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[D] Move/a-move method for beating marine splits

Forum Index > StarCraft 2 Strategy
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whatthefat
Profile Blog Joined August 2010
United States918 Posts
January 17 2011 02:25 GMT
#1
While banelings are designed to be highly effective against light biological units, the use of clever marine splitting (best refined by MarineKing) has blunted their strength in the ZvT midgame. I'd like to share a method I've been using against marine splits which seems quite effective.

Zerg players have learned that it is often more effective to tell banelings to move towards enemy units, rather than a-move, so they can get into the middle of the enemy units before exploding, rather than just hitting those units on the edge. This is especially important if the enemy splits off a few sacrificial units to save the main ball.

However, when strong terran players slice their main bio group into small groups and fan them out, simply moving the banelings as a group becomes ineffective. One potential solution is to slice the baneling group in response, moving small numbers of banelings towards each clump of marines. In practice, I haven't found this method to be particularly effective, partly because it is hard to predict exactly how the terran player will slice their main group.

One new method I've been trying is to first move the banelings towards the main enemy group. If the opponent now splits the marines, wait until the banelings are approximately equidistant from the split groups. At this point, a-move the banelings further along their trajectory. The result is the banelings auto-split to attack all nearby groups of marines.

Pictures of a relatively simple example are shown below, where a terran splits their main group in two.

Frame 1: Banelings are on move command.
Frame 2: Terran splits group in two.
Frame 3: Banelings are told to a-move.
Frame 4: Banelings auto-split, hitting both groups.

[image loading]

Against a terran player who is very good at micro, the effectiveness of banelings is still greatly reduced, but in my own experience, I have found this move/a-move method to be better than any other. I thought other zerg players might find this technique useful, and I'd be interested to hear whether others have tried similar methods.
SlayerS_BoxeR: "I always feel sorry towards Greg (Grack?) T_T"
Subztance
Profile Joined August 2010
United States139 Posts
Last Edited: 2011-01-17 02:32:25
January 17 2011 02:31 GMT
#2
This is feasible if your opponent is both good at micro AND using only marines. If he fans out his marauders while pulling his marines back your banelings will be wasted ( or used inefficiently, even if marauders are clumped up it takes 7 banelings to kill one group of them).
yuri taeyeon
Temporarykid
Profile Blog Joined November 2010
Canada362 Posts
January 17 2011 02:37 GMT
#3
On January 17 2011 11:31 Subztance wrote:
This is feasible if your opponent is both good at micro AND using only marines.


Thing is, I too have been finding that a lot of terran players are just going mass marine and medivac. Although you might think it weird... it's easier to restock marines than lings--> banelings.

Not to mention that 3-3 Marines with combat shield and stim become very deadly in mid-late game.
ㅈㅈ
whatthefat
Profile Blog Joined August 2010
United States918 Posts
January 17 2011 02:38 GMT
#4
@Subztance

You're quite right. In those cases, I generally find it best to move the banelings past the wall of marauders before trying to a-move split. Often in practice, one has to combine manual splitting of the banelings with move/a-move. If a terran is extremely good at micro, the banelings will be less effective no matter what because most of the splash damage is lost. However, this technique helps to ensure that the banelings at least pursue multiple different targets.
SlayerS_BoxeR: "I always feel sorry towards Greg (Grack?) T_T"
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
Last Edited: 2011-01-17 06:47:33
January 17 2011 06:44 GMT
#5
The counter to marines is not banelings, but speedlings. This is something that few zergs have caught on to, for some reason, but the ones who have, do exceedingly well. I used to destroy a few Z players I play with a lot until I tipped them off to this and now they do just fine.

40 speedlings 10 banelings

is better than:

20 banelings 20 speedlings

Even though the first option costs less. If you have any banelings above 3-4, you have to split your marines. Once you split your marines, speedlings rape them.

Note that I'm not saying go pure speedling - you need some banes, but it's much better to have closer to 20% banes than 50%. I outright kill zergs who take their whole zergling ball and hold the baneling hotkey, but I had to switch out of pure bio because of the speedling massers.

This also allows you to just a-move, because if they split, then you're gonna win anyway.
vileEchoic -- clanvile.com
Elean
Profile Joined October 2010
689 Posts
Last Edited: 2011-01-17 12:13:39
January 17 2011 12:12 GMT
#6
Counting the number of units on your images, you have like 21 bannelings, against 22 marines and 8 marauders (really difficult to tell).

At the end, there are 6 marines left, and 8 marauders...

You don't look cost effective here.

Maybe it's simply because the terran army value was higher, or maybe it's because bannelings aren't cost effective against mmm on creep. But your example doesn't look so convincing.
It definitely need more testing.

