Showing posts with label Scouting. Show all posts
Showing posts with label Scouting. Show all posts

Friday, February 25, 2011

A Mental Tactic


After watching the Day(9) Daily about the contaminate, it got me thinking about other ways to mentally screw with your opponent. We saw that Contaminate can really screw with a persons macro, which is huge! So what can Protoss do to mess with an opponents mind?

Well for one thing, our options for some effective early harassment are limited. The only real unit that is fast and able to due extra damage to Lightly armored units are the Phoenix, and they can only attack air and a limited number ground targets. The best they can do is harass mineral lines or snipe Overlords/Overseers. So I began looking into Protoss mechanics and how the race differs from the other two. So I thought of the Warping Mechanic, and how it can help Protoss develop some mental tactics against their opponents. In the past I had one opponent who did something similar to what I am about to propose, and I cannot wait to try it in a real match.

What this player did was setup a line of Pylons from his base to about 1/2 to 2/3 to mine. In an effort to allow for quick reinforcements if he is ever pushed back while also creating an advanced warning and scout system to know when I am making my push forward. It also buys him time to regroup, as a Pylon in the middle of nowhere is more threatening than an army retreating. However the amount of minerals lost if you have to retreat can cost you quite a bit. So here is my variation of this tactic.

What if instead of creating a line of Pylons, you actually place proxy Pylons in key places that aren't normally scouted or maneuvered through. It would really benefit someone later on when control of the map is more important. The enemy could come out at places you would not expect to have seen. For example, on Xel'naga Caverns, you could place a Pylon near the visibility reeds at the natural expansion, one at the expansion behind the rocks, and one near the other end of the back door trail behind the visibility reeds. This gives 3 additional attack routes that are not commonly scouted or moved through. It will cause your opponent to scout around and find these Pylons if he indeed realizes that is what you are doing. Warp Prisms work with this as well because they can maneuver, however, they cost twice as much, have a smaller warp field, and do not offer supply.

It is also important to remember that this will not work effectively on every map. Lost Temple for example gives very easily defend-able attack routes that allow a mobile force to move around the map quickly, but hard to implement this tactic as there are no visibility issues or alternate routes. Metalopolis would actually be a good map to implement this on in almost any of the spawn locations, as well as Steppes of War, Shakuras Plateau.

**Edit: After writing this post I stumbled across an article about the new 1v1 maps and discovered that several of the maps I mentioned are not even on the ladder map list**




Wednesday, February 16, 2011

When to.....

Ever wonder when you should be doing ______?

I do. I have a terrible time knowing when to start teching up.

I typically start with 4 gate and get some units up. once 8-12 units are up I begin pushing out. I poke in, see if those initial units are still their, if not I know hes teching up and wont have many units. Thats a clear sign for me to do one of two things. Expand or drop 1 of 4 tech buildings, a Forge, Robotics Facility, Stargate, or Twilight Council. Lets assume I am up against a Terran player. I tend to Expand because it is relatively safe if my army is outside his base and preventing him from moving out. With only  half a dozen marines at his cliffs, that tells me hes either going for some tanks, or Banshees. More than likely its Banshees.

Do I drop a Robotics Facility down instead of expanding?

No, I still will expand, because getting that 2nd base up and going while preventing him from getting his is so important. I'm now in a position to know what hes probably doing, and I have now limited his choices. He can either continue with Banshees and get cloak and probably hold his ramp off if I decide to push in again, or make some more ground forces to push me back. Both are perfectly reasonable. Most players I have faced tend to continue with their Banshees and get cloak. Its important to poke up his ramp to see whats their, as if some Marauders suddenly pop up, I know hes looking to buy time before cloak is ready and hes going to make a push a bit later with not only a force, but also Banshees.. That means I need to have dropped a Robotics Facility sometime after my Nexus gets placed.

See how important Scouting is? I began scouting more frequently and accurately because I primarily play in a reactionary way to my opponent. Because I do this, I need to be knowing what my opponent is doing pretty often. If I see some heavy Marauder play I need to grab an Immortal or a lot of Stalkers ASAP. An observer would also help as well as these provide a way of keeping track of your opponent without having to sacrifice the occasional probe up his ramp.

So what things do you wait for either in your build order, unit count, or what your opponent does to justify teching up?




