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The Last Bonjwa, Part Three (One)

Blogs > Shady Sands
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Shady Sands
Profile Blog Joined June 2012
United States4021 Posts
Last Edited: 2012-12-01 19:42:36
December 01 2012 19:40 GMT
#1

末 代 本 座

[image loading]
How Flash sees the map



Part Three is going to be split into three parts here. The first will touch on general principles of position. The second will touch on Flash's TvZ mech transitions, TvP vs. ground, and TvP vs. carriers. The third will touch on Flash's TvT.



Terran, in BW, had the widest range of playstyles. To quote Lightwip, Terran has many outs in any given situation. But underlying this simple truth is a more complex reality: Terran has a wide range of playstyles, because the Terran race benefits more from position than from unit composition, by far. (At least in BW. In SC2, that honor goes to Protoss and hive-tech Zerg.)

Positioned properly, all Terran units can kill huge amounts of stuff while suffering minimal damage in return. Positioned improperly, Terran units die like the glass cannons they are or even kill themselves.

This was Flash's greatest strength. When the game boiled down to a positional, set-piece match, Flash rarely lost, even if he was behind in macro. He was always able to have the right stuff at the right place at the right time. This is why opponents tried not to get to lategame with him.

This outcome arose out of two general rules:
  • Punch with your fists, don't feel with your fingers
  • Never take useless ground; bait the opponent into overextension

Rule #1: Nicht Kleckern, sondern Klotzen

Force concentration is a critical part of warfare. This is because the relative strength between two combat formations is the square of the simple ratio of each army's absolute strength.

http://en.wikipedia.org/wiki/Lanchester's_laws#Lanchester.27s_Square_Law

For example, if you had 10 dragoons shooting randomly at 5 dragoons, the 10 dragoons would end up doing 4x as much total damage as the 5 dragoons would.

This is why Flash was viewed as boring. Instead of making tons of itty bitty attacks, he would mass up and deliver overwhelming strikes where Lanchester's Square Law and 200 years of military experience would be on his side.

This idea is very simple, but most RTS players still don't fully get it, because pissing away small chunks of your army when you have an advantage is very, very tempting indeed. Flash understood well enough not to do that.

Rule #2: Don't take useless ground--let your opponent do that

Had the Soviets attacked Western Europe in the 70s, they would have flattened NATO, absent nuclear warfare. For the first time, they had qualitative parity with their opponents; on top of that, even though they only had a 5:4 quantitative superiority over NATO in the front line, NATO's forward defense policy was flat-out suicidal against mobile, mechanized formations. By piling their boys in an even belt from Fulda to the North Sea, NATO was holding a bunch of "useless ground" that would not have helped in them in the event of an attack. The orientation of good roads in Germany made it very difficult for a NATO division stretched along the northern German border to deploy to the south, and vice versa. All the Soviets would have to do would be to concentrate their divisions in a few breakthrough areas, seize road junctions, airbases, and bridgeheads 300 to 500km behind NATO lines, and then it would be game over Germany as all those splendid NATO formations sat on the border and ran out of fuel, food, and ammo, holding a line on a map that no longer meant anything.

NATO's field commanders understood this--they begged NATO high command for over thirty years to let them move their forces back to the Rhine and act as a mobile reserve, yet up to the very end, they never got that authorization, because that would be politically unpopular in West Germany.

Very few Brood War players bothered to read military strategy, and even fewer likely understood this aspect of it. Flash was, without a doubt, one of those few.



This is a textbook standard Flash TvT from early 2010. Flash is playing Sea, one of the five best Terrans in the post-Savior era, and a team leagues monster.

Flash and Sea open with cloaked wraith builds; Flash gains an air advantage but Sea gets a faster third. They trade a few blows, then open up into standard 3base TvT dropship play.

[image loading]

Here's a rough breakdown of the game on the map. Sea is red, Flash is yellow. Mains are 'M', Naturals are 'N'. The big blobs just past the natural are the factory rally points. Sea holds the red circle with most of his static D and about 20-30 supply of army, and holds the red dashed line on the southern high ground off and on. Flash holds the northern high ground, the yellow circle, permanently, and holds the transit area--the dashed line--with mines and only a few tanks. The yellow and red arrows are ground transit paths, while the light yellow arrow is an air bridge Flash opened up once he had enough dropships and the pink path is Sea's roundabout ground attack route into Flash's 5th and 6th. Numbers denote additional bases either player took. Black Xs are the expansions neither player held consistently.

