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File 127558217289.jpg - (382.21KB , 810x500 , title3.jpg )
187139 No. 187139 ID: e2020c

Expand all images
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No. 187140 ID: e2020c
File 12755823308.jpg - (408.55KB , 810x500 , strategyview.jpg )
187140

The Swarm has 3218 mineral resources, 2662 vespene gas resources, two "hatcheries", a queen and 16 overlords (and more spawning) at its disposal. We have a hydralisk den, a spawning pool, an infestation pit and a hive. What should we do?
>>
No. 187141 ID: 697b23

>>187140
Spawn zerglings and send them out in teams of two to scout the surrounding areas. Have your overlords circle the base to provide a defense against stealth units. Start spawning creep colonies and mutate them to sunken colonies. Then build some spore colonies and have the overlords retreat back to a safe circle.


Ummm... that is... if this is using Starcraft 1 and not Starcraft 2...
>>
No. 187143 ID: 697b23

>>187141
Oh wait, just realized this is apparently on ongoing quest? Where are the previous chapters? How did I miss this...? o.O
>>
No. 187144 ID: 1ac39d

regardless, that is a pretty good plan.
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No. 187148 ID: e2020c
File 12755835046.jpg - (144.17KB , 500x810 , yeahdurandal.jpg )
187148

>>187141

We're sending out zergling patrols to seek for the probes etc. Basing on the suggestions of overlord Durandal, we are to build ourselves a protected air pocket above the swarm. This would cost 450 minerals, but can be modified to cost more or less regarding the amount of drones "sacrificed" from mining.

Part 1:http://www.tgchan.org/kusaba/quest/res/185834.html
Part 2: http://www.tgchan.org/kusaba/quest/res/186517.html

Now in return I would like to ask how do you report finished threads?
>>
No. 187151 ID: 1ac39d

check box the first post of the thread and report it, write 'complete' as the reason for the report on the bottom.
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No. 187152 ID: 006690

>>187148
If I felt like being cheeky, I'd tell you to read the FAQ. Since I feel partly cheeky and partly helpful, I also point down towards the "Report" function near the end of the site while saying "Read the FAQ".
>>
No. 187153 ID: e2020c

>>187152

Umm, where's the FAQ?
>>
No. 187154 ID: 1ac39d

>>187153
front page, near the top.
>>
No. 187155 ID: 1ac39d

on irc they say stop making new threads and put several parts in one thread. this thread should contain 3 4 5 and 6.
>>
No. 187156 ID: e2020c

>>187155
ok
>>
No. 187165 ID: ea19bb

I'm assuming we already have Burrow since the Hydralisks are able to do it...

Get an Evolution chamber with Missile upgrade 1 and Carapace 1. Have the queen spawn some larva and build 3 Infestors, 8 Hydralisks and 26 Zerglings. Make sure the Zerglings have Metabolic boost.

This should bring us down to 1043 minerals and 1462 gas. You might want to build some spine crawlers and spore crawlers as well, but make sure we have spare minerals to expand. Morphing at least one overlord into an overseer will be very good too.

Send some zerlings out to scout for more minerals and prepare to move out the army at short notice!
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No. 188054 ID: e2020c
File 127571887713.jpg - (1.03MB , 1200x1600 , exploration.jpg )
188054

>>187165

This brings us down to spending 2100 mineral 1200 gas and some for ea19bb becoming an overseer. We now have roughly around 2795 minerals and 2162 gas after the upgrades have finished.

The zerglings did good job, although the best individuals died in the cannon fire of stalkers, colossus and photon cannons. However, they found two suspectful areas filled with protoss presence and one mining expansion under construction, which is currently protected by a colossus and cohort of stalkers though.
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No. 188056 ID: a594b9

>>188054
Expand to the not-rich minerals! They're right on your doorstep.
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No. 188065 ID: e2020c
File 127572069074.jpg - (408.35KB , 810x500 , expansion.jpg )
188065

>>188056

>>188056

Rigtho! But where should we put our overseer?

