I thought of something about a week ago... Using Hallucinatied void rays and dark templar to attack a base, make it look like the void rays are doing the damage.
The Little One sometimes does this trick with zerglings where he'll attack with an army, run away, burrow half the army while's doing it, and then when the enemy gives chase, wait till they pass over the burrowed forces and unburrow them for a perfect surround.
Fill an overlord with queens and drones. Drop queen and drone on cliff of your liking, create tomor, spores and spines. If you want you can leave a queen for additional transfuses and air defense. Very hard to deal with, except when they outrange the crawlers with tanks or colossus.
The expansion denier double whammy: Overlord creep and burrowed zergling. Requires something that can shoot air and something that can detect to clean it up. And it's not obvious immediately. A terran that drives the overlord away with marines, will have to wait until the creep is gone to notice the zergling there, then has to scan and bring forces back to shoot it.
Fully automated baneling drops with shift click and the minimap. Works only with stationary targets obviously.
Early Hatchery on top of ramp. Especially good LT where the natural is unusable for zerg because of the cliff. Fast creep spread, fast queen production, fast teching, more larvas, if you scout a big army coming, just drop an evo for a complete wall off and get some (or already have prepared some) spines. On LT you can even get the gas from your natural for quick mutas or nydus off one base.
Also good in combination with the previous tactic, use Nydus networks to connect island expansions. If you get the island next to your natural, the cliff is no problem anymore, and you have dibs on the gold too.
Terrans should exploit more that their buildings can be placed anywhere. Hide tech buildings etc.
So, I just wanted to test if EMP destroys hallucinations, and it doesn't. So I feel like Hallucinations can do a lot in a fight more than people think.
Mixing it up with your main army if you have a lot of sentries soaks up damage even if they can detect it. Kinda hard to just focus fire the ones that aren't hallucinations when there's a mix of both. Hence, you can put a bunch of fake immortals up front to soak up damage, more-so than guardian shield sometimes. Just sometimes. I find that they act as good scares if they can't notice the difference anywho. Can buy you time, or completely change the tide of battle even if your actually half the size of his army because I believe most of the time the hallucinations won't be noticed. At least until it starts getting used more. Eh? Eh? :D
Queen Drops. 4 of them fit into an overlord, you can use creep from said overlord so that they arent terribly slow, and spam transfuse on them or roaches.... or ultras, or mutas, or whatever.
I use this in Doom Drops in ZvT sometimes, mostly with a ling/infestor/ultra build to ward off Vikings.
ALSO I just did the math on the Proxy Evo... It gains ~+21 regeneration when it's building, and drones do 3.3333333 dps, so you'd need 7 of them drilling the thing to kill it. If nothing else that will seriously hamper your economy, while the guy doing the proxying can just macro away I really need to try that one....
Here's my Zerg strategy, actually did it in a game during the beta:
For ZvT,
If T has a sensor tower, Send a lot of overlords to one area of his base (so it looks like you're pushing with units) This will cause him to move his entire army to that area, He is out of position so send your army to the other side and attack.
To abuse the Terran sensor tower, you can line up your army like drones/probes/svcs would and move them to an expansion. When the Terran comes to destroy your "new expansion", he would be expecting close to no army so he'll send a fraction of his usual force. Then ambush him and take advantage of his separated forces with your combined, dense army.
proxy evo zvz? when would you put this up? like right away? because once they get enough drones, making a 3x3 building in the drone line is literally impossible
If you're terran playing 2v2, 3v3 or 4v4 and your protoss ally went for mothership, assign 8-10 SCV's to follow it with auto-repair on. It would increase the survivability of the mothership and the SCV's are unlikely to be killed as they are cloacked, not to mention, it would be end game and you probably have plenty of SCV's to spare. Also in 2v2/3v3/4v4. You can also have Range Hydra/Medivac combos against gateway/rax/T1 zerg units, placing the medivacs behind the hydra line protected from being sniped.
Epic thread! Genius ideas. It really reminds me to use hallucinate more. So many possibilities that hallucinate almost deserves its own thread with intricate details on their uses and trickery possible, even a sentry build order.
Scout with phoenix, misplace your opponent's army, create more meat-shields (Immortals and those hardened shields work wonders), fool them into a false tech path. Of course the ones already stated, vision for high ground, fake probe transfer. Mass probe ramp block perhaps? Love that fake warp prison trick into FF the ramp. Fake colossi are always a great scare tactic in general. EMP does not kill the hallucinated unit (As said above.) Hallucinate a couple high templar here and there to temp the Terran's ghost to waste some EMPs, or even better, set him up for a feedback ambush.
The faster repair of lifted off buildings has been fixed. Autocasting repair on all your SCVs is not always a good idea. When attack moving they will prefer to repair each other instead of attacking. If you're defending with only scvs they won't even attack the enemy units at all. They will also prefer to repair each other, instead of your wall, and when a few seconds matter, by the time you notice it, it may have cost you the game(it happened once to me). For the time it takes to fully repair an SCV they could repair ~200 hp on a supply depot or ~250 hp on a barracks and you're likely to have a damaged scv from probe/drone harass or scouting
Mule bombs are used in TvT, since you're floating minerals in that matchup, which is not the case in TvZ and 2 banelings suiciding per mule(100/50 vs 270/0) is not effective.
Just dropping extra hellions instead of ghosts, will be a lot cheaper and just as effective.
Walling off with hold position infested terrans does not work. The opponent just has to target another mineral patch and the workers will not be blocked by the infested terrans.
-------------------------------------------------------------------------------- On August 31 2010 09:39 vica wrote: Cast [Contaminate] with your Overseer on a lowered Supply Depot at the ramp. Then laugh when you run into his main with a bunch of Zerglings. --------------------------------------------------------------------------------