Zerg Invasion
<div class="IPBDescription">On Earth</div> Not zombies, not demons, not mutants that threaten Earth's existance.
The Zerg, the time this invasion takes place is 2010, no major inventions in military have came to pass, only the invention of full bullet proof vests that can withstand minor Zerg species attacks for the 1st or 2nd hit depending on the area hit.
Why discuss this? Because its a subject that is interesting and allows creative thinking and lights up the lightbulb in the head to realize how nasty The Zerg would be in real life, not in SC.
Reading or scimming the following just imagine what could happen and discuss it, in my opinion Earth would hold out for the first week then slowly be closed in upon unless several clusters were destoryed by daring bombers or even kamikazied into, Africa and South America would be taken quite quickly as they are ill equipped for a sudden attack, Australia I wouldn't know very well and they may hold depending on how strong they are in-current day military, North America would be more resilient, Europe would be in good shape for a while, China and Japan wouldn't do well until there military was organized, then they could push the Zerg forces back, no idea on Mexico or island nations as Zerg air forces would tackle on islands mostly.
The main strategy of The Zerg is to just attack in one massive wave while the world is oblivious to their existance, they would have few in reserve so they would be vulnerable to attack in their hive clusters.
Two weeks have passed since hive clusters have began to mature, each hive cluster has dozens of zerglings, hydralisks, and scourge already on hand, several villages have been razed as the government has given the call of arms as all military forces have began engaging zerg forces, they are most hostile about Asia, Europe, and North America.
There are exactly 20 hive clusters, more will produce depending on the situation.
Three in Antartica, 2 in Iceland, 8 scattered across Asia and Europe, 3 in the U.S, 2 in South America and 2 in Australia, obviously the more away the Clusters are they are more air biased, (Antartica, Iceland, and South America mainly)
All battle instincts and intelligence is given through the hive clusters which has been pre-programmed by cerebrates that have sent them, there are no cerebrates controlling the clusters as they already know what to do and overlords help in decision making.
Each hive cluster produces eggs of each species of the known Zerg, as the hive clusters evolve so does there ability to create creatures, and they are in three stages.
First Stages, (first week) They are capable of only zerglings, hydralisk, scourge, and drones. They keep the first two most populated, Scourge are painful for them to make and usually twenty are kept in reserve unless enemy air activity is spotted.
Second Stage, (2-5 weeks) They are capable of producing nearly all creatures besides burrowers, ultralisks, and guardians. They are constantly producing eggs to swarm the enemy, they are also much more powerful, a constant guard of lurkers are now permanently guarding the perimeters and insides. (I will later on today ponder on how upgrades will work)
Final Stage, +5 weeks. They are capable of producing all creatures, an army is constantly in there Cluster and drones are busily scuttering in the massive Clusters and egg batchs are always in production, they also keep two ultralisks at there hive clusters at all times.
I will now tell the characteristics of each species of the Zerg Invaders so you know what I'm talking about, I made this literally in 20 minutes so it isn't as well thought upon as it should be.
---Zergling: They usually take half a clip and then will die or be serverely wounded, theres 2 for every egg produced, swarms of zerglings would be around in weeks. Gestation time of an egg is about twelve hours, there a main stream species, so about 15 eggs of them are dedicated to each Cluster, they also can cover the ground as swiftly as cheetahs and are used in suicide infantry rushes, often softening the opposition and the next wave of zerglings will be supported by much more heavier forces. Maturity gained in 5 minutes. (60 each day, more as the Hive Clusters mature)
---Hydralisk: This S.O.B can take a full clip from a gun and sometimes still be alive, it can shoot needles that can penertrate tank platting, and virtually any protection, it can also claw at closer ranges, vital support unit. Main stream species, 18 hours and about 8 eggs for each batch of hydralisks, maturity reached within twenty minutes. (More as the hive clusters mature.)
---Drone: Pathetic creatures, they are only used for the care of hive clusters. (I may give information on how buildings are created on them later) Not main stream, only produced if drone population has been decimated, 2 hours to hatch, however, it takes 30 minutes to reach maturity. (More as the Hive Clusters mature)
---Overlord: These beings have incredible intelligence compared to most Zerg, they understand basic strategies and will be of best use to transporting and also commanding Zerg forces. 8 hours for this being to fully mature, 3 days for it to master it's carrying abilities and to grow in significant size, not a main stream species, never produced unless needed as the Hive Clusters mature.
