• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 14:46
CET 20:46
KST 04:46
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
HomeStory Cup 28 - Info & Preview12Rongyi Cup S3 - Preview & Info3herO wins SC2 All-Star Invitational14SC2 All-Star Invitational: Tournament Preview5RSL Revival - 2025 Season Finals Preview8
Community News
Weekly Cups (Jan 26-Feb 1): herO, Clem, ByuN, Classic win1RSL Season 4 announced for March-April6Weekly Cups (Jan 19-25): Bunny, Trigger, MaxPax win3Weekly Cups (Jan 12-18): herO, MaxPax, Solar win0BSL Season 2025 - Full Overview and Conclusion8
StarCraft 2
General
StarCraft 2 Not at the Esports World Cup 2026 HomeStory Cup 28 - Info & Preview Weekly Cups (Jan 26-Feb 1): herO, Clem, ByuN, Classic win Weekly Cups (Jan 19-25): Bunny, Trigger, MaxPax win Oliveira Would Have Returned If EWC Continued
Tourneys
RSL Season 4 announced for March-April HomeStory Cup 28 $21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) KSL Week 85 OSC Season 13 World Championship
Strategy
Simple Questions Simple Answers
Custom Maps
[A] Starcraft Sound Mod
External Content
Mutation # 511 Temple of Rebirth The PondCast: SC2 News & Results Mutation # 510 Safety Violation Mutation # 509 Doomsday Report
Brood War
General
[ASL21] Potential Map Candidates Can someone share very abbreviated BW cliffnotes? Liquipedia.net NEEDS editors for Brood War BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 Azhi's Colosseum - Season 2 [BSL21] Non-Korean Championship - Starts Jan 10
Strategy
Zealot bombing is no longer popular? Simple Questions, Simple Answers Current Meta Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Battle Aces/David Kim RTS Megathread Nintendo Switch Thread Path of Exile Mobile Legends: Bang Bang Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine European Politico-economics QA Mega-thread The Games Industry And ATVI Canadian Politics Mega-thread
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Play, Watch, Drink: Esports …
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2065 users

! [G] Zerg Mechanics Thread - Page 4

Forum Index > Brood War Strategy
Post a Reply
Prev 1 2 3 4 5 6 Next All
Seraphim
Profile Blog Joined March 2006
United States4467 Posts
Last Edited: 2007-01-30 12:17:03
January 30 2007 12:08 GMT
#61
On January 29 2007 10:07 Slayer91 wrote:
TL strategy forum:
P Thread = ends up in a discussion about balance
T Thread = ends up in a discussion about APM
Z Thread = great constructive threads with good players giving advice.

^^
Nice thread iNc. Although I disagree about the defiler bit, you don't have to bring them with every army if you want mobility, but they help a bunch vs any worthwhile P army.


lolz, i hate you ^^


<3

This thread is actually awesome...too bad there's no good P player to start a thread like this >.< (that is willing to, at least)
Hermes | Bisu[Shield] Fighting~!
Person514cs
Profile Blog Joined September 2004
1004 Posts
Last Edited: 2007-01-30 12:22:22
January 30 2007 12:17 GMT
#62
All these advices sound great. I still think zerg is weird and hard to get use to.
Peace and love, for ever.
Last Romantic
Profile Blog Joined June 2006
United States20661 Posts
January 30 2007 12:26 GMT
#63
iNc: How do you make your swarms look really awesome when pushing a T? I can never seem to get my swarms as well positioned as YellOw. They LOOK like they'll work well, but then my unit pathing makes all my lings run around the sides of the swarm where they all die and then I'm like TT

Do you send your lurkling in first, and then swarm on top of them while they're moving? 'cause my pre-attack swarm doesn't seem to work too hot. I don't really know how it "should" be done.
ㅋㄲㅈㅁ
Seraphim
Profile Blog Joined March 2006
United States4467 Posts
January 30 2007 13:01 GMT
#64
- just thought of this

This defiler topic is really reminding me of HTs in PvT.
It's undeniable that HTs are awesome, but to use them in PvT is an abstract idea

One should first master the art of zeal/goon and then add HT into his arsenal

Similar to defilers in ZvX - just a thought
Hermes | Bisu[Shield] Fighting~!
red.venom
Profile Joined October 2002
United States4651 Posts
January 30 2007 13:10 GMT
#65
On January 30 2007 21:26 Last Romantic wrote:
iNc: How do you make your swarms look really awesome when pushing a T? I can never seem to get my swarms as well positioned as YellOw. They LOOK like they'll work well, but then my unit pathing makes all my lings run around the sides of the swarm where they all die and then I'm like TT

Do you send your lurkling in first, and then swarm on top of them while they're moving? 'cause my pre-attack swarm doesn't seem to work too hot. I don't really know how it "should" be done.


