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StarCraft II: Wings of Liberty» Forums » Strategy

Subject: Zerg Strategy Ice Fisher Strategy rss

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Brian Lee
United States
Northridge
California
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Hello everyone, today I bring you a new and exciting way to play, the Ice Fisher strategy, made by a guy named Spanishiwa!

The idea about this is that you forgo gas and units to build a strong economic build that will overwhelm your opponent mid or late game. The secret to this is that you use lots of queens to hold off enemy forces!

BUILD:
9 Overlord
15 Hatchery
14 Spawning Pool
16 Overlord
One queen at each hatchery ASAP
2 Spine Crawlers at your expansion
2 more queens for a total of 4
Drone until 40 food
Drop 4 extractors at 40
Build anything you want after this

So you'll do an expansion and get that guarded by 2 spine crawlers. You simply need to build 4 queens to defend. They work extremely well with transfusion! I held off 10 void rays with 10 queens doing transfusion, because they also double as perfect air defense! Since you have 4 queens, you'll be able to spread creep like crazy and have an excellent idea of where he could be.

Give this strategy a try! I've won practically 80% of my games so far!
 
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David Jackman
United States
Indianapolis
Indiana
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Yeah, this is a fun way to play as Zerg. I saw Spanishiwa talk about this build on Day[9]s show last week. It is very solid. Another way to think about it:

Make your expansion Hatchery the first building you build.
Until 40 or so food, build nothing but drones, queens, and 2-3 spine crawlers.
Once you hit 40 or so food, get all 4 gas geysers up immediately. Tech like a fiend.

I like thinking about it this way because the food list can vary depending on the matchup and the map. For example, if you are starting far away from your opponent, you can delay the spine crawlers more than in close positions. Also, in far away positions, you might even be able to wait till 50 food before dropping your gas and getting army units.

I think this works well for a few reasons:

It plays to Zergs main strength- drone production. This allows you to commit ALL of your larvae to drones for the first5 or so minutes of the game. This means HUGE economy mid game.

It delays your tech path - This may sound bad, but think about it this way: If you wait till 40 or 50 food to get your lair, you haven't committed to any particular tech path. Also, by that time, you should have a good idea of the enemy unit composition. Thus, you can pick the tech path that is most adventageous, and don't have to waste resources and time later switching techs.

Plus, it is a MUCH more forgiving way to play than the "Time everything exactly right or lose" normal zerg meta.
 
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