Saturday, September 18, 2010

The Patrol



So i read this forum post on Patrol when using your probe to scout, i never knew this worked!

Battle.net

A lot of games , I notice players microing their scout probe with queued move commands around an opponent's base.

I have found the joys of the shift + patrol command. It basically works the same as the move command, except you press shift + p (for patrol) and you make a loose box, triangle... whatever, and preferably connect your last patrol point the the start of the first one, so there is a "route". I usually prefer an hourglass or a rough box.

This way, I don't have to micro that scout probe as frequently and I can focus more on my macro and responding to the intel I'm getting. The probe will not attack any enemy it encounters while on patrol.

I think you can queue up to 5 or 6 points before it maxes out.


I posted this because I mentioned this in an earlier post in another thread and it seems to have been overlooked.







Friday, September 17, 2010

Common Cheese and how to defend against them.


For me, Cheese is considered to be a strategy that will give you a win by taking advantage of the fact your opponent will not expect certain things that early in the game and will have no reasonable way of defending against it without a Spawning Pool, Gateway, or Barracks. People will argue that this includes early aggression, it doesn’t. Certain things just hit below the belt and I for one don’t like it, so I’ve come up with ways to defend against cheese so I don’t lose to it. Now just so you know, the cheese I mention here is what’s happened to me in matches, I’m sure there are more different kind of cheeses, but there is no point in me telling you how to defend against it when I’ve never experienced it myself.
Protoss 2 Gateway in your base.
This is one I’ve seen a few times. I hate this one the most. The thing that tips it off is the scouting probe. You need to keep an eye on it. The last time this was done to me, I noticed the probe a little early (I was on Desert Oasis, and the probe got there just as I was finishing my pylon). That did raise my awareness a bit, but what gave it away was the fact that he didn’t even scout me, he just went south, I let him go to make him think I wasn’t paying attention, I quickly made sure that the gateway I was making would get a zealot out ASAP. Sure enough when I pretended to discover the 2 Gateway and Pylons coming up I had a zealot on the way, but so did he. The most important thing to remember in this case is that even though he may have caught you off guard, his economy is pretty shot. It becomes a game of who can macro better. Buying enough time and splitting his forces up is key. Don’t try to take down the gateway, take his units down one by one, as soon as they are all down, he can only build 1-2 at a time. At this point his economy will catch up to him, but the key to winning this engagement is spotting that probe scout early on and keeping an eye on him.
Protoss Cannon Rush.
This has to be one of the easier ones to approach. Spotting that probe scout early on and keeping an eye on him is key, if you know he’s doing it, Continue as you were build a few early units, lings, zealots, marines, and send them at your opponent. His resources are being consumed by cannons, which are immobile and cost 1.5 zealots. His base will most likely be undefended leaving your small attack force to have some fun. Now the strategy isn’t over, he can simply decimate your mineral line and your Nexus/Hatchery/Command Center and it will end with him technically winning as your small force won’t be able to take down his cannons. So do your bst to conserve resources and get an expansion going as this will be your new main base. With his resources gone, and no units to defend, you can simply build up your base again. Get more units to finish him off, if he hasn’t already left after realizing your building an expansion.
Void Ray Rush
This has to be one of the more difficult strategies to deal with. Some people consider it Cheese, some don’t. There is a way I personally think that decides whether it is cheese or not. If the Protoss player was expanding and still getting ground units, I don’t consider it cheese. The player is preparing himself to go into the later stages of the game. A cheese play is meant to end the match soon, so all resources go into making those Void rays. The best way to counter this is to see if the player has walled himself in. Protoss do not completely wall themselves in unless they are buying time to get those Void Rays. One easy give away is a PvT match up. Terran players normal wall themselves in anyway so the Protoss player usually doesn’t. If you see him walling himself in, expect a Void Ray rush. Getting a lot of Marines can help counter this, or teching up to Vikings can also help. Keep an eye out for the common spots to place a Stargate, remember, you only need to take out the Pylon to render the Stargate useless.
6 Pool Zergling Rush
This has to be the most annoying as it causes you to change where you build. There is no realy way to spot this early on unless u send your probe over on 7 food. The only way to be safe is wall yourself in when you are up against a Zerg. Leave a small place for 1 zealot to fit and put him there on Hold Position, then tech to some Stalkers to hold off any advance until your economy and unit production are stable to push back. With this cheese his ability to tech up and macro well are shot. Hang in there and wait until you can push back.


