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[D] My Thoughts on Banelings in ZvP

Forum Index > StarCraft 2 Strategy
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Jeffbelittle
Profile Joined August 2010
United States468 Posts
February 25 2011 20:10 GMT
#1
So, I've made a thread before discussing the use of Banelings and most people have said the same things: I'd rather go roaches.

I want to talk to you about my recent usage of Banelings in ZvP and why I find them to be incredibly effective overall. I can't say how effective this will be in the Master's League as I personally am a diamond league player; however, I have to imagine it'd be equally effective.

So, How am I using Banelings? Well if you're protoss opponents are anything like mine, at the early stages of the game, when you scout him, most of the time, you'll see a gateway, a pylon, and soon a cybernetics core being placed down right at his ramp. The first zealot coming out let's call it 3:50. The zealot clogs the hole, and whether or not the guy is going 3 gate expand, 3 gate robo, 2 gate robo, 4 gate, or some cheesy stargate build, he's keeping that zealot blocking the gap, and will make generally speaking a sentry or a stalker out as his second unit. Well and good. Meanwhile, the protoss scouts me. What am I doing? Being a typical zerg. 14 hatch, 15 pool. Standard FE. No super early ludicrous gas. He's thinking: He's going speedlings, he's not making some big troops.

Most of the time, that observation is 100% correct. He'll check out one more for tech, and if there's no Roach Warren, he's preparing for a ling/muta game. If you think about it, you would too. But as speed is finishing, I'm throwing down a baneling nest. Why? Well let's talk about the points of the map and the thoughts of the player:

1) Protoss POV: He's scouted, he's seen the FE. He's seen no roach warren, no early gas, there's absolutely no reason to think some mega amount of slings are going to be produced. Why would they? He's got the gap blocked by a zeal, most likely has a sentry for a FF. There's no point!
2) Zerg POV: I've got 2 bases, I've got 2 queens and I can easily support loads of lings off a smaller amount of drones. Plus I won't need much gas to support the baneling numbers.
3) Zerg POV: If I bust through that first wall, without taking shots, or having to worry about FF getting me on the ramps, my sling numbers can overwhelm and I can end this game.

So. You scout again. You see let's say 6:30, and you scout 1 zealot, 1 stalker, and you see 3 gateways being made. 1 warp gate's finished. It's a 4 gate! Meanwhile speed is 30 seconds from finishing, your baneling nest is 7 seconds from finishing, and you've got 20 lings morphing as we speak rallied to his natural. Now it's 7:30, he's got 2 stalkers, and the rest zealots and sentries. You morph 10 banelings, leaving you with 32 slings to fight with once they explode. Now it's 8 oclock, you've baneling busted, you hit 2 pylons so he's food capped. There's a GAPING hole as you're 32 slings fly in. You've got maybe what? 7 zealots to clean up before you've killed everything? You basically get a full surround as you get to enter his base.

Needless to say, you won. But that's a 4 gate. That's the most aggressive build the protoss will ever do, meaning the MOST units will be out during that time with that specific build. What if it's a 3 gate expand? Or a 2 gate robo? There's no way he has as many units as that 4 gate. Doesn't matter, you'll still swarm your banelings in, time out one second because I need to address skeptics about FF: I don't care if he has sentries. 1) He's not always selecting them, there's no way he'll FF in time. And 2) If he does, you just back up. If you're any decent at micro, you won't lose them all. right anyways, you break in, clean up his army, and now you get to keep funneling slings into his base as you kill every last worker.


So let's get to the big questions. Why on earth does it work?

Well, it's based on a couple of things.

1) If you ever see a 14 hatch 15 pool as Protoss, you, much like a Zerg when he sees a FFE, thinks: this is going to be a macro game. Units CANNOT and WILL NOT be made from that side in large numbers.

2) Roaches don't do immediate damage. They WILL get forcefield every time as protoss has plenty of time to react. He'll just FF them out, outrange with stalkers, and GG sad Zerg.

3) Protoss who play against Zergs other than the aggressive ones who like ending it early like me feel very comfortable having little units if they know Zerg doesn't have a Roach Warren. He knows that plugging that hole up with a Zealot truly deters any attacks from a Zerg.