Try clicking units on/near the edge of the enemy fray. So like 1-3 marines deep basically. This way you have a little bit of "buffer" that your lings will run along but also get their units under most of the swarm. Also be flexible in your casting, trying to precast the battle out wont be very good when they move to the left/right or just back. The only precast that works imo is casting directly on units, and I do this and find it useful when I have already won the bulk of the battle and am just pursuing the fleeing units so I can go back to macroing while the defiler gets in range and casts.
Broom
Last Romantic
Profile Blog Joined June 2006
United States20661 Posts
January 30 2007 13:11 GMT
#66
Seraphim, I would actually say DA in PvZ are like filer in ZvP. Rarely seen, but they have enormous capability - however, if you can't use them well, stick with the usual unit mixes.
ㅋㄲㅈㅁ
Myrmidon
Profile Blog Joined December 2004
United States9452 Posts
January 30 2007 13:16 GMT
#67
Adding HT to PvZ is like adding speedzeals to PvT. You pretty much can't go without. Do you learn to swing a baseball bat with your right hand and then try adding your left hand to it? T_T;;

Here's a thought for you all: scouting is great and all, but as people say, it's not the best economically. What I think you should also consider is that this economic difference actually shows up very early in the game. The earlier you scout, the longer it'll take for you to get lings. By doing a 9 drone scout, you potentially will know what your opponent is doing fairly early (but not before you commit to a 12 hatch, often times), which is great against rushes. But this knowledge might not actually help you survive the rush any better. Isn't it very possible that lings a couple/few seconds earlier (by not scouting) would help you even more? (a counterargument is how effective knowing that you need to pull drones/start creeps is, but still, you'd rather get away with the lings if possible, right?)
Last Romantic
Profile Blog Joined June 2006
United States20661 Posts
January 30 2007 14:38 GMT
#68
On January 30 2007 22:16 Myrmidon wrote:
Adding HT to PvZ is like adding speedzeals to PvT. You pretty much can't go without. Do you learn to swing a baseball bat with your right hand and then try adding your left hand to it? T_T;;

Here's a thought for you all: scouting is great and all, but as people say, it's not the best economically. What I think you should also consider is that this economic difference actually shows up very early in the game. The earlier you scout, the longer it'll take for you to get lings. By doing a 9 drone scout, you potentially will know what your opponent is doing fairly early (but not before you commit to a 12 hatch, often times), which is great against rushes. But this knowledge might not actually help you survive the rush any better. Isn't it very possible that lings a couple/few seconds earlier (by not scouting) would help you even more? (a counterargument is how effective knowing that you need to pull drones/start creeps is, but still, you'd rather get away with the lings if possible, right?)


Well, you're going to maynard 4-6 drones anyways, but I suppose starting the sunks before harass probes arrive is nice. Of course you could always pretend to be sAviOr and take the drones to go fight zealots 1v1 and devil-drone ftw...
ㅋㄲㅈㅁ
5HITCOMBO
Profile Joined March 2006
Japan2239 Posts
Last Edited: 2007-01-30 17:01:39
January 30 2007 14:58 GMT
#69
Actually, I would think that the most you should maynard is 3 drones for your first hatch, especially if you're being rushed.

As a zerg, you usually don't have to scout ZvP until you get your lings anyway, at which point you send 2 lings out to find them (if your lords haven't already) and then put the one that doesn't find them at their choke to check when they move out. If they've fast expanded, you can stop making lings for a bit; if they didn't, you probably have zealots knocking - if you don't, keep making lings at least until he gets a core anyway.

(I'm talking in a non-bunker rush situation, btw)
I live in perpetual fear of terrorists and studio gangsters
Last Romantic
Profile Blog Joined June 2006
United States20661 Posts
January 30 2007 15:07 GMT
#70
iNc: On the subject of maynarding, how many should you send to your nat when it finishes? Obviously situational and also Mu based and all, but if you could explain early maynarding numbers and reasons and purposes that would be nice.
ㅋㄲㅈㅁ
iNcontroL *
Profile Blog Joined July 2004
USA29055 Posts
January 30 2007 16:20 GMT
#71
I typically send 3-5 drones when I maynard. If vs T and I see a bunker rush coming potentially I send as many as 7-8 for drone use vs bunker.
j0ehoe
Profile Joined September 2006
United States2705 Posts
January 30 2007 21:29 GMT
#72
On January 30 2007 23:58 5HITCOMBO wrote:
Actually, I would think that the most you should maynard is 3 drones for your first hatch, especially if you're being rushed.