What's notable here is that Flash, in spite of trading evenly with Sea in SCV losses between 6m30s and 10m, doesn't try to press forward in spite of taking a later 3rd. Instead, he lets Sea take the middle, while conserving his forces into just holding his three bases, while scanning and making sure that Sea only has 3 bases.

Since Flash knows he's getting gas, and hence getting army supply, at roughly the same rate as his opponent, he knows that if he holds less ground he has more army supply to spare for a mobile reserve. So Flash builds up a large dropship fleet and begins keeping a fresh macro cycle of troops loaded up all the time.

Meanwhile, as Sea holds the middle (roughly 9m to the end of the game), he doesn't use that "forward position" to get himself any additional macro advantage. On the contrary, by leaving a bunch of tanks, gols, turrets, and mines, there, he wastes army supply doing essentially nothing, compounding his macro disadvantage from the lost SCVs. Instead, Flash is the one to get a faster 4th and 5th, by virtue of taking the northern high ground permanently. Then he uses that faster 4th and 5th gas to build up a bigger army and dropship fleet repeatedly crushes Sea's attempts to take his 5th and 6th, then finally wears Sea down enough on the southern high ground and southern natural that Sea's 4th is basically dead too. Sea then taps out.

Flash did do a bunch of subtle mechanical things right. First, he kept all his units on the high ground whenever possible. Second, he understood that units loaded into dropships have the ultimate high ground and mobility advantage.

More importantly, though, he understood which positions were important (the northern and southern hills) and which wasn't (the middle) and allocated each macro cycle of fresh units accordingly. Finally, once he had a large dropship fleet, he was able to consistently "show up with more stuff, faster" than his opponent to the critical engagements.

Now, such unforced errors as the one above were rare. Far more common were matches where Flash forced the positional errors himself. A classic example occurs in the deciding game of the 2010-2011 SPL Grand Finals between him and Best.



Best is an extremely good Protoss player who excels at practice and preparing builds. This is his time to shine--he's been training for this game for the better part of a month now.

Flash opens 1rax FE. Best opens up with 1gate-range-goon-expo. Both scout each other. Flash knows that Best knows he is behind a little from the opening, and needs to force Flash to repair his natural bunker in order to catch up, so at 7m50s, Flash makes the game winning move.

Yep. You heard me right. At 7m50s, Flash sends an SCV out from his base, knowing that Best's other dragoon is at home killing his scout and knowing that when Best finishes range in another 15 seconds all of Best's goons are going to be knocking on Flash's front door. What is the point of the SCV? To build a half-finished engineering bay at Best's mineral-only, blocking the nexus placement.

This forces Best to take the 3 o'clock expansion instead of the safe mineral only, which makes Best supremely vulnerable because it means that Best has to hold more "ground" in order to get essentially the same amount of usable resources. Best could have taken 6 o'clock and the min only for the same amount of defense as he now is using to hold just one base. Now Flash knows that Best will be defensive since he's stretched thin (a metagame and playstyle read--if it was Stork, Flash would have been more careful), so Flash can cheat and get his min only and the 12 o'clock base and double armories with only 4 factories. The rest of the game was essentially a mathematical certaintly, barring some massive fuckup from Flash, as he now had a wide-open timing where he would have 180-190 supply, 2/2 ups, and science vessels versus a Protoss with only a single arbiter and no stasis. Even though Best expanded like crazy to the upper right of the map, this only compounded his bad position by making it trivial for Flash to cut those bases off from his production. In essence, Best was locked into a map position that got worse and worse as he expanded, which is the opposite of what you want to happen in PvT.

What could have Best done? Well, all that happened was that he left a 30 second window in between his probe leaving Flash's natural and his dragoons showing up. The rest of the game was pretty much a testament to Flash's deep, deep understanding of the game.