---Scourge: Suicidal creatures that are like zerglings, they will do everything in there ability to ram into air planes or any enemy air forces. Main Stream if enemy air forces are abudant, they will be made 8 eggs a batch if enemy air forces dedicated, 20 hours to hatch, ten minutes to mature, may also be the herald of scouting forces, they often accompany overlords.
---:Mutalisks: Dangerous agile creatures in air, there a moderate species that Hive Clusters have difficulty to produce in mass quanities, mainly used as scouts and will be forcifully created in fleets as the Zerg gain a foot hold in the world, 3 eggs in non-hostile air force areas, 5 in hostile air force areas, they hatch is 24 hours and take 2 hours to master their flight and acid glands.
---:Queens: These intelligent creatures tend to stay around Hive Clusters and are found in supporting roles in-battle, more biased towards defense then offense however. Rare species, the Hive Clusters rarely make more then 3 at a time, 48 hours to gestate, 2 days to master all abilities.
---:Lurker: These creatures are devastating if not found immediately, they are on the defensive perimeters of hive clusters, they are also used to keep positions and flanks used on the battle field, there reluctant to unburrow and are incredibly vulnerable due to their size, at melee range they can tear asunder a soldier in half however, they are not hatched, only veteran hydralisks or chosen hydralisks can go through the painful stages of gestating into this beast. (3 hours to gestate into this being) Rare species.
---Devourer: Dangerous mutalisks that have mastered fighting in the air, they despise landing and are incapable of targetting land units without massive inaccuracy, only mutalisks that are truely masters of flying can turn into a devourer. (12 hours, the egg must be gestated in an overlord) Uncommon Species
---Guardian: Mutalisks that enjoyed seeing land foes dieing under the Swarm become the bombers of the Swarm, they cannot fight in the air effectively and are also sluggishly slow, virtually saying they cannot escape if the Swarm was repelled, (12 hours, the egg must be gestated in an overlord) Uncommon species.
---Burrower: (unsure of name, the Zerg with red eyes and support abilities): This vile creature is thankfully very rarely encountered, however, it is produced, not gestated into, many a company has been blinded by a cloud and swiftly torn to shreds from an ambushing swarm of zerglings with this being, this being also is seen before attacks, infesting water and any supplies, even humans, with a Plague that doesn't kill but nearly incapitates any troops affected by it. However, these abilities consume much of it's energy and it consumes other creatures of the Swarm, most often Zerglings. Very Rare gene strand, 1 egg is dedicated to this creature each day, 72 hours to develope and an entire week to master it's abilities.
---:Infested Terran: A true abomination, these aren't made as they are harvested from weak nations and villages, some human towns have even worshipped the Zerg and have been spared from death. . . but turned into these. They are highly unstable beings that have immense urges to run at the other end of the field and hugging a human to explode, extremely dangerous and fast, but thankfully is easily destoryed by shooting at it's torso where the explosive liquids are contained.
---Ultralisk: These creatures are capable of going blow with blow with a tank and still survive even as the tank is pushed aside as a mere toy, these towering mammoths can slash through any known body armor or protecting armor, very rare species, 2 eggs dedicated, it takes half a week to gestate and then 24 hours to learn not to step on it's inferior bretheren. It is always carried by an overlord if the Swarm is traveling across country, as it is slower then it's other bretheren, servere artillery or bombing is the only known thing that will take an ultralisk down in seconds instead of pumping it full of lead for a full minute, AP bullets are somewhat more effective and give much easier penertration rates.
The Zerg, the time this invasion takes place is 2010, no major inventions in military have came to pass, only the invention of full bullet proof vests that can withstand minor Zerg species attacks for the 1st or 2nd hit depending on the area hit.
Why discuss this? Because its a subject that is interesting and allows creative thinking and lights up the lightbulb in the head to realize how nasty The Zerg would be in real life, not in SC.