As a zerg, you usually don't have to scout ZvP until you get your lings anyway, at which point you send 2 lings out to find them (if your lords haven't already) and then put the one that doesn't find them at their choke to check when they move out. If they've fast expanded, you can stop making lings for a bit; if they didn't, you probably have zealots knocking - if you don't, keep making lings at least until he gets a core anyway.

(I'm talking in a non-bunker rush situation, btw)


pgt got me into scouting earlier. its not fun getting surprised with a proxy =[. its also nice to know if hes going fe, cuz then you can drone whore earlier (or go all in if thats your style)
Only communists disconnect.
Rayzorblade
Profile Blog Joined September 2004
United States1172 Posts
Last Edited: 2007-01-31 00:05:10
January 31 2007 00:01 GMT
#73
Hey I have a quick question about muta/ling micro (although I feel pretty noob asking it!).

In any case, when you attack with muta/ling in a group, do you have your control group of lings go past the marines (move) and then hit (attack) as they're a little past them, while sending your mutas directly into the marine force? Or how do you do this in such a way that you can stop the m/m force from escaping.

I guess that question can also be applied to attacking mm force with lurk/ling, because whenever I do it the fuckers always escape! Pls anyone help !
Cloud
Profile Blog Joined November 2004
Sexico5880 Posts
Last Edited: 2007-01-31 04:02:21
January 31 2007 04:01 GMT
#74
You move your mutas on top of the marines before you sorround with your lings, your mutas will be your "meatshield" so that you can have as many lings alive and attacking.

If they retreat, you repeat, you move your mutas on top, and then, sorround with your lings.


As for ovie/larvae with muta micro, ive seen people suggesting that you have to tell the mutalisks to move beyond your target and then attack move or right click on your target, thats just wrong and your muta will move farther than you will want most of the times or you will right click some other unwanted target. Moving beyond your target should only be used when you actually dont want your muta to stop and follow their straight course after hitting your target. Else you should tell them to move before your target for them to gain a bit of momentum and then attack move or right click on your target, and then retreat.
BlueLaguna on West, msg for game.
Last Romantic
Profile Blog Joined June 2006
United States20661 Posts
January 31 2007 06:14 GMT
#75
July does it by ordering move into mineral line, then ordering a-click on SCV, then ordering retreat behind mineral line O_Oi so I suppose that's why people do it that way. It obviously works.
ㅋㄲㅈㅁ
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
January 31 2007 06:49 GMT
#76
Muta ling micro is sort of like this:

You want to use ling to kill MnM
Ling needs to flank to be effective
Lings get raped before you can flank MnM
So you use Mutalisk as meat shield to take the damage while the lings get more time to flank better
You therefore must still flank with your lings in Muta/Ling micro
Another advantage is that if MnM tries to run your muta will cause additional dmg
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
5HITCOMBO
Profile Joined March 2006
Japan2239 Posts
January 31 2007 07:04 GMT
#77
On January 31 2007 09:01 Rayzorblade wrote:
Hey I have a quick question about muta/ling micro (although I feel pretty noob asking it!).

In any case, when you attack with muta/ling in a group, do you have your control group of lings go past the marines (move) and then hit (attack) as they're a little past them, while sending your mutas directly into the marine force? Or how do you do this in such a way that you can stop the m/m force from escaping.

I guess that question can also be applied to attacking mm force with lurk/ling, because whenever I do it the fuckers always escape! Pls anyone help !

Depending on the situation, how many lings/muta you have and how easily the m/m can retreat, I usually try to catch them a bit less than half of my lings with the move command around the side until they cut off the escape slightly, then i attack with them, and the others from different angles, while the muta fly WITH a group of lings, maybe slightly behind them. You don't want to get them torn up by autotarget, but at the same time, you want the autotarget to keep your lings alive while they close the distance. Usually, once the lings are attacking, I pull the mutas back and do standard hit and run micro, but with attack-move instead of a-click, because it's better to spread the damage in this case (and you avoid picking off your own lings by mistake). Sometimes, if I feel that the terran will run and I can't cut off his m/m escape route, I try to cut him off from the direction he's escaping with mutas while the lings follow. As long as he's simply moving away, you should try to micro lings around, but once you have maybe half of his force surrounded, it's cool to just let them attack. As long as you're close enough for about half of your lings to do damage, you should be fine. Just make sure to keep flanking him as he tries to move back.

