


Split them and select the marine which is targeted by the zealot. Running in circles: Suppose it is early game and you have a 2 marines and a zealot attacks. This way you have a perfect concave if the enemy units arrive and they clump up. Your goal is to build a (concave or line). While you reatreat you select a subset of your marines and click next to the location where the other marines will run. So they kill some banelings and if banelings hit then only a few die.Ĭreating a better concave: You reatreat a bit. Basically you want some of them to stand and shoot while the others move away. Repeat that with other subsets of marines. While retreating you select a subset of your marines and click on another location where they should move. Splitting: You retreat will your whole army. They have all the same basics, but different intentions. There are other ways to micro your marines. It also calculates the damage for you, pretty handy. If they are equal you do 100% and you have microed your marines perfectly. Compare the damage dealt to the stationary target with the damage dealt to the moving target after X seconds. The second set shoots a slow unit (like a queen off creep). For this you need to take two equal sets of marines (e.g.: 1 and 1) the first set shoots a stationary target. It is possible to calculate the effectiveness of your stutter step (e.g. Wait for the marines to shoot (start animation), cancel animation with another right click. The execution is as follows: Right click where you want to move (not attack move), press "S" on the perfect timing. If you move too fast after you shoot you cancel the shot and thus reduce your damage. If you move not far enough you miss on movement. If you move too far you miss some time and your shot gets delayed, which reduces the overall damage. Again you maximize your damage during sliding forward. But if you push further into your enemys troops (until they stand right next to each other) more and more units of your own can shoot them. Attacking through a narrow choke: As you have to go through a choke your concave will be worse.Usually this is the fastest way to kill the first scouting probe in a game. Attacking fleeing opponent: You can maximize your damage until your enemy escapes.Retreating your army: You can do some damage while you run away.There are multiple scenarios in which stutter step should be used: The penalty for screwing up a split is losing only a portion of your Marines, while the penalty for screwing up a Stutter Step is to lose almost all of them. In the case of Banelings, you get the added benefit of less splash damage. This additional travel time is gained DPS time. As a result, melee units (which Zerglings and Zealots happen to be) are forced to finish off single clumps before moving on to the next.

Given a clump of Marines separate them in sections away from the center. It's a technique that was pioneered in Broodwars to deal with Zerglings and Zealots. The goal here is not to save all of your Marines, but instead to save most of them. By quickly splitting his Marines, he was able to mitigate almost all of the splash damage. This is a technique that MarineKingPrime (formerly known as Boxer, though not the same player as SlayerS_Boxer) is famous for in his ZvT and lead him to be runner up at GSL2. Now consider, instead, splitting up your marines. I think the stutter step is an important technique to master, but an vastly more important technique is splitting your units.Ĭonsider a nice and tight Marine ball using stutter step to run away from a group of banelings.
