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[G] Positioning, Formations, and Tactics

Forum Index > StarCraft 2 Strategy
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TimeSpiral
Profile Joined January 2011
United States1010 Posts
Last Edited: 2011-04-08 14:51:48
January 26 2011 18:16 GMT
#1
[image loading]


UPDATE:
+ Show Spoiler +
Several quality threads are linking back and referencing this guide. Check them out as well. If you know of other threads linking here, please let me know.
  • Recommended Threads
    http://www.teamliquid.net/forum/viewmessage.php?topic_id=192233

  • [G] How to Improve Efficiently at SC2 1v1
    http://www.teamliquid.net/forum/viewmessage.php?topic_id=208343

  • Mass Marine Strategy Guide
    http://www.teamliquid.net/forum/viewmessage.php?topic_id=200525


Synopsis
In this article I'm going to outline the standard formations; their strengths and vulnerabilities, as well as some useful tactical maneuvers and important marching orders.

Knowledge Level: Intermediate
The concepts here are pretty basic but an intimate understanding can lead to complex in-game applications.

Primary Formations
Below you will see a graphic of the primary, fundamental formations.
[image loading]

The Arc Has two Forms: A Concave and a Convex.
The difference between the concave and the convex arc is simple the direction of focus. The concave is considered an extremely offense arc formation and as you will see below it focuses fire into a centralized location and creates a semi-surround on your target. The convex arc is considered a more defensive formation as it is designed to protect the focal point behind it.

We've all heard the casters and high-level strategists say, "Look at that beautiful arc!" Or they will mention that one player has the arc advantage in a certain scenario. Most of us already know that having an arc is good. But do you know why? Have you visualized why? The following examples pertain specifically to ranged units, however adding melee units into the mix creates extremely interesting dynamics pertaining to each formation.

[image loading]
In Fig B.1 the blue player has an ideal arc formation around the orange player. The orange player is in the ball formation. The blue player will win this battle in equal numbers as the concave arc is more cost efficient. You can visualize this by looking at Fig B.2 and seeing how all the firepower is concentrated into a single point. Additionally, the arc maximizes the number of troops able to engage because they are in range of the enemy's front line.

[image loading]
In Fig B.3 you can see the orange player in the ball formation. He will most likely lose this battle. A portion of his troops will not be in range to fire. Move commands must be issued in order for all of the troops to engage the enemy. This is detrimental because the opponent in the arc formation will not need to issue those move commands. In Fig B.4 you see that the firepower is scattered out from the middle.

[image loading]
The Arc Formation's Vulnerabilities
The concave arc is an extremely potent offensive formation but because it is so powerful in a focused direction it is extra vulnerable to flanks and pincer attacks (discussed more below).

Formations: The Spread vs. The Ball in regard to Melee Units
You'll have heard the term "surface area" used by commentators or high level strategists when talking about melee units and forming surrounds on your opponent. This absolutely must be taken into consideration when moving your troops when you know melee units are on the field. This is especially important when fast melee swarms are in play (i.e. in Zerg matchups).

Now, since this game is essentially played in two dimensions, there is no "surface area" as that is a function of 3D space. What we're actually measuring is circumference. Do you know just how much more effective a surround is in certain scenarios? We're going to refer to this exposure is attack area.

[image loading]

In Fig. D. you see blue's troops in the spread formation. The red circles represent the circumference areas of attack by melee units. c = circumference in the equations. In Fig. D you see blue's troops in the ball formation.

In Fig. E. blue's troops are exposed to a total attack circumference of 12.56 while blue's troops in Fig. D., the spread formation, are exposed to an incredible 56.34 attack circumference! The spread formation is 4.49 times more exposed to melee attack. This increase, or decrease, in attack area exposure is directly related to the number of spread clusters and the size of them.

Formations: Spread and Ball in regards to move commands and focus fire
The ball is the most common formation because it is the one that your troops will naturally create when boxed and issued a move command (See Figure F.). In certain scenarios the ball is absolutely ideal, most notable when you want to focus fire one or several units.

TIP: Maintain Formation while moving.
If you have a nice position, such as an arc composition, you can select the formation and issue a move (or attack move) command very far away (such as clicking on the mini-map). Because the formation converges into a ball formation the farther away you click the slower that convergence will take place. You would need to issue a stop command at the desired location. This will help maintain formation while move.

[image loading]

[image loading]


In Fig. G.1 issuing a focus fire command is going to be relatively inefficient. The majority of your troops have to perform move commands (green arrows) before they can fire (red arrows). The potency of using focus fire from this formation, or the arc formation (but to a lesser degree) is not ideal.

In Fig. G.2 you see that in a focus fire scenario using the ball formation is ideal. Move commands and focus fire commands are most efficient in this formation.

Tactical Maneuvers


[image loading]
Understanding the "Flank" is vital. The above image describes a flank.

[image loading]
Most formations and marching orders you will face will be vulnerable to a flank attack. The flank attack will constrict your opponent's movement and reduce disperse his firepower's focus.

