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No one has to A-move, I think that's the point...
If the banelings are there, they will attack the marauders immediately anyway once the rauders are dropped on top of them.
And yes, I saw this in that GSL game just then, it was nice thinking!
Think of it this way guys... isn't it easier to drop rauders on banelings (can do this with like 40 APM), than it is to micro your rines like Foxer? (which requires like 300 APM or so..)
Putting marauders in front of the rines is good too. But movement shifts them out of place, and all it takes is one baneling to hit beyond the rauder line to be successful.
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It's situational, but so cool when you see it happen.
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If any of you guys ever care of being good, don't waste your time doing this. It is no ways useful nor does it ever work vs a good zerg and yes that means I'm implying thewind is not good. If he really has that little anti air you're better off spire sniping him with that dropship because any competent zerg will know what you're trying to do and not to mention they will just attack with zerglings so you're just going to lose mauraders for nothing then have nothing to tank the banelings. great job terrans great plan.
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Oh u just gone back from the future and done what boxer did =X gz
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This would require me to 1a my entire army at you. I don't 1a my entire army ever. Enjoy dying to banelings.
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On January 06 2011 21:28 Subversion wrote:Show nested quote +On January 06 2011 09:25 InsaniaK wrote:On January 06 2011 08:00 Cade wrote:On January 06 2011 06:31 InsaniaK wrote: To the people who are saying: Most zergs dont A-move with blings.
The likelyhood of someone A-moving into an army is a lot larger when it's just a marine ball. Thus: Zerg sees only marines, A-moves and goes back to macro. I'm not saying that it's always going to happen that way but a pure marine ball isn't that threatening to a zerg. I don't think this is true at all, A-moving banelings is almost never done, even in your hypothetical situation most people would still not A-move banes. Just moving your banelings then moving away cant be that good considering the marines can just stim and run until the banelings stop moving. I'm not completely sure if A-move stops as well. If they do I am completely wrong ^_^ the problem with a-move is that banelings will overkill with a-move, and you waste banelings you wouldn't've had u just moved them. nobody a-moves anymore, ever. Banelings don't overkill. But, yeah, there's no point in a-moving banelings
.On January 06 2011 22:07 pfods wrote: This would require me to 1a my entire army at you. I don't 1a my entire army ever. Enjoy dying to banelings. Banelings will autoattack marauders (like every other unit) that comes into range, right? You don't need to 1a anything.
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On January 06 2011 22:13 koppik wrote:Show nested quote +On January 06 2011 21:28 Subversion wrote:On January 06 2011 09:25 InsaniaK wrote:On January 06 2011 08:00 Cade wrote:On January 06 2011 06:31 InsaniaK wrote: To the people who are saying: Most zergs dont A-move with blings.
The likelyhood of someone A-moving into an army is a lot larger when it's just a marine ball. Thus: Zerg sees only marines, A-moves and goes back to macro. I'm not saying that it's always going to happen that way but a pure marine ball isn't that threatening to a zerg. I don't think this is true at all, A-moving banelings is almost never done, even in your hypothetical situation most people would still not A-move banes. Just moving your banelings then moving away cant be that good considering the marines can just stim and run until the banelings stop moving. I'm not completely sure if A-move stops as well. If they do I am completely wrong ^_^ the problem with a-move is that banelings will overkill with a-move, and you waste banelings you wouldn't've had u just moved them. nobody a-moves anymore, ever. Banelings don't overkill. But, yeah, there's no point in a-moving banelings. Show nested quote +On January 06 2011 22:07 pfods wrote: This would require me to 1a my entire army at you. I don't 1a my entire army ever. Enjoy dying to banelings. Banelings will autoattack marauders (like every other unit) that comes into range, right? You don't need to 1a anything.
I misunderstood, this is for attacking a random pile of banelings somehow unlucky enough to not being used or watched? I assumed it was for banelings on their death march. This seems even less likely to work then.
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For those who didnt watch the Boxer game, it does work in high level games...
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Let's be clear about something, here.
This can certainly work in high level games. Pro players don't constantly babysit every single unit on the map. That doesn't mean it's necessarily a good tactic to use.
It will only work if your opponent makes a very particular mistake - not controlling his banelings properly.
If you want to use a tactic that 100% relies on your opponent playing poorly, that's fine. I'm sure it will win you games. It will also explode in your face sooner or later.
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On January 06 2011 22:20 pfods wrote:Show nested quote +On January 06 2011 22:13 koppik wrote:On January 06 2011 21:28 Subversion wrote:On January 06 2011 09:25 InsaniaK wrote:On January 06 2011 08:00 Cade wrote:On January 06 2011 06:31 InsaniaK wrote: To the people who are saying: Most zergs dont A-move with blings.