Also, we have 3666 minerals 2525 vespene gas, 15 larvas and 17 overlords. That means we have a control limit of 150, but goad units only for worth 75´control.
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No. 188285 ID: 6a5a08

The overseer should send some Changelings to spy on the enemy forces.
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No. 188469 ID: 6854be

We've got tons of resources!

Keep the overseer close to home until we've researched the speed upgrade, but send out a changeling to infiltrate the enemy.

Seems like we're mostly up against stalkers and they're weak against the numerous, speedy zerglings. I say we send a drone out to expand and continue to upgrade and reinforce our zergling mass.

Let's have 3 control groups. One for the main hydralisk/zergling mass, then another for a group of flanking zerglings and a 3rd group for the infestors.

If we burrow the flanking zerglings, keep the infestors back and hit and run with the hydralisks we might be able to lure out the defenders. Our goal should be to unburrow the zergling flank group from right under the colossus and hitting the stalkers with fungal growth so they can be surrounded and swarmed.
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No. 188920 ID: e2020c
File 127582725149.jpg - (31.43KB , 500x810 , battle.jpg )
188920

>>188285
>>188469

As we try to expand further to the rich minerals we are confronted by the new protoss army. They seem to have two colossi behind their lines, a group of zealots and two high templars guarding their flank and a group of 20 armored stalkers holding their center.

We have 130 zerglings, 13 hydralisks and 3 infestors. Our zerglings are speed upped and have upgraded adrenal glands, armor and claws, three should stand against one zealot or one stalker, but if they're held back and colossus fires at them, masses will die out.

The protoss have taken the initial stance, it's hard to try to ambush them now that they also have the high ground for their colossi.
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No. 188924 ID: 1ac39d

send a force forward a bit and have all hydralisks burrow, get as close as you can without them spotting them, have overseer go with them to make sure no probes are watching. after they burrow use a few lings to aggro them and retreat, when the colossi pass the lisks have them pop out and shoot while the lings charge form the front, pinser attack.
>>
No. 188936 ID: a594b9

>>188920
Have one Infestor use Fungal Growth on the Zealots, and the other two use Neural Parasite on the Colossi. They should stay burrowed during this. The zerglings can swarm EVERYTHING and the hydralisks can take out the templar/stalkers.
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No. 188950 ID: a9573c

Just maneuver about and try to break their formation. Flanking will absolutely be the key as we need to hit them with all 130 zerglings simultaneously, preferably taking out the high templars in an instant. Make sure the high archons don't get into position to psi storm our hydralisks or infestors.

Start off by throwing down some early fungal growth to damage and split the Protoss up. Send around 40% of our zergling mass to flank them from the back, ready to strike whenever there's an opening.

If we can get in some surprise neural parasites on the colossi then the battle will pretty much be won, but it'll be hard to get the infestors in range without them dying.
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No. 191448 ID: e2020c
File 127618668275.jpg - (88.88KB , 405x250 , fail.jpg )
191448

>>188936

The zerglings and the infestors wipe out the zealots and high templars because the protoss war AI seems to abandon them! The robots move to a defensive location between two cliffs from where they plow away with disruptors and thermal lances our 130 zerglings, that manage with their increased metabolism upgrade and mass take out half of the stalkers. Now it's 10 stalkers, two colossi against 13 hydralisks and 3 infestors. A certain defeat this is, if those colossi stand at an unreachable distance.

[reuploaded]


>>188936

We FORGOT to research Neural Parasite!!!!

>>188924
They had no observers. The hydralisks are burrowed in safety.
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No. 191452 ID: e2020c
File 127618770262.jpg - (140.38KB , 500x810 , fail2.jpg )
191452

Now it's their turn to fail!!