Sm3agol
Profile Blog Joined September 2010
United States2055 Posts
January 17 2011 12:53 GMT
#7
I saw Destiny's stream a while back, and he used a hilarious analogy for his tactic vs mass marine ball with no tank support.
You are going to rape him. Your dick is your banelings and your hands are the speedlings. You have 2 hands, and one dick, so you need a 2:1 ratio, speedlings to banelings. Your opponent sees the rape coming, so he runs away. So what do you do? You take your hands, and grab the marines to keep them from running away, aka, have your speedlings do a run-by surround on the marines. The purpose of the speedlings isn't to kill the marines, it's to keep them immobile long enough for your rape-train to move in.
valheru
Profile Joined January 2011
Australia966 Posts
Last Edited: 2011-01-17 13:07:36
January 17 2011 13:06 GMT
#8
On January 17 2011 21:53 Sm3agol wrote:
I saw Destiny's stream a while back, and he used a hilarious analogy for his tactic vs mass marine ball with no tank support.
You are going to rape him. Your dick is your banelings and your hands are the speedlings. You have 2 hands, and one dick, so you need a 2:1 ratio, speedlings to banelings. Your opponent sees the rape coming, so he runs away. So what do you do? You take your hands, and grab the marines to keep them from running away, aka, have your speedlings do a run-by surround on the marines. The purpose of the speedlings isn't to kill the marines, it's to keep them immobile long enough for your rape-train to move in.

Holy sh*t that's hilarious but hang on ''your oppnent sees the rape coming, so HE runs away''
see the irregularity here but if this is within the context of the american prison system I fully understand.

But seriously how does this deal with marauder shielding and/or stutter stepping?
I reject your reality and substitute my own
ALPINA
Profile Joined May 2010
3791 Posts
Last Edited: 2011-01-17 13:31:59
January 17 2011 13:24 GMT
#9
You can rarely use this tactics because usually there tanks/marauder/thors around so you may loose everything to them. But the tip of nice ofc.
You should never underestimate the predictability of stupidity
Trobot
Profile Joined August 2010
United States125 Posts
January 17 2011 13:35 GMT
#10
On January 17 2011 21:53 Sm3agol wrote:
I saw Destiny's stream a while back, and he used a hilarious analogy for his tactic vs mass marine ball with no tank support.
You are going to rape him. Your dick is your banelings and your hands are the speedlings. You have 2 hands, and one dick, so you need a 2:1 ratio, speedlings to banelings. Your opponent sees the rape coming, so he runs away. So what do you do? You take your hands, and grab the marines to keep them from running away, aka, have your speedlings do a run-by surround on the marines. The purpose of the speedlings isn't to kill the marines, it's to keep them immobile long enough for your rape-train to move in.


How does the analogy evolve if he splits his forces? Is he considered to be spreading 'em? xD

In all seriousness, I'm now going to remember that in the middle of a game, crack up laughing, and then lose my natural to the MM ball because my micro went to hell. :D
Beware, for I shall correct your grammar even as I read it.
Grhym
Profile Joined April 2010
177 Posts
January 17 2011 13:37 GMT
#11
On January 17 2011 21:53 Sm3agol wrote:
I saw Destiny's stream a while back, and he used a hilarious analogy for his tactic vs mass marine ball with no tank support.
You are going to rape him. Your dick is your banelings and your hands are the speedlings. You have 2 hands, and one dick, so you need a 2:1 ratio, speedlings to banelings. Your opponent sees the rape coming, so he runs away. So what do you do? You take your hands, and grab the marines to keep them from running away, aka, have your speedlings do a run-by surround on the marines. The purpose of the speedlings isn't to kill the marines, it's to keep them immobile long enough for your rape-train to move in.


あ
Treemonkeys
Profile Blog Joined August 2010
United States2082 Posts
January 17 2011 15:31 GMT
#12
That is a pretty gross analogy.
http://shroomspiration.blogspot.com/
Sm3agol
Profile Blog Joined September 2010
United States2055 Posts
January 17 2011 15:40 GMT
#13
On January 17 2011 22:35 Trobot wrote:
Show nested quote +
On January 17 2011 21:53 Sm3agol wrote:
I saw Destiny's stream a while back, and he used a hilarious analogy for his tactic vs mass marine ball with no tank support.
You are going to rape him. Your dick is your banelings and your hands are the speedlings. You have 2 hands, and one dick, so you need a 2:1 ratio, speedlings to banelings. Your opponent sees the rape coming, so he runs away. So what do you do? You take your hands, and grab the marines to keep them from running away, aka, have your speedlings do a run-by surround on the marines. The purpose of the speedlings isn't to kill the marines, it's to keep them immobile long enough for your rape-train to move in.


How does the analogy evolve if he splits his forces? Is he considered to be spreading 'em? xD

In all seriousness, I'm now going to remember that in the middle of a game, crack up laughing, and then lose my natural to the MM ball because my micro went to hell. :D

Splitting up is analogous to just spreading out so wide that you wouldn't even feel it with your dick, so you just shove your entire fist inside.

