Creep+Creep Tumors (4)
Nydus Worm (1)
Infestor+Fungal Growth (3)
Siege Tank (2)
Stim packs (1)
Proxy Pylon (2)
Warp Prism (1)
Dark Templar (1)
Warp Gates (1)
17. According as circumstances are favorable, one should modify one's plans.
SC2: This is pretty self explanatory for all races, easiest to implement for zerg and protoss and most necessary for terran. When current tactics are not enough, change them. Obvious and simple.
18. All Warfare is based on deception. Hence, when able to attack, we must seem unable; when using our forces, we must seem inactive; when we are near, we must make the enemy believe we are far away; when far away, we must make him believe we are near.
SC2: For all three races this passage is mostly about scouting and positioning. show force when weak and show weakness when you have force. Controlling the map is an excellent way of making yourself feel near even if you are far or unable. and hiding your army is equally as well for seeming inactive.
Zerg: Creep spread is incredibly important for this passage, more creep = closer you seem, more you see. Overlords positioning themselves around the map can create rapid highways for attack and retreat as well as seeing anything leaving the base, and using overlords effectively instead of creep tumors can make you seem weak when in fact you are strong.
Terran: Removal of scouting options is important vs zerg, removing overlords with vikings, creep tumors with ravens and zerglings with hellions is an excellent way to make zerg fear you even as you are weak. harrassment against these three things can put zerg on the defensive when they need to be offensive. you are slightly immune to the fear aspect of this passage as scan can show what is hidden from you. use your scans effectively and only when you cannot see the locations by typical means.
Protoss: Placement of Proxy Pylons helps force the issue here. Proxy pylons create an immediate threat for the enemy, and can easily allow you to pressure the opponent with little investment. keep your pylons hidden when strong and visible when weak. Observers can prevent this passages use against you.
All: map sight = important. try to gain the map sight advantage whenever possible.
22. If your opponent is of choleric temper, seek to irritate him. Pretend to be weak, that he may grow arrogant. If he is taking his Ease, give him no rest. If his forces are united, separate them. Attack him where he is unprepared, appear where you are not expected.
SC2: For all three races this bit is about army tactics and placement yet again. And keeping your army positioned in proper places can accomplish most of this without even trying.
Zerg: Zergling runbys are excellent ways to fluster an enemy. even if unsuccessful the threat of 12 lings running into your base and causing havoc forces walls, defensive units and constant vigilence that eats into the effectiveness of the enemy. Do them often and unpredictably for the most effect. If he is retreating, give him no rest, fungal growth forces this issue, when they are unable to retreat you can crush them if you have a superior force. Fungal growth can also separate an army unless they halt movement together use this to your advantage. drops and nydus worms can be used to strike unpredictably as well as burrow.Positioning your army slightly inwards of your creep can allow you maneuverability in case of an engagement and also allows quick reinforcements and still remaining hidden to your opponent. make use of all the tactics you have in order to be the most successful.
Terran: Hellions and medivacs are perfect for harrassment to keep an enemy on tilt, but be wary of counter measures. If the enemy is retreating or attempting to sit still, lure them out with siege tanks or marauders to prevent retreat. Stim works wonders with chasing down retreating forces. But do not get trapped. To attack where unprepared use the superior strength of the terran army in small numbers to your advantage. show strength with siege tanks and harrass from the sides with drops and front to have a retreat path and keep him unprepared.
Protoss: Warp prisms and dark templar and pheonixes can irritate like no other unit, but the latter two lose usefulness as counter measures are taken, the former is always effective with speed. In order to prevent the opponent from resting stalker blink and zealot charge can be used in polar opposite ways to force an engagement when the opponent chooses not to. in addition Sentries with Force Field can force a battle to become a war of attrition in addition to being able to easily separate forces. Warp gates can force battles where you are unexpected as well as higher tech tactics like motherships with recall. Fight within range of your proxy pylons but keep them hidden (including the entirity of their field).