They don't see the hydralisks burrow behind the zergling mass! They go chasing the overseer with all their stalkers and leave the colossus defenceless. Behind the stalkers the colossi stride at a pooching range past our burrowed hydralisks!
>>
No. 191475 ID: cecf83

Have we still got plenty of juice in the infestors? When the colossi and stalkers are a little further apart throw down fungal growth on the stalkers as the hydralisks focus fire on the colossi. Hopefully the Stalkers will be stuck until the colossi drop and the fungi should weaken the Stalkers significantly and keep them in place so we can finish them off with a surround.
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No. 191849 ID: e2020c
File 127626917165.jpg - (761.25KB , 1000x1620 , fallofcolossi.jpg )
191849

>>191475

The plan worked. The colossi are destroyed, the infestors have stucked the stalkers but they will soon be released from the grasp of fungal growth. Should we engage or preserve our hydralisks? Divide and conquer?
>>
No. 191850 ID: 1ac39d

rolling attack. engage and have any that get 50% wounded disengage and burrow will result in maybe just a handful of losses for them and no loses for us and we can regenerate.
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No. 191855 ID: e2020c
File 127627232534.jpg - (268.84KB , 810x500 , rolling attack.jpg )
191855

>>191850

The rolling attack is fucking genious! The stalkers are motherfucking miserable for not getting a kill and a honorable death... or destruction? We only lost 2 hydralisks and now all the stalkers are biting the dust.
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No. 191934 ID: 893594

Victory! Too bad we lost ALL the zerglings tho. We'll have to unleash them with more precision in the future.

I think we should hurry and claim the gold expansion and maybe even set up a token base at the regular mineral expansion.

Also reinforce our army with replacement zerglings and send out scouts to see what our enemies are up to.

Do people want to go fur Mutalisks or something else? I think Mutalisks would be a great addition right now as well as overlord speed and unit carrying upgrades so we don't get bottlenecked again...
>>
No. 191936 ID: 1ac39d

yeah, sounds good. if they are making more colossus then fliers would be good.
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No. 192067 ID: d90453

First thing- make around 12 lings, and send them to the protoss's open base, to kill probes and generally harass. Back off if there's an army- if there isn't an army....

Begin research of Neural Parasite. Invest in more infestors. Drone up- at least 15 drones at the expansion, and a couple extractors there, too. Get queens at both the Hive, and our new expansion. Have both of them inject larvae regularly, but with the starting energy of the queen at the expansion, start a creep highway to the protoss base. It would also be a good idea to start a Spire, so we can build corruptors to help deal with colossi. (which we can later turn to broodlords, 'cause broodlord/hydra is imba :3)

How much minerals/gas do we have to work with?
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No. 192533 ID: e2020c
File 127633239246.jpg - (108.58KB , 539x333 , scouts.jpg )
192533

>>191934

We reinforce our army with more fresh zerglings and send some of them to scout the enemy. The enemy has two bases, the other one is producing colossus, stalker, and the other one is producing zealots, high templars and possibly dark templars too...

>>191936

We're now mutating a drone into a spire.

>>192067

We initiate the research of neural parasite. 15 drones to the blue mineral expansion and a new expansion to the rich minerals is seeded. The queens are building creep highways between the expansions and the enemy bases -- Perfect for hydralisk hit & run.

We're sendin a spawn of zerglings (30 zerglings to harass both bases and manage to take out 1/3 of the probes in both bases. This should reduce the amount of resources they have for their next force. Their current force is 2 colossi, 15 zealots, 5 high templars and 8 stalkers.

We spawn 8 infestors. We now have around 1500 vespene gas and around 1000 minerals. Our host is 11 hydralisks, 60 drones, 11 infestors, 42 zerglings.
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No. 192584 ID: 1ac39d

do a fly-by with the overseer on the base with the templar to see if any dark templar are in it. we need more hydralisks and zerglings. when the spire is done switch all bases to mutalisks.
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No. 193053 ID: 75a29c

We've got so many infestors. Let's use them

Try to sneak 1-2 infestors into each of their bases using burrowed movement. If that succeeds then PRETEND to attack the front using 16 or so zerglings. Have the zerglings hit and run away so we don't lose too many. When that draws their forces to the front hit all the workers with fungal growth. When the first fungal growth wears off hit them again and burrow move into hiding! That should kill like 10-20 workers if they don't have any cannons or guards left near the mineral area.