Basically if you go mass marine medivac vs a 2:1 speedling/baneling ratio at ~equal cost, then you lose. Send in the speedlings first, and if they split, then they get ripped by the speedlings. If they stutter, then the speedlings will eventually get a surround, and then the banelings will catch up and rape them en masse. If they just stand there in a ball then they just get raped.
Oh, and the key is using move command and stop. A+moving your speedlings = lose. You have to run your speedlings past them and press stop, then a-move to keep them from stutter stepping/splitting. Done correctly, mass marines have no chance.
Faze.
Profile Joined November 2010
Canada285 Posts
January 17 2011 15:46 GMT
#14
"He has a big waist"
lololol
D:
morimacil
Profile Joined March 2010
France921 Posts
January 17 2011 16:42 GMT
#15
Yeah, it amazes me whenever I see any zerg chasing marines with just banelings.
A lot of players just dont see to realize for some reason that while banelings are great against marines, banelings are by far not a counter to marines with micro.
Zergling-baneling, or infestor baneling, that is a good counter to marines, and marine maruader balls.
Just baneling? Terrible against microed marines.
Lennon
Profile Joined February 2010
United Kingdom2275 Posts
January 17 2011 16:59 GMT
#16
On January 17 2011 15:44 iEchoic wrote:
40 speedlings 10 banelings

is better than:

20 banelings 20 speedlings


Is this really true? I always try to make as many Banelings as possible when the T starts to push. Damn.
FeyFey
Profile Joined September 2010
Germany10114 Posts
January 17 2011 17:29 GMT
#17
yeah you need more lings so he won't shoot and run through the lings. I like my blue flame hellions behind my marines so if the lings try a surround they get melted running straight into the flames. Its a nice trap. But i also like the pre marine and tank splitting, as it builds up a huge defend position and banelings and lings kind of become and never get enough marines for the mutas to do damage.

as it goes for utilizing banelings. Drops and burrow helps if you can get him easily moving. Possibly at a ramp at a backwater expo that has spines so he will need more then a few marines. Positions he won't scan hehe.
Other then that I am thankful for every zerg using not more then 3 control groups. I mean 4 banelings groups (even magic boxed or a roach inside and ahead to take tank shots for the lazy people) no chance in splitting marines against this. And the work is still far higher for the terran.
solidbebe
Profile Blog Joined November 2010
Netherlands4921 Posts
January 17 2011 17:31 GMT
#18
Holy sh*t that's hilarious but hang on ''your oppnent sees the rape coming, so HE runs away''
see the irregularity here but if this is within the context of the american prison system I fully understand.


You homophobes sure ruin alot of good jokes don't you?
That's the 2nd time in a week I've seen someone sig a quote from this GD and I have never witnessed a sig quote happen in my TL history ever before. -Najda
Sm3agol
Profile Blog Joined September 2010
United States2055 Posts
January 17 2011 17:57 GMT
#19
On January 18 2011 02:29 FeyFey wrote:
yeah you need more lings so he won't shoot and run through the lings. I like my blue flame hellions behind my marines so if the lings try a surround they get melted running straight into the flames. Its a nice trap. But i also like the pre marine and tank splitting, as it builds up a huge defend position and banelings and lings kind of become and never get enough marines for the mutas to do damage.

as it goes for utilizing banelings. Drops and burrow helps if you can get him easily moving. Possibly at a ramp at a backwater expo that has spines so he will need more then a few marines. Positions he won't scan hehe.
Other then that I am thankful for every zerg using not more then 3 control groups. I mean 4 banelings groups (even magic boxed or a roach inside and ahead to take tank shots for the lazy people) no chance in splitting marines against this. And the work is still far higher for the terran.

Farking this. So many zergs complain about how marines can abuse their counter, when by "counter", they mean they should be able to just a+ move their counter at their opponent and win instantly. Really good marine splitting micro will require really good baneling/zergling micro to defeat. How about splitting your oncoming banelings to attack the separate little groups he's splitting off?
People accused terrans of being a movers. Good Ts are getting into some really effective and hard micro, and now zergs whine because they'll have to micro equally well to keep up. Soon some amazing zerg player will dominate some marine/medivac ball really hard with great sling/bling micro on some big stream, and then it will be back to the drawing board for Ts.
Xanbatou
Profile Blog Joined February 2010
United States805 Posts
January 17 2011 18:07 GMT
#20
Mass marines poses an interesting problem for Terran players. Generally, speedlings > marines until the marine ball gets large enough, at which point the surface area to DPS ratio of the marine ball prevents speedlings from being effective. When this happens, banelings and their AoE become very effective. The only way to keep marines from dying to banelings is to split them, but doing this increases the attackable surface area of the terran army, which allows speedlings to shine once more.

I think the mistake a lot of Zerg players make is morphing too many banelings.
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