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Zerg: A Basic Guide To Scouting (ZvP/ZvT)

Forum Index > StarCraft 2 Strategy
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EneMal
Profile Joined July 2011
United Kingdom78 Posts
Last Edited: 2011-08-25 19:11:01
August 19 2011 04:38 GMT
#1
Hello. This will be my first post in here, and though I am by no means an expert at SC2, I do believe I'll have some information useful to some people, lower level players especially. If anyone feels there are inaccuracies in my guide, just point them out and I'll have a look.
_______________
INTRO:
When it comes to Zerg, the entire game revolves around scouting and reacting to what you see. Things like what you do with your overlords can and will make the difference between a silver and a diamond level player or more! Just remember to keep a cool head and apply your knowledge to react to what you see.

Drone Scouts:
On a smaller map or a map with only two possible spawns, you may wish to send your first drone out slightly later than on a larger one. As far as I'm concerned, the most important thing is that you get your first drone inside their wall, and it is also vital for scouting 2rax pressure or proxies. Scouting a proxy doesn't neccesarily mean seeing the building itself, but you should be able to tell whether they have a proxy going up by what you see in their base.
when you get inside their base with your drone scout, what I love to do is take their extractor and try to remain there as long as possible. This denies any option for them doing gas heavy opening builds unless they pull harvesters to stop it. Even if they do that, though, that confirms they are planning a cheesy play so you can begin preparing for it as early as possible. If you feel they are about to get the firepower needed to take you off the gas, then I reccomend you cancel and run the drone around in their base to get as much information as possible before it dies.

Overlord Scouts:
I reccomend as soon as the game starts, you should start sending your first overlord towards the center of the map. This will mean that when you scout their position, it will be closer to their base . I reccomend sending that overlord around the edges of their base so it can wait there until around the 6 minute mark which is usually a good time to send an overlord in. I also like to send my seccond overlord next to their base too.
This allows me to either make 2 scouts or to send them in together to get a very high chance of information. However, if you do this, make sure you are prepared to lose 16 supply and have the overlords in production to avoid being capped. Depending on your opening build, you may prefer to use your second overlord to scout for bunkers and proxy pylons in your natural instead of sending it to their base. As for your other overlords, you should never have them sitting in your base. Just select your overlords and spread them all around the map so that you will see all attacks, drops and expansions coming.
You can use these overlord placements to deny expansions and prepare really well for attacks.I used to be scared of moving overlords outside the base incase they get picked off, but you have to count overlords as somewhat expendable units. as long as you can see the whole map, then you are in control of the game and how it goes.
Also, placing an overlord behind his natural or even main base on some maps, can allow you to check for how much gas they are mining. This can also help to let you know what they are planning or what they are capable of producing. When you have a good spread on your overlords and a lair, be sure to drop creep from then, in the other expansions and just around the map. this will cause additional annoyance for the terran or protoss. When spreading overlords, bear in mind that one of the main things you'll want them to do is spot for incoming drops!

Zerglings:
Make sure you are always doing something with your zerglings. Any zerglings you have are units that could have been drones, so you want to make the most out of them as possible.
The first thing you want to do with your first lings is take both xel naga towers and run one up his ramp and then place it in his natural expansion so you can catch when he expands or moves out. You can also use them to destroy rocks and generally run around his bases to keep him on his toes, always looking for an opening to run into the opponents mineral line. Another good way to use your zerglings is to patrol them wherever you don't have overlord vision.

Overseers:
There isn't much to say about this, but if you ever feel like you're not sure what is going on in their base, then that's a good time to morph in an overseer and check it out. Make sure to use your energy on your overseers though, and not just run them in to die! They have a spell that allows they to delay the production on any building for 30 (I think) seconds. Use this ability on a protoss's robotics facility or templar archives/twilight council if they are researching from them to delay their tech. These kinds of moves can end up being significant in the game, especially if you manage to do it multiple times, you can in theory delay a building indefinately. Otherwise, you should just drop changeling when you enter the opponents base. while your overseer is checking stuff out, you should start splitting the changelings up and spreading them around the other players main and natural. They will likely be distracted sniping your overseer, and the bulk of the information you will gain is usually from the changelings themselves. Another tip with changelings, is you can drop one outside the opponent's base before you start scouting and then send it in when they are distracted by your overseer in their base!
________________________________________
I hope this helped guys, I'd appreciate feedback on my first guide.

