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ZvX: Small things that will benefit you By OpTiKcoyote
![[image loading]](http://i.imgur.com/chX6g.jpg) Hello I am Clayton “OpTiKcoyote” Swafford and I’m a high masters Zerg player, when my internet allows it. I’m part of Team OpTiK and have been for a long time. This is my first guide and post that I have made on TL so be patient with me. This guide was motivated from my teammate’s recent post about TvX: Small Changes Make a Big Difference by OpTiKDream. So I have written a similar one with same idea but for Zergs. These tactics, movements, mechanics and maneuvers can and will make the difference in tight games. Once you practice and internalize these mechanics you’ll keep from losing a lot of games by any harassment based play as well as playing a much more solid and efficient game. I realize a lot of the points are Overlord focused but for good reason. Extracting the maximum value from all of your units including overlords is very important.
1) Overlords Spotting Bases:+ Show Spoiler +Having Overlords at every base on the map (Including the bases you already have, explained why in section 3), serves so many purposes. Dropping Creep to delay your opponent’s expansions helps significantly. It takes 75 seconds for the creep to disappear once the Overlord is killed. 2nd this lets you know that your opponent hasn’t taken a hidden expansion. 3rd for the bases that you’re going to take you are able to build spine crawlers on the creep, from the Overlord, around your hatch while it’s building! When the hatch finishes you’re able to change that Overlord into an Overseer so that the base is instantly defended from something like Dark Templars. ![[image loading]](http://i.imgur.com/WGTbj.jpg) Take notice of the mini map for the sight and creep spread of the Overlords. 2) Overlords on a Control Group:+ Show Spoiler +I’ve found it useful and easier to execute creep drop when every Overlord you have is on a Control Group. It lets you drop creep from every Overlord at once as soon as Lair finishes. This in combination with Overlords at every base makes for an easy way to delay your opponent's expansions. 2nd benefit is say your Zerg or Protoss opponent goes for Mutalisk/Stargate play early, you can recall every Overlord instantly with minimal clicks and get back to your normal play shortly. 3rd you’re always able to see how many Overlords you have and how many you have building if you add the Overlord eggs to your control group. This will always quickly show you for sure if you need to build overlords or if you just have to wait a few more seconds to start building units when you get supply blocked. ![[image loading]](http://i.imgur.com/QPsuQ.jpg) 3) Spines at every base:+ Show Spoiler +Around the mid game time of ~14 minutes Zerg is economically strong enough to start investing in more static defenses. Putting Spine Crawlers at every mineral line is necessary to stall harassments long enough for you to respond. Remember the Overlords at every base? Now you can turn the Overlords at your established bases into Overseers. This is EXTREMELY important to have mid game versus Zerg and Protoss. Instead of using another drone for spores that can be picked off by something like DT’s, the Overseer is untouchable by any type of detection focus fire from melee units. Also the Overseer is mobile so when the DT’s run or Infestors are burrowed in your base, you can seek them out. The combination of Overseers and Spines at every base is a way to keep you from losing games to small harassment and stall larger threats throughout the game. ![[image loading]](http://i.imgur.com/BkKIf.jpg) 4) Mutalisk vs Mutalisk Upgrades and Tricks:+ Show Spoiler +This is something so many Zerg players do not understand so I will explain it in great detail here. When Mutalisk are vs other Mutalisk getting +1 armor is far better than getting +1 attack. Every armor upgrade in the game gives a full +1 damage reduction to the unit. Now mutalisk have the glaive attack which as you know bounces to three units. Every time the attack bounces it loses some damage output. So for example, without any upgrades the Mutalisks first hit does 9 damage, then the attack bounces to a second target doing 3 damage, lastly the attack bounces to a third unit doing 1 damage. Getting the +1 attack upgrade does NOT give +1 to the (9)(3)(1). The upgrade is distributed like this, 9(+1), 3(+0.333), 1(+0.111). This means that by the time you have upgraded all of the attack on the Mutalisks, its damage is 12, 3.999, 1.333. So by the time the attack has been fully upgraded this means that the 2nd bounce on the glaive has only gone up 1 damage point! Something that the first armor upgrade will negate. In my examples, +1 Attack Mutalisks on the left and +1 Armor Mutalisks on the right, you can see that when 6 Mutalisk are vs 6 Mutalisk the armor wins every time (having no micro) with a significant amount of left over Mutalisks and for a 2nd example I've done 12 vs 12. Here is the 6v6 battle. ![[image loading]](http://i.imgur.com/XX0yh.jpg) ![[image loading]](http://i.imgur.com/k23AC.jpg) This is the 12 v 12 fight. ![[image loading]](http://i.imgur.com/EcQD2.jpg) ![[image loading]](http://i.imgur.com/fWb5S.jpg) A trick in Mutalisk vs Mutalisk fights is keeping a group of Lings underneath your Mutalisks. The Lings soak up some of the bounce attacks from the enemy Mutalisks. In close fights, this will decide the winner. 