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发信人: abc (snk &blizzard fans), 信区: PCGame
标 题: bw8
发信站: 听涛站 (Tue Nov 23 22:48:46 1999), 转信
发信人: bloodstar (血之星), 信区: NetBattle
标 题: Zerg Island games tips
发信站: BBS 水木清华站 (Tue Oct 12 16:53:12 1999)
Zerg Island games tips
Island maps don't have direct land access between towns -- depending
on the map's tileset, start spots and expansions are surrounded by
water, magma or space. Good examples of this kind of map are Island
Hop, Dire Straits and Solar Station. Another kind of "island" is a
plateau, such as the one found on Green Valleys. Some maps that
have land access between start spots also have one or more island
expansions (such as A Bridge Too Near, Killing Fields, Lost Temple,
Challenger, and many others). The following tips apply to games on
island maps. Some of the tips may also help on land maps with island
expansions.
Air power rules island maps -- control the skies and you have a great
advantage, because the enemy cannot easily expand to a new island or
invade one of yours. If you keep him stuck on one island he will
eventually run out of resources. Meanwhile you can freely expand all
over the map.
The Zerg early game generally goes one of two directions (mutalisks
or a quick invasion drop), but both directions require an early lair
upgrade. Use a build order that yields an early lair. Once you have
the lair you can get a spire and the ventral sacs upgrade.
Mutalisks are the Zerg's main tool for most island games. They require
a lot of gas, they are not very tough and they do little damage -- so
do not use them for a direct assault on a defended position. However
they are fairly speedy and they excel in many roles: blockading enemy
coastlines, chasing down transports, recon of unoccupied islands, squash-
ing expansion attempts, protecting guardians, defending new expansions,
and covering overlords as they unload troops. Mutalisks are indispensable
in island games -- devote most of your gas to their production. Keep
them in one or two large groups near the enemy islands (but out of range
of turrets, templars and defilers), with a few overlords and queens.
Use individual mutalisks to patrol the remainder of the map. When the
patrollers locate a transport or an air force, send the big group in
for the kill.
An early drop can be effective on maps with large starting islands
(such as Dire Straits) that have a good 'landing zone' out of view of
the main town. Zerglings are a good bet for the invasion because they
cost no gas and they can be made quickly. Make sure you scout the
landing zone first, as you may arrive to find it loaded with missile
turrets, photon cannons or hydralisks.
An early expansion is a great boon, so do it as soon as you have
ventral sacs. Expansions don't cost any gas, so they won't hurt your
mutalisk output; on the contrary, the new gas mines you open up will
help your air power immensely. If you already have a decent air force,
you can probably get one or two expansions going early on without much
trouble. If you are blockading the enemy, he is desperately trying to
get his own transports through your mutalisk net and he isn't trying to
find your expansions. Put up a few spore colonies on your expansions
for detection and air defense. The colonies plus your air forces will
make it tough for the enemy to hurt your expansions too much.
Use overlords and mutalisks for recon. At all times, you want to
know who or what is on every island. In the early stages, set mutalisks
patrolling over expansion sites. In the midgame, get an overlord sitting
at each expansion site to expose any cloakers. Use your airforce to
keep observers and burrowers away from the expansions once they are
exposed.
Use nydus canals to connect your bases. Use them to ferry drones
and defenders from mined-out towns to new expansions. Against another
zerg, try the offensive nydus attack by putting a nydus exit in a parasit
ed
town. For best results, use a diversionary attack to keep attention
away from the base you are nydusing.
Queens are incredibly useful in island games. Make several (five to
ten) and keep them near your mutalisks or at the edges and corners of
the map. Parasite a few workers in each enemy town. Make sure you
also parasite important enemy units: battlecruisers, templars, arbiters,
scouts, wraiths, mutalisks, guardians and especially dropships and
scouts, wraiths, mutalisks, guardians and especially dropships and
shuttles. If you have enough queens building up mana, you can keep
up a steady stream of parasites and still have plenty of mana for
ensnaring enemy air forces and broodlinging tanks and templars.
Likewise, defilers can really make a difference on islands. They
make great base defenders -- plague can really hammer an attacking
air force, and dark swarm makes defending hydras impervious to air
attacks. Defilers are also good with an invasion force. Keep them
burrowed while the build up mana, pop them up to plague or swarm, then
reburrow them immediately.
Hydras don't dominate island maps like they do land. However, they
make great base defenders. Deny the enemy a landing zone by putting
groups of hydras at the edges of your islands where spore colonies
can't reach. They also work well in transports with zerglings --
they don't compete for attacking space with the lings, and they provide
some anti-air power as well. The hydralisk range upgrade is more
useful on islands than the speed upgrade is.
Guardians have the usual role of game-ender. However, since island
games are so air-focused, it is often difficult to adequately protect
guardians from enemy scouts, wraiths, battlecruisers, etc. It's very
important to parasite the enemy's air force before attacking with
guardians. Use a diversionary attack (perhaps a few mutalisks or a
couple of sacrificial guardians) to get the enemy air forces as far
from your guardians as possible. Try to ensnare the enemy if possible
(send a queen in with the diversion). Hit gas-mining buildings or
coast defenses with the main guardian force, and run away when the
enemy arrives, sending in your mutalisks and scourge to battle the
enemy air force (but not in range of enemy ground forces). Also,
watch out for enemy templar -- broodling them before the attack.
The upgrade picture is different on island maps. The spire's
air-power upgrades are very valuable, as are the queen and defiler s
pells (especially plague, broodling, ensnare, and extra mana).
Burrowing is essential for hiding defilers as well as the usual saving
of drones under attack. Hydralisk range, plus overlord transporting,
speed and sight are all very useful. Zergling and hydra speed, and
ground-unit attack and carapace upgrades are not so valuable on islands
.
When playing against Terrans, watch out for an early flying command
center. Patrol vigorously with mutalisks to prevent this cheap early
expansion. Terrans can build turrets very quickly so it is important
to pounce on new expansions immediately. Science vessels (irradiate)
and battlecruisers (general toughness) can be a problem; parasite
these units immediately. Use scourge on the vessels and devourers
on the cruisers.
Versus the Protoss, extra attention should be paid to templar.
Psi storm is the bane of all mutalisk clumps, so keep yours out of
range. Parasite and broodling all templar mercilessly. Plague is
not as effective on scouts because it does not affect shields, but
since the protoss cannot heal or repair it is definitely worth doing.
Also remember that a single probe can get a well-defended expansion
going in no time, so jump on new expansions as quickly as possible.
Against the zerg, the biggest factor is usually the race for
mutalisks. But watch out for a nydus attack. Broodling any defilers
you see -- parasite some overlords to spot the burrowed ones. Plague
devastates the zerg, so use defilers to defend your bases against
mutalisks. If your units get parasited, move them to the side or out
of the way. If many of your units are parasited, separate the parasited
from the non-parasited troops. The parasited army is ideal for diversiona
ry attacks.
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