P.S: also posted on reddit
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KimJongChill
Profile Joined January 2011
United States6429 Posts
August 19 2011 04:50 GMT
#2
Good advice, some of it might be obvious, but it's important to know nonetheless. Might want to talk about having an overlord behind the natural, to check for expansions; also, on some maps, the overlords can hang around the back/side and peek in to look at gas. Overlords are amazing, best zerg unit imo.
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EneMal
Profile Joined July 2011
United Kingdom78 Posts
Last Edited: 2011-08-19 05:10:38
August 19 2011 04:54 GMT
#3
Thanks for the feedback. That's true, I don't often put an overlord there though I probably should, just because I check for their natural expansion with a ling outside their ramp. And I do a lot of scouting with lings, but that point about checking gas is a good one and I do have overlords there sometimes.

I was going to add a section with good counters to different Protoss and Terran builds, but I realized that would take forever because of all the different stuff they can do and the different ways to react.

EDIT:
Overlords behind natural and Overseers section added.
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ThreeStep
Profile Joined July 2011
10 Posts
August 19 2011 16:28 GMT
#4
The spell can also be used on a command center to slow down it's change into a planetary fortress or orbital command.


Is that just pure guessing on your part? Unless the unit tester lies, the only thing that contamination does for a CC is stops it from making scvs. Can morph into anything just fine.
SnetteL
Profile Blog Joined February 2011
Belgium473 Posts
August 19 2011 16:31 GMT
#5
On August 20 2011 01:28 ThreeStep wrote:
Show nested quote +
The spell can also be used on a command center to slow down it's change into a planetary fortress or orbital command.


Is that just pure guessing on your part? Unless the unit tester lies, the only thing that contamination does for a CC is stops it from making scvs. Can morph into anything just fine.


I can confirm this. It also just delays egg production (of a hatchery) doesn't delay lair/hive.
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yourself2k8
Profile Joined April 2011
50 Posts
August 19 2011 18:04 GMT
#6
I think a "what to look for when and how to respond" guide would be more helpful. This stuff is basic information, although its still important. More specific knowledge is more useful IMO.

For instance I just had to post a thread asking when I should be expecting a Toss Expo, and what information I could draw from when their expo goes down.
GreyMasta
Profile Joined May 2011
Canada197 Posts
August 19 2011 18:16 GMT
#7
I like the initiative.

But the key missing info imo are timings and interprétation of the patterns you scout. What means 2 gas plus 3 gates at 5min for example. Sending a unit is one thing. Knowing what youre searching for is another.
EneMal
Profile Joined July 2011
United Kingdom78 Posts
Last Edited: 2011-08-20 02:36:57
August 19 2011 20:33 GMT
#8
@Yourself2k8 & @GreyMasta

I was going to add that, but it would take up probably 100 pages and I'm not necesarilly qualified to give defintive answers. Also, it is so subjective which style is better since there is so many reactions to different builds. I could, however, add what some things that you see might mean, but at that rate I could add anything to the guide, I'll keep it as a scouting guide right now.

Also, I'll edit out the Overseers stopping buildings morphing.

P.S: 2 gas 3 gates would normally be a 3gate sentry expand right?
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EneMal
Profile Joined July 2011
United Kingdom78 Posts
Last Edited: 2011-08-20 02:38:17
August 20 2011 02:37 GMT
#9
Does anyone know how to delete posts and edit titles?

EDIT: Crap...like for this double post I meant to edit it onto the last one.