4) There's loads of rooms to adapt your build. If you're the Zerg and you see anything that makes you think "Wow, I really don't want to try to break that". You don't have to. You've set yourself up fine on 2 bases. You can just lair, grab your second gas, and power drones out.

5) Everyone's been so use to Zergs being the reactionary race that nobody feels their going to "set the pace" with aggression. Honestly, nobody finds Zerg's early game scary except for early pools and roach rushes. If he sees a Fast Expand, he feels comfy.

My conclusion: Banelings are DAMN powerful in the early game at truly either ending the game or causing some great havoc for a protoss. Whether he is doing a 2 gate, 3 gate FE, (I haven't tried this against a FFE yet, and I don't intend to as that's not what this build punishes people for), 4 gate, 2 gate/3gate robo, or stargate build. They all tend to have the same units, in the same position, and they're all equally vulnerable to this attack.

Now I'm going to dig up a few (unfortunately 2 different replays), both on the levels between 1600-3k Diamond level players where I've done this either in ladder or custom games to end the game early. And the maps range from Xel'Naga to Shakuras so it's pretty diverse.

http://www.sc2replayed.com/replays/144417-1v1-protoss-zerg-xelnaga-caverns
http://www.sc2replayed.com/replays/144419-1v1-protoss-zerg-shakuras-plateau

I'll try to make more, but unfortunately StarJewled and experimentation in ZvT has led me to not be able to find all of them. At any rate, they give you a rough idea about what I'm talking about, the vulnerabilities, and I'd like for you all to look at it, really watch the replays before you make final judgments, and see if we can get a good discussion going about my findings.

I hope I didn't waste all of your time by writing this

~Jeffbelittle
kcdc
Profile Blog Joined April 2010
United States2311 Posts
Last Edited: 2011-02-25 20:34:45
February 25 2011 20:34 GMT
#2
The fact is that with good micro, forcefields shut baneling busts down cold. It's possible for P to FE and hold this with virtually no losses, so you're counting on him screwing up. Sometimes they will miss a decisive forcefield, but as you face better players, it'll happen less often. If you really love you bling busts, tho, Scrap Station is the map to do it on. The 2nd entrance to the natural makes the defensive micro MUCH more difficult, and you're a lot more likely to find an error to punish.
ALPINA
Profile Joined May 2010
3791 Posts
Last Edited: 2011-02-25 21:21:31
February 25 2011 20:49 GMT
#3
Yeah agree with kcdc. Baneling strategy depends on how good his FF are. Recently I was using early baneling nest to defend 4 gate or similar pushes and if toss has good amount of sentries you can't really do much.
You should never underestimate the predictability of stupidity
nodule
Profile Joined February 2008
Canada931 Posts
February 25 2011 20:50 GMT
#4
So. You scout again. You see let's say 6:30, and you scout 1 zealot, 1 stalker, and you see 3 gateways being made. 1 warp gate's finished. It's a 4 gate!


Hmm, shouldn't 4 gate already be enroute @ 6:30 ?
Jeffbelittle
Profile Joined August 2010
United States468 Posts
Last Edited: 2011-02-25 20:53:32
February 25 2011 20:52 GMT
#5
Guys, I think I thoroughly went over that sentry numbers are simply not large enough at the stage of the game where this strikes for FF's to be a big deal. Not to mention: until it comes, all scouting has been denied to see any banelings.

Please just watch the replays and see that at the time of the attack, there is absolutely no way that sentry FF is too much of a threat.

Nodule: Most of the time, they don't attack until the 8 minute mark.
Chill
Profile Blog Joined January 2005
Calgary25986 Posts
February 25 2011 20:59 GMT
#6
1. Who walls with Pylons? It's gong to be a Zealot by a Gateway and Core.
2. What if he puts a Stalker in the gap instead of a Zealot? You just lose?
Moderator
kcdc
Profile Blog Joined April 2010
United States2311 Posts
February 25 2011 21:03 GMT
#7
On February 26 2011 05:52 Jeffbelittle wrote:
Guys, I think I thoroughly went over that sentry numbers are simply not large enough at the stage of the game where this strikes for FF's to be a big deal. Not to mention: until it comes, all scouting has been denied to see any banelings.

