst they are burrowed. This can be absolutely devastating if used correctly. The best way to use burrowed Banelings is to spread them out across choke points (most likely your own natural expansion choke point) and wait for your opponent to march his army right over them then highlight the ones in range of his army and press X to explode the Banelings. You can also use burrowed Banelings as a pre-emptive strike, for example, if you suspect your opponent is going to expand then you can burrow several banelings along the gap in between where his expansion and the mineral line is. Then you wait for the appropriate time (preferably when the mineral line is fully saturated with workers) and blow up all of his workers at once. In both cases I suggest you use Banelings in situations where they are unlikely to be detected or if your opponent puts little effort into scouting and detecting.</p>
<p><strong><span style="text-decoration: underline;">5. Evolve Neural Parasite (Allows infestors to control an enemy unit)</span></strong><strong><br />
</strong>This ability<strong> </strong>is for mid-late game should you be able to invest enough resources into Infestors. Being able to control Thors will help give your Mutalisks a fighting chance &amp; turn the Thor against the Terran.<strong></strong></p>
<p><strong><span style="text-decoration: underline;">6. Evolve Peristalsis (Allows Infestors to move faster while burrowed):</span></strong><strong><br />
</strong>This ability is used in conjunction with <span style="text-decoration: underline;">Evolve Burrow</span> and it is mainly to keep your Infestors safe and to allow them to get into range in a battle to use their abilities instead of them being stuck behind not being able to do anything</p>
<p><strong><span style="text-decoration: underline;">Support</span></strong></p>
<p>I have already mentioned the units that you need to build to make this strategy work; Mutalisks, Banelings &amp; Hydralisks. However, should you want to vastly increase the chances that your Banelings will reach your opponent&#8217;s army then you will want to aim to get Infestors.</p>
<p>*Use Infestor<strong>s</strong> to <span style="text-decoration: underline;">Fungal Growth</span> the enemy forces (particularly Marines) or even a bunch of workers so your Banelings can get into melee range a great deal easier.<br />
*Use Infestors<strong> </strong>to <span style="text-decoration: underline;">Neural Parasite</span> to gain control of Thors to relieve some of the damage that your army will take and turn it against the Terran.</p>
<p>You can also make an Overseer to help keep track on what your enemy is doing.</p>
<p>*Use an Overseer to <span style="text-decoration: underline;">Spawn Changeling</span> and send it to either scout the map or your opponents forces<br />
*Use an Overseer to <span style="text-decoration: underline;">Contaminate</span> buildings, stopping them from creating units for 30 seconds (this is something you may want to aim to use only on the Terran Factory should he have an Armory &#8211; Being able to slow down the production rate of any would-be Thors will be a great boost for your Mutalisks.</p>
]]></content:encoded>
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		<title>6 Pool Zergling Rush Strategy</title>
		<link>http://www.starcraft2strategy.com/zerg/zerg-strategies/6-pool-zergling-rush-strategy/</link>
		<comments>http://www.starcraft2strategy.com/zerg/zerg-strategies/6-pool-zergling-rush-strategy/#comments</comments>
		<pubDate>Fri, 11 Jun 2010 19:41:28 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Zerg Strategies]]></category>

		<guid isPermaLink="false">http://www.starcraft2strategy.com/?p=400</guid>
		<description><![CDATA[6 Pool Zergling Rush Strategy

Overview
The 6 Pool Zergling Rush is a do or die strategy that involves getting Zerglings as fast as humanly possible and crushing your opponent within the very early game. This strategy can be both fun and fiercely effective. It is a very high risk strategy but the reward can be a [...]]]></description>
			<content:encoded><![CDATA[<div class="wp-caption alignnone" style="width: 468px"><img title="Zergling Rush" src="http://www.starcraft2strategy.com/wp-content/uploads/2010/06/zergling_rush.jpg" alt="Zergling Rush" width="458" height="366" /><p class="wp-caption-text">Zergling Rush</p></div>
<p><strong>6 Pool Zergling Rush Strategy<br />
</strong><br />
Overview</p>