Meanwhile build as many mutalisks as we can. When they are crippled we can strike with a good mixed force.
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No. 194572 ID: e2020c
File 127669466632.jpg - (247.95KB , 810x500 , infestorplay.jpg )
194572

>>192584
>>193053

Our resources hit the 0 on both vespene gas and minerals for a moment and we get on their way 10 new mutalisks and 20 new zerglings for the bluff attack. Our infestors are growing tunneling claws and three of them are preparing to ambush the enemy probes. This should totally wreck the protoss economy, if it works - if they don't have observers. While the infestors are developing the tunneling (move while being burrowed), should we send our 10 mutalisks & overseer to destroy enemy observers? y/n

We're executing the infestor trick unless no objections??? You know, they might have observers and the infestors might get killed on their way to the collectors...
>>
No. 194575 ID: aeade0

fine! send an overseer. and some mutalisks.
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No. 194666 ID: e771aa

I thought infestors could naturally move while burrowed without upgrading?

Yes move in for a quick harassment/observer hunt with the Mutalisks from higher ground with the overseer just behind them. Keep moving so you don't get psi stormed or cut down by the stalkers.
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No. 194933 ID: e2020c
File 127678885987.jpg - (73.33KB , 405x250 , nexus.jpg )
194933

>>194666
>>194575


This is their new economy. Nothing ! We lost 3 mutalisks.
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No. 194940 ID: 71e5ac

Proceed with the plan. Do a fake attack from the front with some zerglings to draw away the colossi etc.

Then hit the mineral line with fungal growth. Once the first fungi wears off hit them again and burrow away and hide. Enemies will come hunting.

Then we can gear up for our finishing blow.
>>
No. 194972 ID: a594b9

>>194940
We hit their economy already.

Our next step is to continue harvesting resources and build up our army a little bit before attacking. We take advantage of their ruined economy to get ahead.
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No. 196243 ID: e2020c
File 127704459922.jpg - (256.31KB , 793x483 , base.jpg )
196243

>>194972

I'm building up hydralisks. -It's 30 new hydralisks hatching now.
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No. 196247 ID: a594b9

>>196243
Ok, briefly scout out their army and then let's kick their shit in.
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No. 196253 ID: e2020c
File 127704993944.jpg - (135.76KB , 810x500 , scout2.jpg )
196253

>>196247

They have 11 zealots, 4 templars, 10 stalkers and 3 colossi and they're attacking our rich mineral expansion -- provoked by our attacks against their economy. We have 30 hatching hydralisks, 6 of them in the rich mineral expansion, 11 hydralisks that have spawned, 11 infestors, 7 mutalisks and lots of drones. Oh yes! They moved next to our overseer which I'm moving to safety. They also have 3 dark templars. More than we expected, but they had mined minerals for a while and they were almost depleted from both of their bases before our infestor strike.
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No. 196405 ID: 072b86

That's a very very bad force we're facing. We have to delay them until we can deploy our fully hatched hydralisk army.

How much do we have in terms of minerals? Start morphing 4-5 drones into spine crawlers at the rich minerals and one into a spore crawler (for backup dark templar detection).

Sacrifice 1-3 infestors by having them run in and throw as much fungal growth as they can (templar and colossi being the priority targets). The infestors will probably die, but the protoss are unlikely to move on without the whole army. Also use the mutalisks to hit the flanks and templars with single shots to slow this incoming army until our hydralisks can mass up ready to strike with infestor support.
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No. 197398 ID: b4ae88

Mutate a drone into a Nydus worm while this is going on. Gotta make sure we have a nice way to transport units.
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No. 197546 ID: 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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No. 198135 ID: e2020c
File 127738106130.jpg - (618.83KB , 1620x1000 , fastdraw1.jpg )
198135

>>197546
>>197398
>>196405

>Author's note
Sorry about the delay, I've been mundanely challenged for the couple of few days and now superficially emploeyed by Dwarf Fortress so I've found little gaps for making a proper update in response to your suggestions. Even now I'm on a psychologically tight schedule and I can't make the four updates to the suggestions I've planned "in time" -- so I fast draw the first phase. I will enhance the images later.