Reading or scimming the following just imagine what could happen and discuss it, in my opinion Earth would hold out for the first week then slowly be closed in upon unless several clusters were destoryed by daring bombers or even kamikazied into, Africa and South America would be taken quite quickly as they are ill equipped for a sudden attack, Australia I wouldn't know very well and they may hold depending on how strong they are in-current day military, North America would be more resilient, Europe would be in good shape for a while, China and Japan wouldn't do well until there military was organized, then they could push the Zerg forces back, no idea on Mexico or island nations as Zerg air forces would tackle on islands mostly.
The main strategy of The Zerg is to just attack in one massive wave while the world is oblivious to their existance, they would have few in reserve so they would be vulnerable to attack in their hive clusters.
Two weeks have passed since hive clusters have began to mature, each hive cluster has dozens of zerglings, hydralisks, and scourge already on hand, several villages have been razed as the government has given the call of arms as all military forces have began engaging zerg forces, they are most hostile about Asia, Europe, and North America.
There are exactly 20 hive clusters, more will produce depending on the situation.
Three in Antartica, 2 in Iceland, 8 scattered across Asia and Europe, 3 in the U.S, 2 in South America and 2 in Australia, obviously the more away the Clusters are they are more air biased, (Antartica, Iceland, and South America mainly)
All battle instincts and intelligence is given through the hive clusters which has been pre-programmed by cerebrates that have sent them, there are no cerebrates controlling the clusters as they already know what to do and overlords help in decision making.
Each hive cluster produces eggs of each species of the known Zerg, as the hive clusters evolve so does there ability to create creatures, and they are in three stages.
First Stages, (first week) They are capable of only zerglings, hydralisk, scourge, and drones. They keep the first two most populated, Scourge are painful for them to make and usually twenty are kept in reserve unless enemy air activity is spotted.
Second Stage, (2-5 weeks) They are capable of producing nearly all creatures besides burrowers, ultralisks, and guardians. They are constantly producing eggs to swarm the enemy, they are also much more powerful, a constant guard of lurkers are now permanently guarding the perimeters and insides. (I will later on today ponder on how upgrades will work)
Final Stage, +5 weeks. They are capable of producing all creatures, an army is constantly in there Cluster and drones are busily scuttering in the massive Clusters and egg batchs are always in production, they also keep two ultralisks at there hive clusters at all times.
I will now tell the characteristics of each species of the Zerg Invaders so you know what I'm talking about, I made this literally in 20 minutes so it isn't as well thought upon as it should be.
---Zergling: They usually take half a clip and then will die or be serverely wounded, theres 2 for every egg produced, swarms of zerglings would be around in weeks. Gestation time of an egg is about twelve hours, there a main stream species, so about 15 eggs of them are dedicated to each Cluster, they also can cover the ground as swiftly as cheetahs and are used in suicide infantry rushes, often softening the opposition and the next wave of zerglings will be supported by much more heavier forces. Maturity gained in 5 minutes. (60 each day, more as the Hive Clusters mature)
---Hydralisk: This S.O.B can take a full clip from a gun and sometimes still be alive, it can shoot needles that can penertrate tank platting, and virtually any protection, it can also claw at closer ranges, vital support unit. Main stream species, 18 hours and about 8 eggs for each batch of hydralisks, maturity reached within twenty minutes. (More as the hive clusters mature.)
---Drone: Pathetic creatures, they are only used for the care of hive clusters. (I may give information on how buildings are created on them later) Not main stream, only produced if drone population has been decimated, 2 hours to hatch, however, it takes 30 minutes to reach maturity. (More as the Hive Clusters mature)
---Overlord: These beings have incredible intelligence compared to most Zerg, they understand basic strategies and will be of best use to transporting and also commanding Zerg forces. 8 hours for this being to fully mature, 3 days for it to master it's carrying abilities and to grow in significant size, not a main stream species, never produced unless needed as the Hive Clusters mature.
---Scourge: Suicidal creatures that are like zerglings, they will do everything in there ability to ram into air planes or any enemy air forces. Main Stream if enemy air forces are abudant, they will be made 8 eggs a batch if enemy air forces dedicated, 20 hours to hatch, ten minutes to mature, may also be the herald of scouting forces, they often accompany overlords.