If you notice, the key element is early spotting of these actions. If you don't take the effort to actively watch your base and his, then you only have yourself to blame.








Thursday, September 16, 2010

Ways to control your opponent.


One very effective strategy to gain the advantage is too attack him with certain units that force a building or training or action from him.
Example: If you simply get some Dark Templar and very obviously send them to a spot and start harassing, that forces your opponent to start building detection, thus wasting some resources and time in getting it. If you time it right, you can even attack him while he is in the midst of this transition. Attacking while your opponent is teching to a new unit, researching a vital upgrade, or building defenses is very important. You can catch your opponent off guard while he is waiting for that upgrade to complete before he pushes.
Another way I found was through a match a few weeks ago on Scrap Station. The ground distance to our bases was far, however I like to take advantage of the short air distance by sending in warp prisms to deploy and warp in troops. He saw this and began to build Missile Turrets, EVERYWHERE. I’m not talking about 2-3 here and there, I’m talking about at least 5-10 for each of his expansions (he had 3 by the end of the match). I didn’t have a backup strategy back then so I continued to try and do the same thing with little success. What I should have done is take advantage of the fact that he was pumping in at least 2k+ amount of resources for this defense and started just mass building units to try and break this Terran who was by now turtling. Its important to remember this key fact: If he starts mass building these defenses, he is not building units. With all those Missile Turrets, an army consisting of mainly Gateway units and Immortals could break the line and would have probably won me the game.
The game ended with him building up several Battlecruisers and sending them at me after I attempted to use a Mothership and Mass Recall inside his base.
The key to begin to start controlling your opponent is scouting. If you don’t know what he is doing through scouting or early aggression, it is very difficult to gain the advantage. I am interested to learn other ways of controlling your opponent. I’ve only played a total of 40 games so I still have a lot more to experience.





Tuesday, September 14, 2010

Know thy Enemy….





Being aware of what your opponent is doing is key in all games, especially in bronze and silver level play. Most non-diamond league players will not even bother putting in the effort to kill your scout (Overlord, Observer). Knowing what your opponent is doing effects what you should be doing.
That first scout you send in can tell you more information than any other scout for the rest of the game. That first scout tells you effectively what you should be doing and preparing for.

If you scout your opponent and see 2 Stargates coming up pretty early on, then that means you need to build some anti-air, and fast. Terran always wall themselves in, so being prepared for a bio ball, or Viking push is a possibility, however to properly defend against it, you need to find out what.

If your Terran, then putting a well placed scan can help, if your toss, most Terrans don’t put up Missile Turrets unless they see air coming in so sending in an Observer can be a huge help, and if your Zerg, you should always have an overlord or two nearby keeping an eye on things, again most Terran do not put up Missile Turrets and most Bronze and Silver level players won’t make the effort to kill that overlord off.

It is important to remember that there is no perfect build that can hold out against everything. All strategies have their weaknesses. If your opponent is smart and scouts right, he will know what he has to do, and it is up to you to anticipate it and be prepared for that eventuality. It’s better to be safe in some cases than sorry. Always know what your limitations are.
The Xel’naga watch towers are a huge help in a lot of cases. They give you extended sight of what your opponent is doing before their units get in range to attack.

It’s better to know that your opponent is nearby than be paranoid that he is always right outside your field of vision. This is especially true against a Terran player using Siege tanks. The right time to strike would be when he is moving his tanks. Instead of attacking an entrenched position, you can possibly get close enough to hit his tanks or his units before the tanks have a chance to morph and get a shot off. Two armies of equal supply, one being Terran the other anything else will most likely lose to an entrenched Terran with Siege Tanks.

Suntzu said it, and it is a well known fact, as well as rule in a lot of strategy board games, “The defender always has the advantage.” Whether it is high ground or knowledge of an incoming attack, a player who is ready for an attack tends to win. That’s why you attack when he’s not. Watching and waiting are key. Watch him until he begins to move or get complacent, wait until he is in a vulnerable position, make sure he has no way of seeing you ahead of time, and then strike!.