Please just watch the replays and see that at the time of the attack, there is absolutely no way that sentry FF is too much of a threat.

Nodule: Most of the time, they don't attack until the 8 minute mark.


This is pretty plainly false. 14 hatch 15 pool won't have zergling speed till ~6 minutes. A persistent Protoss can probe scout your baneling nest. Moreover, P should harass you with his first stalker to get more scouting information, and when he sees way too many lings than you'd need for defense chasing (but not catching) his stalker, he will follow that stalker with at least 2 sentries and turtle with forcefields. Yours is a build that relies on your opponent being bad. It will work sometimes in diamond. It won't work often at high Masters.
VeryAverage
Profile Joined January 2011
United States424 Posts
February 25 2011 21:03 GMT
#8
Your timings seem a bit off. You aren't giving the protoss player enough credit for how quickly they can get units out. With something like a 3gate/sentry expand, the baneling bust will do absolutely nothing.

And if you one base that long, you are going to be at a serious economic disadvantage. Banelings seem more viable in the late game if they have a heavy zealot/HT mix.
Jeffbelittle
Profile Joined August 2010
United States468 Posts
February 25 2011 21:08 GMT
#9
Well, I am sorry if my timings are a bit off, I was basing them simply off the high diamonds actual replays. And given it says 0 of the replays have been downloaded by anyone I can pretty safely affirm nobody has checked it out to see if I'm right =/

At any rate, I don't really think it relies on opponent being "bad" at all. To answer your question Chill: If you honestly think you can't break you, that's fine! The whole idea is if you SCOUT this type of predicament, you can capitalize on the situation. That's all I was saying. I've just been saying, and these are part of the conclusions I made, that Baneling busting is very effective at dealing with certain Protoss openings. Also: They don't have to wall off with the pylons (though many protoss do), you may have noticed I morphed 10 banelings, not 5, which is more than enough to blow down additional structures/units.

The purpose of this thread at any rate is to discuss banelings usage in the early game, which are what my conclusions touch on specifically. Nothing else
Chill
Profile Blog Joined January 2005
Calgary25986 Posts
Last Edited: 2011-02-25 21:19:14
February 25 2011 21:15 GMT
#10
On February 26 2011 06:08 Jeffbelittle wrote:
Well, I am sorry if my timings are a bit off, I was basing them simply off the high diamonds actual replays. And given it says 0 of the replays have been downloaded by anyone I can pretty safely affirm nobody has checked it out to see if I'm right =/

At any rate, I don't really think it relies on opponent being "bad" at all. To answer your question Chill: If you honestly think you can't break you, that's fine! The whole idea is if you SCOUT this type of predicament, you can capitalize on the situation. That's all I was saying. I've just been saying, and these are part of the conclusions I made, that Baneling busting is very effective at dealing with certain Protoss openings. Also: They don't have to wall off with the pylons (though many protoss do), you may have noticed I morphed 10 banelings, not 5, which is more than enough to blow down additional structures/units.

The purpose of this thread at any rate is to discuss banelings usage in the early game, which are what my conclusions touch on specifically. Nothing else

Yes, if you scout that a baneling bust would work and you've gone a baneling bust build, then you should probably do it. You may have noticed that 10 banelings does 800 damage to builds and 200 damage to units. A gateway has 1000 life, a cybernetics core has 1100, and a stalker 160. So you will be able to kill a stalker.

My question is: How often will a baneling bust work versus how far behind will you be if it doesn't?
The answer is: Not often and significantly.

Hence, this is typically a bad idea, unless you can prove that a) it does work often or b) it's simple to recover from if ineffective early on.
Moderator
morimacil
Profile Joined March 2010
France921 Posts
February 25 2011 21:16 GMT
#11
Baneling busts are definitely good and viable against toss.
But theres a couple of key things: a good protoss will be looking at his ramp, and will FF in time to cut off a managable chunk of your army, and not get over run.
And they wont have 2 pylons at the front ready to get supply blocked, they will have a gateway and cybercore and zealot at the front, with the pylon further back.

