Reaver Pop
Submitted by -AgentSmith-

This is a good strategy to use pretty early in the game. I havent seen this up on the strats board, so here it goes.

1. Build probes till 8
2. When 8th probe comes out, build pylon then hit shift right click on a mineral patch
3. Build probes till 11, then get Gateway and assimilator.
4. Keep building probes, send 1 probe from minerals, 2 that you just made to assimilator when it finishes.Build one more assimilator, and send probes to it when its done. Build cybernetics core with 13 probe when gateway is done.
5. When core finishes, you should have 2 or 3 gates by now with the money you have gathered, and enuff gas for 2 robitics. Build them.
6. Build 2 shuttles when they are done along with a robotics support bay.
7. get 2 reavers and 2 goons into the shuttles.
-Here is the Micro part-
8. Drop them *behind* opponents minerals for some protection. the reavers should have 5 scarabs loaded and ready, and should shoot immeadiatly at the works if there is no defence.
9. Keep building scarabs, and shooting at workers.
10. If Help comes, pop the reavers back in the shuttles, and unload at another place by the minerals where zealots, bats, marines, hydras arent.
11. Unload and repeat, while constatly building zealots at home out of 5 or so gates.
12. Once his workers are done, send in all you zealots and it should be enough to take him out.
*Make sure you take an observer or two. If he went mutas, wraiths, or scouts, make dragoons to counter mutas. The goons should replace 1/2 of the zealots you made at home while attacking to counter.

Well there it is. It takes more managing than the average reaver drop, but is extremely effective against people who build choke defense like terrans that turtle, or ptoss people who go dts and clog the entrance with cannons. Well thats it, and when playing zerg, dont forget the corsairs!!

CreepColony's Opinion: Watch out for early rushes.