5) Overlords Outlining your Bases & Map:+ Show Spoiler +Map vision is one of Zergs most potent advantages. Not only seeing every base on the map with Overlords but also seeing all the dead air space where drops will pass through is very important so you can react as early and effectively as possible. Having your base outlined with sight and creep is important and Overlords serve both of these purposes effectively. By outlining your base with creep you can place down some well positioned spores to shoot down drops,scouts and stall larger air attacks. Keeping Spines in range of all your Spores will assure to stall or clean up anything that does manage to get dropped before the transport dies. ![[image loading]](http://i.imgur.com/kureA.jpg) ![[image loading]](http://i.imgur.com/Hph31.jpg) Notice the vision the Overlords give you around the map, the Ling placements that are closer to the enemy and the map vision/defenses around the outer sides of your bases as shown. 6) Ling placements:+ Show Spoiler +This is further extending the advantage of map vision for Zerg but in places that are too vulnerable for Overlords. The first and most important place is outside the enemy base. Have 1 Ling there to see and alert you of enemy army move outs. This will give you more time to react correctly opposed to an army surprising you at your base or the Naga tower. Now in places where Xel’Naga towers have no vision such as the back pathways on Entombed Valley, a Ling can keep you from being surprised and out of position from harassment forces or main army movements. ![[image loading]](http://i.imgur.com/f94WG.jpg) ![[image loading]](http://i.imgur.com/8zDL4.jpg) It’s your choice to use either burrow or patrol. Patrol gives more sight in the area and will more likely be attacked and alert you, therefore increasing the chances of spotting enemy units’ movements, but burrow can still spot the enemy and more importantly not let your enemy know you know where they are. Also it can spot if the army changes direction and/or retreats where the patrolling ling that died, cannot. This is simply player preference on which to use. 7) Connecting bases with creep:+ Show Spoiler +So important! Unit movements are maximized with the creep for Zerg. Defending bases off creep with units takes far too long so use your Overlords creep or the creep tumors to keep your bases synced together. Getting in position is one of the most important factors of the Zerg race, being highly responsive to opponent’s army compositions and movements. Creep connection will make the difference. 8) Base denying with Overlords and Lings: + Show Spoiler +2 things here, creep drop and a burrowed Ling will drive your enemy crazy. (Thank You to Belial88 for pointing this out) Hold position on the Overlord when over a base will let it drop creep for a while longer while its being attacked. This is very useful with slow Overlords especially. If you have gotten the speed upgrade it is up to you whether or not you still want to sacrifice the Overlord for a few extra seconds of creep dropping or if you want to run it away. When they do kill the Overlord and the creep finally dissipates, they still won't be able to expand because of the burrowed Ling. Terrans might waste a scan for a 25 mineral Ling, unquestionably a positive for Zerg. Protoss either brings back units with an observer, which takes a bit of time. Otherwise they wait for the pylon and cannon to finish, so it can kill the Ling. When SC2 requires so much attention and multitasking everywhere, this little tactic will annoy and distract your opponent greatly. Also the Ling gives you time to get another Overlord there for more creep dropping or place a Nydus if the enemy army is far enough out of position to allow the Nydus time to spread its own creep. ![[image loading]](http://i.imgur.com/om9il.jpg) ![[image loading]](http://i.imgur.com/gwsjt.jpg) 9) Always have a small counter attack Ling squad ready: + Show Spoiler +
My students asked me to post a poll about how many people are finding this useful, I would appreciate it if you vote, thanks. : )
Poll: Did you find this post useful?Yes (494) 96% No (21) 4% 515 total votes Your vote: Did you find this post useful? (Vote): Yes (Vote): No
Special thanks to Team OpTiK for the support they have provided. ♥
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Wow this is an incredible article. Thanks a lot for this. As an ex high masters terran player trying to switch to Zerg this is immensely helpful in my quest to become a better Zerg player. Thanks for all the tips and tricks and I will be sure to bookmark this thread so I can come back to it whenever I need it.
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Thank you! I find this very useful as a reminder of what I should be doing and what I need to improve on! <3
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Great guide. Thank you for the time and effort you put into this. Yeah, small things they might be, but these help a lot for sure. Overlord in a control group was something I had never thought of. Great idea. No more overlord killing field at my rally point.
