Countering the Wall In

Discussion in 'Zerg' started by jamalthemal, Sep 25, 2010.

Countering the Wall In

Discussion in 'Zerg' started by jamalthemal, Sep 25, 2010.

  1. jamalthemal

    jamalthemal Guest

    Breaking down that weak spot (the supply depot) with banelings isn't difficult... but once I'm inside I still don't have a chance.

    My lings DPS is still crap since they can't surround the marines and I lose like 12 lings to 4 marines. And the worst is when they 1 or 2 Maruaders in front of the marines.

    Is breaching the wall in just not an option? It seems like it only works against bad players who really don't take any countermeasures against a breach.

    When do roaches come into play against a Wall in? They work fine against Toss but Marines have longer range and are still surprisingly effective against Roaches despite the goddamn armor. More effective than my stupid lings against Marauders anyways..




    It's not secret that Zerg are the hardest to play and ironically require more micro since they are vulnerable in clumps and have trouble against clumps of ranged units (marines, stalkers etc) so when are Zerg at their strongest? After the Lair upgrade or Hive?
     
  2. TastyTreat

    TastyTreat New Member

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    If your 12 lings cant kill 4 marines your doing something wrong. If those marines are in a bunker just run past it. Once your breach the wall your aim should be the workers since they are the easiest to kill. If you managed to kill off his army with your lings target the supply depots and barracks. Usually ill go for supply. If you supply lock him its GG just rally on your lings and keep pumping them out.

    If you notice the terran has a rather large bio army just make more banelings and bring them in after the wall is down to kill them.

    Against protoss ill usually never try banelings unless they went for a cannon wall in. even then if they go for a cannon wall in they are usually teching fast air.

    IMO zerg will be weakest at early game, till the mid game transition where you have your expansion up or you got lair. Basic rule of thumb zerg should always have 1 more expansion then the opponent. If you can do that your in a good position.
     
  3. Draco Spirit

    Draco Spirit New Member

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    I personaly rarely try to break into a terran fortress myself, especialy via the front door. Better to kill his ability to expand, find some sneaky backdoor way in or haress him with mutas till he ggs when he realises he has nothing left to attack with, or you reach 200 pop and have broodlords or ultralists. :D
     
  4. BearDown

    BearDown New Member

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    If you can't take down your opponent's bioball, then rush past and take out the workers. Continue harassing your opponent's workers and supply depots while you expand. Eventually you will have more than enough units to overwhelm your opponent, which is what zerg is all about.
     
  5. Ronsta

    Ronsta New Member

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    banaling the supply depot and send speedlings to the SCVs. by the time the marines at the front of the base make it back there- you should have done some serious damage. Retreat with your lings and prepare for the next wave.... If your lings are too weak bring some roaches.....

    If your roaches can't take out a few marines you are sending way too few roaches.
     
  6. JimReynolds

    JimReynolds New Member

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    Remember that the worst area for Zerg is a tunnel, they like to get the surround and not be tunneled into attack one by one, you definatly want to ignore the Marines if they are A) inside a bunker, B) If they are blocking a choke and the Zerglings can not get the surround.

    You will do more damage if you run past marines and attakc his SCVs when the Marines come to defend they would of moved into open space and you get them surrounded by your Zerglings!
     
  7. Zorgilon

    Zorgilon New Member

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    I usually have after 7-8 minutes 30 zerlings and 12 banelings before charging in the terran wall so i sacrifice all banelings to destroy the supply depot and some marines and then ignore the rest terran forces and run straight to the SCVs

    Also rally point from your hatchery to your opponent's base and make sure you can reinforce with new zerlings :)
     
  8. Draco Spirit

    Draco Spirit New Member

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    But don't spawned unit kind just ignore people till they arive at the spawn point? :confused:
     
  9. Vulcan

    Vulcan New Member

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    I play as Terran and many Zerg opponents who try to take my main do a Baneling bust, followed by some lings charging in. The sneaky thing that happens during all this before the hole is plugged, is that often corruptors and roches sneak in whilst burrowed. They then wait in some obscure corner of the base ready to pounce,:)
     
  10. Draco Spirit

    Draco Spirit New Member

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    1 SAM tower over your main door. Its so simple yet can solve you so much hell :D
     
  11. KHaYMaN

    KHaYMaN New Member

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    Baneling bust replay attached.

    Someone mentioned time back that supply depots got a health boost in the last patch, as many other things did. It appears they now take 5 banelings to bust, which might be the same number as before. Maybe they only took 4, I honestly don't remember.

    To make sure your banelings reach your target you should have a few lings run in front of them to "shield" them from fire. It won't prevent focus fire, and it won't stop hellion splash if any are stationed there, but in general it will help make sure you get the most out of your banelings. Just make sure to pull back those few lings as the banelings make their way in, so the lings don't path block.

    If there are marines/marauders directly cluttering the narrow passage ways you want to use a few banelings to open up the area a bit more. This is why it is usually a good idea to have 2-4 more banelings than you actually need (for later busts you should also anticipate losing a few banelings to unit fire).

    Once the banelings are about to bust the door and any units in the way, you should have your lings running in to surround the marines. Don't attack-move in, if you do the first lings to arrive will path-block the ones behind it. Instead tell them to move to a point past the marines, and as they flood in have them attack move when they are in position to surround the terran mm. This also goes for lings in general, they require a bit of micro to make sure they are properly surrounding their targets (maybe its just me, but in SC2 lings seem particularly dumb about path blocking each other).

    If there are bunkers stationed, or anything else you don't want to deal with, head for the workers. Depending on the number of lings vs workers, etc you may want to pull back your lings if the workers attack them, and try to lure them out of the minerals.

    Other good targets, imo, are always units and add-ons when it comes to terrans. Then depots. Basically anything that can't float, and anything that will make it easier for you to press later---and it is much easier to press if both depots at their choke are gone, or if they no longer have their tech for countering or reactor to pump units.
     

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