<p>The 6 Pool Zergling Rush is a do or die strategy that involves getting Zerglings as fast as humanly possible and crushing your opponent within the very early game. This strategy can be both fun and fiercely effective. It is a very high risk strategy but the reward can be a very early win or a large advantage to yourself should the rush be successful.<br />
The purpose of the 6 Pool Zergling Rush is to kill the enemy early game or do devastating damage to their economy before they have a chance to react with the appropriate counters, if the rush is successful then you have either already won or you are now in a very advantageous position. Should the rush fail though you will be left with a meagre economy, a small sized army or no army at all and quite far behind in tech. So it&#8217;s important you use the Zergling rush to maximum effect to get the best results, I shall show you how to do this.</p>
<p>Build order<br />
This build order is designed as a straight forward build to forming the strategy, it does not consider any of the multiple various enemy threats that you may encounter. You should only deviate away from the build order should you be pressured enough by your opponent into forcing you to build appropriate counters such as an army or static defence to defend yourself against the threat. Try to stick to the build order as best as you can to achieve maximum results.<br />
*Text in BOLD CAPITAL letters &#8211; refers to units &amp; buildings that you will build.<br />
*Text in Italics &#8211; refers to what action you need to take with the unit or building)<br />
*Text in underline &#8211; refers to a mechanic or ability you need to use.<br />
1. Send Drones to Minerals until you have 200 minerals<br />
2. SPAWNING POOL<br />
3. DRONE<br />
4. DRONE (Send this Drone to scout for the enemy base if you are playing on a map that has 4 potential start locations &#8211; you can always use this drone to create a spine crawler in your opponents base if they are Zerg (once you have built a Spawning Pool)<br />
5. CREATE 3x ZERGLINGS immediately when your Spawning Pool is finished building and send them towards your opponents base<br />
6. OVERLORD<br />
7. ZERGLINGS (Whenever you have Larva)<br />
8. OVERLORD (Whenever you reach your supply cap)<br />
9. QUEEN (Create a Queen once you have used all possible Larva for Zerglings and you have enough minerals for the Queen)<br />
*Things to Note<br />
[a] Should the rush fail then you will need to start making as many Drones as you can to boost your economy so long as you are under no real threat<br />
[b] The rush is intended to win and if you are unable to finish your opponent with Zerglings then you will need to play on and choose the best tech line that will help you to win the game</p>
<p>Play style<br />
With a 6 Pool Zergling Rush build you should be aiming to play very aggressively, making Zerglings immediately &amp; sending them to your enemy&#8217;s main base as fast as possible and killing as many enemy workers or buildings that will help slow down the enemy production rate (such as Pylons). All the while you are doing this you should be trying to avoid taking any damage from enemy army forces unless you can kill those forces without losing the advantage of the early pressure that Zerglings provide.<br />
Remember, you will increase your chances of winning a great deal more by killing workers over army units as this will slow down the enemy economy and do greater overall damage. The other reason for focusing enemy workers over army units with your Zerglings is that should the rush become stoppable by your opponent then at least you will have slowed down their economy enough to reduce their ability to outnumber you with units, although you will have a small economy yourself due to using most of your Larva for Zerglings instead of Drones.<br />
This strategy is very risky as it is and should only really be used on small 1v1 maps so you know where your opponent is. It&#8217;s still possible to use this strategy on smallish maps with 4 main base areas but you will need to scout before your Zerglings are made so you know where you need to send the Zerglings. Time is of the absolute essence with this strategy, you must win fast or risk fighting a long uphill battle.</p>
<p>Micro<br />
*Focus on killing workers with your Zerglings<br />