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Good guide, although I think #3 is a little overkill
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Thx so much! i always use borrow to hide my lings to observe places on the map, but i never thought of patrol actually alerting you when the ling dies. thanks!
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This is an excellent article, like EXCELLENT man. It'll be great to show my new zerg buddies (or old zerg buddies) to help them grow. This kind of makes me want to start playing Z, before reading this Z was my ultimate offrace and only used for team/trolling games. Quality guide and write up. Bookmarked.
On June 20 2012 07:10 Monsyphon wrote: Good guide, although I think #3 is a little overkill
I definitely would agree at first, but then I think back to all the games I've been able to either autowin or reverse the game's momentum too easily with a couple DT attacks against Z. When they have 4-6 bases and they aren't as well prepared as the OP there's typically at least 1 mining base with a vulnerability against the DT attack that can either do econ damage or draw the army away so that P can set up advantageous positioning, take another base, etc etc. At the very least its distracting/annoying, and like the OP said, at the mid-late game Z should have a good enough econ to handle an overlord and a spine or two at every base.
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On June 20 2012 07:10 Monsyphon wrote: Good guide, although I think #3 is a little overkill
I disagree. Many times I get my hatch sniped because of DTs. The overseer not only morph faster than a spore, it is also mobile. So if there's that time u find yourself getting harassed at 3 different mineral lines, having the overseer ready WILL save you from defeat at that moment. Also, that drone you spend on the spore is pretty important. I wouldn't morph the one in the main though, just third and nat. 100 gas in ZvP at the 12 min mark shouldn't be too much, since u're likely to be building roaches anyways.
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This is a great guide! I learned a lot and have been winning almost every game since reading this, thanks dude!
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^ really? already? anyways.
Protip - if you are spewing creep on a base that the opponent will likely eventually take (the third and fourth of opponent, basically), hit hold position on the overlord so it spews creep forever instead of run away when hit, so it spews creep for the longest possible time.
So when sending that overlord to his third, queue up shift+hold so that it goes there, spews creep, and stays on hold position.
2nd protip - endgame, any place with fog of war in it, put an overlord there. Every zerg at 15+ minutes should vision of the entire map outside the opponent's base.
Overlord speed is an amazing upgrade always worth getting eventually, but if you are good, you rallied each individual overlord you made from the start of the game along a very, very conservative and safe route that 10 minutes later, means 20 overlords all over the map seeing everything.
I also kind of think an overseer at each base is overkill, but there are certain situations to warrant it, and certain not to (especially stargate play). You can't afford that gas at all... but if they are clearly using mass DT, or using lots of warp prism, or extreme lategame, of course go overseer. You should also start an overseer if you ever see a twilight or aren't 100% sure what the opponent is opening, when your lair is done. Patrolling an overseer against robo openings to kill observers is a good idea too.
edit: voted no. These were all things I already knew (1.2k masters last season). I think I knew and did all these things back in diamond a year ago. But these are all very helpful for lower level players, so it's not like my 'no' means I think this is bad or anything.
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...Did I say #3? Oh wow, Im sorry I meant to say #2, because #3 is definitely worth it. I use most of my hotkeys as it is, and using up one hotkey for overlords doesnt sound too good for me.
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Very nice article : - Useful tips - Well presented - Well written - Relevant pictures
Thanks a lot OpTiKCoYoTe!
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Very nice article.
Good Job
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Liked! Knew most of the stuff, but its still viable to look it up, since these things can win and lose u games especially at the border between Trashy Macro (Diamond) and Almost-Not-Trashy Macro (Low Masters) 
Although i would add this egg advice regarding OLs to every unit. Adding them to a control group before hatching is a huuuge timesaver, since you dont got to look out for your rally point all the time (As long as you dont got a screen hotkey for it).
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Thanks for this! Very helpful for scrubs like me :3
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OH GOD THE OVERLORD CONTROL GROUP IS SO BRILLIANT WHY DIDN'T I THINK OF THIS BEFORE
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What about, instead of making an overseer for every base, you make a spore attached to the hatch, then you build spine crawlers around it and "isolate" the spore from melee attacks. Maybe even build an evo chamber. here's an example:
+ Show Spoiler +
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On June 20 2012 18:01 Asolmanx wrote:What about, instead of making an overseer for every base, you make a spore attached to the hatch, then you build spine crawlers around it and "isolate" the spore from melee attacks. Maybe even build an evo chamber. here's an example: + Show Spoiler +
When a spore and/or spine crawler are hugging each other, attempting to make a wall, they leave a gap wide enough for small units to fit through and attack such as a dark templar or zergling. Even if you do have the spore crawler completely walled in and safe it still lacks the mobility advantage that the Overseer provides along side with changelings. The spore crawler has only 2 advantages that the Overseer doesn't, the ability to shoot at air units and the fact that it doesn't cost gas to make. If you believe in the spore crawler this strongly then I encourage you to test it out in your games and experience the ups and downs yourself, this is of course a great way to learn and gain understanding of any method. Though I'm confident you'll arrive at the same conclusion I have of using the Overseer. The pluses outweigh the negatives in most situations.
