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Zerg Thread, Build Order | Baneling Break Zerg Vs Terran | Starcraft 2 in Starcraft 2 : Wings of Liberty; BUILD ORDER : Baneling break vs Terran 10 Overlord I really suggest the extractor trick: take your 10th drone when ...
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    Administrator Kreeper's Avatar
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    Build Order | Baneling Break Zerg Vs Terran | Starcraft 2

    BUILD ORDER : Baneling break vs Terran
    • 10 Overlord
    I really suggest the extractor trick: take your 10th drone when you have about 60 minerals and have it morph an extractor. you should have about 50 minerals when that's done, to make another drone. Immediately cancel your extractor and put that worker back on mining.
    • 14 Pool
    • 14 Gas, 3 drones on gas immediately as its done
    • 15 Overlord
    The second the spawning pool is done, make a queen. Morph your two larva into lings.

    The rest of the larva you get are all going to be put into lings.
    Get ling speed with your first 100 gas. Hopefully you've destroyed any scouts in your base with your initial lings. Its best to keep your opponent in the dark with this build. Use your remaining lings to find your opponent.

    The next 50 gas goes into a baneling nest.

    Now for the important part. Use your lings to run up his ramp and see what he's doing. You can pull back instantly, to only get vision and not lose too many lings. Most terrans might wall in with a barracks and some depots. Note what his marine/marauder count is. If it seems low, even after you've had a few lings at the 5 minute mark, he is probably doing some tech build. Spend all your gas on banelings, the second your nest is done.


    Banelings do +20 against light (marines, hellions), and they work really well against the depots. When you decide to attack, send both your lings and banelings up the ramp. If you can micro it, have your lings slightly ahead, but make sure there's a line for your banelings. The second you break the depot, have your lings surrounding stuff.

    If you initially saw that he had quite a bit of marines, you could wait for more banelings before you attack. If you see that he is teching factory > starport, or something similar, you could probably go in with just 4 to 5 banelings and all zerglings.

    This build is great because you would definitely have 300 minerals to expand. Try not to think about killing him with the baneling break. It is only to slow him down while you expand and get your lair tech up. That being said, if this is one of your first games against beginners, they might crumble just from losing scvs to your lings, and losing marines to your banelings.

    ========================================

    Source : http://www.starcraft-replay.com/guid...ling-break.php

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    Sarakin BSOS's Avatar
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    hey! you got this from me!

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    Administrator Kreeper's Avatar
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    Is this still legit and updated BSOS?




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    Sarakin BSOS's Avatar
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    with terran nowadays going increasing mechplay... its hard to say, it really just depends on the ramp and defensive building placement of the terran. alot of smart terran wall off with a barracks and a factory, making scouting their entranceway very important.

    the problem with the build is, if it fails, which happens sometimes due to hellion micro, lots of marauder/marine, or well places bunkers... you are sort of screwed. The build technically isn't an all-in play, but if it doesn't work, ur opponent is both better off economically and tech-wise.

    At lower play, yes this build is still very viable.
    At higher play, its hard to say. The last couple times I've tried it, it didn't work for me, but then again I haven't tried it since the beta came back. I normally just go for a more economic build and hope to win in the mid-game.

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    Administrator Kreeper's Avatar
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    Quote Originally Posted by BSOS View Post
    with terran nowadays going increasing mechplay... its hard to say, it really just depends on the ramp and defensive building placement of the terran. alot of smart terran wall off with a barracks and a factory, making scouting their entranceway very important.

    the problem with the build is, if it fails, which happens sometimes due to hellion micro, lots of marauder/marine, or well places bunkers... you are sort of screwed. The build technically isn't an all-in play, but if it doesn't work, ur opponent is both better off economically and tech-wise.

    At lower play, yes this build is still very viable.
    At higher play, its hard to say. The last couple times I've tried it, it didn't work for me, but then again I haven't tried it since the beta came back. I normally just go for a more economic build and hope to win in the mid-game.
    I've noticed I've been having serious serious problems playing against Terran players as Zerg since beta came back out. I feel like if I can't shut them down early I end up losing mid game to fast valks or M&MS.




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    Sarakin BSOS's Avatar
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    i would suggest a 2 base strategy, early defence, a couple queens and maybe a spine crawler or two, then work on making mutas.

    mutas will keep him in his base, or make him waste minerals on anti-air
    then you will make an army composed of zerglings and banelings to take out his M/M/Thor army. The idea is that the mutas and banelings do all the damage and the zerglings just sort of get in the way.
    also make sure to use your mutalisks to snipe any tanks the T has, otherwise you should be good

    transition into infestors and if you want, broodlords or ultras (probably ultras now since they're so good) to finish end game.
    until then, make sure you have plenty of banelings

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