To baneling bust into his main, you really need to get there before he has warpagates, sentries, and double gas up, because then he can FF indefinitely, and you are screwed.
Even on scrap station, he can wall off with like double gate cybercore, and still only have a 1 unit space that you can reasonably bust through, and thats easy for him to FF.

Your scouting drone is kinda vital for these kind of strategies. Keeping it alive, and running around his base will often encourage the toss to make a stalker first, instead of a sentry, that gives you more time until he has forcefields.
Stealing the gas, and repeatedly canceling and remaking it can also be a ton of help, it encourages him to make zealots and stalkers to actually kill the always building extractor (sentries have low dps), it encourages him to have his units further back, so if he attacks it with a sentry, that sentry wont be able to forcefield in time, and it also limits his gas, so again, making it harder for him to get lots of sentries.
As you can see, Im focusing a lot on sentries here, since they are the key unit that allows a protoss to shrug off all aggression.

Personally though, Id recommend against trying to bust into his main.
On the other hand, with lots of speedlings and some bling, what is nice to do if you want to be aggressive, is to deny his expansion on open nat maps (xelnaga and metalopolis for example)
If he is going for a 4gate, and you crush it with speedling or sling-bling, its relatively easy to walk to his nat, and deny him his expo. You are on 2 bases, getting more income, and his units arent really cost effective against yours, so you can force a cancel quite easily, and delay it until he built up a really sizable force to take his natural.
This works quite well against a 3gate expand, or a 3 gate robo, or stargate play, and so on too.
Oftentimes, with a 3gate expand, he will have a couple of sentries, and a couple of zealots, and while the sentries there can delay the invevitable for 15 seconds, if you have a bunch of sling and some bling, its not really going to be enough, he cant kill off your force and take over his nat, you can force the cancel, or wait for it to pop and then kill it. He is in a terrible spot at that point, since he has a small weak army, threw up some more tech or gateways which he cant support off 1 base, has too many probes to saturate a single base, and just lost a nexus.
Same thing happens with stargate, or robo. Except in that case, he also invested a lot of money into something that doesnt help him take his nat. Observers, immortals, phoenixes, or void rays are all really bad against sling/bling, and wont do much to help his nexus actually stay alive.

The upside to denying the expo, is that you can do it quite easily, good forcefields there can delay, but wont actually save his expo, and you dont need to all-in, you can easily match him on worker count and still have a sizeable sling army. Its overall a whole lot more solid imo.
The downside though, is that you are just putting him behind, getting into a great spot to take an early third, and so on, but arent actually winning the game outright as the bling bust into the main would.
Jeffbelittle
Profile Joined August 2010
United States468 Posts
Last Edited: 2011-02-25 21:23:25
February 25 2011 21:22 GMT
#12
Chill: To answer your two points, I'm trying to prove it works consistently as I've done it in all games I've found the situation applies and have basically won most of them. As for how hard it is to come back, I wouldn't say hard at all. You're on 2 bases, and have totally scouted everything he is doing. You can simply power out drones, and keep your extra slings as defense until you get back to square one.

Let me make myself very clear: I don't want anyone to think that this has it's place in a good deal of protoss games. I am saying specifically, if you scout these type of situations, here is a good use for the previously shadowed baneling. (From what I've found at my area, which admittedly is only about 2800 diamond players)

I just don't want to make myself seem out to be defensive. I understand that there are definitely flaws, but I'm relatively certain that my success using banelings as such in these circumstances have greatly improved my game.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
February 25 2011 21:24 GMT
#13
On February 26 2011 06:08 Jeffbelittle wrote:
Well, I am sorry if my timings are a bit off, I was basing them simply off the high diamonds actual replays. And given it says 0 of the replays have been downloaded by anyone I can pretty safely affirm nobody has checked it out to see if I'm right =/

At any rate, I don't really think it relies on opponent being "bad" at all. To answer your question Chill: If you honestly think you can't break you, that's fine! The whole idea is if you SCOUT this type of predicament, you can capitalize on the situation. That's all I was saying. I've just been saying, and these are part of the conclusions I made, that Baneling busting is very effective at dealing with certain Protoss openings. Also: They don't have to wall off with the pylons (though many protoss do), you may have noticed I morphed 10 banelings, not 5, which is more than enough to blow down additional structures/units.

