• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 03:45
CEST 09:45
KST 16:45
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy18ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
Weekly Cups (March 23-29): herO takes triple6Aligulac acquired by REPLAYMAN.com/Stego Research8Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool51Weekly Cups (March 9-15): herO, Clem, ByuN win4
StarCraft 2
General
Rongyi Cup S3 - Preview & Info Team Liquid Map Contest #22 - Presented by Monster Energy Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool What mix of new & old maps do you want in the next ladder pool? (SC2) Aligulac acquired by REPLAYMAN.com/Stego Research
Tourneys
RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
The PondCast: SC2 News & Results Mutation # 520 Moving Fees Mutation # 519 Inner Power Mutation # 518 Radiation Zone
Brood War
General
so ive been playing broodwar for a week straight. BSL 22 Map Contest — Submissions OPEN to March 10 Klaucher discontinued / in-game color settings BGH Auto Balance -> http://bghmmr.eu/ Pros React To: JaeDong vs Queen
Tourneys
[Megathread] Daily Proleagues [ASL21] Ro24 Group E [ASL21] Ro24 Group F Azhi's Colosseum - Foreign KCM
Strategy
What's the deal with APM & what's its true value Fighting Spirit mining rates Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Starcraft Tabletop Miniature Game Nintendo Switch Thread General RTS Discussion Thread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread The Chess Thread NASA and the Private Sector Things Aren’t Peaceful in Palestine
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Broowar part 2
qwaykee
China Uses Video Games to Sh…
TrAiDoS
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
ASL S21 English Commentary…
namkraft
Electronics
mantequilla
Customize Sidebar...

Website Feedback

Closed Threads



Active: 16187 users

[Q] ZvT - Are spine crawlers ever a good idea?

Forum Index > StarCraft 2 Strategy
Post a Reply
1 2 Next All
fdsdfg
Profile Blog Joined February 2010
United States1251 Posts
August 26 2010 23:45 GMT
#1
I did some testing in unit tester - 4 marauders can kill 3 spine crawlers if they engage one at a time. On most maps, when setting up static D to defend your natural, you cannot place them in a position where they can't be attacked one at a time - them being only 1 range longer than Marauders and 2 units wide.

The only time you CAN set them up is against a choke - but Zerg wants to engage in the open, doesn't it? On a map like Blistering Sands, if you set up your spine crawlers to attack them while they're in the choke, then you're forefitting the advantage of speedlings and roaches - his longer range units will all be firing all at the same time and you'll be lining up to take your shots.

The only time Spine crawlers seem worth their salt is against low count Reaper or Hellion harass - but it's very expensive for something that loses its worth almost instantly.

So if the only time you can use spine crawlers effectively against an army is in a choke and that invalidates your army.. then you have to make a choice - where do I want to engage the enemy? Or, more importantly, which do I want to defend with, static D or my army?

Going by the fact that this choice only exists on natural-choked maps, and on open maps I am simply forced to fight in the open without the help of Static D, then I'm inclined to say the latter.

Thoughts?
aka Siyko
HubertFelix
Profile Joined April 2010
France631 Posts
Last Edited: 2010-08-26 23:50:20
August 26 2010 23:49 GMT
#2
Spine crawlers are really a must have against hellions.
If the terran doesn't make hellions, I only build some of them in the mid/late game to defend my expos against drops (if you don't have spine crawlers against hellion drop you are really dead).
Xizorz
Profile Joined August 2010
93 Posts
August 26 2010 23:50 GMT
#3
Spine crawlers also tend to make the bioball move out of a tight ball and more into a line formation. That makes it easier to hit them with zerglings.
Grimjim
Profile Joined May 2010
United States395 Posts
August 26 2010 23:50 GMT
#4
I think you should be wondering why your three single Spine Crawlers are being engaged without any support.

I use them mostly as a distraction, while my units actually do the damage. If the Spine Crawlers ARE left alone, they can do a chunk of damage as well.
I am serious. And my name is Shirley.
ChickenLips
Profile Blog Joined May 2010
2912 Posts
August 26 2010 23:54 GMT
#5
Spine crawlers have crazy DPS and if I have a sub 70 food army I try to gtfo their range since I rather kill their units than die to them. Also good Zergs will position them correctly and transfuse them with queens making them even more of a pain in the ass for quick timing pushes.
❤Ƹ̵̡Ӝ̵̨̄Ʒ✿
fdsdfg
Profile Blog Joined February 2010
United States1251 Posts
August 27 2010 00:02 GMT
#6
On August 27 2010 08:50 Xizorz wrote:
Spine crawlers also tend to make the bioball move out of a tight ball and more into a line formation. That makes it easier to hit them with zerglings.