By the way, I might add a lot more information, anyone request stickey for this please?
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EneMal
Profile Joined July 2011
United Kingdom78 Posts
August 20 2011 17:18 GMT
#10
Bump If That's allowed.....I plan to develop this into a really good guide but I can't do that without feedback.
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EneMal
Profile Joined July 2011
United Kingdom78 Posts
August 20 2011 21:03 GMT
#11
^
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EneMal
Profile Joined July 2011
United Kingdom78 Posts
August 21 2011 01:52 GMT
#12
^^
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EneMal
Profile Joined July 2011
United Kingdom78 Posts
August 22 2011 18:53 GMT
#13
^^^
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Aletheia27
Profile Blog Joined July 2010
United States267 Posts
August 22 2011 18:56 GMT
#14
This would be a really useful guide if it included what to look for at what timings and in different contexts.
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zarepath
Profile Blog Joined April 2010
United States1626 Posts
August 22 2011 18:57 GMT
#15
Yeah, they don't really do stickies around here unless it's Rules and Reminders and stuff from TL mods and admins.

Also, that's pretty shameless bumping. Don't worry if everyone doesn't post feedback to your guide. Contribute to other threads and keep getting involved. Look at other people's guides and see if you can help contribute to their discussions, too.
"Your efforts you put in will never betray you." - Flash | "If I'm not good enough, I don't wanna win." - Naniwa
EneMal
Profile Joined July 2011
United Kingdom78 Posts
August 22 2011 23:29 GMT
#16
I only bumped because if it goes down too far in pages, nobody will see it and it won't be worth updating it with new information because nobody would see it.

I could keep it higher up and update it more if it was in a specific guide section. Is there one?

Thanks for the comments.
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Mjolnir
Profile Joined January 2009
912 Posts
August 22 2011 23:53 GMT
#17

Any suggestions for dealing with players who know where a Zerg will place overlords (usually because we have no choice) and preemptively sends units to those locations to pick them off either while they're on the way or stationary/preparing to enter the main for info.

I'm surprised more players don't do this to be honest. Some maps are just so freaking easy to deny scouting that it's a joke. 2/3 marines or a stalker/sentry in the right spot will kill the OL before it sees anything of value.

Existor
Profile Joined July 2010
Russian Federation4295 Posts
August 23 2011 00:06 GMT
#18
What about zerglings patrols at key locations, where there are no overlord? Zerglings are cheap and very fast to cover nice territory. And you will have always alert, if enemy coming, cuz zergling will be killed. And you lose 0.5 supply instead 8 provided supplies.
idkju
Profile Blog Joined March 2011
Canada51 Posts
August 23 2011 00:08 GMT
#19
its a fair guide, but i do have to say that your intro to zerg isn't always true.
"When it comes to Zerg, the entire game revolves around scouting and reacting to what you see. Things like what you do with your overlords can and will make the difference between a silver and a diamond level player or more! Just remember to keep a cool head and apply your knowledge to react to what you see.
"
well the whole game is based off scouting and reacting. Also note that some zergs can just macro up off a 2-base timing or even just 1 base.
EneMal
Profile Joined July 2011
United Kingdom78 Posts
Last Edited: 2011-08-23 09:38:08
August 23 2011 09:35 GMT
#20
@idkju Even if you are doing an all in off of 1 or 2 bases, the fact remains you will still lose to hellions, void rays, banshees, 2rax, 6rax, cannon rush, turtle economy, 4gate, sentry drop, vikings, phoenix and so much more if you don't scout as a zerg and react properly. You can't just sit back in your base and follow a build like Terran does. Don't pretend that zerg isn't far more relient on scouting and reacting than the other races.

@Mjolnir Well, if they take a few units out to kill overlords, then you can just kill them with speedlings. If they take out too many units, you can counter attack their base or flank their army. If they take out air units, you can make a couple of corruptors or muta and in the meantime just keep sending overlords.

@Existor That sounds pretty good.
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