

Zerg: a Full Game Overview
                               Take advantage of special abilities like Burrowing. Burrow most of the
                               defending units in your town until your enemy decides to attack. This
                               might give your enemy false recon information and fool him into thinking
                               you have fewer troops there than you really do, causing him to
                               underestimate the needed size of his attacking force. When the attack
                               arrives, unburrow all your troops for a surprise attack. 
                               The Zerg are a race of biological weapons. Their units are relatively
                               inexpensive for the most part. They can also produce combat units at a
                               much higher rate than the Protoss or Terrans because each Hatchery can
                               spawn three units at once. Every Zerg unit can also regenerate lost hit
                               points. Use all of these aspects to your advantage and try to attack your
                               enemies with a numerical advantage. You may also consider pulling back
                               damaged units or burrowing them to allow for hit point regeneration. 
                               Early Game
                               If you should choose to "rush" with Zerglings, try to get around enemy
                               defenses to attack the worker units of the enemy. Zerglings are also
                               effective against enemy structures. 
                               Use Overlords and Zerglings to scout the map quickly. Once the enemy
                               has anti-air units, however, you'll want to pull out your Overlord so that it
                               doesn't get killed. Zerg have the advantage of being able to morph three
                               Larvae simultaneously, instead of needing to build multiple
                               Barracks/Gateways. A common opening strategy for Zerg is to attack
                               early by swarming the enemy with Zerglings. Upgrade the movement
                               speed of the Zerglings early. If troops are guarding the enemy workers
                               closely, split your force in half and use one half to distract your opponent
                               first, then attack the workers. You'll usually want to build another
                               Hatchery inside your first town to produce Zerglings more quickly. 
                               At any stage of the game, Hydralisks form the backbone of a well-rounded
                               Zerg army. A combination of Hydralisks and Zerglings is your best bet for
                               early game attacks. Send a group or two of Zerglings in first to attack
                               enemy troops, then immediately follow up with Hydralisks to shoot from a
                               distance. The Zerglings should buy more time for the Hydralisks to fire
                               without being attacked themselves. 
                               Hit-and-run tactics work particularly well with Hydralisks against Protoss
                               Zealots or other melee units. Research the speed and range upgrades for
                               the Hydralisks. Approach idle enemies with your own group of Hydralisks
                               and target the nearest enemy unit, attacking from the maximum possible
                               range. Usually your enemy will charge at you by targeting the nearest
                               Hydralisk. Try to guess which of your units he's running for and draw them
                               away from the rest of your Hydralisks, which should still be firing. The idea
                               is to keep the enemy moving instead of attacking your Hydralisks. 
                               Mid Game
                               It's important for the Zerg to advance up the tech tree to take advantage of
                               the more advanced units. Preliminary Zerg units simply can't compete
                               against some of the more powerful enemy units, such as Carriers and
                               Siege Tanks, and even hordes of Zealots with their speed upgrade will
                               pose problems for Hydralisks and Zerglings. Upgrade your Hatchery to a
                               Lair so that spawning Queens, Mutalisks, and Scourges is possible. Build
                               the Queen's Nest before the Spire to gain early access to useful Queen
                               special abilities. Mutalisks are useful in air combat situations, and can
                               provide good support to ground units. Scourges combined with Mutalisks
                               and Hydralisks are the primary Zerg anti-aircraft forces. 
                               The Queen has many abilities that are useful for any Zerg military effort.
                               Ensnare is the most useful and practical ability of the Queen, which will
                               slow down a group of enemy units' movement and firing speed. Always
                               use it on enemy units first, then follow it up with your own attack group.
                               Another important spell for the Queen is Broodling. Locate the most
                               dangerous enemy units before sending in your attack force. Good targets
                               include units like Terran Siege Tanks, Zerg Ultralisks, and Protoss
                               Templars. 
                               The Lair also contains many useful upgrades for the Zerg Overlord. The
                               first one that you should research is the speed upgrade. This will finally
                               give the Overlord a decent movement rate so that it can escape would-be
                               attackers, and make it more efficient in a scouting role. Be sure to also
                               research the Ventral Sac, the transport ability upgrade of the Overlord.
                               Obviously, the transport upgrade is a must in island games where it is not
                               possible to walk on land between bases. 
                               By this time, Terran opponents may have cloaked their Wraiths. Be sure
                               to have an Overlord tag along with your troops, since the Overlord is the
                               detector unit that can spot cloaked Wraith fighters. Another way to reveal
                               cloaked Wraiths is to use the Queen's Ensnare ability on the location
                               where you suspect Wraiths are. The green goo of Ensnare will decloak all
                               cloaked units so that your units can target them. The Ensnare ability will
                               also reveal Protoss Arbiter-cloaked units as well as remove any Protoss
                               Hallucinations. 
