
Many people are terrified of heaving, all-consuming biological masses of spikes and venom, which is why the Aliens movies are so effective at scaring us. The Zerg fall straight into this principle of "scary natural weapon aliens," and their tactics definitely reflect it. Combining a mixture of speed, swarming tactics, and heavy usage of macromanagement, the Zerg are a force to be reckoned with if played well. Their strategies in Starcraft 2 are a mix of old and new, and thanks to some new units and abilities, they are as strong as ever. Unfortunately, they are fairly difficult to handle, which makes them the least played of all three races in Starcraft 2.
- All Zerg units are created from the Hatchery, while structures such as the Spawning Pool and Spire merely allowing larva to evolve into different forms. This makes your Hatchery a gigantic target, as it is both your resource-collecting structure and the only means by which you can get a unit. Defend it properly or you will likely lose.
- All large Zerg strcutures rpoduce a small squad of Broodlings upon death. Broodlings are much like timed Zerglings, and while they are not that durable, they can be a lifesaver while you are getting flooded with smaller troops. Naturally, they can only attack ground units.
- Zerg must sacrifice a single unit every time they construct something. Structures consume Drones, while most standard units consume larva. Some units, like Banelings, also consume normal units to upgrade. This also means that some things, such as Extractors, are cheaper for Zerg than other races. After all, the cost of a Drone plus the cost of an Extractor equals the cost of other geyser harvesters.
- Zerg excel at macromanagement and sneaky tactics more than busting in the front. General strategies should revolve around use of your units in intelligent ways, rather than slamming headfirst into enemies. After all, you have the most mobile, versatile force among all races. All ground units have stationary cloaking. It's important to know that you can warp the rules of engagement in your favor.
- Harassment is effective as Zerg, and not so effective against them. Harass early and often to get a clear lead.
The earliest strategy people learn with the Zerg is that of six Spawning Pool, otherwise known as 6pool. Variants exist, all bearing the moniker "<number>pool," and all are fearsome to behold to a new player. A 6pool involves not building any drones and getting a Spawning Pool before anything else. After you get the Spawning Pool, you then play as normal, with the exception of sending zerglings to harass the enemy base. Fast players or those good with SCVs will be able to stop your rush from permanently crippling them, but it's still a great tactic that sees a lot of play. Just note that if a player sees your Spawning Pool morphing, they will likely know what you are doing. You should build the pool behind your minerals to try and hide your culpability. It's like seeing a Terran player go early Refinery: you just know exactly what strategy they are thinking of.Pros
- Fastest way to get standing army.
- Great opening strategy due to harassment potential.
- Wrecks newer players within the first few minutes.
Cons
- Requires more than one Hatchery to sustain constant attacks.
- Vulnerable to walled-in ranged units
- Not effective against professionals
- Not as effective against Terrans thanks to lift off.
Another common strategy is known as the Fast Expand. While expansions are important for any race, the Zerg have it tough due to their command structure also being the only source of units they have. Thus, they have to expand faster than the Terrans of Protoss. A fast expand is when the Zerg player expands as his first or second structure, which can either result in a great boost of zpeed or overextend the Zerg forces. As Hatchery only cost 300 minerals, it's not too much of an issue to expand early, but it is still a significant loss if the expansion is killed right away. Thus, putting the expansion in a corner is likely the smartest thing to do, as it will keep you from losing it at your natural expansion location. Once you have it, you now have two unit producing structures gathering resources, and you can easily out-unit and out-tech the other two races.Pros
- Drastically increases the pace at which you get units and upgrades in the long term.
- Provides another facility for making units.
- Cheaper to expand than the other races.
Cons
- Risky, especially since it is early game.
- Slows down initial unit tech to Zerglings and Roaches.
As the Zerg are the least played race, they don't really have many set strategies like the Protoss or Terrans. There is no proxying or MMM here, just smart unit composition. Most Zerg players go for three units above the rest, however: Roaches, Hydralisks, and Mutalisks. Roaches are the Zerg anti-ground unit, and are comparable to Zealots or Marauders in terms of strength. They are also one of two units that can move while burrowed. Hydralisks are the standard ranged unit of the Zerg, and are comparable to Stalkers: fast, hits both ground and air, deals good damage. Not much else to them. Finally, Mutalisks may not be the most powerful units, but they have two things going for them: durability and bouncing attacks. They are also fairly cheap to make, which makes than an excellent early air unit. Mutalisk harassment against workers is a common sight in a game against a Zerg player.Pros
- Each unit is great in their particular area.
- High mobility and normal (passive ability) utility.
- Can attack all tergets with ease.
Cons
- Expensive to build up.
- Mutalisks require excellent micromanagement.
- Hydralisks and Roaches less durable than other Tier 2 units, such as Siege Tanks and Immortals.


This is an excellent article! I have been compiling a list of Starcraft 2 resources for noobs (like me) to publish on my blog (http://daily-grind.net). I will be sure to include this page in my article.Posted at 3:05AM on Aug 12th 2010 by Ben