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[G] Zerg: "The Basics with the 3 Key Elements!"

Forum Index > StarCraft 2 Strategy
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NL.Anonymous
Profile Blog Joined August 2011
Netherlands50 Posts
February 10 2012 13:23 GMT
#1
Hello everyone,

My name is GFwarbringer and I currently playing on the EU servers. Now since I've been stepping into the world of coaching people, I found out that alot of people actually have no clue how Zerg works in a mechanical way. So I thought it would be a good idea to start a Guide with a general talk with stuff that I think are very valuable to know.

This guide is not designed for the Top notch players, since you guys already know this. This guide is made for the people that are semi new in the Zerg world and for the people that are in the lower brackets that are wondering why they are losing without seeing why!

To get started I like to start saying that I think there are 3 key parts within every match up as Zerg. Those will be Map Control, Scouting and Adaption.

Map Control:
First off all let define what Map Control is. It means that you are in control of the map and normally when you are in control of anything, you are in good shape. Now the next question will be how do we claim this map control to gain an advantage over our opponent? I like to say that there are 3 major ways to gain Map control
1) Creep spread is a big tool in gaining map control. Creep spread is always good to have, since it not only benefits your ground units with a buff to walk faster, but it also creates vision! When you have vision of the map, you are already in control of the map, since you know what is coming your way!
2) Claiming the Xel Naga towers is also very useful. In the early phases of the game, you will not be able to spread creep all the way up to your enemy base to gain vision. So it is useful to claim the Xel Naga at all times, with preferably 1 zergling at each. So basically for 50 minerals, you get alot of information in return.
3) Overlord placement. How annoying is it when you have your map control cause of the Creep spread and the claiming of the Xel Naga towers, but you were not able to see a sneaky drop incoming. This is why we got our friendly hugger, the overlord. If you setup up overlords around your base, you will be able to see drops/banshees/warp prisms in time and you can respond accordingly. Of course there are times where it's not that smart to throw your overlords all around the map, since Vikings/muta's/phoenixes like to shoot at them from time to time!

Optional Note: Expansion capturing. This can easily be done by either placing 1 zergling at each possible expansion or in ZvP/ZvT send an overlord to there (with Lair tech) and make him puke all the creep over his expo point. I believe when he spread the creep there it takes 40 seconds to fully disappear again, so this can be very useful!!!




Scouting:
This brings me on to scouting. Scouting is always important and must be done throughout all the phases of the games. I will first talk about scouting against different races.

ZvP: Most of the Protoss players tend to go for some FFE (forge fast expand) these days on the bigger maps, so you should take your 13th drone (or 14th, personal preference I believe) to scout with. This gives you the information that you will be safe for the first minutes of the games. Now we have the problem that we can't run Zerglings up his ramp to see what he is going for, since most of the protoss will be blocking of the ramp and hide his gateways/tech buildings at his main base. This is why you send your overlord close to his main to fly in at around 7:45 to gain scouting information and then ADAPT YOUR build to what your see. (You see adaption is already coming back, this will be explained later though). Of course, you can later on morph that overlord into an overseer and keep scouting the rest of the game, but at least you know now how to scout in the begin stages!

ZvZ: Zerg vs. Zerg is a tricky match up. Most of the players tend to go for a 14/14 (14 gas 14 pool) build or either a 15 hatch opening. Now where people might think that a 15 hatch opening is macro orientated, it can actually end up in being a zergling all in. This is why we scout! You need to make sure to send his overlord to his base, but if he doesn't find it you need to send a drone to scout. Then respond accordingly. The trick is that when the pools completed, the enemies game plan will start to reveal itself. You need to make sure that you see if he is either droning up and putting down spines, double queen, safety baneling’s, roach warren or that he cuts his drone production and start to produce only lings. So basically Drone/Zergling count is very important to scout in ZvZ in the beginning phases of the game. Drone count can often indicate whether your opponent is going for an all-in, or macro oriented play.

