| Mutalisks-a-Plenty
Strategy by:
DJNewStyle
Map: Lost Temple
Race: Zerg vs. Zerg/Terran
Date: 7/05/00
This
build order can overwhelm your opponent, and probably beat most
of them - provided you have a little time. You will be
able to withstand a decent attack, and dish out a lot of fury.
You must build a lot of drones, and you must scout frequently.
Extractor Trick:
Train drones until your control is
9/9. When the 9th drone is ready, build an
extractor. Since your control is 8/9 - train a drone, and
cancel the extractor. Put the drone that was building the
extractor on minerals. Your control is now 10/9.
Strong Ramp:
When the 10th drone is ready, bring it
to your ramped entrance, and build a hatchery next to it.
The reason for this is so you can have creep there on which you
can build 3 sunken colonies. When you build a strong ramp,
make sure there are no gaps (You don't want them to be able to
get through) - the hatchery and the sunkens should cut off the
ramp so that if an early attack were to come, they would have a lot
of trouble getting inside.
Your control should now be at 9/9, and
you should have close to 100 minerals, so you should build an
extractor, and train a drone. When the drone is ready,
build a spawning pool and train another drone. After
setting the pool to build, train an overlord.
When your hatchery by the ramp is
completed, build the sunkens, and train drones from both
hatcheries. Keep training drones until you think you have
enough, and then keep training more. The more drones, the
better.
When you have 150 minerals and 100
gas, mutate your main hatchery
into a lair. When you get 300 minerals, build another
hatchery nearby. When the lair is completed, build a
spire, and remember to keep pumping out drones. After the
spire is set to build, build a hatchery at your natural
expansion, and start an economy there. When your mineral
supply is depleted from the main base, you can transfer the
drones to the natural's supply.
Once the spire completes, train the
upgrade you see fit. If you saw some cannons/turrets when
you scouted, get the defensive upgrade. Otherwise, get the
attack upgrade. As the its training, begin the production
of mutalisks. Rally them all to one point from all
hatcheries, and keep making them until you have 12-24.
When you have 12-24 mutalisks, sneak
them around to the opponent's base, and kill the expansion
first. Set them in back of the mineral line, and hold
position. If you have to, kill any ranged threats.
Mutalisks, if used correctly, can beat
a nearly equal number of hydras. This can be done by
attacking 1 hydra at a time with all of the mutalisks, or by
pressing A, and clicking in back of the hydras. Cannons and
turrets can be easily handled in the same manner.
Run Down:
-9 Extractor trick
-10 Strong ramp
-11 Extractor
-12 Spawning pool
-When hatchery at ramp completes, 3 sunkens to close the ramp
-When 150 minerals/100 gas, mutate lair
-When 300 minerals hatchery
-When lair completes, spire, start expansion at natural
-When spire completes, train an upgrade (relative to the
opponent)
-Pump 12-24 mutalisks
And most importantly - MAKE A LOT OF
DRONES.
If This Fails:
Lets say it fails, and you lose all
mutalisks. You can do many things from here.
You can go cracklings easily.
Since you have a minimum of 4 hatcheries, you have the ability
to train 24 zerglings at a given time. They can barrel
through moderate defense, or support stronger units.
You aren't far from massing hydralisks.
You can just pop down a hydralisk den, and pump them out.
The Keys to Success:
-More drones
-Speed and reaction time
-Scouting
Good Luck.
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