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"How about we start discussing my Small Game Hunters now?
I found it halirious when I got the same type of response every time I play on it.
"Hey I hardly have any minerals left. Are you sure this is BGH$$$?"
"Hey I got jipped!"
"U C*CK-SUC*ING AS*HOLE U CHANGE THE MAP MOTHE*FU**KER!!!!"
-[FLS]Prozerran


FINALLY, ON THE 3rd TRY, I POST THE RIGHT THING!!!
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Author:Lord_AAY
IP:204.113.XXXX
Date: 06/02/04 07:06
Game Type: Warcraft 3
Labels:none
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Report Rating: 5.5, # of Ratings: 2, Max: 6, Min: 5
Lifetime Rating for Lord_AAY: 4.5000
DELETE the "starcraft" report below this one, I accedentally double posted with the wrong name. Thanks.

This is the FIXED version of the broken picture report I posted yesterday. Hey, this is my first HTML-non-less report, what the hell do you want, A perfect 10.0?

Anyway, Can be found by clicking on this link. Enjoy

IMPORTANT

SINCE THIS IS AN ANGELFIRE WEBSTIE, THERE >WILL< BE ADS. i APOLOGIZE FOR THE POP UPS AND BANNERS AT THE TOP OF MY SITE, BUT THEY HAVE TO TO BE THERE UNTIL/IF I FIND A BETTER SITE TO HOST THE BRs.




And now, some classic filler:


Multiple Hatcheries

Typically, your initial Hatchery serves as both the source of all your initial units as well as being the point where incoming resources are processed. While one Hatchery provides sufficient larva for the early needs of a Zerg Brood, to truly produce the Zerg hordes, you'll want to build multiple Hatcheries at your main base solely for unit production. Having these extra Hatcheries will help alleviate the resource surplus you'll usually have at this stage of the game and also allow you to produce and replace units quickly between and during battles. Should your resources allow, also build extra Hatcheries at your expansions. In the event that your main base is overrun, the additional expansion Hatcheries will give you the extra Larvae you'll need to quickly rebuild.

Once you have multiple Hatcheries set up, use the hotkeys to speed up production. You can assign each Hatchery to a Ctrl group by selecting the desired Hatchery then holding down Ctrl and then the number you wish to assign it to (i.e. Ctrl - 1). Once assigned, pressing the number will reselect the Hatchery.

After a Hatchery has been selected, the option of Select Larva becomes available and by hitting the hotkey S, all the Larvae for that Hatchery will be selected.

After the Larvae are selected, all you need to do is hit the hotkey for the unit you want produced, and the selected Larvae will morph into that unit. The hotkeys for the units are as follows:


D - Drone
Z - Zergling
O - Overlord
H - Hydralisk
M - Mutalisk
S - Scourge
Q - Queen
U - Ultralisk
F - Defiler

Once you have learned these skills, use them in quick succession to produce your units at an incredible rate. For example - if you've assigned your main base Hatcheries to the numbers 1, 2 and 3, you can mass produce your units by pressing 1 - S - H, 2 - S - H, 3 - S - H and Hydralisks will be produced using all available Larvae at each Hatchery. If you wish to make any other units, just substitute the H in each combination with the hotkey of the unit you wish to produce. Using this method, you should be able to produce units even in the midst of a battle and by the time the battle has ended, you should have a fresh force awaiting command at your Hatcheries.

Unit/Ability Combinations
The special abilities of the Defiler and Queen provide a deadly complement for the main combat units of the Zerg Horde.

Zerglings with Dark Swarm/Consume
Use Dark Swarm over an enemy force or base and a group of Zerglings will be able to reign freely beneath the cloud. Produce masses of Zerglings to get the full benefit of the Dark Swarm and use multiple Dark Swarms to quickly cover an entire area. The Zerglings will be able to quickly move from target to target while remaining relatively protected from enemy fire. Also by keeping the Zerglings close at hand, Defilers can Consume them to rapidly recharge their energy stores so that they can continue to produce Dark Swarms for the Zergling attack force.
Mutalisks/Devourers with Ensnare
Use the Queen's Ensnare ability to slow down an enemy air force's movement. Should you be attacked by Cloaked Wraiths, Ghosts or Protoss forces under the protective cloaking of a nearby Arbiter, Ensnare will reveal the hidden units and even the odds. Swoop in quickly with your Mutalisks or Devourers and inflict damage to the enemy while they remain affected/revealed by the Ensnare. Devourers add to the Ensnare affect with their own acid spores further affecting the enemy forces' cooldown rate.