The purpose of this thread at any rate is to discuss banelings usage in the early game, which are what my conclusions touch on specifically. Nothing else


You seem like a nice guy. The answer is that banelings are okay against Protoss throughout the game, but they run into problems against forcefields. They're exceptionally fragile for cost (75 resources with 35 health--compare to a roach with a similar cost and 145 health), so if you can't get your banelings in range to do damage immediately, you're going to lose a lot of resources. That said, if you do get the banelings in range, they immediately clean out the sentries making the Protoss army more or less useless.

So banelings are good if you can find a way around the forcefield problem. If you're trying to bust a choke with banelings, you're just crossing your fingers and hoping P screws up. That will win some games, but it's not solid. By running into a choke, you're playing to the strength of the forcefields. You'd be better off making less zerglings and banelings and using them defensively in open areas where P can't forcefield well. Or use them in the midgame when you have drops researched so you can baneling bomb over the forcefields. Or use them in the late game when you have ultras to break the forcefields.

There's a lot of solid, stable ways to use banelings in ZvP, but skipping drones to baneling bust and hoping he doesn't forcefield in time isn't one of them.
spacenegroes
Profile Joined December 2010
United States80 Posts
February 25 2011 21:35 GMT
#14
If you're saying that baneling busting a 3gate sentry expand works, you are straight up wrong. Even on an extremely wide open map like Xelnaga, I have enough forcefields to keep your banelings away from my pylons while I (and my cannon) pick your banelings off. Also, if you think you can bust a 4gater's ramp with banelings, you're going to be sorely disappointed.

Chill: Can something be done about 1400 Diamonds proposing strategies and using 1400 Diamond replays as proof? I'm not being a dick, I just think people who are going against 4gates that come at 8:00 and basing their strategies around that should be asking more questions and making fewer assertions. (Especially if their arguments include "I don't care if he has sentries. He's not always selecting them, there's no way he'll FF in time" quoted verbatim.)
lkjewq
Profile Joined November 2010
United States132 Posts
February 25 2011 21:43 GMT
#15
busts are terrible vs p. also what kind of 4 gate finishes at 6:30.
Jeffbelittle
Profile Joined August 2010
United States468 Posts
February 25 2011 21:43 GMT
#16
Space: Let's not get rude here. I think you're being a tad unrealistic saying now you also have a cannon on your 3 gate expand at the time the bust actually hits. Also: I think you may have just misread the thread, but the baneling bust is only used if these weaknesses are scouted specifically, where you can effectively act on them.

I also know that you didn't watch any of the replays, as I provided with a quick expo going down, and multiple sentries, which do indeed forcefield, get caught by this specific strategy.

And as for proposing strategies: That's not at all what I want to claim I'm doing! I'm horrific. I'm still in mid diamond, so it's really hard to even try to claim my macro is DECENT and my decision making is CLOSE TO solid. This is just an open discussion about findings I've made recently that I wanted to share and talk about. This isn't a [G] guide. I don't want to seem like an expert, I'm just an Average player showing, with replays, what I've been up to lately and why I think it's working. If I knew it worked and I knew why for sure, I'd feel a lot more comfortable teaching rather than informing.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
February 25 2011 21:57 GMT
#17
On February 26 2011 06:43 Jeffbelittle wrote:
Space: Let's not get rude here. I think you're being a tad unrealistic saying now you also have a cannon on your 3 gate expand at the time the bust actually hits. Also: I think you may have just misread the thread, but the baneling bust is only used if these weaknesses are scouted specifically, where you can effectively act on them.

I also know that you didn't watch any of the replays, as I provided with a quick expo going down, and multiple sentries, which do indeed forcefield, get caught by this specific strategy.

And as for proposing strategies: That's not at all what I want to claim I'm doing! I'm horrific. I'm still in mid diamond, so it's really hard to even try to claim my macro is DECENT and my decision making is CLOSE TO solid. This is just an open discussion about findings I've made recently that I wanted to share and talk about. This isn't a [G] guide. I don't want to seem like an expert, I'm just an Average player showing, with replays, what I've been up to lately and why I think it's working. If I knew it worked and I knew why for sure, I'd feel a lot more comfortable teaching rather than informing.


