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Starcraft - Pimping With Adrenalings

This idea came about when me and a buddy were pondering stupid/funny/annoying strategies at a friend's house, so the credit goes to Travis. We were at Ad's house messing around with a map of his and Travis pointed out how annoying zerglings are (RAAAID??!), but how annoying AND effective adrenalings are. In a late game, esp on islands, nobody expects a massive adrenaling drop. This strategy is hard to pull off, strangely enough, but it's really annoying.

ISLANDS
Grab app. 10 surplus lords, and make a few in the event you lose some. 'Lings are very cheap and don't cost you gas, which is a major plus since zerg requires so much of it, especially on islands. The best thing about zerg drops is you already have lords sitting around, and if you have enough of them there's no possible way a few turrets will stop them. basically just load up 8-10 lords full of lings with the adrenal upgrade, and send each half to opposite sides of his base. A good way I've found to build up to this tactic, or at least making it work better, is to really piss your guy off and feint at the same spot over and over. Start throwing away mutes on one end of his base early on, so he over protects it. If he's not very keen or observant then he'll have the other half underdefended. Just dont get caught, because lords are slow as hell. Btw, if you can drop in his peon line, it's ideal (as with most drops) but that's not very likely. I also recommend delaying the 2nd batch of roaches app. 10 seconds for 2 reasons: 1)to see if any actually make it out of their transports and 2)so he sends all his guys there and you get some sucker shots and confuse the hell out of him. Island defenders are unlikely to have hot keys assigned to them, so your enemy's response will be slow and unorganized.

Another way to use this tactic is in conjunction with a full scale mute/guard attack. Zerg's most appealing characteristic is cheap, mass units, and since nobody has reavers or tanks on islands, and since lings are low priority to ground troops compared to guardians and mutas, they'll do all the damage. This is another strategy that requires some adaptation, so just be creative. It can also be used to quickly take down enemy expansions, given how fast lings produce.

BASES WITH CHOKES
A good terran player's attacks are no more than 6-8 minutes apart. Adrenaling pushes must be even more frequent to be successful. Every 3 minutes at most, you should be able to send in 36+ cracklings at his defenses. This attack is almost totally ineffective against any substantial protoss defense. Psi storm slaughters zerglings horrifically, and cannons can kill a third of your force before they get a shot in.

Against terrans, especially those with supply depot blocks, send in strung-out waves first to take out anything that blocks passage. Otherwise your guys will pile up and be obliterated without hurting much of anything. Once a path is cleared, start running them in 12 at a time at his bunkers and tanks. Once his main defense is gone, it's very unlikely he can stop further attacks, even with a large air force. If you plan on using this attack, start upgrading armor early. I went power cracklings on Rocky who was stocking up on wraiths, and his air couldnt kill the lings fast enough because of the armor. Once you've got him reeling, cut off your ling production and crank out some hydras or mutes. Money stocks up rather quickly when you focus on attacking. Your main threat when attacking terran is stimmed marines & firebats. If your victim has any intelligence at all, he'll stock up on firebats while you're hung up on his defense. If you notice this, cut your zergling production as soon as you get thru his main D. Go with a mix of mutas & hydras (if you can afford it) and catch him off guard. If he somehow manages to get more anti-air then go back to cracklings, and so on and so on. Keep him pinned and he's dead.

When attacking Zerg, make damn sure you hit the lurkers first (if he has any). They eat zerglings like popcorn. Kill any units that deal splash damage (except mutes of course) then focus on structures. If anything, go for his hydra den & spire. This will delay production of your main threats (lurkers & mutes). Zerg is like terran when goin power cracklings: once you get rid of their main row of defense, it's all over. The most likely counter will be mutas and cracklings of his own, so be prepared to change gears. If he gets too many adrenalings, go for mutas, and if he goes only mutes, go straight cracklings. Once again you have to adapt to his adaptations so be careful.

If you have no choice but to go for zerglings against protoss, it IS in fact possible. The difference is you have send more at once, and faster. Send in 12 at a time first and let them be psi stormed and cannoned to death. Once the temps run out of energy, send in the cavalry all at once. The only way a zerg player can hope to beat protoss is to totally overwhelm him. While zerg and terran have only a few effective counters, protoss has only a few INeffective counters. These would be scouts, arbiters, and dragoons to a certain extent. zealots and dt's can hold their own against cracklings in large numbers, and dragoons deal their damage while you're hung up on melee units. Your best bet with power cracklings is to just distract him so you can expand or move a bigger attack into position. Otherwise it's wasted money.

OPEN ENTRANCED BASES
This is more or less the same concept when attacking any species so I'll lump it all together. Always attack from several directions. On maps without choke points, most people go with a compact base and focus on attacking. They tend to scatter towers around hoping for some coverage, then start expanding. Take advantage of this. Keep your guys spread out so they dont take a lot of damage from tanks and psi storm and such. If they cant concentrate a counterattack, they cant do damage fast enough. If you do this right, 2 attacks should just about do it, then you follow up with something heavier to finish him. The only thing you should really worry about with this attack is bunkers you cant get to, and spellcasters. Focus on them first and everything should go relatively smoothly.


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