I have read a lot of different starcraft reviews strategies, ect. but, in almost all of them, they all dislike the firebat . Well i don't and i will add why, but i will compare them to the beloved marines, and i'll mention vultures, the more favored one to use 2 workers for.
cost- the marines are dirt cheap for their strength, 1 mineral, while the bats are also 1 mineral, but also a gas too. well their are some who claim that they would rather place the 2 scv's in minerals for a vulture, while i do slightly agree with this, to get them is also 2 minerals, but bats need only a 1 mineral buliding. if you keep going vultures, you need to by spider mines also, to get more splash than a bat (later in cards section) and you will be poor mineral wise going vultures, while bats give minerals to spare.
cards/technology- the bats and marines share all of the same cards and technology, but the pyro's get an extra splash card than the rines. they also have 1 more than the vulture, who needs spider mines to get 2 more splash cards that don't share with the bat, who STARTS with 2 cards, not 1. Also, bats are better than protecting a base than a vulture cause of bunkers, although the marines are better than the bats for protection.
random- sure, marines can hit BOTH air and ground, but it has easy to find weaknesses that the bat doesn't have. first one is, lets say you have all 6 marines about to assault those 2 ultralisks and a defiler at the base, but you know you'll win with those stims, and they play a dark swarm. well, guess what, you basiclly wasted 2 stims, and 2 marines for what? if they were accompanied by fire bats, then they would have at least killed an ultralisk or even 2 if you got lucky. and the rines have one more weakness that their close ranged brethren don't have, they dread the words on a card saying "GROUND SPLASH DAMAGE-this splash damage can only destroy a MARINE, zealot, or zergling" if they pull that off, than the marines will go from a 1-2 casualties, to a 2-4, that doubles your death rate. but the firebats are immune to all of this, they don't get hit by that splash, and you should have used them and their splash cards instead.
tips- okay, you hopefully got the point, use fire bats, i am not telling you to max them out, just have 1, if facing a zergling, zealot, marine army then yes, max them. here are some good example (that have happened to me in a terran v.s zerg match today)
example 1- lets say you use 2 marines against 4 zerglings, the lings will have a good chance at being killed, sure, but the max you can have dead is 2, and you must retreat while your enemy builds more alien dogs or whatever in that space, if you switched out 2 marines for the pyros' they would have had an good chance to die altogether.
example-2 lets say that you invade that zerg again, but didn't realize that you only had 1 infantry card, and the opponent has a mutalisk and 2 hydralisk's, you have all marines, and you use some random card to attack the mutalisk, cause you know that the infantry card won't kill the flying worm with wings and 2 mouths, so you have a good chance at killing the hydralisk, and after casualties, you take 3 hits( hydra kill and muta splash) but, if you had the fire bat, put the bbq lovin guy in front and the splash won't have effect, leaving you with more units to kill them in a counter attack.
Conclusion- use firebats to their maximum potential, and they will be one of your favorite units, just make sure that you have at LEAST 1, who wouldn't want a cheap, 2 spalsh card, splash resistant unit? thanks for reading