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d90453.jpg
Renegade Emerald Candy
d90453
I'm assuming we don't have micro restrictions, as our overlords can dole out orders as neccessary and the units aren't dumb as hell- so we can play this like sAviOr (except without the matchfixing)
Everything is happening at once here, so we have to move quickly. We need to do these things simultaneously, as step 1 of the plan:
1. Make sure there are no observers in this force. we can sacrifice an overseer to make sure.
2. Begin another overseer immediately just out side the rich minerals (make this 2 overseers if we lost one before)and have them above our main army at all times.
3. Order all of the drones at the rich mineral expansion to go to the bottom right corner of that high ground, and burrow.
4. Have our 7 mutalisks dance around, taking potshots at any exposed units. The goal here is to get the enemy to waste psi storms, not to do any real damage, so just target whatever you can without being in range of too many stalkers, and then dance away from the storms. Try for colloxen or temps if you can, but it's fine if we don't even end up damaging these units. Also remember to always send in the muta's with the highest health in first, and back off when everyone is in the orange or red.
5. Burrow our new hydralisks at the rich minerals as soon as possible.
6. Move our entire army to the bottom of the ramp up to our rich mineral expansion. Time this so that the enemy is already up the ramp by the time we move into position. (so they don't see us blocking their exit)
7. Have the queens spawn larvae at our three hatcheries not near rich minerals
I disagree with the plan of morphing spine crawlers at the rich mineral expansion, because we probably can't finish them by the time the army starts to attack this hatchery- I don't think the infestors will be able to get there in time to delay the protoss. I do however agree that we need to delay the protoss as much as possible, and 3 infestors using fungal growth will do that.
Step 2
(while the protoss is razing this base to the ground)
1. If our mutalisks haven't already retreated, retreat fully, taking position so that when our horde slaughters the enemy, they will be there to partake in the bloodbath. (a little behind our hidralisk lines)
2. Set up the hydralisks in a concave formation, the focus of which should be the ramp to our rich mineral expansion. set at least 4 infestors in this formation as well, so that as soon as the collosi start attacking us, we can neural parasite them, and fungal growth the units on the ramp,assuring that they won't move from their assigned deathbed. (the overseers are spotting for us here, so that we can actually see the collosi)
3. Start the morphing of more hydralisks and mutalisks at our other bases.(queens use spawn larvae, as usual)
4. Mutate 3-4 spine crawlers at our natural expansion. (the newer non-rich mineral and gas expansion) (if this somehow bombs, i don't want us to die)
Step 3
(during the battle)
1. As soon as our infestors fire off neural parasite, move the hydralisk lines up about one build matrix, so that the infestors aren't easily focused down by stalkers.
2. Focus fire the 3 dark templar immediatly(once again relying on the 2 overseers above our army to do this), then moving onto the collosi if any have gotten loose of our mind controlling, and then stalkers, then zealots, then high templar. (the high templar are last because we won't have time to focus them down before they use all their storms, and after they storm they're just dead weight)
2. Execute a rolling attack, as before, trying to move critically damaged hydras to the back of the firing lines. The high templar here will be a pain, but with any luck the mutalisks will have wasted at least 3 storms, and we can almost shrug off the rest. nevertheless, if hydras are caught in a psi storm, they should try to run out of it so they don't sustain quite as much damage.
3. The remaining infestors (i believe there are 4 of them currently unused) should concentrate on using fungal growth to stop the zealots when they try to charge unto melee range of our hydras.
Step 4
(recovery)
Immediately after we win the battle (if we don't, ignore this)
1. unburrow the drones hiding in the bottom corner of the rich mineral expansion, and rebuild a hatchery here.
2. build a hatchery at the other rich mineral expansion.
3. upgrade our spire to a greater spire, and begin production of corruptors, to get broodlords.
4. continue checking on the protoss base with strike groups of zerglings (about 8-12) if there is an undefended probeline or building, kill it. generally harass the protoss, and be annoying as hell.
5. continue building drones and upgrading at our evo chambers.
6. get a nydus network- if we had this before we could have forced the protoss to return to base by nydusing the back of his/her base. ah well.
Sidenote:
If the protoss doesn't keep their army together, that is, they get cocky and decide to blink down the cliff and move their collosi up toward our base without escorting their zealots, high templar and dark templar down the ramp, we can just fungal growth and kill the ht, dt and zlots, and then move north to kill the remaining protoss army.
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