This only really happens if the Terran player is not paying attention. Why would he move his units out of a ball? Just stay in a ball and move in range of one spine crawler.

On August 27 2010 08:50 Grimjim wrote:
I think you should be wondering why your three single Spine Crawlers are being engaged without any support.

I use them mostly as a distraction, while my units actually do the damage. If the Spine Crawlers ARE left alone, they can do a chunk of damage as well.


Well, how do you fight a Terran who will only attack the spine crawler, and once your units show up he backs off? Everyone I face does this, and it's not always possible to get zerglings behind him to trap him.

On August 27 2010 08:54 ChickenLips wrote:
Spine crawlers have crazy DPS and if I have a sub 70 food army I try to gtfo their range since I rather kill their units than die to them. Also good Zergs will position them correctly and transfuse them with queens making them even more of a pain in the ass for quick timing pushes.


Not really, they have less DPS of two unstimmed marines - or one unstimmed marauder against armored.

How do you define positioning them 'correctly'? As far as I can tell there's only two ways - in a choke and not in a choke - one way is crap for the crawlers, the other is crap for the army.
aka Siyko
ChickenLips
Profile Blog Joined May 2010
2912 Posts
August 27 2010 00:16 GMT
#7
Position them so that your ranged units + SC form an arc around the incoming army. Since your army is mobile and the SCs really aren't try to put them in a position that allows for on the fly 'concaving' the opponent. (It is important to retreat as far as possible if you are pulling off a thin defense.
❤Ƹ̵̡Ӝ̵̨̄Ʒ✿
dave333
Profile Joined August 2010
United States915 Posts
August 27 2010 00:23 GMT
#8
When I feel a timing push is coming I usually hide some speedlings in an area nearby. When they attack, the spine crawlers+roaches and a few lings can attack from front while I send my slings from behind, it works fairly effectively unless there is a tower nearby
eth3n
Profile Joined August 2010
718 Posts
Last Edited: 2010-08-27 00:33:50
August 27 2010 00:24 GMT
#9
Spine-related ZvT question:

I generally have about 6 queens for my main/nat, and I spread a huge amount of creep tumors, and after I have creeped up my half of the map I still throw a lot of "active" tumors around my spines, I like to do this if terran tries to siege my lings/spines, as selecting X active creep tumors and choosing to make new tumors will waste a wave of siegefire and i can send in lings/banes...

Is this a decent strat or am I simply wasting my time/apm for a rare scenario in ZvT?
Idra Potter: I don't use avada kedavra because i have self-respect.
fdsdfg
Profile Blog Joined February 2010
United States1251 Posts
August 27 2010 00:31 GMT
#10
On August 27 2010 09:16 ChickenLips wrote:
Position them so that your ranged units + SC form an arc around the incoming army. Since your army is mobile and the SCs really aren't try to put them in a position that allows for on the fly 'concaving' the opponent. (It is important to retreat as far as possible if you are pulling off a thin defense.


Can you give an example? I think I know generally what you're saying, but it doesn't change what I said in the OP that either they can stay in a ball and attack them 1 at a time, or they're in a choke and immune to melee/roaches.
aka Siyko
peckham33
Profile Joined April 2010
United States267 Posts
August 27 2010 00:31 GMT
#11
another way to place your spine crawlers in on top of a cliff and have them hit the units that are on the sides of his ball.
dead men tell no lies, and i am dead, yet i can talk so i must be alive, but i was just shot in the head five times so i must be dead, but if i am dead then all i have said must be true, so now i am dead and alive?
Tropical Bob
Profile Joined August 2010
United States127 Posts
August 27 2010 01:11 GMT
#12
I'm thinking that if you put them a little bit behind the choke and use Speedlings or something to help with the funneling once your opponent is trying to get through the choke. Or something.