---:Mutalisks: Dangerous agile creatures in air, there a moderate species that Hive Clusters have difficulty to produce in mass quanities, mainly used as scouts and will be forcifully created in fleets as the Zerg gain a foot hold in the world, 3 eggs in non-hostile air force areas, 5 in hostile air force areas, they hatch is 24 hours and take 2 hours to master their flight and acid glands.
---:Queens: These intelligent creatures tend to stay around Hive Clusters and are found in supporting roles in-battle, more biased towards defense then offense however. Rare species, the Hive Clusters rarely make more then 3 at a time, 48 hours to gestate, 2 days to master all abilities.
---:Lurker: These creatures are devastating if not found immediately, they are on the defensive perimeters of hive clusters, they are also used to keep positions and flanks used on the battle field, there reluctant to unburrow and are incredibly vulnerable due to their size, at melee range they can tear asunder a soldier in half however, they are not hatched, only veteran hydralisks or chosen hydralisks can go through the painful stages of gestating into this beast. (3 hours to gestate into this being) Rare species.
---Devourer: Dangerous mutalisks that have mastered fighting in the air, they despise landing and are incapable of targetting land units without massive inaccuracy, only mutalisks that are truely masters of flying can turn into a devourer. (12 hours, the egg must be gestated in an overlord) Uncommon Species
---Guardian: Mutalisks that enjoyed seeing land foes dieing under the Swarm become the bombers of the Swarm, they cannot fight in the air effectively and are also sluggishly slow, virtually saying they cannot escape if the Swarm was repelled, (12 hours, the egg must be gestated in an overlord) Uncommon species.
---Burrower: (unsure of name, the Zerg with red eyes and support abilities): This vile creature is thankfully very rarely encountered, however, it is produced, not gestated into, many a company has been blinded by a cloud and swiftly torn to shreds from an ambushing swarm of zerglings with this being, this being also is seen before attacks, infesting water and any supplies, even humans, with a Plague that doesn't kill but nearly incapitates any troops affected by it. However, these abilities consume much of it's energy and it consumes other creatures of the Swarm, most often Zerglings. Very Rare gene strand, 1 egg is dedicated to this creature each day, 72 hours to develope and an entire week to master it's abilities.
---:Infested Terran: A true abomination, these aren't made as they are harvested from weak nations and villages, some human towns have even worshipped the Zerg and have been spared from death. . . but turned into these. They are highly unstable beings that have immense urges to run at the other end of the field and hugging a human to explode, extremely dangerous and fast, but thankfully is easily destoryed by shooting at it's torso where the explosive liquids are contained.
---Ultralisk: These creatures are capable of going blow with blow with a tank and still survive even as the tank is pushed aside as a mere toy, these towering mammoths can slash through any known body armor or protecting armor, very rare species, 2 eggs dedicated, it takes half a week to gestate and then 24 hours to learn not to step on it's inferior bretheren. It is always carried by an overlord if the Swarm is traveling across country, as it is slower then it's other bretheren, servere artillery or bombing is the only known thing that will take an ultralisk down in seconds instead of pumping it full of lead for a full minute, AP bullets are somewhat more effective and give much easier penertration rates.
Comments
Seriously, what you just said made no sense at all. Did you mean to have some kind of point, or just describe... the zerg?
My first post described the Zerg forces so you can accurately know what there capable of in-battle, example urban battle with Chineese and a swarm of zerglings that get mowed down, the problem is, they kept coming and killed the gunners eventually.
I'm just asking: Would Earth survive an invasion like this or fall underneath to the Zerg forces as described above if they attacked suddenly and at once with no warning ahead of time.
Seriously, I don't really think that this belongs in discussions.
So, if the Zerg did launch an invasion, we'd either win through sheer nuclear power, or destroy our entire solar system...taking us and the zerg out. There is no way for them to win.
Defiler is the correct term, as many zerg species can burrow.
