Overlord Scouting: ZvT and ZvZ

For this section I think it is best that I do a brief description of what you are trying to accomplish with the first two Overlord scouts in each match up and then I will show you some examples of how to do this.

ZvT:

For Zerg vs Terran on most maps you are safe to send your Overlord across the map with both Overlords and not really having to worry about much. There are some sneaky tricks you can do to maximize your scouting potential and I will show you that on the specific maps.

Ruins of Seras:

On this map I send the first Overlord to the close air position (behind the mineral line) in order to scout for the opponent. The reason I send this Overlord behind the mineral line instead of right to their base is so that there is a potential (assuming they spawned there) that I will scout them without them scouting me. The reason this is so beneficial is because without knowing where I am right away, they must sacrifice the mining time of sending an SCV to scout me or just relying on a reaper. If they rely on the reaper, it is almost guaranteed that I will not be scouted first so I do not have to worry about them harassing me or disrupting my mining with the reaper and as long as I have my queens/lings in a good position I do not have to worry about them scouting my gas timing either.

With this Overlord I will click on the mineral (as shown in Figure 5) and that will tell me if they have spawned there. If they spawn there, I will continue flying my Overlord around the back of their mineral line to the back of their natural where I can scout if they have expanded yet all while keeping Terran in the dark as to where I am located.

The second Overlord (seen in the minimap) will head straight to the close land position land. You need to make sure that you are watching it so you can turn it around at the first sight of a CC (assuming they spawn there). If you are not careful as to catch it immediately it may be prone to being sniped by a couple of Marines when it arrives.

Figure 5

Dusk Towers:

As shown in Figure 6 you will see red circles and green circles

Green Circle:

This is where you will possibly see a Reaper if they have opened with a standard Reaper expand, if you do not see a reaper continue on the path toward the third base as they may be coming to snipe your Overlord with a marine soon.

This is where you will possibly see a Reaper if they have opened with a standard Reaper expand, if you do not see a reaper continue on the path toward the third base as they may be coming to snipe your Overlord with a marine soon. Red Circles:

These (for me) seem to be the common proxy locations for Barrax (Reaper/Marine). This Overlord will be used to scout for these proxies so you are not surprised when you have 4 Reapers showing up unannounced.

Figure 6

Orbital Shipyard:

This map is almost identical in Overlord scouting to Dusk Towers. You will send your first Overlord towards their main and pivot off towards the side of their natural (air space). The second Overlord will head towards your unnatural 4th base (the further one) to scout for proxies, and then it will pivot towards the destructible rocks near the third (scout the main base later, or used to scout third timing).

Prion Terrace

Red Line:

This represents and alternate path. If you send the second Overlord towards the alternate path, then the first Overlord, too, follows the alternate path.

This represents and alternate path. If you send the second Overlord towards the alternate path, then the first Overlord, too, follows the alternate path. Green Circle:

Common locations for proxies, and what areas you will need to pay attention to (CC timing, Rax at front of ramp, etc…).

Figure 7

Ulrena:

Ulrena is pretty straight forward and I probably do not need a picture to describe this one.

First Overlord will go straight into their base, specifically in between the ramp to the main and the CC placement. You will use this Overlord to look for gases (1 gas, 2 gas, no gas) and number of Barracks. Next you will send this overlord into the airspace behind their natural expansion to check for the CC timing. If you see that they added on a add-on to their Barracks, then it is possible to poke in quite a bit with this overlord to check factory follow up and other things.

Second Overlord will go to the ramp of your natural and then follow down near the watch tower. This is useful to check for really greedy proxy Barracks that they could possibly place at the front of the ramp to your natural. This Overlord will then hug the strip of land where the watch tower is and will sit at the elbow (airspace) between the natural ramp and chokepoint on the Terran side of the map. This position is useful for seeing units moving out early on for timing attacks or all ins.

Central Protocol:

The first Overlord follows the same technique as the first Overlord on Ruins of Seras.

Second Overlord. Good luck. No, but I generally park it at the ramp to my natural since this is a weird map that usually results in odd reaper openings and since the spawn locations changed, I will know where he spawns with the first Overlord no matter what.

Lerilak Crest:

Since I cannot find a good image of this map I will do my best to describe the Overlord scouting.

First Overlord will go towards the close land position (their third is close to your natural). Your goal is to send this Overlord in between the ramp to their main and the CC in their main. Ideally, once you see the enemies base or Barracks you turn completely around and sit at their third base so you can poke in to scout later. This would not let them see your Overlord and put you in a similar position as on Ruins of Seras.

Second Overlord will head to the back of the mineral line of the close by air position (exactly the same as the first Overlord on Ruins of Seras). Usually you will be able to see the CC started and then you can pull back without their knowledge. Poking in too far could result in a loss of that Overlord.

ZvZ:

The most common things you will want with the first Overlord is to scout lings leaving the base and then position it to poke in to scout Lair/Gas timings later. For the second Overlord, you will generally use this to scout an alternate rush position early on and then park it right outside of their ramp so you can see any units that will leave their base. One of the most important things in knowing if a cheese is coming in ZvZ is if you see their second Overlord with your First Overlord as you get closer to the opponents base (2 player maps).

Ruins of Seras:

Ruins of Seras in ZvZ is probably the most confusing map to Overlord scout as well as the most tedious. When looking at Figure 8 you will see that there is a White Solid Line, a White Dotted Line, Green Circles, and Red Numbers.