Ground Forces with Spawn Broodling
Use groups of Queens to quickly clear out the enemy's most powerful non-robotic ground units and before they have a chance to react, hit them quickly with your ground forces (Zerglings, Hydralisks, Ultralisks). Spawn Broodling is particularly useful against Terrans using Siege Tanks as the linchpin of their defensive formations.

Devourers/Mutalisks/Scourge with Plague/Ensnare
This combination can be deadly for enemy capital ships (i.e. Carriers or Battlecruisers). Use Plague first to begin the HP drain, then quickly follow up with a few Devourers to attach their acid spores to cripple the enemy's ability to counterattack. Before they can get away, use a quick Ensnare to slow them down and then once the effects have taken their toll, use Mutalisks and Scourge to finish the job. With practice, enemy capital ships can be taken down in a very short time span whether they are alone or in groups.

Nydus Canal
The precise origin of the Nydus Canal is unknown, and the exact process of its operation is also a mystery. Once the initial canal entrance/exit is created, a sister entrance/exit node can be opened at another site (as long as there is Creep to grow on). The Canal then enables Zerg ground units to travel from one end to the other at extremely high speeds regardless of intervening terrain. This enables multiple Hatcheries located across a large area to function as one unified nest, with Zerg warriors traveling from one combat zone to another quickly and efficiently.

With the ability to instantly travel from one location to another with Nydus Canals, the Zerg can quickly defend and invade often before an enemy can react. Typically, you will want to build all the entrance nodes at the main base and their sister nodes at each of your expansion colonies. This will allow quick travel from one base to another, at most with only one stop between locations. By building a solid network of Nydus Canals between your main base and all of your expansions, you can make sure that each thrives with a mobile force protecting them.

While one Nydus Canal at each area is usually sufficient, in some cases, you may wish to build backups at heavily attacked areas to ensure that your force will be able to arrive in full force. Should the enemy target one of the Nydus Canal and manage to destroy it, your force should have enough time to pour through the 2nd Canal to stop complete destruction of the colony. These redundant Canal systems can be the saving factor in a heated invasion.

The one drawback with building multiple Nydus Canals is that they all look alike and determining which node goes where can become quite confusing. To help prevent this type of situation, plan the construction and placement of each node so that you can distinguish where each goes. One suggestion is to build the Nydus Canals on your main base Creep to indicate which direction each transports to. For instance, if you wish to make a Nydus Canal that has an exit node at the top left resource area on the map, build the initial Nydus Canal at the top left part of your main base's Creep. Whether you use this convention or make one of your own, by building up a solid system for Nydus Canal construction, you'll be able avoid confusion in the middle of a critical situation and get your troops to where they need to be at any given moment.

The Nydus Canal can also be used as an invasion tool against other Zerg. While the inital entrance node of the Nydus Canal must be set down with one of your Drones, the sister exit node can be placed on the Creep of any Zerg Brood as long as you have direct sight of the location you wish to set the node down. This means that once you build the first node, use one of your flying units (Scourge, Queen, Mutalisk or Devourer) to take a look at the enemy's Creep and then produce the Nydus Canal's exit node at the enemy base. If there are any Sunken Colonies within range of the Nydus Canal, they will instantly attack, however, if you can find a remote position somewhere on the enemy Creep, the chance of a successful node being set up increases and once it finishes, you'll be able to send all your ground units through to invade the enemy from within their own base. Be sure to have a full attack force ready to go through before you set down the exit node, that way they can take advantage of the situation before the enemy finds the node.

Another use for Nydus Canal building on foreign Creep, is to use them to link with a teammate's/ally's Zerg base. By using these Canals with friendly forces, you'll be able to send reinforcements quickly should the need arise.































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