You also forgot broodlings; think chestburster scene, except created by the Queen.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Seriously, I don't really think that this belongs in discussions.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
What? No fantasy hypothetical situations? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
I see nothing against them in the Diss. Forum Rules. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Depending on what the Zerg do, we could last anywhere from 10 years to 10 days fighting them. If we see them comming, we can prepare and possibly even design new weapons to combat them. Nukes would probably be the best weapon we could throw that them... though we'd probably screw ourselves over as a result.
Only chance would could have is if he throw back the first wave, rush to the overmind, and kill it. Even then, we end up with the same situation that was in BroodWar; the Overmind would simply rebuild itself.
For size and graphical referance i'll use some Screens from SC:Ghost (bite me)
<a href='http://www.blizzard.com/ghost/screenshot.aspx?ImageIndex=34&Set=1' target='_blank'>Ultralisk</a>
<a href='http://www.blizzard.com/ghost/ScreenShot.aspx?ImageIndex=33&Set=0' target='_blank'>Hydra and Zergling</a> (Zergling left, Hydralisk right.)
<a href='http://www.blizzard.com/ghost/ScreenShot.aspx?ImageIndex=2&Set=0' target='_blank'>Better shot of a Hydra</a>
<a href='http://www.blizzard.com/ghost/ScreenShot.aspx?ImageIndex=23&Set=2' target='_blank'>Better shot of Zergling</a>
<a href='http://www.blizzard.com/ghost/ScreenShot.aspx?ImageIndex=24&Set=0' target='_blank'>Mutalisks and a Overlord</a> (three mutalisks on the left; overlord on the right)
<a href='http://www.blizzard.com/ghost/ScreenShot.aspx?ImageIndex=15&Set=2' target='_blank'>Better shot of a Mutalisk</a>
<a href='http://www.blizzard.com/ghost/ScreenShot.aspx?ImageIndex=6&Set=0' target='_blank'>Infested Human</a>
<a href='http://www.blizzard.com/ghost/ScreenShot.aspx?ImageIndex=5&Set=0' target='_blank'>Lurker</a> (Hatchery in background; location where larva and eggs are produced)
<a href='http://www.blizzard.com/ghost/ScreenShot.aspx?ImageIndex=17&Set=2' target='_blank'>Even better lurker shot</a>
I'm pretty sure biological weapons of any kind won't do a thing. Don't you think the terrans or protoss would've thought of that?
Well, I'm going to have to actually say projectile weapons could fair just as well as gauss rifles and laser cannons (despite the fact I've never played SC). The only thing lasers would have above projectiles is a larger/more versatile clip (projectiles fly around lasers can be kept on, go an infinite distance and are powered by energy instead of needing chemical propulsion).
Lasers, would, however, cauterize wounds rather quickly, meaning that if the Zerg bleed lasers would probably be worse off than projectiles. If the lasers are large enough they have the potential to vaporize the enemy almost instantly though. Plus, lasers aren't quite as durable as projectile weapons (you misalign that thing and you get a larger cone instead of a tight line of light).
I think projectile weapons would work fine.
My question is actually: is the Zerg's flesh more like brittle Xenomorph exoskeleton, or gushy, mushy human endoskeleton? They look kind of bug like, so I'd vote for exoskeleton, in which case projectiles have a good chance of cracking their shells as well.
[UltimaGecko should probably play StarCraft at some point...]
EDIT: Damn I feel nerdish talking about StarCraft like this <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
EDIT: Damn I feel nerdish talking about StarCraft like this <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Well, what are their base weaknesses then?
What's their heat tolerence?
Do they react negatively to any chemicals?
What is their body's base composistion?
Do they bleed/regenerate blood faster than it's lost/anything weird like that which would make decapitation/ampuational attacks futile?
...Maybe there's more important questions I haven't though ot...eventually I'll determine how the Earth would fare <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> .
In the game they're basically the "numbers over indivual power" race, but when you consider what they're up against (humans in 7 foot tall power armor suits weilding automatic gauss rifles that shoot slugs made of uranium-238; a psionic race of aliens with lightsaber wristblades and massive robot spiders with plasma cannons) they're extremely hardy creatures.