I suspect that the reason that people aren't downloading the replays is that you've described a strategy that any decent Protoss has played against dozens of times. It's an economy-fake baneling bust. It's Zerg's favorite thing in the world to do on Scrap Station because, on Scrap Station, it's actually kind of hard to defend. Good Zergs will mix it in sometimes if the map favors it, but it's always all-in and it's always possible to defend with good standard play.
lorkac
Profile Blog Joined December 2010
United States2297 Posts
February 25 2011 21:59 GMT
#18
It takes 5 banelings to kill a zealot.
It takes 4 zerglings to kill a zealot.

Just saying.
By the truth we are undone. Life is a dream. Tis waking that kills us. He who robs us of our dreams robs us of our life --Orlando: A Biography
rsvp
Profile Blog Joined January 2006
United States2266 Posts
February 25 2011 22:00 GMT
#19
Although I don't think baneling busts are that strong, I do think that banelings have a lot of untapped potential in ZvP, namely via baneling drops during mid-late game. JookToJung has used mass baneling drops to do heavy damage against your typical protoss ball (even colossus), but even if you just drop a few to kill sentries, that's huge. Also baneling drops on the mineral lines are great too - during an engagement, just load 3 banelings into an ovie and click your opponent's mineral line and forget about it. Costs very little on your attention, small risk, but potentially big reward if you wipe out half your opponent's probes.
dementrio
Profile Joined November 2010
678 Posts
February 25 2011 22:21 GMT
#20
as everyone said, offensive banelings early game rely on the opponent to screw up. they work well against gateway rushes (4 and 6gate) because even when sentries are on the map a lot more ffs are required when there's no simcity, the control is more difficult, especially on creep, and it takes one tiny mistake to lose your sentry ball.

a 2 base bbust works against someone who went forge fe with the intention of teching hard (namely, the infamous 2stargate 1robo) because if they are not spending their gas on sentries they will have a hard time holding and they have no reliable scouting option for the majority of the early game. However, i don't think there is a way to effectively do that after scouting their tech, so it's still a blind allin.
Jeffbelittle
Profile Joined August 2010
United States468 Posts
February 25 2011 22:27 GMT
#21
Well if anything, I hope this thread sparks the interest of much better Zergs than myself. I really love the "fake FE", and I guess I love feeling like I'm dominating the match and putting the pressure on him rather than having to constantly react like "good little Zergs"

Anyways, I hope you all had fun reading feel free to bring more thoughts to the table.
Flyingpants
Profile Joined February 2011
79 Posts
February 25 2011 22:28 GMT
#22
Banelings are used against toss because zerg armies hit the food limit really fast.

bling bust is basically all in if you want it to work, and if he has been actually making units(or voids) or something else, you will simply lose.
gnashed_potatoes
Profile Joined December 2010
14 Posts
February 25 2011 22:52 GMT
#23
On February 26 2011 06:59 lorkac wrote:
It takes 5 banelings to kill a zealot.
It takes 4 zerglings to kill a zealot.

Just saying.


The Zealot will be in choke, meaning only 2 zerglings max will be able to hit it at a time. In this case, you will need about 10+ zerglings to break through 1 zealot, especially considering that the zealot will have a stalker/sentry behind to help kill the 'lings. In addition to this, the protoss would have an incredibly long time before his zealot died to get the force field up.

Also, how many banelings does it take to kill 5 zealots, and how many zerglings?
woolly
Profile Joined May 2010
United States56 Posts
February 25 2011 23:05 GMT
#24
On February 26 2011 06:59 lorkac wrote:
It takes 5 banelings to kill a zealot.
It takes 4 zerglings to kill a zealot.

Just saying.


This is correct in theory, but in reality you should consider splash damage, other units in the protoss army picking off the lings, as well as insta-popping zealots frees up lings to go after stalkers and sentries.