*Hit and run the workers; Attack the workers with your Zerglings and provoke your opponent into dragging all of his workers away from the mineral line to defend himself, at this point you simply run your Zerglings back and wait for him to return his workers to the mineral line, that&#8217;s when you strike again with the Zerglings! Rinse &amp; repeat this method whenever possible. This allows you efficiently damage your opponents economy whilst taking as little damage as possible.<br />
*Kill the enemy army units only if you can still put the pressure on after inevitably losing some Zerglings in the process otherwise dodge the enemy army units and harass their workers instead.<br />
* Burrow: See &#8220;Upgrades&#8221; Section, Point 4.<br />
Macro<br />
*Spawn Creep Tumors and spread them in a straight line heading towards your opponents base to allow Zerglings faster movement between bases<br />
*Spawn Larva whenever possible to increase the number of Zerglings you can create</p>
<p>Upgrades<br />
With a super fast 6 Pool Zergling Rush there is little chance you will be able to use any upgrades to boost the effectiveness of this strategy, however if the game does continue to play out then this is a list of the preferred upgrades for this strategy should you have the chance to research them.<br />
[Some of the upgrades further down the list may be not be necessary depending upon the units &amp; playstyle you choose to use]<br />
1. Metabolic Boost (Increases the movement speed of Zerglings)<br />
[Requires: Hatchery, Spawning Pool]<br />
This is an exceptional ability that will boost the effectiveness of your Zerglings greatly. They will move much faster and will be able to perform hit and run attacks on workers whilst being able to dodge enemy army units with much more ease. You will gain a lot more control with this upgrade allowing you to really put the pressure on your opponent.<br />
2. Evolve Melee Attacks Level 1 &gt; 3 (Upgrades the attacks of all ground melee units)<br />
[Level 1 Requires: Hatchery. Level 2 Requires: Lair. Level 3 Requires: Hive]<br />
Level 1 of this upgrade will increase your Zerglings damage by 1. This doesn&#8217;t sound like much but it&#8217;s actually a 20% damage increase for only 100 Minerals &amp; 100 Vespine Gas. Each level of this upgrade increases the Zergling damage by 1 each time.<br />
3. Evolve Ground Carapace Level  1 &gt; 3 (Upgrades the armor of all Zerg ground units):<br />
[Level 1 Requires: Hatchery. Level 2 Requires: Lair. Level 3 Requires: Hive]<br />
Whilst ground armor upgrades don&#8217;t tend to be as useful for Zerg units as they are for Terran or Protoss, this upgrade is still worth getting if you can as it will increase the armor of all Zerg units and not just Zerglings.<br />
4. Evolve Burrow (Enables all Zerg ground units to burrow making it invisible unless detected)<br />
[Requires: Lair]<br />
With this strategy this ability is useful for both Zerglings and Banelings in particular. Burrowed Zerglings, if placed carefully, will prevent your opponent from building on the same spot you have burrowed that Zergling. I suggest using this ability with Zerglings at places you expect your opponent to build (like expansion areas) so he will need to go to the effort of detecting your Zergling and killing it before he can build anything.<br />
Burrowed Banelings can act as land mines because you are able to explode them whilst they are burrowed. This can be absolutely devastating if used correctly. The best way to use burrowed Banelings is to spread them out across choke points (most likely your own natural expansion choke point) and wait for your opponent to march his army right over them then highlight the ones in range of his army and press X to explode the Banelings. You can also use burrowed Banelings as a pre-emptive strike, for example, if you suspect your opponent is going to expand then you can burrow several banelings along the gap in between where his expansion and the mineral line is. Then you wait for the appropriate time (preferably when the mineral line is fully saturated) and blow up all of his workers at once. In both cases I suggest you use Banelings in situations where they are unlikely to be detected or if your opponent puts little effort into scouting and detecting.<br />
5. Pneumatized Carapace (Increases the movement speed of Overlords and Overseers)<br />
[Requires: Lair]<br />
This is necessary as you will need to keep checks on your opponent so you can build units/buildings in accordance to how he is playing. Using your Overlords with this upgrade allows you to scout with multiple moderately fast air units (Overlords) which will give you a larger scope of what is happening on the map.<br />
Support<br />