>update

We manage to destroy their observers loosing our overseer while retreating. A few mutalisks get badly mangled in the disruptor fire, but manages to swiftly retreat with the others avoiding death. The three infestors attack simultaneously with the mutalisks, snaring the colossi and some templars to the ground for a passing moment. This buys us some time and the hydralisks manage to burrow in the rich mineral expansion. At the same time, the large swarm of hydralisks get on their way to the rich mineral expansion. The protoss force holds position to secure its weapons of mass destruction. Two of the infestors die in later disruptor fire and a short chase move of the stalkers. those stalkers do soon join the attack towards the rich mineral expansion. We manage to get the templars waste their mind storms, as it's difficult to protect the high templars anyway against the fast mutalisk focal strikes. We lose three of the mutalisks in this harassment, but manage to slow the enemy force down even more. The drones have burrowed and are safe as we destroy the last observer with the sight of our overseer in the rich mineral expansion. We are building a nydnus canal in the main base, maybe because the overlords can no longer maintain the creep highway to the rich mineral expansion and we need a fast way to the protoss.
>>
No. 198222 ID: bbbe8b

You know what you need to do, UPGRADE HYDRA SPEED AND RANGE.

In any case, use two of your drones by the RME to make 2 spine crawlers. Need your defenses of course.
>>
No. 198403 ID: 31cbfc

Sounds like terrible, terrible damage.

Send out anything that can burrow to the remaining non-taken or just destroyed expansions and crucial chokepoints, burrow usually at nexus spot. It will buy you time it takes for them to fetch an observer and let you know which ones are being taken - and crush the early base with remaining mutalisks. You can actually crush their backup by luring his zealots with some expendable zerglings, then burrowing the bastards and letting mutalisks come into play (or hydras doing some good micro, hit and run). All until he sends out some ranged unist, in which case you send out more zerglings to distract.
It will ruin his economy to hell, and distract him from your rich expansion which will continue to spawn more hydralisks and upgrade them.
Make sure the Protoss do NOT research a void ray before you can get to them. A small but cleverly operated battery of VRs can crush the zerg like puppies.
Keep in mind every lost unit is a bigger pain to the protoss than to us.
>>
No. 198656 ID: d90453

Hm. It seems I forgot a thing or two. During that large battle, after we've dealt with a large portion of their forces, we should unburrow the hydras that just hid at the rich mineral expo and have them attack from behind. also,..
>>198403 i don't think we need to worry about VR's, that much. it doesn't look like there's anywhere the voids could charge up, and uncharged voids vs a mostly hydra army, or a hydra/corruptor/broodlord army is tantamount to suicide for protoss. charged void rays... now those are a problem. but as far as i know, there aren't any convenient rocks or buildings that the protoss doesn't own to charge them on. (they can of course be charged on the protoss's own buildings, but that's not a great idea for more than 1 or 2 voids, 'cause you can actually lose buildings)

hopefully this ambush will work wonderfully. the reason for us to have the infestors at the front line in the very beginning of that battle is so that they can neural parasite the colossi at the same time as they take their first shot (neural parasite and upgraded colossi have the same range).
>>
No. 204520 ID: e2020c
File 12785029751.jpg - (685.99KB , 1620x1000 , raze.jpg )
204520

Step 2
The Protoss are razing the rich mineral expansion
>>
No. 204527 ID: e2020c
File 127850522234.jpg - (198.24KB , 810x500 , pchoo.jpg )
204527

>>198656
>>197546

The hydralisks that were burrowed in the expansion now attack the protoss from behind, luring them against the main force which is waiting in a concave formation behind the ramp.
>>
No. 204530 ID: e2020c
File 127850550914.jpg - (346.94KB , 1620x1000 , endpart3.jpg )
204530

>>
No. 204554 ID: e2020c
File 127852062495.jpg - (127.22KB , 648x400 , part4.jpg )
204554

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No. 204560 ID: e2020c
File 127852179428.jpg - (143.60KB , 540x500 , concave_s.jpg )
204560