I don't support the idea of doing baneling busts early game, but I'm starting to like the idea of getting a baneling nest instead of a roach warren for early defense. It allows me to stay reasonably defended, while macroing, since you'll need way less supply.
AT_Tack
Profile Joined February 2010
Germany435 Posts
February 25 2011 23:13 GMT
#25
steal their gas -> trigger 4gate -> win!

the banelings are used to clear the zealot blocking the ramp. the lings will do the rest. by stealing their gas they will most likely not have a sentry to forcefield the ramp so a bust will be highly effective!
spacenegroes
Profile Joined December 2010
United States80 Posts
February 25 2011 23:23 GMT
#26
On February 26 2011 08:13 AT_Tack wrote:
steal their gas -> trigger 4gate -> win!

the banelings are used to clear the zealot blocking the ramp. the lings will do the rest. by stealing their gas they will most likely not have a sentry to forcefield the ramp so a bust will be highly effective!

Stolen gas just means I make 1 stalker before my first sentry. You've changed my army composition by one unit. You won't have banelings in time for my additional sentries, and if you try to bust my ramp with banelings while I have a stalker and a few sentries, the game is already over for you.
Jeffbelittle
Profile Joined August 2010
United States468 Posts
February 25 2011 23:33 GMT
#27
See I absolutely love the idea of using sling/banes over sling/roach to handle gateway pushes, but I haven't done nearly enough experimenting to see how well that works.

Reason being, as someone stated before, it's soo much easier to macro and keep supply down if I'm able to hold them off with sling/banes then the bulkier roaches. Not only that, but slings absolutely are much stronger of a counter to stalkers than roaches are to zealots. So if I could keep sling numbers high and simply baneling those pesky zealots, I'd love to see if people have already tried this and found success. I know the biggest concern, again, would be forcefields though. And I'd only engage on creep.
Senorcuidado
Profile Joined May 2010
United States700 Posts
February 25 2011 23:36 GMT
#28
Zergs used to baneling bust Protoss back in the beta. It's the same philosophy as Terran, that zealot and/or pylon are weak points in the wall and then you can run lings in. Busts became much less common against both races, particularly Protoss, as soon as they learned how to defend it. It sounds like you may have just reinvented the wheel here, and surprising people that haven't seen this strategy in a while. Don't get me wrong, it's something for your arsenal to catch a too-comfortable Protoss, but I have to agree with Chill and kcdc that it's far from invincible and it's pretty easy to defend compared to how far it sets you back.

I saw Catz use banelings a couple weeks ago against Protoss on Scrap Station as a follow up to a 7 pool. They looked like they were going to be effective but a ton of force fields suddenly made them completely useless. With the sentry heavy style becoming so popular lately It doesn't seem like banelings are going to connect very much against good players. I have to say that I didn't watch the replays because I'm at work and cannot, but the build order does look exactly like a normal baneling bust that I've seen lots of times. If that is innacurate I apologize, but I think the facts still stand that Protoss have good ways to react to such busts and it doesn't take long before more and more sentries make the banelings worse and worse.
MucK
Profile Joined July 2010
Germany59 Posts
February 25 2011 23:40 GMT
#29
i never play roaches in z v p

has nothing to do with a banelingbust and is extremly strong in the late game
if someone is interestet in my way of playing just chech out my thread
www.prototype-gaming.de
nWong
Profile Joined November 2010
Canada145 Posts
Last Edited: 2011-02-25 23:58:59
February 25 2011 23:56 GMT
#30
I hope this build increases in popularity so that my 3 gate expand can stop it cold.
Also, gas stealing to trigger a 4 gate? lol

lol

Stick to muta/ling, roach/hydra/corrupter.
You are now manually breathing.
Jeffbelittle
Profile Joined August 2010
United States468 Posts
February 26 2011 00:05 GMT
#31
nWong that wasn't constructive at all.

And let this be a bit of a notice to anyone else who is blindly posting in this thread without looking through the replays OR the posts: if you have nothing constructive to add to this discussion, don't post here.

I'm not trying to get defensive, again I apologize if I give off that attitude, but when I see posts like "5 banelings kill a zealot... just saying" or "I hope this build gets popular so I can stop it cold in it's tracks", that's nothing constructive, that's simply being rude. And it's not what TeamLiquid is all about.