There is very little that can support a 6 Pool Zergling Rush other than more Zerglings. I do have 2 suggestions though if you are able to afford them:<br />
1. If your opponent is Zerg then you may want to send a drone or two to your opponents main. How can this help put the odds in your favour I hear you ask? Well you can attempt to build Spine Crawler(s) at the edge of your opponents Creep either before or during the rush (depending on how confident you feel and how ignorant your opponent might be so they may miss it being built). a Spine Crawler will help provide cover for your Zerglings and should you have the chance to move it within range of your opponents Hatchery then it will deal 30 damage per hit every time it attacks the Hatchery.<br />
2. Should your rush start to fail then try and hide a few Zerglings inside of your opponents main base in the future hope that you can realistically transition them into Banelings should you build a Baneling Nest. Then you simply try and judge the most effective time to send those Banelings into your opponents mineral line trying to take out as many workers as you can.</p>
<p>Counters<br />
Protoss Counters<br />
*If the enemy Protoss gets one Zealot for every 4 Zerglings you have then you will need to focus enemy workers only, unless you can separate the Zealots and pick them off one by one without taking too much damage, otherwise you may need to switch to only harassing with the current Zerglings you have in his base whilst building drones at your own base to boost your economy.<br />
*If the enemy Protoss gets Photon Cannons and you are unable to kill them then you must try and attack whatever you can (preferably workers) providing you are outside the range of the Photon Cannons, otherwise if he has too many then simply stop producing Zerglings and start massing Drones as he will of spent a large amount of his resources on static defence that won&#8217;t be useful if you stop attacking and start boosting your own economy.<br />
Terran Counters<br />
*If the enemy Terran manages to wall off his ramp then and it seems unlikely that you can continue the rush then you may need to back off and start building Drones instead for economy<br />
*If the enemy Terran successfully manages to build a bunker inside of his mineral line and houses Marines inside of it then you will be unlikely to hurt the Terran much without losing a greater amount of forces, so just harass whatever you can whilst building Drones at your base for economy.<br />
Zerg Counters<br />
*If the enemy Zerg outnumbers you in army size regarding food cost then you will need to back off and start pumping drones and prepare for a longer game as it is unlikely you will able to kill his Zerglings if he backs them up with Drones.<br />
*If the enemy Zerg successfully builds and finishes a Spine Crawler and you don&#8217;t have enough Zerglings to kill it then once again you will need to back off and start pumping drones and prepare for a longer game as it is unlikely you will able to kill the Spine Crawler if he backs it up with Zerglings &amp; Drones.</p>
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		<title>Starcraft 2 Commercial Played During NBA Finals</title>
		<link>http://www.starcraft2strategy.com/starcraft-2-replays/starcraft-2-commercial-played-during-nba-finals/</link>
		<comments>http://www.starcraft2strategy.com/starcraft-2-replays/starcraft-2-commercial-played-during-nba-finals/#comments</comments>
		<pubDate>Fri, 11 Jun 2010 14:46:48 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Starcraft 2 Replays]]></category>
		<category><![CDATA[Starcraft 2 Videos]]></category>

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		<description><![CDATA[Make No Mistake, WAR IS COMING.  THE WAIT IS FINALLY OVER.
New NBA Finals TV Commercial for Starcraft 2.  What do you guys think of the commercial?

]]></description>
			<content:encoded><![CDATA[<p>Make No Mistake, WAR IS COMING.  THE WAIT IS FINALLY OVER.</p>
<p>New NBA Finals TV Commercial for Starcraft 2.  What do you guys think of the commercial?</p>
<p><object width="620" height="365"><param name="movie" value="http://www.youtube.com/v/o7HOn96muDs&#038;hl=en_US&#038;fs=1&#038;rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/o7HOn96muDs&#038;hl=en_US&#038;fs=1&#038;rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="620" height="365"></embed></object></p>
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	</channel>
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