The likelyhood of someone A-moving into an army is a lot larger when it's just a marine ball. Thus: Zerg sees only marines, A-moves and goes back to macro. I'm not saying that it's always going to happen that way but a pure marine ball isn't that threatening to a zerg. I don't think this is true at all, A-moving banelings is almost never done, even in your hypothetical situation most people would still not A-move banes. Just moving your banelings then moving away cant be that good considering the marines can just stim and run until the banelings stop moving. I'm not completely sure if A-move stops as well. If they do I am completely wrong ^_^ the problem with a-move is that banelings will overkill with a-move, and you waste banelings you wouldn't've had u just moved them. nobody a-moves anymore, ever. Banelings don't overkill. But, yeah, there's no point in a-moving banelings. On January 06 2011 22:07 pfods wrote: This would require me to 1a my entire army at you. I don't 1a my entire army ever. Enjoy dying to banelings. Banelings will autoattack marauders (like every other unit) that comes into range, right? You don't need to 1a anything. I misunderstood, this is for attacking a random pile of banelings somehow unlucky enough to not being used or watched? I assumed it was for banelings on their death march. This seems even less likely to work then.
If you have your banelings doing something absolutely 100% of the time, then sure. It won't work. But it is a completely valid tactic that ANYONE can lose Banelings to, because EVERYONE has moments of inattention and it is very easy to be caught off-guard by this.
So unless you're bloody Jaedong, yes it can work. You may be prepared for it 9/10, but it's that one time when you're injecting or placing a hatch or what have you that it will work and can lose you the game.
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On January 06 2011 23:45 Nightfall.589 wrote: Let's be clear about something, here.
This can certainly work in high level games. Pro players don't constantly babysit every single unit on the map. That doesn't mean it's necessarily a good tactic to use.
It will only work if your opponent makes a very particular mistake - not controlling his banelings properly.
If you want to use a tactic that 100% relies on your opponent playing poorly, that's fine. I'm sure it will win you games. It will also explode in your face sooner or later.
Why in the world wouldn't you be taking advantage of an opponent's mistake? No one is saying that this should be a build order or something, and I'm pretty confused how anyone could think otherwise.
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some of u are misinformed - this isn't for battles, but rather for the breaks in between when banelins are in a tight group and just sitting there ready to explode at the first thing they see. like the gsl game.
cost effective because 6 banelings = 300 minerals, 150 gas, 1 marauder = 100 min, 25 gas.
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Of course if you try this in, say, unit test, it won't work at all.
But hey, you know, dt rush wouldn't work with an enemy worker in the dt's path because your opponent would see the distorsion the dt is making as he moves past said worker and know what's coming! ... See my point?
It is not supposed to clear all banelings from your opponent's army. It is a (out of several) possible (noone claimed it to be mandatory) way to take advantage of a late spire. I'm not using it personnally, but I see how it can require attention from the Z (even with an empty dropship, if he thinks it might be coming), distract him, disrupt his multitask, etc.
Also, "all he has to do is to move his banelings". Yup. Hence, if that is what you want because of his careful positioning or something like that, then why not?
Of course it is nowhere near a top priority thing to do. Just a little something more to have in your arsenal, and something low-level players should not try as they usually have poor multitasking, macro, etc.
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On January 06 2011 21:39 mytent wrote: No one has to A-move, I think that's the point...
If the banelings are there, they will attack the marauders immediately anyway once the rauders are dropped on top of them.
And yes, I saw this in that GSL game just then, it was nice thinking!
Think of it this way guys... isn't it easier to drop rauders on banelings (can do this with like 40 APM), than it is to micro your rines like Foxer? (which requires like 300 APM or so..)
Putting marauders in front of the rines is good too. But movement shifts them out of place, and all it takes is one baneling to hit beyond the rauder line to be successful.
Actually dropping marauders on banelings requires about 10 apm, you click the marauders into the dropship to load up the marauders, click to send it over the zergs army, click once more to get right above the banelings, click once marauder to drop, lets say u have marauders to drop so 4 clicks, then 1 click to send it back to your base. Around 10 clicks total in a 30 second time span (probably more) so actually 20 apm.
Foxer spread can actually be very low apm(40 max), just hotkey your marines into 3 groups, (=6 clicks), when the battle starts hit 1 move over slightly (=2 clicksx3 groups)=6 clicks. Or do the box method of moving your army away a tiny bit, then box again leaving the 1/4 your army standing still at your first movement point and tell the new group to move slightly away, like 2-3 tank spaces over and keep the new box of units slowly decreasing by 1/4.
Its really not that hard when you break it down the problem is that people have only been in the baneling spread situation a few dozen times whereas foxer has probably been in it thousands of times and people panic when they see banelings and tense up instead of staying calm, breathing, and just focusing on the first movement, instead of thinking, "OMG banelings im going to lose all my marines like games before, OMG gogogoggo". Hotkeys make splitting really easy.
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Burrow your banelings, or set them on patrol. A very simply solution to this problem.
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Patrolling Banelings will attack the Marauders.
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Scans
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Why would you waste a scan on a patch of ground hoping there are banelings there? troll harder, please.
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On January 06 2011 02:49 Cyber_Cheese wrote:Show nested quote +On January 06 2011 02:35 Scio wrote: Nice to see all the haters proven wrong when the emperor himself is using this "useless trick". we hate it because stalife named a drop that he didnt invent its just a marauder drop, more or less the same as a baneling drop this
On January 07 2011 08:12 pfods wrote: Why would you waste a scan on a patch of ground hoping there are banelings there? troll harder, please. you sure you actually play this game? play harder, please, because people scan when moving out for burrowed banelings all the time.
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