>>11825049>Muta-ballsA single Overlord in a control group of Muta's means you can stack them into a very tight group(with the overlord back at home), so human players will only be able to hit the one Muta sitting on top of the stack with non-splash attacks. I dunno if the AI can work around this, but it's virtually impossible for a human player. Splash or only hit 1 muta with your army.
>Vulture whippingYou can double-back and fire off a shot, and immediately continue forward as a Vulture without losing any momentum. When done properly, Vultures can kite just about anything to death with their superior speed and never take a shot in return.
>Carrier pre-loadingEveryone knows Carriers have up to 8 Intercepters to use. What most people don't realize is they come out one at a time until all 8 have launched at least once. So if you send a team of fresh Carriers into battle without having launched all Intercepters at least once, they will file out one at a time while the Carriers get shot at. So telling individual new Carriers to open fire on a friendly building until all 8 are flying is a way to ensure they hit at full power when they finally hit hostiles.
>mineral line hoppingWorkers can 'float' over other units somewhat and even buildings to get access to stuff like minerals. This can be triggered by jamming a bunch of workers together and trying to repeatedly make one move through some minerals. In pro-games on Eclipse, this is expected to be done by the Zerg player for their 3rd base. You can also force small units through the mineral line in a similar way.
>worker blockingBetween the 'float' and AI targeting combat units over workers by default, a pack of 8-12 workers tightly packed into a single spot can push into incoming enemies, scatter, and immediately halt all forward movement by literally pushing enemy units out of the way. Tightly packed zealots pushing in? A dozen drones will split them up for your zerglings.