-from the <a href='http://www.battle.net/scc/zerg/' target='_blank'>Zerg Strategy Main Page</a>: "The Zerg are composed of several different types of creatures that have been integrated into the Swarm by the Overmind. These creatures, or breeds, have been selectively evolved to become efficient killers and to assist the Zerg in their quest for ultimate power. The Zerg do not utilize technology in the common sense, but their natural weaponry and armor is comparable to the most advanced gadgetry employed by any other species. This biological evolution, combined with an unmatched savagery and their blind devotion to the Overmind, make the Zerg an extremely formidable and deadly foe.
The Zerg have been found in all types of environments, including deep space. They have adapted themselves to the rigors of space travel, although it is not exactly understood how they are able to do so. The center of a Zerg habitation is the Hatchery. Their nests are composed of a thick organic matter, nicknamed the Creep, which provides nourishment for the Zerg and provides organic mass for Zerg Larvae and Drones to facilitate their transformation into larger forms. The Creep expands and covers the area around the Zerg hive, and is very difficult to eradicate."
<ul><li>Nuke them</li><li>Shoot them</li><li>Burn them</li></ul>
It takes 2 nukes to fully wipe out a cluster in the game of SC (from what I re-call), I would guess the Clusters in real life could withstand a single nuke and even recover from it, though it'd be serverely crippled for days as it has to heal itself and get rid of radiation, the drones would be in charge of radiation clean up.
But in case they did bring their own mineral and vespene reserves, we'd be screwed. Seriously? Our weapons right now pale in comparison compared to weapons in SC. I don't know what kinds of weapons we'll get but I doubt they'll be just as advanced as SC's. The only weapons I could think of were flamethrowers and nukes, and that's about it.
And if we were invaded, I'd be willing to just err...succumb to the Overmind instead. Better to blow yourself up for some alien mastermind than be massacred to death by said mastermind's minions right?
Or, the Clusters could call in supply lines, (overlords would bring in minerals and vespene gas like trucks in outer space) to supply the Zerg, since they have the ability to go through space this would probably be what they'd do.
I'm guessing this is what would happen. The Overmind is far from an idiot.
That we'd have several surgical nuke strikes against the clusters and pray that we survive and all remaining Zerg don't.
We get utterly massacred.
Develope weaponry to combat the Zerg if prior notice was given, (orbital satialites would be the most likely answer for finding clusters) or just nuke them right away.
Soldiers be outfitted with:
-High impact kevlar (preferably full coverage, but only bomb squads have it now, so it'd probably be uneconomical)
-3-5 Phosphorous Grenades (which aren't all that common, so procuring many might be hard at first)
- 2 Fragmentation Grenades
- 1 Claymore
- Flamethrowers and Large caliber hollow point weapons (maybe some .50 cal brownings and some .50 cal Barrets.
Optional/Dependent equipment:
-(not sure how the Zerg are at smelling, so optionally) masking scent
-(not sure how they are at seeing, so optionally) 2 Smoke Grenades
-(not sure of their weaknesses, so optionally) electrical devices, such as tasers.
-(not sure of their weaknesses, so optionally) sound creating devices, such as those mounted on tanks to disperse riots (which are still in testing).
Battlefield Weapons include:
-Lots of use of Napalm against hoardes of them.
-The use of tactical battlefield nuclear weapons (which are intended for use in field battles, and can be fired from artillery pieces)
Optional Battlefield weapons:
-The use of 'dirty bombs' to degrade these 'Hive Clusters'
-The use of an as of yet, unknown chemical which could kill the Zerg (Humans have inherent weakness to many radioactive elements, but also happen to be naturally weak against arsenic, and due to our composistion of water Lithium and similar elements (first group on the periodic table consisting of (in order of least to most destructive): Li, Na, K, Rb, Cs. Fr ).
Still the remaining questions:
If they're vulnerable against radiation; then depleted Uranium rounds should be a bit more effective (considering: <i>Uranium has sixteen isotopes, all of which are radioactive</i>). So, what's up with that?
Since they survive deep space well, this question may be futile, but: Can they be frozen?
How intelligent are they?
How fast are they (cheetah seems to be the Zerglings, but what about the flying ones and the larger ones)?
...the egg thing seems to be a bit weird to translate properly to reality. Two eggs wouldn't make sense to form one creature...maybe they require a larva twice as big, or something.
