SC2 4v4 Team Game Strategy - Part 6 - Zerg
Part 6 - Zerg -
This part will be designated from the Zerg's perspective in Starcraft 2 4v4 team games. The Zerg is often considered as the Macro variant mechanics type of gameplay. If you are starting to explore the world of Starcraft 2, it is more advisable to learn races such as the Terran or Protoss. Both Terran and Protoss has easier and more simple mechanics as compared to the Zerg swarm. A new introduction to Starcraft 2 as compared to its older predecessor Starcraft 1, is the implementation of the Mule, Chrono Boost and Larva Inject mechanics. It is often deem more acceptable if you're not at the top of Chrono Boost and dropping Mules mechanics. However, as a Zerg you always have to Inject your Larvas at perfect timing if your aiming to be a high tier level Starcraft 2 player as missing one or two Larva Injects can cost you the game due to the nature of Zerg's limited Larva supply which are required to build both Drones and workers.
In 4v4 team games, Zerg's strength lies in its ability to mass up units very very early in the game. Early game rushes such as 6/7/8/10 Pool Zergling rushes or 5/7 Roach rushes are very famous can common seen strategy being used. This can cause severe damage to opposing players if unprepared due to lack of scouting.
Building the first Overlord. A majority of Zerg players has always wonder when is the best time to build their first Overlord, whether is it 9 food or 10 food with or without any Drone Extractor trick. I would advice you to get an Overlord at 9 which seems to be the most effective solution.
A very critical situation that always linger around Zergs players are when to get Units, Workers or Upgrade. Leaning too heavily towards either one of this goal can often be self defeating. Through amassing a large amount of games, this will come to you naturally and often is dictated by the flow of each individual game itself. There is no right or wrong.
Remember to creep spread if your using the Roach/Hydra combination and get the +1 Range upgrade.
BUILDS
I) 2 Hatchery Mass Speedlings
You can always put Drones back to your Extractors followed by upgrading your Hatchery into Lair and starting an Expansion when appropriate.
II) Fast Roach Build
I always prefer to start with 13 Spawning Pool 13 Gas build. When your Pool is done, get a Queen and throw down your Roach Warren and build a few more Drones. You can easily have five 5 Roaches during the 5 minute mark. This is your perfect time to knock at your opponents front door. In general Roach will triumph Marines build, 4 gates Build before Warpgate Research technology is done at 5:30 or 5:45 mark. This is best followed by an Expansion and teching into Hydras
III) 6/7/8/10 Pool Rushes
You generally build a Spawning pool at either 6, 7, 8 or 10 Food count. If your aiming for a super early Zerglings agression, I always prefer the 7 or 8 Food build. Take for 8 Pool build as an example, the build order will be in this flow. 8 Spawning Pool, 2 more extra Drones and an Overlord. This is the best way to fully utilize your larva and not falling behind on Macro. These type of rushes are very strong against unprepared opponents or having your allies pushing with you.
IV) Mutalisk Build
I prefer to just stay at one base first and upgrade Lair asap and then only gets an expansion. You will be rushing for Mutalisk as soon as possible. This build mirrors the Protoss fast Dark Templar and the Terran's fast banshee build. A huge amount of Gas are required to mass up a Muta ball. Do not be afraid to Request for gas from your allies and throwing down as mana Expansions as possible mainly for Gas mining. Constant haress with Mutas taking advantage of their speed can cripple any opponents.
V) Fast expansion build
I generally do not use this build often. With this build, you throw down an expansion at 14 or 15 food. This is a very macro build which often slows down your tech and units Production. This build often rewards you greatly if you are able to hold on to your expansion thus gaining double the income compared to other players.
SCOUTING
Zerg is the very best race to act as the Scout in 4v4 team games. As a general rule of thumb, send and place your Overlords somewhere in between your Bases and Opponents behind Cliff or Rocks where they are not able to kill your Overlord. You can easily tell when are your opponents going to push and unit composition. Scouting information is invaluable in the game of Starcraft 2.
Always use a Zergling to hold each Zel Naga Towers. Zergling is the cheapest unit in the game costing a measly 25 Minerals. This helps out your allies saving them from using a worker to hold the tower.
This is what I always personally do and most often done by other 1v1 players and not much seen by team Zergs. Patrolling Zerglings outside their bases and constant poking at the front of Opponent bases can gain your valuable information.
Stay tuned for next part where I'll most likely post a replay pack of my 4v4 games. These will give you a general sense on how to play 4v4 and becoming a better team player.
Cheers
Come check out my blog at www.sc2tips.blogspot.com.
Questions and Answers
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