But I hardly use Spine Crawlers unless I'm getting rushed anyway. They're only really good against Marines and Zerglings in my experience, or forcing a Tank push to continually unsiege if you space them apart. I feel like they're only a staller or a deterrent.
Crushgroove
Profile Joined July 2010
United States793 Posts
August 27 2010 01:18 GMT
#13
I like to build them to try to get their tanks to siege a bit farther away... then I can attack lure their bio ball into the base while flanking the tanks that are a ways out right when they unsiege.
[In Korea on Vaca] "Why would I go to the park and climb a mountain? There are video games on f*cking TV!" - Kazuke
imbecile
Profile Joined October 2009
563 Posts
August 27 2010 01:30 GMT
#14
Yes. They protect your base while you get what you need to become aggressive. Don't need gas, so you can concentrate on either pushing eco or tech.

Especially good against hellions and reapers, the main early harassment options for T.

But as with every static defense, their usefulness is primarily determined by placement, and so is very map dependent.

And if you find yourself to need a lot of spine crawlers that you don't want to make, you probably made some macro and teching mistakes.
claricorp
Profile Joined July 2010
Canada142 Posts
August 27 2010 01:51 GMT
#15
spines are great with burrowed banelings, as its pretty easy to predict were an enemy will engage them(use this on maps were its not always viable to just mine up your ramp.
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
August 27 2010 01:54 GMT
#16
against hellions or on LT at the cliff 2 hold off Thor-drops.
https://soundcloud.com/thesamplethief
dudeman001
Profile Blog Joined February 2010
United States2412 Posts
August 27 2010 02:12 GMT
#17
Definitely use spine crawlers ZvT. They help immensely with hellion harass, especially if you can block off points of entry into your mineral lines. They don't really lose their worth as you mention, because hellion harass can come from anywhere at any time of the game. And even though marauders do well against them (your enemy should not be engaging them one at a time) they act as good early game defensive measures, more so when you have units with your crawlers to make them survive longer.

Think of it like the creep colonies Zergs built in ZvT Broodwar. If they didn't make those colonies they'd surely lose, but because the coloines are built the Zerg can hold off early aggression and keep their natural expansion alive. Same principle applies to spine crawlers.
Sup.
Twaxter
Profile Joined April 2010
Canada190 Posts
August 27 2010 05:20 GMT
#18
I mainly use the spine crawler just to distract a terran or protoss army, so I can get a surround.

Lose and Learn
P00RKID
Profile Joined December 2009
United States424 Posts
August 27 2010 06:39 GMT
#19
I use them to fight hellion harass, or else lose many drones to them. They are also good to make if they are hellion heavy but light on tanks. Slightly forces marauders or more tanks in their mix, which can buy you time to get more mutas, or whatever. But usualy, i only make 2 or so midgame, a few more at expos late game.
"Does your butt hurt? 'cause you fell from heaven once the cast was over?" Artosis
Soulish
Profile Joined April 2010
Canada1403 Posts
August 27 2010 07:34 GMT
#20
On August 27 2010 08:54 ChickenLips wrote:
Spine crawlers have crazy DPS and if I have a sub 70 food army I try to gtfo their range since I rather kill their units than die to them. Also good Zergs will position them correctly and transfuse them with queens making them even more of a pain in the ass for quick timing pushes.


I was under the impression that their dps was only 16.and 18 on armoured. Thats pretty terrible.
me all in, he drone drone drone, me win
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 2h 16m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SortOf 29
StarCraft: Brood War
910 399
Pusan 253
ggaemo 151
Nal_rA 88
Killer 61
Larva 60
ToSsGirL 20
Bale 18
League of Legends
JimRising 618
Counter-Strike
shoxiejesuss392
Heroes of the Storm
Khaldor131
Other Games
summit1g13111
WinterStarcraft523
ceh9412
crisheroes0
Organizations
Counter-Strike
PGL3439
Other Games
BasetradeTV173
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• LUISG 5
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Stunt458
Upcoming Events
Afreeca Starleague
2h 16m
Wardi Open
3h 16m
Replay Cast
16h 16m
Sparkling Tuna Cup
1d 2h
PiGosaur Cup
1d 16h
Kung Fu Cup
2 days
The PondCast
3 days
Replay Cast
3 days
Replay Cast
4 days
CranKy Ducklings
5 days
[ Show More ]
BSL
5 days
Replay Cast
5 days
Sparkling Tuna Cup
6 days
BSL
6 days
Replay Cast
6 days
Liquipedia Results

Completed

CSL Elite League 2026
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL Season 20: Qualifier 2
CSL 2026 SPRING (S20)
StarCraft2 Community Team League 2026 Spring
Nations Cup 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026

Upcoming

Escore Tournament S2: W2
IPSL Spring 2026
Escore Tournament S2: W3
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
RSL Revival: Season 5
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.