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Sun Tzu on Z & T - Page 5

Forum Index > StarCraft 2 Strategy
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Minimi][
Profile Joined September 2010
Germany43 Posts
September 29 2010 21:36 GMT
#81
very interesting opening post

same could easily applied to zvp imbalance
s0Li
Profile Joined September 2010
United States406 Posts
September 29 2010 22:33 GMT
#82
If you have not seen Cool in the GSL on Gom TV, it is a must see. I play protoss but fruit dealer is amazing with his zerg play.
I don't wanna hear excuses, I wanna hear solutions...
RexFTW
Profile Joined March 2010
United States172 Posts
September 29 2010 22:46 GMT
#83
On September 28 2010 13:44 sikyon wrote:
Hypothesis: Terrain makes ZvT imbalanced because Terran can manipulate terrain very advantageously while zerg cannot.

Unbiased test: PvT with forcefields.

Result: PvT is not imba in favor of toss just because they can manipulate terrain at will.

Hypothesis disproved, Scientific method >> Sun Tzu.

But in a more direct tangent, your explanations are a giant stretch. "Intensity" = stim? No. That's just a unit mechanic. You have a giant confirmation bias here where you're reading Sun Tzu, thinking he's a military genius and then trying to pidgeonhole everything into his theories. You might be able to explain away some things with the art of war but it's so vague that it's very difficult to make non-trivial predictions with it (yes I have read it). Please set aside your availability heuristic and take a look at your analysis from a point of view which doesn't start with "I KNOW ZvT is imba and I KNOW I can explain it with Sun Tzu"

And before anyone starts poking at me, yes, I am ~1000 points in diamond, and I do play random and I'm not saying ZvT doesn't favor T at least in the effort department


Wouldn't this be more true if your result line said

"result: PvT is not imba in favor of toss because both sides can manipulate terrain, it is balanced"?
PeT[uK]
Profile Joined November 2009
United States412 Posts
September 29 2010 23:10 GMT
#84
i really gotta read this book, sounds really good. on another note i really like what you did with this post (im a zerg player) it makes complete sense. I really like it.
How Happy Are the Blameless Vestals Lot.
Shigia
Profile Joined July 2010
United States17 Posts
September 30 2010 00:43 GMT
#85
Here is how one way zerg is advantageous in ZVT based on Sun Tzu

"You may advance and be absolutely irresistible, if you make for the enemy weak points; you may retire and be safe from pursuit if your movements are more rapids than those of the enemy"

Zerg being faster than than Terran and retreat.

Terran is not OP if you know how to beat them
Crackensan
Profile Joined August 2010
United States479 Posts
September 30 2010 00:50 GMT
#86
Sun Tzu is absolutly required reading if you want to be able to do well in any war game. Though the text was written for primarily ground armies, with out the modern mechanized troop transports, air power, or rapid mobilization like you see with modern military forces, many of his tenants still apply to modern warfare.

This is true to strategy games as well. You would be wise to understand him.
Tasteless: "Well this strategy is made of balls"--Concerning Fruitdealer Vs. BoXeR
osten
Profile Joined March 2008
Sweden316 Posts
Last Edited: 2010-10-01 09:01:37
October 01 2010 09:00 GMT
#87
"You may find yourself in a situation where you have marauders. In this situation press t, then a, and click on the other color. You may advance yon Thor at any time, because it makes for a great immortal tool against both airborne creatures and landborn alike. In any situation where the enemy can threaten yon army, or threaten yon slaves, train the immortal Thor and send it to their ranks. If at any time you are flanked or attacked from multiple sides, it is important to not forget yon tanks need deploying. Bear down on the button 'e' and the enemy is now on completely fatal ground. Use your thors to advance on the colors on the map always and don't forget they are immortal as long as you use the auto-repair (chapter 1). Enemy settlements can be dealed with by thor. If at any time yon thor can not pass through a cliff use yon medevac, then use thor to thor the entrance so the thor can thor the entrenched enemy position. This is a great oppertunity to use yon thor to /dance to strike fear into yon enemies"

And then 300 pages on how to use Thors.
Floophead_III
Profile Joined September 2009
United States1832 Posts
October 01 2010 09:31 GMT
#88
On September 30 2010 09:43 Shigia wrote:
Here is how one way zerg is advantageous in ZVT based on Sun Tzu

"You may advance and be absolutely irresistible, if you make for the enemy weak points; you may retire and be safe from pursuit if your movements are more rapids than those of the enemy"

Zerg being faster than than Terran and retreat.

Terran is not OP if you know how to beat them


Because terran is slower than zerg right?

Cmon bro... T bio and hellions and air are all ridiculously mobile. The only mobile units zerg have are speedlings and mutas. Roach and banelings to a lesser extent, but those aren't really harass units. If you want to use them you need to commit an entire force.

