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Offensive Bunkering | Island Games | Cloaking | Special Abilities | Terran vs Terran | Terran vs Protoss | Terran vs Zerg |
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The Basics To build a Bunker, you must have a Barracks. You can place SCVs, Marines, Firebats and Ghosts in the Bunker. You cannot place any unit of any other species (Protoss or Zerg) in the Bunker. Allies (allying via the Diplomacy options) cannot place any units in your Bunkers. This is even the case if they use Marines, Firebats, SCVs or Ghosts. Only you can place troops in your Bunkers. However, In Team play (where units are shared), all teammates can move Barracks units in and out of the Bunker. Special abilities cannot be used when units are inside the Bunker. Marines and Firebats cannot Stim Pack. Ghosts cannot cast any of their spells. You can, however, Stim Pack Marines and Firebats, then place them inside a Bunker. You must cast it outside the Bunker, then place them inside it. Bunkers do not do add anything offensively to the units inside them, although they do give Marines inside a very slight increase in range. The primary purpose of Bunkers is to soak up damage from attacks. All damage is applied to the Bunkers rather than the units inside them. Only when the Bunker is destroyed will units inside be open to take damage. If you want to increase the effectiveness of your Bunkers and place Marines in them, then research U-238 Shells at the Academy to increase the range of fire for the Marines inside. Then upgrade Infantry Weapons at the Engineering Bay to allow the Marines to do more damage. Bunkers can be repaired. Place multiple SCVs on repairing your Bunkers.
Queue Bunker loading.
What to place in the Bunkers? Place Ghosts in Bunkers to protect them while they are building up energy and to hide them. A single Ghost (especially with the Ocular Implants upgrade) can spot for Siege Tanks. When being attacked by mechanical units, you also can pop out of the Bunker, cast Lockdown, then get back into the Bunker again. Ghosts should not be used for defense in Bunkers. They have added range, but their attack is largely useless against most units. Marines and Firebats will do a better job.
Repair Bunkers During Attacks You'll discover that by doing this to all your Bunkers, you can survive and win battles you never thought possible. If the enemy decides to attack the SCVs, run with them in circles around your Bunkers, so the Bunkers will finish off the attackers. If they stop following the SCVs, return to repairing the Bunkers again. If the enemy uses Patrol or Attack move, the Bunkers will be prioritized, meaning it will attack them first, so usually you don't have to worry about your SCVs being attacked unless they are specifically targeted by the enemy. Another trick you can do is have some of your SCVs repairing the SCVs repairing the Bunker (Still with me?).
The above picture is an example of the Terrans defeating the 6/8 Zergling rush. On SCV #7, build
a Barracks, with SCV #8 build a Depot. As soon as the Supply Depot is done, train Marines while building
a Bunker in the SCV mining stream. Then when the enemy attacks you should have 2-4 Marines in
your Bunker. Select all your SCVs and repeatedly right click on the Bunker if the Zerglings attack it.
If the Zergling come after your SCVs, run them around around the Bunker and let the Marines inside finish the Zerglings off.
Guard Passes
Wall-in Bunkers
Overlapping Fire
Use Stim Packed Marines in the Bunker Select the Marines by double clicking on one, or click on a Marine while holding down Control to quickly group select them (as it's the only way the Stim Pack option will be available). You can use click and drag group select if no other units are in the way. Quickly hit T for Stim Pack, then right click on the Bunker. The Marines will enter the Bunker while still having Stim Pack. Running a few tests you will see how effective this is as opposed to not Stim Packing. Testing an Ultralisk attacking the Bunker with 4 Marines without StimPack, the Ultralisk was destroyed with only 20 hit points left on the Bunker. Using Stim Packed Marines inside the Bunker, the Ultralisk was destroyed with 200 hit points left on the Bunker-- quite an improvement. The same can be done with Firebats if you're fighting a lot of Zerglings and/or Zealots. Combine that with SCVs repairing the Bunker while it is being attacked and you have a nightmare for the attackers. If you practice this, you can do it very fast. The only problem results when there are other units or buildings around the Bunker so that the Marines don't unload in a nice line. Then the problem is quickly group selecting them without catching any other units in the group to use a StimPack. The alternative method is to simply leave the four Marines outside the Bunker, then when they are about to be attacked, StimPack, and load them up. Be careful, though, because you might not notice when the Bunker comes under attack, leaving you with four unprotected Marines. If you are watching carefully, you might like this way of doing it better. Try both and use either depending on the situation.
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