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Author Topic: Converting the Zerg  (Read 1556 times)

Colt Ward

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Converting the Zerg
« on: 15 December 2021, 11:05:55 »
Finally got Starcraft II and playing through the missions/story arc . . . some of the set piece battles would be interesting as BT scenarios.  You can sort of figure out a conversion for Terran and Protoss stuff . . . but the Zerg- I mean the term literally entered pop culture as a word for swarm- use enough numbers to win to make Mercer Ravionn happy.  I mean sure, Confed/Dom Marines are sort of designed to swarm . . . but zerglings, banelings, groups of hydralisk, and a lot of other Zerg units work en masse until you get to their top units or specialists.

I was sort of considering the zerglings as Galleons and perhaps the hydralisk as a Vindicator.

What do you think would be the BT equivalent as ground units in 3025-3039 period?

Zergling
Hydralisk
Lurker
Ultralisk
Queen
Roach
Defiler
Infested Terran

Baneling- hard, no suicide units like this but I was considering Saladins

Bonus, make the Zerg fliers VTOLs!
Colt Ward

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Dapper Apples

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Re: Converting the Zerg
« Reply #1 on: 15 December 2021, 12:04:47 »
Ultra would be either a charger or an axeman

glitterboy2098

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Re: Converting the Zerg
« Reply #2 on: 15 December 2021, 12:11:11 »
I'd say some sort of light vehicles for zerglings. Weapons version APC's for example. Cheap and disposable, largely useless on their own but nasty in numbers.

I'd go with the MG or SRM variants of the wheeled APC. Fast, but not exceptionally so, and fairly short ranged firepower.

Dapper Apples

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Re: Converting the Zerg
« Reply #3 on: 15 December 2021, 12:41:34 »
my gut would say savanna masters, as swarms of those is already a meme.

glitterboy2098

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Re: Converting the Zerg
« Reply #4 on: 15 December 2021, 15:17:47 »
my gut would say savanna masters, as swarms of those is already a meme.
a little too fast and effective. Zerglings aren't nearly impossible to kill.

Colt Ward

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Re: Converting the Zerg
« Reply #5 on: 15 December 2021, 16:03:26 »
I was actually thinking the SL/MG armed Galleons.
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monbvol

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Re: Converting the Zerg
« Reply #6 on: 15 December 2021, 16:06:44 »
Hmmm...

LCT-1V Locust for Zerglings seems about right to me.  Maybe 1E if you really want a bit more firepower.

Alzer

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Re: Converting the Zerg
« Reply #7 on: 15 December 2021, 19:40:29 »
Zergling: Locust 1V
Hydralisk: Archer
Lurker:...Awesome?
Ultralisk: King Crab
Queen: Cyclops
Roach: Hunchback
Defiler:
Infested Terran: Centurion
20th Avalon Hussars
Marion Highlanders

Wolf72

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Re: Converting the Zerg
« Reply #8 on: 15 December 2021, 20:30:25 »
zergling: under 5t support vehicle with a largish infantry weapon that does over .5 in dmg? ... range will prob max out at 6 (9 tops) and it can do 1pt of dmg or maybe 2.  Armor would be super light.  Make it a tracked, fully amphibious unit to keep speed reasonable.
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DevianID

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Re: Converting the Zerg
« Reply #9 on: 16 December 2021, 01:17:44 »
I second (third?) zerglings as locusts.  They both are fast all terrain swarm types.

If you instead are scaling off SC2 cost, the zergling is 25 resources each while an ultralisk is 500.  This puts the Ultra at a 100 ton mech, and the Zergling at 1/20th the tonnage, thus a savannah master.  This keeps the SC2 scale best, if you dont mind the zergling being a savanah master and the hydralisk being a 30 ton Javelin sized unit.

Sabelkatten

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Re: Converting the Zerg
« Reply #10 on: 16 December 2021, 07:25:10 »
I second (third?) zerglings as locusts.  They both are fast all terrain swarm types.

If you instead are scaling off SC2 cost, the zergling is 25 resources each while an ultralisk is 500.  This puts the Ultra at a 100 ton mech, and the Zergling at 1/20th the tonnage, thus a savannah master.  This keeps the SC2 scale best, if you dont mind the zergling being a savanah master and the hydralisk being a 30 ton Javelin sized unit.
Arguably, BV makes for a better approximation of resources. So an Ultralisk at about 2000BV2 (MAD II?), a Zergling at 100. Which would be... a 6/9 7-ton track with 3 MGs and 1.5 tons of armor.

Hellraiser

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Re: Converting the Zerg
« Reply #11 on: 16 December 2021, 09:19:16 »
I'd say some sort of light vehicles for zerglings. Weapons version APC's for example. Cheap and disposable, largely useless on their own but nasty in numbers.

I'd go with the MG or SRM variants of the wheeled APC. Fast, but not exceptionally so, and fairly short ranged firepower.

