Zergling / Mutalisk Rush
By: RS~rEd_LiNe




* Build drone #5.
* Move 4 drones to different mineral patches.
* Use overlord to scout.
* Move drone into position for next expansion.
* Build up to 9 drones.
* Build an expansion.
* Build drone #9.
* Build spawning pool.
* Build drone #9.
* Build overlord #2.
* Build an extractor.
* Build drone #9.
* Build sunkens and zerglings if you feel that you need them.
* Upgrade to lair as soon as possible.
* Collect gas from each base.
* Move drone into position for spire, and start building a spire.


This rush was the most popular build order of last seasons ladder (winter '98). Mainly because the maps, were very long and hard to attack with slow land units, and most other players were Zerg. Mutalisks were the best mobile unit around, making it easy to control the map. Zerglings are the mutalisks land counterpart, being fast, and can be produced in masses. This build order can be altered to suite your needs, as adding an evolution chamber, since spore colonies are very good against other mutalisks. Attacking with 3 mutalisks isn't a good idea. You should wait till you have at least 9, because mutalisks aren't strong in such small numbers. Getting the attack upgrade will ensure that you will win any muta/muta battle. Using scourges can be useful as well, since 3 mutalisks will lose to two mutalisks and 2 scourges if properly controlled. The most important part is having enough supply, so anytime that you are forced to build an overlord, your muta production is greatly slowed. Now hydralisks beat mutalisks, everyone knows that, especially if they are settled in a spot. Zerglings beat hydralisks, as long as they can surround them, instead of attacking at a choke point. And mutalisks beat zerglings, for obvious reasons. Now you can see that this is pretty straight forward, when choosing your battles. However it does take a bit of control when using both mutalisks and zerglings. You should attack with the mutalisks first to aborb blows, as the zerglings do the real damage. Also running any wounded mutalisks back is a good idea. These two units almost complement each other. One requires heavily on gas, while the other uses only minerals. They also very little micromanaging when you attack. Having great speed, they can easily control any map. Only photon cannons, templars, archons, and marines are a threat. This problem can be solved, by using guardians, which should be easy to get once you acquire another expansion. Now we have 1.04, making it harder to pull such a quick attack off. Slower larvae, just makes it harder to pull off masses of mutalisks and zerglings. Also the new sunkens are so good, that they must be built in order to survive any early rushes. The spire also has an increased building time, making it slightly longer before you can reach mutalisk production. Mutalisks aren't as effective against a Protoss player now who uses corsairs. First corsairs can be built earlier than mutalisks. Second they can take down twice as many mutalisks by themselves. So unless you can catch a Protoss player using another tactic, try to stay away from taking to the air.
Got any strats you'd like on here? Send Them Here

Hosted by www.Geocities.ws

1