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Mmmm... Beefy The Hydra is the most cost-effective unit in the game.
It is versatile, (as most zerg units are) cheap, tough and powerful. There are many uses for the Hydra, but I will focus on a few potent strategies and tips.
As you know, the zerg are infamous for swarming, that is, building up a large amount of units and just throwing them at your enemy. While you can get more units using Zerglings, you will more often
get more power for your buck if you use Hydras. A swarm of Hydras can neutralize air, ground, attacking and defending forces. Hydras make supreme use of the attack-move command. They
only have a few weaknesses, namely those with attacks that effect multiple units or areas at a time. Avoid Reavers, Psi Storming High Templar and Siege Tanks.
Carriers are easily defeated if you command your Hydras to attack the Carriers directly, one at a time and ignoring the Interceptors.
Additionally Hydralisks can morph into Lurkers with the Lurker Aspect technology. Doing so will cost you 25 minerals and 75 gas, putting the final price of a Lurker at 100 min, 100 gas. See
the Lurker section for more details.
Notes If you go all Hydras you can go the entire game without getting a Lair, certainly without a Hive. All that 'hardcore' Hydra fans should have is Drones,
Overlords, Hatcheries, an Evolution Chamber, a Spawning Pool and the Hydra Den. A small but sacrificial group of Hydras can make a great distraction.
Many players so are scared of getting overrun by Hydras that if you throw a few at them they are likely to go after one or two anti-Hydra units. This often allows you to Lurker drop or go Mutas with success.
A group of 12 if often good 'insurance' when placed among your Drones.
Mutalisk, Guardian and Devourer >>>
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