If T couldn't put up a PF and 3 turrets and sit back with a glass of lemonade in a lawn chair then sure, Z could utilize harass power. However, no amount of lings will break a PF, and mutas are so bad vs turrets + repair now that you'd have to commit 20 mutas to even get a harass off. That's not a good investment.

Zerg mobility matters a hell of a lot more in ZvP, where lings can be useful and the P army is much slower and not capable of such harass like medivac drops.
Half man, half bear, half pig.
drlame
Profile Joined February 2010
Sweden574 Posts
October 01 2010 09:47 GMT
#89
I like this post, I myself have read the art of war a couple of times as well as the "mastering the art of war" by liu ji and zhuge liang. What you wrote is all very fine and dandy however as most people who've read the art of war should know, everything should not be taken literary as Sun tzu is very elusive. Im not going to explain in detail of what I mean I do however recommend you to read some of Chang yu's comments on the subject (he describes different interpretations of his work).
seaofsaturn
Profile Blog Joined September 2010
United States489 Posts
Last Edited: 2010-10-01 10:19:29
October 01 2010 10:19 GMT
#90
OP uses metaphors between SC2 and sun tsu to come to specious conclusions regarding balance... interesting read but completely fallacious in the end, unfortunately.
Photoshop is over-powered.
eluv
Profile Joined August 2010
United States1251 Posts
October 01 2010 12:45 GMT
#91
I"ll be honest, I stopped reading when you said that creep speed wasn't really a bonus. If Creep wasn't worth it, you wouldn't see the players at the highest levels spreading it as well as they do. Instead, good creep spread is part of the hallmark of a superior Zerg.

Creep Speed is Stim movement speed, with no health cost, let's put it that way. There's a reason ling speed, baneling speed, and roach speed are all *critical* upgrades for their respective units.
"Yes I fucked my way to the GSL partnership" - Sundance
genopath
Profile Joined December 2008
80 Posts
Last Edited: 2010-10-01 13:54:19
October 01 2010 13:53 GMT
#92
The teachings of Sun-Tzu are relevant because strategy is bound to no time. When people speak about weapons and technology they are mostly referring to tactics used in the battlefield not strategy.
xiyuema
Profile Joined August 2009
87 Posts
October 01 2010 14:01 GMT
#93
gg
Far out GG
Escape
Profile Joined April 2010
Canada306 Posts
October 01 2010 14:22 GMT
#94
I like it and I find many of the points valid. but you are not giving enough credits to zerg's mobility and quick reinforcement ability.

Many of these strategies apply to army of mostly equal ability (weaponry, mobility, etc), but SC has 3 different races that have totally different attributes, which makes it really hard to compared directly like "apples to apples".
attacknme
Profile Joined July 2009
79 Posts
October 01 2010 14:32 GMT
#95
It would be interesting if someone takes one of our ladder maps, label the different parts of it the terrain identified by sun tzu, and then watch lots of replays of people playing on that map and seeing if they see the patterns and solutions observed by sun tzu.
amepluie
Profile Joined October 2010
New Zealand1 Post
October 01 2010 14:47 GMT
#96
@DeBurd
Kudos for actually doing some research. I disagree on the whole Bible part mainly because I don't like organised religion, the Bible has way too many contradictions and the Art of War is more of an intelligent read. Also as I am Chinese it has influenced me, my culture and pretty much all of the East much more than the Bible.

@OP
The way you read the Art of War and then applying it straight away is the equivalent of someone reading every unit and spell description from liquidpedia and then analysis pro games accurately. It just doesn't happen. Add on the fact that Chinese is so hard to translate given all its idioms and cultural references and the archaic nature of the text certainly doesn't help.

The reason why the Art of War is so successful in being adapted into business and modern military strategies is the word ADAPTED. The book gives the ability to analysis a specific situation and then react to it. It doesn't say "if an army is 10x your own, you are totally fucked" it will tell you not to engage directly. If you learn some Chinese history ( and you should because it's fucking awesome) there are so many cases where a commander follows written strategy books blindly and get their asses owned . The book shouldn't be applied to a general case like all ZvT. It should be applied when you are actually playing a ZvT and asking how to proceed now that I have this race and the opponent has that race. This leads on to perhaps the most famous quote from the Art of War:

So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.


This could be used to explain why Idra lose to Lotze the second match of GSL where Lotze knew that Idra knew that Lotze praticed a robo build. He knew that reaction Idra will have if he saw a robo and so he faked one to secure his win.

Now if we must apply to 9 situations to SC then really there is not much new that people haven't already thought of or done. Most of them are actually basic concepts when it comes to SC and most of what the Art of War suggests are pretty obvious actions. I would like to say this is my adaptation/interpretation of the Art of War for SC and use it to explain why Sun Tzu advices the different actions for the various situation. Now I prefer situation because these situations are not fixed geographic locations but something that could change i.e. when a Terran wall off has been breached it no longer functions as a wall but changes to a small choke.