[reloaded]

Me and my cousins sneak the blight that is protoss. Our line is crooked, as the overlords require^... Something coming our way up on the cliff. Something burrowing inside a ramp in the cliff. Scorching light passing by them. Green lights emerging from a dust cloud. Big mashines. I'm in the front line. I want to burrow.
>>
No. 204648 ID: a594b9

>>204560
Don't flee, coward! Face your enemies. Give your life FOR THE SWARM!
>>
No. 204667 ID: 407b5b

>>204648
I would actually suggest burrowing until they are almost on top of us, then we might be below the radius of their beams and pop out to shower spines directly on their undersides and leg joints.

Use the Mutalisks to draw them in as they can more easily escape and enter the zone of engagement at will.
>>
No. 204800 ID: d90453

Hm? You are sapient? That is a strange occurrence in the broods that I have helped watch over before now. Nevertheless, you are already on the front lines, and many of your cousins might fall if you cannot do your part. What would you think, if your brothers next to you started to hide in the ground, rather than fight on? You must do your part. Neither, though, should you throw your existance away needlessly. When the machines start to scorch the front lines with terrible streaks of fire, it is better that you move to avoid them than be immolated meaninglessly. Try to shield your comrades when you can, but when you have almost no strength left, it is always better to survive to fight another day.

The protoss machines are also shielded by a layer of force, but once they have lost that protection, are relatively fragile. Especially the spindly legs of the giant golden machines- if your are confident you can hit them with your spines.

Are you indeed an anomaly? Or is every one of your cousins just as aware as you are? If you are unlike the rest of your brood in that you can think for yourself, then the swarm could surely benefit from your abnormality.
>>
No. 204880 ID: 50e1af

Don't worry. Your infestors will decide this battle. If they mind control the large colossi then just press on and kill everything else. If they throw down fungus on the lesser troops then focus on taking down the colossi.
>>
No. 204917 ID: e2020c
File 127859390011.jpg - (218.64KB , 810x500 , neural_parasite.jpg )
204917

>>204880
>>197546
>>198656

What's are theses? Big sacks spilling delicious poison gases! Infesting our prey... with tentaclesssss...

>>204648
>>204800

Sapient? No! This one aren't monkey. This one has the Kerrigan factor. What's it wit e' overlords so nosey over shit?

This one is not only special, this one also the hardest to kill! This one throws needles from behind an INFESTOR!

Ooo' feisty templars coming this way with long green blades!
>>
No. 204919 ID: e2020c
File 127859424139.jpg - (258.97KB , 810x500 , colossi_backfire.jpg )
204919

>>
No. 204953 ID: 480c47

Hahaaa! They've taken over the colossi! Fire and advance on the zealots and stalkers so they can't reach your precious infestors! It's game over for the remaining protoss now that their own heavy support units have turned against them!
>>
No. 204955 ID: e2020c
File 127860781429.jpg - (131.69KB , 500x500 , zealot.jpg )
204955

The Zealots are closing in! They havers of some sort of wicked alien evolution the blast isn't affecting them! They're too quick for the sunbeams to catch them!

Luckily, I'm behind a mighty infestor Muahahhaa! They cannot harm ME! Pchoo Pchoo!
>>
No. 204973 ID: 480c47

The infestors aren't cover, they'll die instantly and then you'll be roasted by sunbeams before the zealots reach you!

It'll hurt, but get in front and tie up those zealots. Once they're stuck fighting you the colossi will shoot them in the back.
>>
No. 205311 ID: e2020c
File 127867876498.jpg - (226.02KB , 800x510 , close_combat.jpg )
205311

Two zealots approach. The zealots have shields for 50 points. After this they fight protected by their armor, for 100 hitpoints. They have a dual attack of 8. Their weapon speed is 1.2. They move by the speed of 2.25.

Hydralisk has a movement speed of 2.25. It has an attack of 12 damage, the speed of this weapon is 0,75, the range is 6 (with range upgrade) The hydralisk hits the target with a damage of 24 before it reaches close combat. This is half of the power in the shields.