This was also testament to Flash's metagaming ability in that he read Best like an open book in terms of how Best would want to play the game out, but also in the fact that Flash, more than anyone, understood the implications of positioning and how to use and abuse it to its maximum. Finally, this is testament to Flash's mental strength, in that even though many A-class players could probably see a window like that and more than a few of them might see the implications, only Flash would have the balls and nerves to play that out against one of the best PvTers in the ace match of the Proleague Grand Finals.

****
Что?
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
December 01 2012 22:37 GMT
#2
Best vs Flash game, you mean that Flash forced Best to expand counter clockwise when actually Best was supposed to expand clockwise?
"When the geyser died, a probe came out" - SirJolt
Shady Sands
Profile Blog Joined June 2012
United States4021 Posts
December 01 2012 22:45 GMT
#3
On December 02 2012 07:37 fabiano wrote:
Best vs Flash game, you mean that Flash forced Best to expand counter clockwise when actually Best was supposed to expand clockwise?

Yep. He would have gotten 2 bases for the price of one had he done that, and more importantly, had the option to pressure Flash enough that Flash couldn't get his monstrous upgraded 190 food push going. When Flash pushed, he had over 20 tanks with +2 weapons. There's simply no way a P army can hold that without hefty amounts of stasis and storm, and Best had neither.
Что?
Shartugal
Profile Joined September 2011
Denmark134 Posts
December 01 2012 22:45 GMT
#4
I'm really digging the way you break down the highest level og SC:BW and analyze it for us SC2 newcomers. Keep 'em coming!
Hot_Bid:" What are your longterm plans?" Seiplo:"Money, fame and bitches"
Black[CAT]
Profile Blog Joined July 2010
Malaysia2589 Posts
December 01 2012 22:50 GMT
#5
BW so deep
Really enjoyed these positional battles, its one thing that people always can't see directly.
You mean ESPORTS isnt a synonym for SC2? ¯\_(ツ)_/¯ -Proud owner of a Filco Majestouch 2 with Cherry Blue Switches- BW or SC2? Why not both?
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
December 01 2012 23:06 GMT
#6
A part has been split into more parts. Partception :o

Can I expect an analysis of Flash vs Fantasy game 1 on Polaris Rhapsody from the Bigfile MSL? That was my favorite game of Starcraft ever.
ㅇㅅㅌㅅ
Shady Sands
Profile Blog Joined June 2012
United States4021 Posts
December 01 2012 23:37 GMT
#7
On December 02 2012 08:06 eviltomahawk wrote:
A part has been split into more parts. Partception :o

Can I expect an analysis of Flash vs Fantasy game 1 on Polaris Rhapsody from the Bigfile MSL? That was my favorite game of Starcraft ever.

Yep, that's coming in the final part of the final part.
Что?
jcroisdale
Profile Blog Joined October 2010
United States1543 Posts
December 02 2012 00:16 GMT
#8
really like this mini-series
"I think bringing a toddler to a movie theater is a terrible idea. They are too young to understand what is happening it would be like giving your toddler acid. Bad idea." - Sinensis
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
December 02 2012 00:43 GMT
#9
On December 02 2012 08:37 Shady Sands wrote:
Show nested quote +
On December 02 2012 08:06 eviltomahawk wrote:
A part has been split into more parts. Partception :o

Can I expect an analysis of Flash vs Fantasy game 1 on Polaris Rhapsody from the Bigfile MSL? That was my favorite game of Starcraft ever.

Yep, that's coming in the final part of the final part.

Excellent. That's one of the games that I keep thinking about over and over. The play from both players is absolutely remarkable.
ㅇㅅㅌㅅ
HeavOnEarth
Profile Blog Joined March 2008
United States7087 Posts
December 02 2012 02:22 GMT
#10
wat. i made shit and flung them when i played. what is all dis ;s
"come korea next time... FXO house... 10 korean, 10 korean"
Azera
Profile Blog Joined December 2010
3800 Posts
December 02 2012 03:22 GMT
#11
Great series man. Amazing work!

