What, if anything, will we do with the Zerg… er… nerubian tech tree?

by Jerynboe ·
Nothing. We JUST got the night elf base into a state where we can reliably crank out units. We do not need to stop and build up upgrades for ANOTHER faction
% (7 votes)
Base building. Set up a hatchery anywhere that we have a large number of captured people and hope that nobody questions the very large, very visible building in the architectural style of a universally agreed upon enemy faction
% (4 votes)
Infrastructure: like the hunters hall these are actually useable buildings people can live and work in. Build the tech tree while resettling the dark horde away from Blackrock Mountain
% (11 votes)
Zerg Rush: basic zerglings are cheap and disposable, and when I say cheap I mean CHEAP. 9 for the price of one archer cheap. They are still pretty tough compared to an untrained raw recruit, so they might be worth the investment for newly captured kobold miners or farmers
% (4 votes)
Elite Zerglings: fully upgraded zerglings are a lot tougher both offensively and defensively, if we want them we should get the good stuff.
% (2 votes)
Baneling Barrage: though they look suspiciously like scourge slaughterhouses, baneling nests (or whatever) generate a small number of living bombs that will spray acid everywhere on death per day. For free once the nest has been built
% (2 votes)
Roaches: strong midrange combatants that are very hard to kill. The middle option, between zerglings and the higher tier units
% (0 votes)
Abberations: big motherfuckers who hit hard and create a defensive field that protects their smaller comrades
% (3 votes)
Anti-air: the Ze- Nerubians have some great anti air capabilities.
% (6 votes)
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