                               Your enemy may have added an expansion town or two at this point, and
                               you should have as well. If this is the case, make these expansions your
                               top target priority. Chances are they are not defended as well as the
                               opponent's main town, even though they are more important than their
                               main town in terms of the resources they bring in. 
                               Late Game
                               Upgrading from Lair to Hive will allow you to make the most powerful Zerg
                               units. Hopefully by now you have a few expansion towns in which you're
                               harvesting resources to support the powerful units you're spawning.
                               Harvesting Vespene Geysers is particularly important for Zerg players. Be
                               sure to build several Hatcheries so that you can quickly produce large
                               numbers of troops. 
                               The first advanced unit many Zerg players get is the Ultralisk. Be aware of
                               its weaknesses though, the most obvious one being its inability to attack
                               air units. Because of its high hit points, Ultralisks are a good frontal
                               assault unit leading the charge. They can absorb attacks from the enemy
                               resistance while Hydralisks in the rear deal most of the damage. 
                               A common mistake of unseasoned players is to overlook the usefulness
                               of Defilers. Its beginning special ability, Dark Swarm, is an extremely
                               effective defense for your troops. Dark Swarm creates a cloud of insects
                               that protects ground units within the cloud from most enemy ranged
                               attacks. For example, you can use Dark Swarm on a bank of Protoss
                               Cannon towers, so any melee units that attack those towers will be
                               immune to ranged attack. Think of Dark Swarm as a protective umbrella,
                               protecting your troops from enemy air units like Wraiths or Carriers.
                               Always use Dark Swarm before conducting an attack, just as you would
                               with Ensnare. Be aware that Dark Swarm does not make you invincible;
                               splash damage from Terran Siege Tanks (in Siege Mode) will damage
                               troops inside the cloud as will any melee, non-ranged attackers like
                               Zealots, Firebats, or enemy Ultralisks. 
                               Defilers also possess the Plague ability. The Plague ability drains hit
                               points from enemy units and structures, and you can cast it out of firing
                               range of all defensive structures and most units. For example, you can
                               use Plague on Terran infantry and vehicles and then follow it up with a
                               Mutalisk rush. Since Mutalisks can hit multiple targets with one shot, the
                               Terran troops will die rapidly. Combining Plague with the Queen's Ensnare
                               ability on enemies makes battle much easier for your own troops. Plague
                               also affects buildings in the same way, so cast it on defensive structures
                               to wear them down before an attack. With the two powerful abilities Dark
                               Swarm and Plague, Defilers should be part of all of your attack groups late
                               in the game. 
                               Once you build a Greater Spire, you'll be able to make Guardians. These
                               long ranged attack units are devastating in large groups. Use the
                               advantage of their extremely long range to soften up any fortified town
                               before sending in ground troops. They're great for long range shelling on
                               island maps as well, but are vulnerable to anti-air units and area effect
                               "spells." The best way to defend them is to keep some Scourges,
                               Mutalisks, and a Queen nearby to buy time for the Guardians to retreat.
                               You can also try protecting them from anti-air units by positioning
                               Hydralisks nearby. Use Broodling on any nearby Templars also. Psi
                               Storm can make short work of an expensive fleet of Guardians. 
                               Defensive Strategies
                               The defense of your town, as with any race, should focus around the
                               defense of your worker units. Build a Sunken Colony within range of your
                               harvesting line early on. As the game progresses, build Creep Colonies
                               not only for expanding your carpet of Creep, but also for their cloak
                               detection ability. Spore Colonies supported by Hydralisks can discourage
                               any type of air attack on your town. As with most defensive structures,
                               however, you should never rely entirely on Spore/Sunken Colonies for the
                               defense of your base. There are numerous units in the game that outrange
                               these structures. Park Overlords all around your towns so that all the
                               surrounding area of your town is in view in the mini map. This will help
                               alert you to the approach of the enemy. 
                                    Tip
                                    Burrow your Drones if they are attacked by enemy troops. They will be safe
                                    from attack and won't get in the way of your defending troops. 
                               Sunken Colonies in combination with troops can be much help in defense.
                               Consider building them right next to one another in a row. Station
                               Hydralisks behind the Sunkens and put Zerglings out in front of the
                               Sunkens. The idea is to prolong the life of your Hydralisks and Sunken
                               Colonies. Just be careful to spot any long range units or "magic" users;
                               try to kill them before they come in range. 
                                    Warning
                                    Although the Plague ability works well during attacks on other towns, avoid
                                    using it as a defensive measure. Careless placement could result in the
                                    Plaguing of your own troops and buildings. 
                               To defending against air units, enlist a combination of Hydralisks, Spore
                               Colonies, and Scourges. Have the Scourges patrol back and forth across
                               your town. If you're lucky they might auto-acquire enemy transports full of
                               troops and destroy them along with their living cargo. Your Spore Colonies
                               and Hydralisks should be able to handle the rest. 
                                                           Next: Starting out with Zerg