So when i spawn units i whack them in a control group and rally them to a point, this point happens to be in the middle of their push. I know if these units could get out i would hold the attack but i never do. My units run into the army and die.
what should i do to stop this.
Im thinking of rallying the units close to the bases they come from and then send them all in but this means ill probably lose the area im defending (normally my 3rd or natural) while they stock up.
Is this what i should be doing or is there another way
This is the same problem I have which so far I've just been manually stopping them from engaging and wait for a larger force so I can attack from every angle. But I am curious to see what the correct approach of the situation is.
Basically if you let the opposing army get too close to your base, you are in deep water because they are camping your production. If this happens however:
Manually set each hatch's rally point to a safe place, maybe hiding inside your base. When you have stocked up enough forces attack with all your forces at once. Priority is going to be not dying, rather than trying to hold position. If their army is currently stronger it is better to give ground than to sac all your units in a futile attempt to hold ground.
Make sure you have creep spread joining your bases so that you can have them rallied closer to your bases and also quickly defend any attacks on your natural/third. Having control of the Xel'Naga watch towers or scout lings outside their base to see when they're going to attack will also help immensely as you can prepare your army (get into position for a surround or a better concave).
Having said that I don't think it's the rallies problem but other factors (said above). Also since you have them control grouped you can be active with them, go break down rocks, check for proxies and all that jazz and quickly use your other hotkeys to go back and macro up (inject, creep spread from queens, and production from hatcheries) then quickly go back to your army see what they're doing etc. (Just a-clicking around your near future expansions maybe to prepare/check there are no proxies/scouts)
If you're control grouping them when they're eggs that's great, and you can actually manually rally the eggs off to a different area to your hatchery rally and it'll "override" or take "priority" for the manual rally. Basically as they're eggs just right click to where you want them to go (as you do with hatchery) and they'll go there instead of the normal rally, that way you can rally them to whichever base or position you think is better for your current situation. This is good for spreading overlords around instead of having them all clumped up somewhere, that is when making overlords just right click to some dead space or expansions and start laying down some creep etc and also map control to spot drops. A couple of these should do because you don't want one Viking clearing out 10+ overlords TT".
If you're worry about not being able to defend a location from having your army away from that position you can always setup a couple of static defenses (3-5 spines couldn't hurt) and that'll delay the enemy from laying into your drones/hatch so that your army can get there, or even deter them straight up. So then you can have a "common" rally point for your army closer to your bases and not have the problem you mentioned about losing the area you're defending.
That's all I can think of for now, if anyone else notices anything missing I'm sure they'll post, or if anything is wrong with what I've said to you they'll correct me hopefully ^^.
Also the reason why I mentioned everything for Zerg is because I checked your profile and it said that you play Zerg so if it's actually a different race you wanted advice on then... whoops =/
I dont understand, why dont you just retreat the units/egg sacs if you know you cant win the fight?
Like, it should be quite obvious whether or not the units will make it in time. And if they dont, then just right click the entire control group back anyway..
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If you watch some of the better zerg players you will see them get pushed right back into their base before they break out if they are facing a larger army. Keeping not only your reinforcements alive but your main army can be very important. Unless you are pushing them back your reinforcements should rarely be rallied to the front line. Simpleist way of doing this is was pokerface said add your unit eggs to your army then try to keep your army alive.
Dont forget to check your macro vs better players it might not be your unit positioning that is the issue.
Isn't it better to just attack-move to the opponent's army after they spawn and you put them in a control group? It'll be easier anyway since you already have them in a control group.
the issue is this. Main army killed but the opposition army which killed it is now severely crippled and the units on the way WILL kill them all . . muhahahaha . . .erm . . .but as they pop in single file they manage to get killed (unless ist like 3 rines vs 4 roach or something ridiculous) but they always seem to get the upper hand as they hatch , the reinforcements from the other team also manage to sweep up the hatches from other bases. Anyway, thanks to all that replied i cant quite explain it. cordance yes thats what i do but even if i split second attack when hatch they seem to not attack/respond to which in that what would be less than a second is enough to half the force which came out
I see it all the time when vsing zerg actually. random streams of zerglings suiciding into tanks - its pretty bad, so be mindful and just have to rally them to a safe zone
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