With lurkers, again, depending on how many you have (usually you want at least 4) you want to spread your lurks so they are perpendicular to the blob, then send them past it with the lings flanking in the same fashion as the mutas - but remember, usually they run, so sometimes you can anticipate this by moving the lings alongside. As your middle lurks get to the rines, select two or three of them and burrow them. The others should still be running past. Every time you pass the middle of the blob, burrow a few more, until you have surrounded the blob. Unburrow the ones that are out of range and send them forward again. It's important to almost NEVER burrow the entire group at once. The terran gets away, kills all your lings, and then usually a tank or sci will harass your lurkers. This is why it's important to burrow them in small groups.
I live in perpetual fear of terrorists and studio gangsters
Cloud
Profile Blog Joined November 2004
Sexico5880 Posts
January 31 2007 07:31 GMT
#78
On January 31 2007 15:14 Last Romantic wrote:
July does it by ordering move into mineral line, then ordering a-click on SCV, then ordering retreat behind mineral line O_Oi so I suppose that's why people do it that way. It obviously works.


Yeah and thats exactly what i said.
BlueLaguna on West, msg for game.
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
January 31 2007 07:54 GMT
#79
On January 30 2007 22:16 Myrmidon wrote:
Adding HT to PvZ is like adding speedzeals to PvT. You pretty much can't go without. Do you learn to swing a baseball bat with your right hand and then try adding your left hand to it? T_T;;

Here's a thought for you all: scouting is great and all, but as people say, it's not the best economically. What I think you should also consider is that this economic difference actually shows up very early in the game. The earlier you scout, the longer it'll take for you to get lings. By doing a 9 drone scout, you potentially will know what your opponent is doing fairly early (but not before you commit to a 12 hatch, often times), which is great against rushes. But this knowledge might not actually help you survive the rush any better. Isn't it very possible that lings a couple/few seconds earlier (by not scouting) would help you even more? (a counterargument is how effective knowing that you need to pull drones/start creeps is, but still, you'd rather get away with the lings if possible, right?)


Thing is, as long as Zerg still has 150 minerals when the 3 larvae are there and the pool completes, that doesn't matter. You could have 158 minerals or 150 minerals when the 3 larvae are ready but either way you'll get the lings out at the same time. Zerg early game ling production is (for me at least) more often limited by larvae rather than by minerals.
What fun is it being cool if you can’t wear a sombrero?
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
January 31 2007 08:08 GMT
#80
yes but if you 9 drone scout your hatch/pool will both be late so thus your zerglings also. 9 drone scout is good vs opponents you don't know who are likely to cheese or on big maps like arcadia. Honestly it doesn't matter when you scout with zerg as long as its not too early or too late, the minerals you lose matters so little. If you lose to a bunker rush it's because you microed badly not because you scouted too early.
Prev 1 2 3 4 5 6 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 5h 14m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Harstem 383
UpATreeSC 146
JuggernautJason122
elazer 118
BRAT_OK 116
ForJumy 22
StarCraft: Brood War
Calm 2700
Shuttle 488
actioN 221
Dewaltoss 133
Hyuk 110
Free 28
NaDa 10
Dota 2
Dendi764
League of Legends
C9.Mang0113
Counter-Strike
fl0m3808
pashabiceps1112
Super Smash Bros
Mew2King51
Heroes of the Storm
Liquid`Hasu165
Other Games
Grubby4797
Beastyqt682
ceh9450
B2W.Neo384
mouzStarbuck312
ArmadaUGS155
KnowMe58
Organizations
StarCraft 2
angryscii 31
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• Reevou 4
• Hinosc 3
• Kozan
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• intothetv
• Migwel
• IndyKCrew
StarCraft: Brood War
• blackmanpl 24
• FirePhoenix15
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota2917
League of Legends
• imaqtpie2555
• TFBlade2061
• Shiphtur450
Other Games
• tFFMrPink 14
Upcoming Events
PiGosaur Cup
5h 14m
WardiTV Invitational
16h 14m
Replay Cast
1d 4h
The PondCast
1d 14h
WardiTV Invitational
1d 16h
Replay Cast
2 days
RongYI Cup
3 days
herO vs Maru
uThermal 2v2 Circuit
4 days
Replay Cast
5 days
Wardi Open
5 days
[ Show More ]
Monday Night Weeklies
5 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Proleague 2026-02-02
HSC XXVIII
Underdog Cup #3

Ongoing

CSL 2025 WINTER (S19)
KCM Race Survival 2026 Season 1
Acropolis #4 - TS4
Rongyi Cup S3
Nations Cup 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8

Upcoming

Escore Tournament S1: W7
Escore Tournament S1: W8
Acropolis #4
IPSL Spring 2026
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
LiuLi Cup: 2025 Grand Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.