[image loading][image loading][image loading][image loading][image loading]
Check out some great music made by TLers - http://bit.ly/QXYhdb , by intrigue. http://bit.ly/RTjpOR , by ohsea.toc.
gillon
Profile Blog Joined April 2010
Sweden1578 Posts
December 02 2012 04:02 GMT
#12
Very entertaining read, thanks.
www.teamproperty.net | "You should hate losing, but you should never fear defeat." - 이윤열
arcane1129
Profile Joined January 2011
United States271 Posts
Last Edited: 2012-12-02 04:32:34
December 02 2012 04:31 GMT
#13
On December 02 2012 11:22 HeavOnEarth wrote:
wat. i made shit and flung them when i played. what is all dis ;s


This made me laugh way too much

Definitely my favorite of the three parts, and it's only 1/3 done!
iLoveKT
Profile Blog Joined October 2008
Philippines3615 Posts
December 02 2012 06:59 GMT
#14
http://www.teamliquid.net/forum/viewmessage.php?topic_id=250495&currentpage=400#7982

At that time I thought I was over-analyzing things. Maybe I can get out of D- if I actually had fast hands.
Woo Jung Ho
FuRong
Profile Joined April 2010
New Zealand3089 Posts
Last Edited: 2012-12-02 07:39:10
December 02 2012 07:38 GMT
#15
On December 02 2012 08:06 eviltomahawk wrote:
A part has been split into more parts. Partception :o

Can I expect an analysis of Flash vs Fantasy game 1 on Polaris Rhapsody from the Bigfile MSL? That was my favorite game of Starcraft ever.


Strangely enough, this is also the first thing I thought of while reading this part. I've watched that game about ten times, and every time I notice something new.
Don't hate the player, hate the game
Aerisky
Profile Blog Joined May 2012
United States12129 Posts
December 02 2012 08:59 GMT
#16
Fantastic. Looking forward to more!

I'd be curious about your thoughts on the final OSL between Fanta and Flash though. Not sure whether you'll cover that since this is, after all, a tribute to Flash's success in BW, but by that time I had kind of tapered off on watching BW and was quite surprised to see Flash go down as hard as he did. He looked extremely nervous etc as well and just seemed to get dominated, and I couldn't really figure out what had happened.
Jim while Johnny had had had had had had had; had had had had the better effect on the teacher.
Shady Sands
Profile Blog Joined June 2012
United States4021 Posts
December 02 2012 09:02 GMT
#17
On December 02 2012 17:59 Aerisky wrote:
Fantastic. Looking forward to more!

I'd be curious about your thoughts on the final OSL between Fanta and Flash though. Not sure whether you'll cover that since this is, after all, a tribute to Flash's success in BW, but by that time I had kind of tapered off on watching BW and was quite surprised to see Flash go down as hard as he did. He looked extremely nervous etc as well and just seemed to get dominated, and I couldn't really figure out what had happened.

Of course--I'll be covering that in the TvT part as well. Fanta played like Flash, and Flash played like a noob. TBH, I think that by that point, Flash was spending most of his time practicing SC2.

One of the things that I'll also be touching on is why I think Flash should switch to Protoss in SC2, as it fits his playstyle a whole lot more than Terran
Что?
Aerisky
Profile Blog Joined May 2012
United States12129 Posts
Last Edited: 2012-12-02 09:11:22
December 02 2012 09:11 GMT
#18
Awesome, great series and definitely worthy of final editsdom according this poor poster.

Also still looking forward to the conclusion to Beijing Blues, unless it's intended to be considered a work unto itself and we are to assume that after writing the 5th installment, the author suffered a tragic end at the hands of one of his ladyfriends.
Jim while Johnny had had had had had had had; had had had had the better effect on the teacher.
herMan
Profile Joined November 2010
Japan2053 Posts
December 02 2012 09:15 GMT
#19
This really is a great series you've written and is a testament of how complicated a game like Starcraft can be in its fullest potential. Hell, I haven't ever even played Brood War (sc2 my first rts) but I can understand enough to enjoy this. Maybe one of the reasons is that I played a lot of chess when I was younger, who knows.
pigtheman
Profile Joined January 2009
United States333 Posts
December 02 2012 10:44 GMT
#20
Wow, flash was really something o.O
*rawr* d(^_^d)
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