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[G] zerg mechanics: handling eggs efficiently - Page 3

Forum Index > StarCraft 2 Strategy
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Hairy
Profile Joined February 2011
United Kingdom1169 Posts
January 17 2012 07:32 GMT
#41
On January 17 2012 12:19 Shousan wrote:
I tend to add eggs to my current control group, but there's a small problem with that, whenever there's an egg in a control group (e.g. zerglings and zergling eggs) if you a-move your lings don't attack until the eggs have hatched, don't know if I'm doing it wrong or this actually happens...

I tried to defend a 6 pool with drones and ling eggs on the same control group so that the lings went where my drones were when they hatched and when I attacked the drones just moved...

If you hit A and select any unit they will attack, but just hitting A and selecting somewhere in the map won't help... :S

The way you have written this makes it sound extremely ambiguous. To clarify: eggs use the rally point of the hatchery, which can be overridden if you give them a personal rally point. However, eggs cannot be given an attack command.

You could have given your zerglings a rally point and then issued them an attack command once they had hatched.


On January 17 2012 12:51 Samtastic wrote:
I'm personally trying to stop using this method all the time because often times I want to attack with a main force of roaches in a protoss natural, while having a small number of roaches split off to do some economic damage at the the third. If everything is already in one group it's more difficult. I kinda just start 1a'ing (always bad as zerg).

If this is a spontaneous attack you will encounter the same problem simply by having your units hotkeyed in the first place (and I assume you are not advocating having your army NOT hotkeyed at all). If, instead, you have planned ahead to have a small roach split, what's stopping you making that group when they are eggs?

If your units get cut off from reinforcements it's really difficult to keep them separate and stuff ends up running in too soon

This method is helpful sometimes, but as much as it helps with simple things, I think it would be better to skip it so splitting up units is easier.
If you are talking about a situation where you have some units behind enemy lines, and other units charging into battle to assist, the best option is to give your "behind enemy lines" units a new hotkey to control only them. You need to bear in mind that they are also part of the hotkey group with all your other units (unless you planned ahead), so if you give a command to ALL your units you will need to correct the behaviour of your "suicide" units to make sure they aren't doing anything silly.

Tricky, but the alternative is to have units streaming into battle that have no hotkey! (or sitting idle) You also avoid the situation whereby if you need to retreat and units are still rallying in you must frantically try to box all incoming units so that they don't die. If you are hotkeying eggs you already have all new units hotkeyed, and so retreating is effortless.
Sometimes I sits and thinks, and sometimes I just sits
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