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2 is completely unnecessary
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I find the idea to hotkey overlords quite interesting! it helps to check supply block, above all; plus, it avoids messy bases with overlords hanging around just above your queen and tech buildings ; finally you can spread them much more easily. I am definitely gonna try this!
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Very nice. However as mentioned above it's usefull mostly for the low league players. The most usefull tip is about adding the morphing eggs straight to control group.
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On June 20 2012 20:54 SorrowShine wrote: Very nice. However as mentioned above it's usefull mostly for the low league players. The most usefull tip is about adding the morphing eggs straight to control group.
I have to disagree. This is not just for low level players but for everyone. While these mechanics are not easy to master quickly, it seems to me that announcing these mechanics are for lower level players is a way of saying that you execute this stuff perfectly every game as necessary. While this may be true, I'm thinking it to be unlikely as even the best players in the world right now aren't doing all of these things consistently. Too many times you will see top level players not executing these mechanics themselves. Just the other day in the GSL violet took far too long to discover maru.prime had hidden an expansion at the 4 base early in the game on Daybreak. Something that simple Overlord even just behind the base, not creeping it, could have kept Violet in the know. Though Violet being a far stronger player was still able to beat his opponent, the fact remains that an expansion in the control of a more equally skilled opponent could have cost him the series and put him in danger of losing in code S so early in the season. Please look through tons of pro replays yourself and see how much of this stuff they are not doing in their games. These mechanics are for players of every skill level and should not be underestimated. Having said all this I want to make sure I am not coming off as stuck up or anything negative of the sort, some of this stuff may come off to you as common sense or nothing new, but that does not diminish the importance of the tips.
Lots of ♥ : )
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i find 2 completely useless. The ling patrol trick is really useful, I should totally do that more often
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Really? I found 2 the only new idea out of all of these, and I really like it now that I think about it. It doesn't happen often but sometimes I think I made an overlord when I didn't, or I think I didn't and I overproduce them. This will stop that immediately! I also really like dropping creep from every overlord the moment your lair finishes, there is really no reason not to do it!
Thanks OP! Very helpful.
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On June 20 2012 12:30 Belial88 wrote: 2nd protip - endgame, any place with fog of war in it, put an overlord there. Every zerg at 15+ minutes should vision of the entire map outside the opponent's base.
I would not say this is a pro tip, just a pointer but it is very generalized and ignorant to say that "Every zerg at 15+ minutes should vision of the entire map outside the opponent's base."
1) You cannot always have vision of the entire map outside your opponent's base after 15 Minutes. If they at LEAST one air unit such as 1 Viking, Phoenix, etc. Overlords won't really have a chance to be in those positions granted if the opponent is active with his units, which should be the case at high levels.
Granted you can snipe off the Overlord Harassment unit however, no one will make only ONE phoenix so they'll always have more Phoenix to support their harassment.
2) Depending on how large the map is and how active your opponent is to "REVOKE" your map vision also has to come into effect. All the TvZ and PvZ guides will always mention that revoking map control from the Zerg is huge and everyone should do it. If you are saying that you should have total map control past 15+ mins, that is saying that your opponent isn't being active with his part of trying to take back map control away from the Zerg which isn't a fair consensus or a subject to say as a tip.
These are just my 2 cents.
On the other hand, great guide here!
Very helpful for everyone for either a quick reminder for your future games, to learn Zerg from ground up or just to research on the things that the little things that Zerg does to help tip the game into their favour.
Again, thank you to OpTiK`Coyote for writing such a guide for the community members of TL! Hope there is more to come ^^
Mooch Loovz <3
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Very well done! I wanted to do something similar but this is much more comprehensive.
Some suggestions/additions.
ZvT: have a small number of banelings (3-5) morphed before you see any push out. I cannot over-emphasise the difference this made to my win ratio. They can be used to deal with drops and just allow you to defend a push without the marines being on top of you before your finish morphing.