1. Dispersive ground - it's pretty much just your base where you have quite a significant advantage i.e. You have home advantage at your base because there is less travel distance, maybe some defense structures, your army is usually well positioned and your harvesters can come help in emergency (perhaps not so good an advantage for the last one). With so many advantages it's obvious under most circumstances that you don't go attack it.

2. Light ground - it's pretty much just the area where you can poke at your opponent without losing much. Of course you want to keep moving in this situations. You wouldn't run your lings up a ramp to scout and then leave them there to die or leave your army near the enemy for no reason and giving them time to flank you.

3. Contentious ground - While a gold expo does grant an economic advantage if you can get it running, it doesn't normally give you an tactical advantage and lots of games are lost when someone gets too greedy and can't defend the gold. A more appropriate example would be high ground and most SC players who have never read the Art of War all know not to engage that unless they have vision.

4. Traversable ground - This one the OP really got it wrong. This is places where both sides can move freely. While it may read like it is anywhere with open space it will no longer be the case if a Terran has sieged some tanks or when Zerg establishes map control with mutas. A more subtle example is when say a Protoss opponent gets an observer and basically has map hack of your army and he can freely move about knowing he won't meet your army while you have to expect danger at every turn. The advice the Art of War gives about not getting isolated is because your army can meet your enemy at anytime and if you have a small force meeting their entire army....you will probably lose your small force.

5. Focal ground - This does apply although you have to adapt the meaning. The original text describes it as a place where you have access to/control of the rest of the empire and the advice is to make alliances. My interpretation is when you are in a situation of map control and the advice is to expand as making alliances in RL gives you extra resources like expanding in SC.

6. Heavy ground - This is probably the least applicable of the 9 situations. The original text describes when you are deep in enemy territory and have no steady supply of food to harvest the enemy's crops which will sustains you and weakens your enemy. While there are times when expansions are bypassed or when you have difficulty getting reinforcement there is no SC situations where you can 'feed' off your opponent's resources (wish we had engineers and silos from C&C).

7. Entrapping ground - While the text mentions terrain that will generally slow an army down it probably refers to the many tactics that have been employed in these areas such as archers above ravines or burning of mountains with whole armies in it (isn't Chinese history wonderful). So with that it can be interpreted as situations where you are trying to pass through a vulnerable place. So perhaps trying to get up an ramp that might be force fielded could be considered entrapping ground. The advice then remains the same as moving through quickly.

8. Encircled ground - Couldn't really tell how the OP interpreted this but traditionally it's a situation such as when a fortress guards the one road through the mountain and it would take months to go around the mountain. In these situations the enemy often send out small cavalry forces, with the help of downward momentum, charge the footmen and deal massive damage before retreating back to the fortress. This is SC could be a siege line with drops to harrass, colossus walking up and down cliffs with army at the front to guard it or muta harass with spine crawlers and ground army defending the base.

9. Fatal ground - This is actually written more about morale, another reason why ground is a bad translations. A famous example is the Battle of Jingxing where the commander forced his smaller army to be backed up against the river with no hope to escape and the end up winning through ferocity. Now this clearly does not translate into stim. It translate into simple human nature. When you do a drop and your medivac gets killed you just let your units do as much damage as possible. When the enemy pushes to kill your base you try to kill him off and if you don't you die.

The Art of War is extremely robust that is why it is used in so many different ways. The core of the book is about analyzing yourself, your opponent, your army, their army, positions, situations etc etc. It maybe ancient but it has so much use and the whole book actually looks into a lot more aspects than position such as discipline and morale. The hardest part is interpreting the information rather than following it's advice and that is why lots of people read it and few master it.
ashaman771
Profile Joined April 2010
Canada114 Posts
October 01 2010 17:26 GMT
#97
A lot of what SunTzu is written under the premise that battlefield friction exists. Which is essentially the deterioration of performance of troups because of (amoung other things), fear, broken communication, etc. RTS games don't have this really.. DoW has fear...

In SC2 your troups do exactly what you tell them to do instantly. Not to poo on your thread, it's well written.
The Dead Room Podcast, check it out!
winternova
Profile Joined September 2010
48 Posts
October 01 2010 18:13 GMT
#98
Actually, surprise attacks, or multiple engagements can strike fear or at the very least frustrate your enemy into making a mistake (i.e broken communication). The infester terror achievement clearly marks the idea of striking fear into your enemy.
whomybuddy
Profile Joined August 2010
United States620 Posts
October 01 2010 19:22 GMT
#99
....................And here I thought terran is OP zerg because of many harassing build order like hellions, reapers, cloak banshee, drop ship +marines, marauder, thor, and abusing cliff with drop ship. Apparently terrain+ terran is what make terran OP. The art of wall book is nice but I don't think it fits for sc2. Don't get me wrong it's great in real life. Even generals now a day use them as their philosophy.
Roaches all the way way way.
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