ZvT: It has the same basic idea as playing against a Protoss player, but now you need to know how to read your opponent. Most of the Terran players will block off their ramp with SD's and a Barracks. The key things you want to scout are his racks, his gasses and his add-ons. Double Rack most likely mean early pressure, while double gas mean most likely mean banshees. Also the add-on can tell alot about the gameplay of the Terran player. A reactor tells that hellions are most likely inbound and a tech lab most likely will tell you that he will open with reapers. Of course there are many options terran can open with, but use other forums on TeamLiquid to learn this properly. It is probably better described there then I can do here!

Adaption:
You are still reading the text? Congratulations you've made it to the part of what I think is the most important of those 3. Adaption... Zerg is designed to be a reactive race. You simply cannot start a game and enter the game with a thought like: “I will go this build order, and then I will tech to A to swap in the endgame to B”. You have to ADAPT to what your opponent is doing. A little example: ZvP. We opened the game and went for a fancy 14 pool 16 hatch build. Everything is going peacefully, you scout a FFE and you keep happily droning. Now the trick is to scout with your overlord to see what HE is doing and the ADAPT to the situation. So let's say you love to play with roach/ling/ X build. The X stands for the adaption. So we say you scout a twilight council with blink getting researched. Now we know that we have to respond to this accordingly, so we tech to Infestors, Lings/Roaches for the damage, Infestors to keep the stalkers in 1 place (well placed fungals). Of course you can have your build order and a initial game plan, like 2 base muta play against protoss, but if he decided to go something that counters that (double stargate), you should adapt to the situation and counter him instead! (If he builds phoenix’s to “counter” your muta’s then you send 20 roaches up his ramp, he can’t really do much.)


We've come to an end in what I think are the basics of the way Zerg has to be played. Build Orders, Counters and everything else can be found in other sections of TeamLiquid. The resources I used to make this guide is a mix of Day9, talking with High Master people and my own experience.

I hope you enjoyed reading this and of course I hope that you've learned a bit more about how to be a better Zerg player!
Follow me on twitch.tv/gfwarbringer! Offering free Zerg Coaching, check my Coach Thread! :)
Harrad
Profile Blog Joined October 2010
1003 Posts
February 10 2012 13:31 GMT
#2
Hmm I like it, it's very basic and beginner-friendly. Could have more depth, but it does the job for me.
Immortall
Profile Joined January 2012
Netherlands124 Posts
February 10 2012 13:40 GMT
#3
I did the spelling check, credits plox
I like the guide, i think it explains the most important things about zerg in a simple way. Very good!
NL.Anonymous
Profile Blog Joined August 2011
Netherlands50 Posts
February 10 2012 13:48 GMT
#4
On February 10 2012 22:31 Harrad wrote:
Hmm I like it, it's very basic and beginner-friendly. Could have more depth, but it does the job for me.


Hey there. I will probably add a Guide later on if this guide get's appreciated by the majority of the people, which is gonna be of a higher lvl and will be having more depths in it! I've made this a bit "simplistic" on purpose so it would be understandble for the lower bracket people, cause it's made for them! But on the other hand it just gives you a nice overview what every zerg should do in every single game
Follow me on twitch.tv/gfwarbringer! Offering free Zerg Coaching, check my Coach Thread! :)
roughinator
Profile Joined May 2010
Denmark5 Posts
February 10 2012 22:25 GMT
#5
This is good advice.

I liked Ret's strategy to go 15 hatch, 15 pool, 15 gas in every match-up.
No drone scout. Scout w first lings and an ov.
Build speedlings to defend, if necessary blings, then a lot of roaches w upgrades.

I think this is a great build to work your macro on without worrying too much about strategy.

