Zerglings / Hydralisks:

The Zerg are a biological race that have been driven by Proto-Genetic Evolution to achieve a pinnacle of physical perfection. Note: The Xel'Naga was the race that masterminded the experiments that eventually created the races that we know as the Zerg and Protoss. The Xel'Naga attempted to achieve a distinct purity of essence this time, and used an extremely simple life form of miniature insectoids for the basis of thier work. Using proto-genetic manipulations, and assimilating many genetic strains into thier fold, they only consumed the most advanced species, ensuring at every stage of their development they were at the top of the proverbial food chain. This page focuses on the most basic units - the Zergling, and the greater Hydralisk.

Once you start gathering minerals, and get 150, you can morph a Drone into a Spawning Pool, where you can start turning Zerg larva into Zerglings. (Because of the simplicity of the genetic code, one Larva can spawn two separate Zerglings). Taking a Drone out to morph an Extractor is important in planning for your Hydralisk Den (later). You will soon notice that a lot of Drones are necessary in this race - every morph and Creep Colony will need one, plus, you have to keep mining gas and minerals constanty, so build double what you think you will need. (20+ should suffice). Due to the simplicty of genetics, and the fact that the Hatchery only produces 3 Larvea at a time, starting a second Hatchery (at 300 minerals) ASAP is advised in order to produce the numbers needed to defeat the opposing forces.

After the simple Spawning Pool is finished, and if you've been extracting [up too 100 in] Vespene Gas, you can now morph a Drone into a Hydralisk Den. At this point hatch 3 more Drones (or more), because you will need the Evolution Chamber and some Creep Colonies (to expand and protect the creep). You will want to morph as many Drones as you can for this protection - send any you don't use to gas or minerals. (A word on Creep Colonies: arrange them evenly throughout the creep, leaving clear path for units at Hatchery. Towards begining, only make Sunken Colonies, as the first wave attack is usually by ground. After that, compliment each Sunken Colony with a Spore Colony, as air attacks are just around the corner)! The important reason for the Evolution Chamber is not only for upgrades, but to be able to morph the Hydralisks into the powerful, burrowing Lurker (new to BROOD WAR). You can only do this after you morph the Hatchery into a Lair, but without the Lurker, your base could be destroyed on the first attack! The new Lurker makes the Zerg race more balanced and able to withstand the Terran and Protoss ground forces. Previously, you had to compensate with a horde of Zerglings and Hydralisks to overwhelm and overpower the enemy. That is still true, but now the Lurker makes it easier!

Hydralisk

Attacking in groups of 12 makes the Hydralisk effective in battle. Always get upgrades ASAP!

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