[I'm aware this is so far a list of materials, need for information for a real 'plan']
If its a SAM site or anti-aircraft site, expect a large swarm of Zerg coming for you, then it matters who wins that battle.
Verrrryyy interesting, I wish people made life sized Zerg species. (I mean, someone made a 40 foot tall Mad Cat in their back yard according to Xbox Maganzine)
I think the first few weeks would be a massacre for humanity. The vulnerable zones you mentioned will probably be over run within the first two weeks.
Australian troops tend to be few but well trained. Most likely Australia will fall on the defense of the cities and key land until some kind of defensive installations can be put into place. Because the country is big and empty, the zerg either have free reign or cant be bothered because of hostile conditions (last I looked the zerg had unlimited moisture, not a good trait in a vast desert).
I figure that after some initial massacres, humanity would concentrate into highly fortified well supplied areas. Asia would probably take the worst losses but also put up the longest fight, what with a third of humanity concentrated in that region.
Africa wouldnt last too long. Too disorganised, starving, corrupt and heavily weakened by HIV/AIDS.
I cant think too clearly now. I might finish this later.
KEKEKEKEKEKEKEKEKEKEKEKEKE ^______________^
Only air borne Zerg are resilient against Deep Space coldness, thusly land Zerg forces are kept in Overlords to keep from freezing during these dreks.
Intelligence varies on species and I'll be very brief, but before I begin with that most Zerg creatures can burrow into the ground to ambush and recover from wounds easier.
Zergling: Incredibly primitive, capable of only simple ambushes and must be led in-battle if any change of plans occur, there most often used in swarming tactics to keep them in-action.
Hydralisk: Semi more intelligent, it could eventually figure out how to open a door, if it doesn't tear it down but follows orders more often then not, as all Zerg have to.
Scourge: Same as Zergling.
Queen: There actually quite intelligent, but never talk in a sense and are naturally protective of their Hive Clusters, they support Zerg forces and try to eliminate stronger enemies with a spore that infests them with a parasite very similiar to a chest burster.
Mutalisk: Not really sure on there intelligence, they are usually guards or assault air forces so there probably similiar to a zergling's.
Guardian: Most likely hydralisk's intelligence as it knows how to bomb and stay out of the way of air fire.
Devourer: Same as Guardian.
Infested Terran: They have a human's intelligence but there rarely used for that.
Defiler: Above average human intelligence, it doesn't speak though, it knows when to hit and perferes to not die unless its necessary, unlike the zerglings.
Ultralisks: Unknown, there usually entrusted with guardianship or shock troopers, they probably have the intelligence of an elephant if un-directed.
Overlord: Probably the intelligence of a scholar and must constantly keep it's wit up so it can guide it's legion of warriors and keep up-todate plans.
Cerebrates are what control the Clusters, there were three branchs, (I think, I know the first two are right.)
Defensive Brood, Offensive Brood, and a combination of the two I believe.
However, all Broods are on the offensive, Cerebrates are easily more intelligent then most College students with their degrees, these are what control all the actions of the Hive Clusters, I will post about what Cerebrates are like tomorrow.
Flying creatures are from what I've seen in cinemas, are as fast as wraiths that are extremely quick moderate assault air craft, from what I've seen in a cinema yet again, the hydralisk slithers just about the same speed of a human, a bit faster as the hive evolves, the defiler moves at a below average speed, that of a limping human, a lurker is the same as a hydralisk's, the ultralisk moves as slow as a defiler without having it's legs enhanced, with enhanced legs it can charge as as fast as a zergling.
Zerg rely on sound, their Cluster's own sense of where enemy forces on, sight is important for most Zerg besides when burrowed, then they have a tremor sense. (forgot what its called) I believe they can see through smoke as thats why the Defiler's smoke like-ability allows the Zerg to have an advantage.
A Psi Disrupter was used in the Campaign to "control" where the Zerg went, basically, use a Psi Disrupter and the Zerg will swarm to the area it was emitted from, basically a planet, so this is only temporarily useful besides for possibly making them go to another planet if a Psi Disrupter was to be placed there.