People say nothing is imposible, but I do nothing every day.
NL.Anonymous
Profile Blog Joined August 2011
Netherlands50 Posts
February 11 2012 17:43 GMT
#6
Till mr protoss decides to pylon block your ramp between your natural and your main with pylons and 1 cannon and it's pretty much GG afterwards
Follow me on twitch.tv/gfwarbringer! Offering free Zerg Coaching, check my Coach Thread! :)
owningbiscuit
Profile Joined March 2011
Belgium4 Posts
April 06 2012 09:46 GMT
#7
I contacted him ingame and he responded instantly.
He gave me a lot of info and is a friendly guy.
Drunken.Jedi
Profile Joined June 2009
Germany446 Posts
April 06 2012 11:25 GMT
#8
I think this guide is very bad for beginners. All you've talked about are advanced concepts. These are not the basics at all. The basics of Starcraft 2 (and most RTS games) are mechanics (i.e. how to efficiently translate thoughts into keyboard and mouse actions), economcy management and unit control. Any guide for beginners that doesn't cover those is misleading as it causes beginners to focus far too much on the strategy aspect of the game, rather than actually teaching them to play the game.
Stupid but mechanically solid play will win against smart, mechanically poor play nine times out of ten.

Scouting and playing reactively and controlling the map is very hard to do without neglecting the basics and beginners simply aren't able to do that. They're much better off just following a simple plan with very limited scouting and adaption and instead focussing on proper execution.
Having a good army composition and good map control is irrelevant if your opponent's army is twice as big as yours.
snexwang
Profile Joined April 2011
Australia224 Posts
April 06 2012 11:35 GMT
#9
On February 12 2012 02:43 GFwarbringer wrote:
Till mr protoss decides to pylon block your ramp between your natural and your main with pylons and 1 cannon and it's pretty much GG afterwards
In these scenarios, your objective should shift from "win" to "waste as much of my opponent's time as possible by staying in the game until the bitter end."
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
Last Edited: 2012-04-06 11:43:24
April 06 2012 11:38 GMT
#10
I agree with Drunken.Jedi that the concepts in this guide are already too advanced for a beginner. I can cite myself as an example: 750+ wins as zerg in 1v1 since release, still silver-league EU. I must do many things very wrong. I feel too taxed already with creep spreading and overlord placing while macroing. My "guide" for zerg would be: "Spend any larva as soon as possible while don't miss too many injects. Try to never get supplyblocked, try to stay 1 base ahead. First and almost, use use larvae!"

I am glad for any effort for beginner's guide because I personally know some guys who don't want to get into the game because they think they need to be pro. But I think a reductionist approach could work better.
You don't choose to play zerg. The zerg choose you.
pedalpusher
Profile Joined December 2010
United Kingdom56 Posts
April 06 2012 11:41 GMT
#11
Surely, MACRO should be the most basic and key element to good Zerg play. Or any race for that matter.... you should focus on teaching people how to inject properly, remember gas/tech/upgrade/unit timings before you try to teach them to adaptation concepts.

Also, it's kinda weird that you congratulated me for reaching the last paragraph, did you think your guide would be boring to read or something??
We make a living with the things we are given, we make a life by what we give ~ Winston Churchill
GFWreN
Profile Blog Joined July 2011
Latvia2 Posts
April 06 2012 11:59 GMT
#12
warbringer coaching.... Thats like ParisHilton singing or teaching chemistry.
Vaapad
Profile Joined August 2011
Norway171 Posts
April 06 2012 12:03 GMT
#13
This could be more comprehensive, but then again, i suppose one could talk for infinity about these subjects.
Duty is heavier than a mountain. Death, lighter than a feather
Forbidden17
Profile Joined December 2011
666 Posts
April 06 2012 13:26 GMT
#14
On February 11 2012 07:25 roughinator wrote:
This is good advice.

I liked Ret's strategy to go 15 hatch, 15 pool, 15 gas in every match-up.
No drone scout. Scout w first lings and an ov.
Build speedlings to defend, if necessary blings, then a lot of roaches w upgrades.

I think this is a great build to work your macro on without worrying too much about strategy.


that sounds pretty suicidal vs toss and map dependent vs zerg
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
April 06 2012 14:39 GMT
#15
Where's the "All-In Aggressive" heading?! haha
Coaching www.allin-academy.com | Team www.All-Inspiration.com
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