Similar to (9) Have a separate control group of a few units to deal with drops. Eg 2 banes 6-10 lings, this way you don't end up sending your whole army back like a pillock to defend against those pesky marines Do the same with a group of roaches for dealing with warped in Zealots.
Thanks again!
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On June 20 2012 12:30 Belial88 wrote: I also kind of think an overseer at each base is overkill, but there are certain situations to warrant it, and certain not to (especially stargate play). You can't afford that gas at all... but if they are clearly using mass DT, or using lots of warp prism, or extreme lategame, of course go overseer. You should also start an overseer if you ever see a twilight or aren't 100% sure what the opponent is opening, when your lair is done. Patrolling an overseer against robo openings to kill observers is a good idea too.
From my experience you will pretty much always need an overseer at each base in both ZvZ and ZvP. In ZvZ there are a ton of people who use burrow infestors/roaches and you need to be ready to deal with them at all times, and in ZvP you need the overseers to stop any kind of DT harass (you will also need them later on when the toss gets motherships.
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On June 22 2012 04:11 Nooborghini wrote:Show nested quote +On June 20 2012 12:30 Belial88 wrote: 2nd protip - endgame, any place with fog of war in it, put an overlord there. Every zerg at 15+ minutes should vision of the entire map outside the opponent's base.
1) You cannot always have vision of the entire map outside your opponent's base after 15 Minutes. If they at LEAST one air unit such as 1 Viking, Phoenix, etc. Overlords won't really have a chance to be in those positions granted if the opponent is active with his units, which should be the case at high levels. On the other hand, great guide here! Very helpful for everyone for either a quick reminder for your future games, to learn Zerg from ground up or just to research on the things that the little things that Zerg does to help tip the game into their favour. Again, thank you to OpTiK`Coyote for writing such a guide for the community members of TL! Hope there is more to come ^^ Mooch Loovz <3
That is one reason why Overlord speed is important. You can recall, with the control group, every Overlord or just maneuver and relocate the Overlord(s) being attacked until you get some support there for them.
Thank you for your thank you and your mooch loovz : D
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Thanks for the tips.
Also, did nobody else notice the heart in the minimap for #5?
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very good post. I will start using these overlord suggestions!
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On June 27 2012 01:59 TheBigCohooNah wrote: very good post. I will start using these overlord suggestions!
Man I've been telling myself to do this but no luck so far. I feel like the more I play the harder it is to break habits. It's weird because I add every unit I make to hotkeys except for overlords and drones. Then again I should really either hotkey or screen hotkey my creep tumors.
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From my experience you will pretty much always need an overseer at each base in both ZvZ and ZvP. In ZvZ there are a ton of people who use burrow infestors/roaches and you need to be ready to deal with them at all times, and in ZvP you need the overseers to stop any kind of DT harass (you will also need them later on when the toss gets motherships.
Spores have always worked for me, as long as you place them in a way to reduce surface area, and put down enough spines. Obviously if Toss is on 4+ bases, 2 spines and 1 spore will not be enough anymore. And in ZvZ, you just need to proactively place spore+spines, so that burrowed infestors don't get by. ie, at the chokes, entrance points, et cetera. Overseer at each base is way too much gas.
would not say this is a pro tip, just a pointer but it is very generalized and ignorant to say that "Every zerg at 15+ minutes should vision of the entire map outside the opponent's base."
Zerg tends to get map control around then. Even if you dont go mutas, if he's picking off overlords with a viking, you can get overlord speed, or just go shut it down with your ground based AA like infestors, since you have map control anyways. Toss tends to cut air production after initial stargate opening due to infestor/spire/hydra being out and the need to get colossus or storm out asap, and terran aren't just going to be making vikings when they similarlyl need to focus production on siege units.
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I think you could add in one thing: Whenever going infestors, always get burrow.
It sounds simple but it's somewhat incredible watching pro games where the army is killed off and all of a sudden six naked infestors are eaten up.
One additional caveat is that one should always send in a changeling and see if there is any detection, and if you aren't expecting a ton of roaches or marines to hit you in the face (ie, you need them now) then you should always send two burrowed infestors to at least one base, wait for 150 energy on both and then double fungal the whole mineral line. It's such a quick and dirty way to score a huge economic win. Plus, you can usually get out safely the first time around and depending on how much harass you are doing you can sometimes repeat the offense (if he sucks). If you are super boss then you can do it at multiple bases, but you gotta hope he doesn't just run over your main force since you are out four high energy infestors...
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Zergs should be burrowing all the time but yet you only see a few pro Zergs who do it.
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Wow, a lot of interesting points and tips here. Thank you for your efforts ^^
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