Unless overlords make a battle plan for this hydralisk individual, he will surely die.

You have 29 other hydralisks, 7 mutalisks and 6 virile infestors at your disposal. Concentrating the colossi to fire at the zealots might leave them vulnerable to stalker fire.
>>
No. 205395 ID: fe2b62

Wait does that leave the colossi open to stalker fire or our own troops open to stalker fire? It's much better if the stalkers fire at the colossi than if they move/blink into our lines and start firing at our infestors and mutalisks.

Since the Kerrigan factor hydralisk has the same movement rate as the zealots then it can just move away while firing at the two zealots, luring them off to the side of the main hydralisk line. The longer it keeps them tied up the better.

The rest of the hydralisks should just try to rush into firing range of any enemy unit. Focus the mutalisks on the zealots as they'll take too much damage from the stalkers. The infestors can just open up with all out neural parasite and fungal growth at will.
>>
No. 205396 ID: 6faf8a

>>205395
Hydralisks have to stop to fire. Now he could draw them into other units, but couldn't attack and expect them to not catch up.

Have the mutalisks and collossi work over the stalkers, while he draws these zealots into the other hydralisk's fire.
>>
No. 205753 ID: e2020c
File 127875252695.jpg - (265.27KB , 810x500 , ranged_hits.jpg )
205753

>>205395
>>205396

The flying mutalisks are attacking the stalkers. It looks like the protoss have started to pick on each other. The zealots are trying to attack our infestors!!! Unheard of! I'm going to hit both zealots with my claws!

There are two other hydralisks pooching the two zealots. (30 hydralisks divided by 11 zealots) The other zealot collapses before it reaches a close stand, but nimbly throws its corpse up again fighting with its last BREATH! Unheard of!
>>
No. 205755 ID: 8e2486

this battle is important, the know a loss here would be a loss for the whole area. use your claws, you are in melee range.
>>
No. 205760 ID: 6ef727

>>205753
You know what else is unheard of? Hydra-Shoryuken!!!!!!

Burrow and then come up swinging + PchooPchoo
>>
No. 206777 ID: e2020c
File 127892974459.jpg - (128.39KB , 1000x1000 , burrowed.jpg )
206777

>>205755

That's what I was going to do!

>>205760

That's what... errr.. SKREEEEE!!!

>>Kerrigan factor activated
>>rolling a d6
>>1: Skip "Hydra Shuriken", do nothing
>>2: Make a variation of "Hydra Shuriken", Burrow and wait too long
>>3: Make a variation of "Hydra Shuriken", skip burrow
>>4: Perform "Hydra Shuriken", as described above
>>5: Overpower "Hydra Shuriken", involve metatelepathic interference to swarm, causing surrounding hydralisks mimic behavior
>>6: Begin an evolution to Lurker morph -- in the midst of a battle
>>rolled 2
>>
No. 206779 ID: 665d82

Only a 2? Oh balls.
>>
No. 206788 ID: 330d16

rolled 2 = 2

Dammit, roll better.
>>
No. 206789 ID: 330d16

...., A two it will be then.
>>
No. 206796 ID: 701a19

rolled 5 = 5

Rolling~
>>
No. 206797 ID: 701a19

rolled 5 = 5

And again~
>>
No. 206798 ID: cac4fb

rolled 3 = 3

>>
No. 206799 ID: 6a5a08

rolled 3 = 3

Weee!
>>
No. 206835 ID: 97e0c5

rolled 5 = 5

...
>>
No. 206849 ID: 330d16

Guess that counts as a 4 overall
>>
No. 206942 ID: 5a9c6e

>>Author's note
Great job! It counts as 5 because there are most 5's rolled. I was dissapointed myself to the roll I did but you guys created a sufficient glitch for a generous continuum for the quest. I'm off town so the next update will be a several days later. My cousin is playing starcraft 2 next to me so I'll take some inspiration there. And oh! The beta is on for a few days still before the release date. Or maybe even after! Haa. Dunno. Cheers!
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