I totally agree w/ this.  The Quad Machine Guns is basically their fast swiping Melee Claws & they are 1/2 the size of a Light Mech.
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Hellraiser

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Re: Converting the Zerg
« Reply #12 on: 16 December 2021, 09:32:29 »

Zergling     Wheeled APC (MG)    See above.
Baneling- hard, no suicide units like this but I was considering Saladins
Infested Terran    -    Sloth BA    (Slow & w/ a nasty close range bite)

Hydralisk    -    Whitworth     (Medium Sized w/ Range Weapon)
Lurker    -    SRM Carrier    (Medium Sized Ambush Unit Slow Mover/Fixed Placement)
Ultralisk   -    Charger-1A5     (Close Range Heavy Assault Boat)

Queen   -   Cyclops-11C      (Ranged Support "Command" unit)
Roach   -    Guillotine-4L   (Heavy Short Range Direct Assault)
Defiler  -   Arrow-Carrier     (Slow moving ranged disruptor)


Mutalisk  -    Cavalry      (Average Air Unit w/ multiple close range attacks)
Guardian  -    Yellow Jacket    (Slow Air Unit that bombs from Range)
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Hellraiser

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Re: Converting the Zerg
« Reply #13 on: 16 December 2021, 09:35:06 »
Finally got Starcraft II and playing through the missions/story arc . . .

Its about time!


"Welcome to the Party Pal!"


I have it on my PC still 6 years later & I find I can go back & have fun w/ this game every month & its great to this day.
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Colt Ward

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Re: Converting the Zerg
« Reply #14 on: 16 December 2021, 11:16:34 »
Yeah, I played the Terran intro campaign and when Bliz had one of their sales finally got the game.

I was wondering about the Ultralisk as the Charger, I just did not feel it had enough ooph- was thinking something like maybe a Battlemaster 1D, with a lot of 9 hex damage.  Aside from the Sloth- with it being all 3025 as a starting point- I do like your list, the Hydralisk/Lurker is good.  Especially if you always set up the SRM Carrier as a Hidden Unit.

Keeping with 3025, I think the Karnov (Thumper) would be better as the Guardian.
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Hellraiser

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Re: Converting the Zerg
« Reply #15 on: 16 December 2021, 11:56:09 »
I was wondering about the Ultralisk as the Charger, I just did not feel it had enough ooph- was thinking something like maybe a Battlemaster 1D, with a lot of 9 hex damage. 
I put down the 1A5 model.  The one like a Non-Jumping Victor.   AC20 & SRMs


Quote
Aside from the Sloth- with it being all 3025 as a starting point- I do like your list, the Hydralisk/Lurker is good.  Especially if you always set up the SRM Carrier as a Hidden Unit.

Keeping with 3025, I think the Karnov (Thumper) would be better as the Guardian.

Based on your wanting to keeping it 3025/Intro tech I've revised this a bit.


Zergling  -  Hover APC (MG)
Baneling  -  Saladin
Infested Terran  -  Tracked APC (MG)

Hydralisk  -  Whitworth     
Lurker  -  SRM Carrier     
Ultralisk  -  Charger-1A5   

Queen  -  Cyclops-10Q
Roach  -  Guillotine-4L
Defiler  -  LRM Carrier

Mutalisk  -  Cavalry
Guardian  -  Karnov (Thumper)
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Daryk

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Re: Converting the Zerg
« Reply #16 on: 20 December 2021, 15:38:02 »
When you finish the campaign(s), check out the custom commanders in Cooperative play.  Han and Horner are my favorite!  :thumbsup:

Colt Ward

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Re: Converting the Zerg
« Reply #17 on: 20 December 2021, 15:42:50 »
When you finish the campaign(s), check out the custom commanders in Cooperative play.  Han and Horner are my favorite!  :thumbsup:

Yeah, exploring some of it . . . are these other players or AI?
Colt Ward

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Daryk

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Re: Converting the Zerg
« Reply #18 on: 20 December 2021, 16:17:26 »
Cooperative play is with other people. Some combinations are stronger than others, but pretty much any active player will help.  My personal favorites are having Swann or Karax as partners for Han and Horner, with Stetmann a not so distant third (he really needs a proficient player).  Raynor, Kerrigan and Artanis are free, but you have to pay $5 for the others to get past level 5.  I've done so for Han and Horner and Stukov.  I haven't decided on any others yet, but there's quite the variety there.  My friends who are good with micro like Dehaka the most, I think.

Level 15 is the "max" for normal play, but you can go to 90 for a little more improvement.  Beyond that, it's really just for numbers, but they've added "Prestige" levels which alter your commander's special abilities a little for the price of dong those first 15 levels again.  My preferred play right now is Han and Horner with the Wing Commanders prestige.  That reduces the cost of my Battle Cruisers, but caps the number of Mercenary Cruisers to 2 (you can normally have 5).

I should be easy to find on Blizzard... I have the same user name there as here.  Hope to see you there!  :thumbsup:

Hellraiser

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Re: Converting the Zerg
« Reply #19 on: 20 December 2021, 17:41:40 »
When you finish the campaign(s), check out the custom commanders in Cooperative play.  Han and Horner are my favorite!  :thumbsup:

I absolutely love Coops.

Every one of the leaders has something cool about them.

Some are amazing on early offense like the above Han/Horner, or Zagara,  some on the other had are late offense team but early on Defense they are insanely hard for the AI to break into like Karax. 

Coops are also a nice combo of Multiplayer PVP sort of thing & v/s the AI in the campaign.

Its you & another live person v/s the AI, hence "cooperative" and the units used are not quite the same as either the MP "standard" units or the various "campaign" units.

Each leader has a tailored selection of units from their faction & often w/ only some of the "evolutions" done to them.

It's hands down my favorite play type.  Love the campaigns but PVP is meh to me, if you get too much lag then it doesn't matter about skill.

I have most of them unlocked, I don't think I did the last 2, Egon or Mensk as I got into another game & stopped playing SC so much.
« Last Edit: 20 December 2021, 17:47:24 by Hellraiser »
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo