Terran Build Order – The Marine and Marauder Build Order

July 18th, 2011

The M/M/M build is one of the most popular beginner to intermediate Terran build orders, it’s a very generic build that can be employed by beginner to intermediate players, and is occasionally used by advanced players as well.  It’s a highly aggressive build that places significant pressure on your opponent early.  As all builds and strategies in SC2, the M/M/M takes decent micro to be able to execute effectively, but when done right can be a force to be reckoned with.

22a Terran Build Order – The Marine and Marauder Build Order

Begin by throwing down your first supply depot (with your 10th SCV) at the choke, preferably as early as possible to get the wall off and prevent your opponent’s scouts from entering your base.  Your supply count should be at 10/11.  At 12 supply start building a Barracks to complete your wall and attach a tech lab to it upon its completion.  With your 13th SVC begin constructing your refinery, followed by a second barracks at 15/19 along with a reactor when it is completed.  At 16/19 get your orbital command and at 17/19 get your second supply depot.  At this point continuously pump out marines and Mauraders while continuing to increase your SVC count until you have two SVC’s assigned to every mineral patch and three per geyser.

This strategy is highly effective as an early push in 2 vs. 2 play, best employed early on against Zerg or Protoss players, more specifically when players are “turtling” or opting to go for an early expansion and likely aren’t prepared for an early push.  This is where an early Marine and Marauder push really shines.  Unfortunately Terran are usually walled in by the time you have sufficient forces to attack, there for against Terrans the M/M/M is not the best way to open up.

Once you have enough resources and perhaps have clinched your natural expansion, you’ll want to being constructing your third barracks with a second attached reactor or tech lab, however what you do next, as always, should depend on your opponents next move, no build should every be followed meticulously, you need to always be scouting and adapting your build orders as necessary to your opponents strategy.  What opening builds such as this one do is give you direction and keep you on track, thus improving your speed, so, unless necessary, build orders should be practiced, memorized and adhered to as outlined.  

One word of caution:  Do not rush to get your Medivac too early on in the game, this is common mistake made by beginners.  They are too big of an investment that early in the game and not particularly effective if your ball of units isn’t large enough.  I would advise that you have a supply count of at least 80 units, as well as your natural expansion before adding Medivacs to your ball.

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Terran Build Order – The Three Rax Build

July 17th, 2011

The three Rax build is perhaps the most aggressive build order the Terrans have at their disposal.  It is the build to use if you want to apply a lot of pressure early on, and it is highly effective against beginner-mid level players.  The three racks build is pretty self explanatory, it involves getting three barracks with two tech labs (one of each of the two) so you can research upgrades and push out with more units.  There are many different variations to this build and many different ways it can be used.

21a Terran Build Order – The Three Rax Build

The three racks build is as follows:  Start by building a supply at 9/11, followed by a barracks at 12/19.  Build your first marine once the barracks is completed and attach a tech lab, once you have a tech lab begin researching concussive shells.  At 13/19 start snagging your first geyser with a Refinery followed shortly by an Orbital Command at 15/19 and a barracks at17/19 with an attached tech lab as soon as it is completed.  Build another supply depot prior to reaching 19/19 supply to extend your supply count to 27 and research Stimpack immediately.  Finally build your third barracks at 25/27 with a reactor, obviously following this you will want to consistently produce SCV’s, Supply Depots and Infantry.  

You’ll also want to research combat shield on the second barracks as soon as you have the resources.  The game play from here on will be extreme micro and macro intensive, you’ll need good saturation at your natural, as well as on gas, preferably 20-25 SVC’s on minerals, and three SCV’s on gas is optimum, anymore is wasted supply.  As well you should be making constant mules to sustain the constant production of units coming out of your three barrack, as well as supply depots, it is will be impossible to sustain unit production otherwise.  Keep pumping out units, begin your assault the moment Stimpack is finished, set a Rally point to wherever you are mustering your ball and keep pumping out units, stim up and move in once ready.  

If you intend to go for an earlier push, bring a few SCVs to throw down a Bunker inside the opponent’s main. If your opponent is playing very defensively, throw a Bunker or two down outside his main to make him panic and prohibit him from grabbing his natural while you continue to build up your ball.  This will cripple him economically.  One of the most popular 3-Rax build orders involves getting +1 weapons/armor before pushing out.  

However, as demonstrated in many of the top ladder games and professional level matches, Stimpack is 100% required if you are playing against a good Zerg player.  Stimpack and Combat Shield are a lot more meaningful for an early infantry push than +1 weapons and armor is. This because Zerg and Protoss players are used to this early push and have come to expect it.  They now have equally effective ways of dealing with such a push.  Also there will be no way to push against Banelings, no matter how many units you have, without Stimpack.  

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Using the Terran Build Order as The Standard Default Opening

July 15th, 2011

Terran build orders outline the most practical and fastest way to arrive at your desired combination of units, and allows you to develop your base faster. It gives you the freedom of not having to constantly figure out what it is you should build next. By the time you build, you’ll already know what comes next.  The following is the standard Terran build order, which can be employed in almost any circumstance and is the default way to start any game of Starcraft 2.  

20a Using the Terran Build Order as The Standard Default Opening

This build order provides the most flexibility and can be used in almost any circumstance, other build orders will provide either a stronger economy, (often with the trade-off of being more susceptible to “Cheeses” or “rushes”) or more non tech units early on, at the expense of your economy and technological advancement. This then will leave you significantly behind if you fail to do any critical damage early on.

A standard build order is essentially the build order you will most often use and should be the first build you master.  Standard build orders leave everything on the table. They are a safe half way point between economic and offensive builds, so you can easily revert to either, or depending on how the game plays out or what you’ve scouted.  Although there are many different variations of the standard build, below is the one most frequently used by the pros.  Of course no build order is set in stone. Be prepared to alter it at anytime should it become necessary.

Construct SCV’s until your food count is at 10/11, at which point construct a supply depot.  At 12/19 supply, construct your first barracks, followed by your first refinery at 13/19 build and two SCV’s.  Assign the two SCV’s to gas immediately to prepare for tech upgrades.  Once the barracks is completed start building your first marine. At 15/19 you should begin building an Orbital Command, followed by a Supply Depot at 17/19, from there you have a firm footing and can do whatever you want, either start pumping out marines or tech to a tech lab.

Once an SCV is finished constructing a building, always immediately send it to a mineral patch afterwards or geyser.  Never leave SCV’s standing around, this a mistake made often by beginners.  

Know that no build order is going to be exactly the same every time. You need to be prepared to make amendments to it, at anytime, according to how the game plays out. These are not rules to be followed, they are guidelines to help ensure that you’re progressing at a desirable rate, to a desirable outcome and make it so you’re not wasting time trying to figure out what to build next.  Of course your next move should depend on what your enemy is doing next, this is up to you to always be scouting your opponent.

Master the terran build order as it is a standard opener of the game, and you will be at a severe disadvantage if you do not know how to do one.

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The Early Aggression Rush Zerg Build Order

July 13th, 2011

The early aggression rush of a zerg build order is a standard element of Starcraft 2. Rush builds can be extremely effective in lower to mid level leagues, but will seldom be effective against top tier players, and you will always run the risk of putting yourself economically behind, should the rush be ineffective.  

19a The Early Aggression Rush Zerg Build Order

The classic Zerg Rush is the 6 pool, still feasible and effective in Starcraft2  and still the fastest and most economically risky of all rush builds. The Zerg’s main strength is its ability to out produce and out macro their opponents. The 6-pool can be great to use every now and again but don’t always count on it to win you games. The best Zerg players in Starcraft 2 play a more macro-orientated game.  

A six pool rush is relatively simple to employ.  Build one drone right out of gate as usual, then just wait till you have mined 200 minerals, at which point you throw down your pool. While the spawning pool is being built, construct two more drones so that you have 7/10 supplies. No more than this however, as you need to have exactly enough minerals (150) and exactly enough supply (7/10) in order for this rush to work. Seize all production until the pool is done, and send out a drone to scout.  Upon the completion of your pool, use your remaining three supply cap to construct six lings and immediately send them to your opponent’s main.

The 6-pool rush can be extremely effective in beginner to mid-level leagues, however more advanced players who know how and when to scout. They aren’t likely to have a problem deflecting such an attack.  You’ll find the six pool rush to be a technique that isn’t frequently employable.  It’s best to use in random games or against Terran players in intermediate leagues.  You can do critical damage to a Terran player if you manage to get in the Terran’s main before they get the wall up.  They’re also highly effective in smaller maps, as they allow you to reach your opponent’s base faster, as every second counts when it comes to rushing.  If you manage to get in the Terran player’s base before the wall is finished, it may seem best to go for his vulnerable workers on the mineral line but SCV’s can easily dispose of a few Zerglings. Instead attack the wall, kill the Supply Depot to halt the Terran’s unit production and then begin working on destroying the barracks.  Send in more reinforcement Lings when the player is down to seal the deal.

As with other strategies, the zerg build order can be effective if used in the right circumstances, and it’s just a question of learning how and when.

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The Starcraft2 Zerg Build Order of the default 13 and 14 Pool

July 13th, 2011

The standard zerg opener is just that, a standard zerg build order opener. It’s  multi-situational and it’s the build you will most frequently use. It is a most safe Zerg build order, situated in the center of the two extremes, not entirely economic, but not entirely aggressive.  

18a The Starcraft2  Zerg Build Order of the default 13 and 14 Pool

What the standard zerg build allows is flexibility. It gives you more options and allows you to quickly react according to what your opponent is doing.  There are a couple ways of employing a typical build order for Zerg.  The most common of these is the 14-pool. Frequently seen used by top tier Diamond league players, excellent in two player maps and in one vs. one match ups.  This build allows you to safely grab your natural expansion while allowing you to be aggressive early on.

In order to employ this build, begin by putting drones on minerals until your food count is at 10/10, at which point you will be required to build an Overseer. Continue placing drones on minerals until your food count reaches 14, then throw down a pool, thus it earns the term “14 pool”.  

What you do next is up to you, but should depend on what you have uncovered through scouting. If your opponent is bottling up and playing it safe, grab your natural, start focusing on “teching”, grabbing expansions, while getting off the occasional harass to keep your opponent on his toes.  If your opponent is looking like he’s massing a small ball of units, start massing units and build a couple of spine crawlers to prepare for a possible offensive.

A faster variation of this build that allows you to be a little bit more aggressive early on is the 13 pool.  Get your overlord at 10/10 supplies, instead of waiting for 14 supply to get your first Spawning Pool. . Put it down at 13/18 food.  Your next move should depend on what your opponent is doing.  For instance if you need to defend or it’s likely that you will need to defend, start pumping out more Zerglings or put up a couple of Spine Crawlers.  If your opponent isn’t showing any signs of early aggression, you may decide to tech up, and play the macro game. This is what you want because the Zerg owns the Macro game.  Grab expansions and saturate mineral lines.  A 13 Pool will help you out in the lower-ranked leagues, since these novice players are more predisposed to rushing and cheesing.  

The Zergs strength is their ability to spread and harness greater control of the map than other races, as well as produce more units at a time because of their cheap production costs.  In most cases you will want to be leaning towards an economic approach.  Zerg should always have more bases than opposing Terran or Protoss players, because they require more units to be effective.  The Zergs game is a macro game, focus on out producing your opponents and you will find greater success.

Whilst the zerg build order of the default 13 and 14 pool is a classic opener, it can be used throughout the game, and used strategically, can gain you the upper hand against your opponent.

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The Starcraft2 Zerg Build Order of the 15 Pool and 16 Hatch

July 11th, 2011

The 15 Pool/16 Hatch is an economic Zerg build order that plays nicely to the Zergs superior macro game. Their ability is to overwhelm opponents with huge balls of units, while easily and cheaply expanding.  This does however come at the expense of attacking and defending units, which can leave you vulnerable at the beginning of the game.  Victory will come usually as a result of having more resources, faster unit production and a superior economy. All this equates to quicker reinforcements and a larger numbers of higher tech units.  Scout early on to ensure that your opponent isn’t rushing, in this case a 14-pool or 13-pool would be more viable.

17a The Starcraft2 Zerg Build Order of the 15 Pool and 16 Hatch

Whether or not a Zergling build is an economic or an aggressive build is generally determined by at what point you decide to morph in your pool. The later the pool goes down, the more economic orientated the build is and the more aggressive the build is.

If the pool goes down before the tenth drone, it is an aggressive build with the result that the game will likely be decided early on. If it takes you until your 14th drone or even later to throw down your pool, it’s economical.

Only use the 15 Pool/16 Hatch if your opponent is bottling up. If you suspect or have scouted any cheese, rush or early aggression from your opponent, for instance an M/M/M or Zealot rush, it will be almost impossible to ward off.  A 15 pool/16 hatch essentially means you wait till your 15th drone to thrown down your pool and subsequent 16th drone to throw down your Hatch. Preferably at the natural expansion where you can begin saturating those minerals.

The entire build is as follows: On your 10th drone build an overseer, continue to place drones 10 through 15 on minerals and then at fifteen supply throw down your spawning pool, spawn a couple more drones after.  One supply will be lost as a result of building the pool, so you’ll be temporarily at 14 supply, the two successive drones will put you at 16/18 supply, with the fifteenth drone constructing your hatchery, preferably at the natural so you can begin saturating the mineral patch and block off the choke.  This will put you back to 15 food count. Put the second drone on minerals and begin constructing an overlord at 15/18 food as well as a Queen.  At 17/18 begin constructing your first lings which you should use for scouting purposes.  At this point you have officially opened, where you go from here is up to you.

The zerg build order is a useful strategy to learn, because if it is used right, you can give yourself a competitive advantage over your opponent.

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The Starcraft 2 Protoss Guide to The Zealot Rush

July 11th, 2011

One game plan to consider is the protoss guide to the Zealot Rush. It  is the Protoss’s answer to the Zerg’z 6-pool, also having its roots all the way back to Starcraft Classic in 1997, and yet still equally effective.  There are two different ways in which you can approach this strategy. You can use the standard Zealot Rush strategy or the proxy version of the rush. Both are very effective, but they are suitable in different situations.

16a The Starcraft 2 Protoss Guide to The Zealot Rush

The prototype Zealot Rush

This strategy is fairly straight forward. You want to build a couple of Gateways right away, with the intention of having four Gateways before the eight minute mark. You can start initially with just a couple gateways but you want to train approximately five or six Zealots, as fast as is possible. Remember when executing a rush timing is everything.  A more detailed specification of the build order is as follows.  Build probes until you reach 8/10 supplies, at which point grab the 8th probe and warp in a pylon, put that probe back on minerals.  Warp in as many probes as you can before the pylon is finished and then immediately throw down your first Gateway followed shortly after by your second, when you can afford the minerals.  After the first Gateway is done begin building your first Zealot, and keep the revolving door going, until you have five, which shouldn’t take long.

Don’t count on this strategy to completely eliminate your opponent. On rare occasions or against inexperienced players it can, however the real purpose of the Zealot Rush is to apply that early pressure and cripple your opponent economically by killing his workers.  In other words do as much damage as you can, but get out when the damage is done.  While you are attacking with the Zealots, continue to develop economically in your main, build more pylons, start saturating the geysers and train more probes.  You may build a third and fourth Gateway if you’re economy can sustain the constant production of Zealots.  But you need to be constantly building probes and putting them on minerals in order to support a third and successive fourth Gateway.

The Proxy/ Zealot Hybrid

A proxy rush is arguably a much more effective, yet riskier version of the traditional Zealot Rush. In order to execute a Proxy Rush effectively you’ll need to have superb Macro/Micro skills. It is recommended that you master the standard Zealot Rush before tackling this one.

A proxy/Zealot hybrid involves building a pylon and Gateway right outside your enemy’s base. This puts your unit producing buildings dangerously close to your opponents base, meaning reinforcements don’t have to walk very far to get to your opponent’s main.  This is how the build works.  Instead of building your first pylon in the safety of your main as is usually expected, send a probe to your opponent’s base and build your first pylon right outside of his main. Try your best to keep this pylon hidden though, if it isn’t hidden, the rush will not be as effective because it’ll lose its element of surprise.  Construct your two Gateways as quickly as possible once the Pylon is complete and start producing Zealots. Use Chrono Boost strategically to speed up their production.  Send your first two Zealots in right away. The point of the proxy is to cause as much damage as possible while you’re opponent is defenceless. If they get the wall off or any kind of stationary defence, your attack will easily cause destruction.  This strategy is best employed against Protoss or Terran, against Zerg you’ll need to build your proxy further away to avoid detection.

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The Protoss Guide to The Dark Templar Rush

July 11th, 2011

This is the Protoss Guide to the Dark Templar Rush. It was a lethal rush in Starcraft Classic, and continues to be a force to reckon with in Starcraft2.

15a The Protoss Guide to The Dark Templar Rush

The Dark Templar rush is so effective because it’s usually not expected, unlike Ling Rushes and M/M/M, which are common methods of early game aggression. The Templar Rush is much more of long haul.  It requires precision, the right circumstances, and commitment to adequately enact what I would describe as an advanced rush, an advanced rush that requires intensive scouting, superior micro, and the ability to anticipate your opponent’s weaknesses and exploit it.  This can spell GG for a player who didn’t expect it and who fail to adequately scout it.

Whether or not you should use the Dark Templar Rush strategy depends greatly on the type of game you’re anticipating, based on what you’ve scouted early on. This is by no means a standard build, it is a risk. If you’re opponent is looking like he’s applying some early pressure, or going for an early push, abandon this strategy. It’s not feasible in this instance, it takes too many resources, and won’t leave you with enough units early on to ward off  “all in” attacks.

However this is an excellent strategy to use if your opponent is playing it safe and looking to go at least fifteen minutes.  If you’re opponent scouts it, it’s very important that you switch it up, because he’ll begin building detection immediately and it’ll essentially be ineffective.  This “cheese” works best when your opponent doesn’t have a clue that it’s coming, or better yet when he doesn’t have the adequate means of detecting it.  If he does happen to scout your Dark Shrine, switch to a 4 Gate as quickly as possible and do your best to overwhelm him.

This is the most common ways to execute this build.  Train probes to the nine cap, with your 9th probe place down a pylon. Send the Probe to scout.  At 13 cap warp in a Gateway, use Chrono boost on the probes, you’ll need at ton of gas in order to fund the burdening technical advancements, as well as the costly Dark Templar’s which cost 100 gas each.  At the fifteen cap you should have two assimilators.  At 16 supply, warp in a pylon followed by a Cybernetics Core and send that probe to an assimilator or mineral patch.  Tech to Warp Gate immediately once the Cybernetics core is completed.  You’ll want to get a sentry and some Stalkers to defend against early attacks.  The Sentry will allow you to use force field at the choke to halt early pushes.  Keep pumping out probes, do your best to hide your Dark Templar Tech from scouts and provide that critical element of surprise and finally warp in a Twilight Council.  Use excessive minerals to build more Gateways.  Ensure that you have enough gas to immediately warp in a Dark Shrine upon the Completion of your council, also do the best you can to hide it.  Upgrade your Gateways to Warp Gates and put a Pylon close to the enemy’s base at a safe distance.  

Once your shrine is finished you will warp in Dark Templar’s to the enemy base.  The success of this attack will to a large degree be determined by whether or not your opponent has detection.  Against a Terran player you have to wait till he lowers his wall before you can proceed, remember the element of surprise is key, don’t attack until the opportune moment, once you get inside his base, if possible, use a distraction, such as a visible attack at his natural.  But stay out of range of his scan at all costs.  Against Protoss or Zerg, target his attacking and defending forces first and then proceed to attack his workers. Good luck with this Protoss guide to the Dark Templar Rush.

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Terran Build Order and The Marine and Marauder Build Order

July 21st, 2011

The M/M/M build is one of the most popular beginner to intermediate Terran build orders, it’s a very generic build that can be employed by beginner to intermediate players, and is occasionally used by advanced players as well.  It’s a highly aggressive build that places significant pressure on your opponent early.  As all builds and strategies in SC2, the M/M/M takes decent micro to be able to execute effectively, but when done right can be a force to be reckoned with.

22a Terran Build Order and The Marine and Marauder Build Order

Begin by throwing down your first supply depot (with your 10th SCV) at the choke, preferably as early as possible to get the wall off and prevent your opponent’s scouts from entering your base.  Your supply count should be at 10/11.  At 12 supply start building a Barracks to complete your wall and attach a tech lab to it upon its completion.  With your 13th SVC begin constructing your refinery, followed by a second barracks at 15/19 along with a reactor when it is completed.  At 16/19 get your orbital command and at 17/19 get your second supply depot.  At this point continuously pump out marines and Mauraders while continuing to increase your SVC count until you have two SVC’s assigned to every mineral patch and three per geyser.

This strategy is highly effective as an early push in 2 vs. 2 play, best employed early on against Zerg or Protoss players, more specifically when players are “turtling” or opting to go for an early expansion and likely aren’t prepared for an early push.  This is where an early Marine and Marauder push really shines.  Unfortunately Terran are usually walled in by the time you have sufficient forces to attack, there for against Terrans the M/M/M is not the best way to open up.

Once you have enough resources and perhaps have clinched your natural expansion, you’ll want to being constructing your third barracks with a second attached reactor or tech lab, however what you do next, as always, should depend on your opponents next move, no build should every be followed meticulously, you need to always be scouting and adapting your build orders as necessary to your opponents strategy.  What opening builds such as this one do is give you direction and keep you on track, thus improving your speed, so, unless necessary, build orders should be practiced, memorized and adhered to as outlined.  One word of caution:  Do not rush to get your Medivac too early on in the game, this is common mistake made by beginners.  They are too big of an investment that early in the game and not particularly effective if your ball of units isn’t large enough.  I would advise that you have a supply count of at least 80 units, as well as your natural expansion before adding Medivacs to your ball.

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Terran Build Order and The Three Rax Build

July 21st, 2011

The three Rax build is perhaps the most aggressive build order the Terrans have at their disposal.  It is the build to use if you want to apply a lot of pressure early on, and it is highly effective against beginner-mid level players.  The three racks build is pretty self explanatory, it involves getting three barracks with two tech labs (one of each of the two) so you can research upgrades and push out with more units.  There are many different variations to this build and many different ways it can be used.

21a Terran Build Order and The Three Rax Build

The three racks build is as follows:  Start by building a supply at 9/11, followed by a barracks at 12/19.  Build your first marine once the barracks is completed and attach a tech lab, once you have a tech lab begin researching concussive shells.  At 13/19 start snagging your first geyser with a Refinery followed shortly by an Orbital Command at 15/19 and a barracks at17/19 with an attached tech lab as soon as it is completed.  Build another supply depot prior to reaching 19/19 supply to extend your supply count to 27 and research Stimpack immediately.  Finally build your third barracks at 25/27 with a reactor, obviously following this you will want to consistently produce SCV’s, Supply Depots and Infantry.  You’ll also want to research combat shield on the second barracks as soon as you have the resources.  The game play from here on will be extreme micro and macro intensive, you’ll need good saturation at your natural, as well as on gas, preferably 20-25 SVC’s on minerals, and three SCV’s on gas is optimum, anymore is wasted supply.  As well you should be making constant mules to sustain the constant production of units coming out of your three barrack, as well as supply depots, it is will be impossible to sustain unit production otherwise.  Keep pumping out units, begin your assault the moment Stimpack is finished, set a Rally point to wherever you are mustering your ball and keep pumping out units, stim up and move in once ready.  

If you intend to go for an earlier push, bring a few SCVs to throw down a Bunker inside the opponent’s main. If your opponent is playing very defensively, throw a Bunker or two down outside his main to make him panic and prohibit him from grabbing his natural while you continue to build up your ball.  This will cripple him economically.  One of the most popular 3-Rax build orders involves getting +1 weapons/armor before pushing out.  However, as demonstrated in many of the top ladder games and professional level matches, Stimpack is 100% required if you are playing against a good Zerg player.  Stimpack and Combat Shield are a lot more meaningful for an early infantry push than +1 weapons and armor is. This because Zerg and Protoss players are used to this early push and have come to expect it.  They now have equally effective ways of dealing with such a push.  Also there will be no way to push against Banelings, no matter how many units you have, without Stimpack.  

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