Now as I said before, in order to consider doing this playing style, you must identify one of these weaknesses in the opponents build. Such as deciding to wall off with any surface of a pylon, or not having the sentries (and or sentry control) to properly force field the banes.

Furthermore, if you've got other uses of banelings, besides a bust, that's for ZvP. Feel free to please post those! I want to stir up a good conversation about the shadowed banelings in this matchup.

But yes, please keep all of it constructive.
nWong
Profile Joined November 2010
Canada145 Posts
February 26 2011 00:16 GMT
#32
You see the problem with this build is that it is extremely ineffective against the most popular expand build that protosses use against zerg. Proper sentry control will nullify this completely and you will be behind.

If you really want to use banelings in PvZ, drops seem to be the most effective. Drop on mineral lines and onto armies, but baneling busting seems ineffective.

Also, those comments weren't rude. Just the truth, which tends to hurt.
You are now manually breathing.
lorkac
Profile Blog Joined December 2010
United States2297 Posts
February 26 2011 00:38 GMT
#33
The 5baneling comment was not trolling.

What I'm saying is that banelings are not very effective as a way to combat even the light units of a Protoss army. You would need a kyrix style midgame MASS baneling approach to truly dent the Protoss forces. Depending on a bust is silly.

However, once Protoss gets +1 attack an their zealots start 2shotting your zerglings, the baneling nest will definitely help.
By the truth we are undone. Life is a dream. Tis waking that kills us. He who robs us of our dreams robs us of our life --Orlando: A Biography
OmNomSpy
Profile Joined August 2010
United States68 Posts
Last Edited: 2011-02-26 01:03:09
February 26 2011 00:58 GMT
#34
If anyone watched Mr.Bitter's stream a few days ago, he featured a player named Aquandas -I believe somewhere in the 3000+ masters range- who uses ling/baneling against Protoss all the way through the mid-game. Essentially it's massing lings with upgrades and getting a third all before lair. You use your lings to delay any push and force your opponent to waste forcefields while producing lings/banes to deal with the actual push. It seemed like a pretty viable strategy.

Also, in that stream Aquandas commented that if the Protoss misses or messes up a single forcefield, banelings can be absolutely devastating. This of course becomes less likely at the higher levels of play.

Ling/baneling will really struggle against the larger Protoss deathballs, but by that point (late mid-game) you could have overlord drop tech.
Bygone
Profile Joined October 2010
United States58 Posts
February 26 2011 00:59 GMT
#35
(2600 masters for what its worth, i.e nothing)
Honestly I have had varies success with baneling bust vs toss, so much that I will not do it anymore. With this being said, I love banelings in ZvP. Ever played a vs a terran that is persistent with trying to get those damn marine drops off everywhere on the map? Its the same concept with bane rain. Fill a few overlords and send them out to a position where you can attempt at their mineral line (2 or 3 prong attacks are recommended, because if they shut down 1 ur down 100min (o/l) + 100/100 (4banes), but if just 1 hits it can pay off for ur loses easily. as well as harassing the economy to make the toss paranoid about losing vertually all his income instantly, if you load up overlords at ur army and use them in the big fight, it takes 1 good drop to virtually kill all his sentry, dmg the rest of the ground force (at least the shields will be gone depending on how many u use) and have u come ahead in the engagement losing some banelings and a few overlords. This leaves you with a huge army (like 180 food) to counter his base with whatever u opted to go for previously. Works very well on this protoss 'death ball' because that's exactly what is it, a ball and banelings happen to do amazing splash dmg (as well as taking overlords removes the banes only weakness, which is its low health.) toss units will auto target ur army forces over o/l's but i'd still recommend putting a few empty o/l's in front to tank. Also with this technique make sure u drop the units while the overlords are moving, dont do any crap where they all drop on the same spot. This may be off topic of OP a bit, but still something to think about if ur testing out banes.
PD
Profile Joined July 2010
Norway66 Posts
February 26 2011 18:31 GMT
#36
If you like aggressive baneling play you should definitely check out some of root.catz' stuff since he utilizes non standard builds like that a lot. Great player and very fun to watch in general
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