[image loading]
The Pincer Attack is an incredibly powerful tactical maneuver. If you can Pincer your opponent's army (aka the Double Envelope) you will likely create an offensive advantage in the encounter. The Pincer is essentially a double flank attack and can have a dramatic psychological effect on your opponent.

Charge (Full Frontal Attack), Full Surround, Supply Line, and the Ambush
One of the primary reasons I wanted to discuss the Flank, and the Pincer is because the most common attack formation you will see in a SC2 game is the Charge, which is a full frontal attack. This is the most straight forward attack maneuver you can do. I find this interesting because in a relatively even fight you are not creating an advantage for yourself by doing this. The Charge is absolutely a valid attack pattern, but it should be used for a reason, such as to conceal an ambush, or to increase the effectiveness of a flank.

The Full Surround

If you can manage a full surround on your opponent (by combining a charge with a pincer) you may actually find yourself at an incredible advantage in the encounter. Conversely, being surrounded can have a profoundly negative psychological impact on you.

The Supply Line (Reinforcements)
Not all attacks are reinforced, but when they are the supply line is an excellent tactical target. The supply line is the path in between the opponent's production and their army.

The Ambush
To put simply; to attack where they are not looking or not expecting. Because of the attack move command it can be difficult to truly "ambush" your opponent so this tactic is best embodied by the "drop" play or what is commonly referred to as the "multi-pronged harass". Since all units in SC2 can see in all directions simultaneously you have to "draw their attention" in order to create an ambush. If you do not draw their attention you are basically relying on them to make a mistake.

Marching Orders

[image loading]

With a firm understanding of flanks, supply lines, and unit formations you can better understand the importance of having structured marching orders. Your army is the most vulnerable when they are moving from one location to another. If you just click across the map your troops will want to travel in a line. It is very important that you have a forward scout and three guards; one for each flank and your rear.

Use terrain to your advantage. You can actually use impassable terrain to guard a flank, or both flanks. If you're utilizing your supply line and reinforcing your march having a rear guard is not that important. A skilled opponent will attempt to attack you while you're army is marching and will likely use one of the tactics described above. You should be guarding yourself from these tactics.


Conclusion

Use this knowledge of basic formations and tactical maneuvering to optimize your defensive and offensive postures. Keep these concepts in mind at all times when moving your troops, or repositioning your troops. Ask yourself, "am I in the best formation for this exact scenario?"

I know this seems like a basic thought process but I'm sure many players will focus too much on the "end goal" of "attacking an expansion," or "defending a rush, or a ramp," and forget everything that occurs in between now and then. Having knowledge of, and utilizing, formations will help you come out on top in more encounters.

Feedback
Thanks to Saracen for changing the thread title!
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Protonoid
Profile Joined September 2010
United States23 Posts
January 26 2011 18:24 GMT
#2
Great post!
TimeSpiral
Profile Joined January 2011
United States1010 Posts
January 26 2011 18:26 GMT
#3
On January 27 2011 03:24 Protonoid wrote:
Great post!


Thanks! I hope it helps some, and possibly even sparks some interesting feedback.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Swien
Profile Joined December 2010
Netherlands14 Posts
January 26 2011 18:36 GMT
#4
Great post!

This has definetly sparked my interest again as to the correct usage of my brotoss ball of death, in the sense that when my colossus get raped it's looking like I want my ball of death to become an arc asap while reinforcing... and use my zealots to force a ball formation for my opponent's army versus my stalker arc as well!
.kv
Profile Blog Joined August 2010
United States2332 Posts
January 26 2011 18:39 GMT
#5
Nice post but you should also inform techniques on how to get this arc instead of creating a ball when you move out and attack
TimeSpiral
Profile Joined January 2011
United States1010 Posts
January 26 2011 18:47 GMT
#6
On January 27 2011 03:39 .kv wrote:
Nice post but you should also inform techniques on how to get this arc instead of creating a ball when you move out and attack


This wasn't really designed to be a how-to article, but if enough people begin asking similar questions or requesting similar things I may decide to edit the post with some formation techniques.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Niten
Profile Blog Joined October 2009
United States598 Posts
January 26 2011 18:52 GMT
#7
Great post!

I instantly thought of zealot HT vs T bio, where T wants to ball up to lower the overall circumference to decrease damage from the zealots, but then gets punished for balling because of storm.

Actually, thinking about it for a second, Terran bio seems quite vulnerable to this kind of "formation vulnerabiliy" as it's all ranged. The best unit compositions to use against Terran bio all utilize some sort of advantage through a composition that forces Terran out of the ball.
Korra: "Ok, I know that I'm not good at emotions, but that's what Tenzin's gonna teach me, right? He's gonna teach me to be happy and gentle and spiritual, and the rest of that bullsh**t."
TimeSpiral
Profile Joined January 2011
United States1010 Posts
January 26 2011 19:29 GMT
#8
On January 27 2011 03:52 Truenappa wrote:
Great post!

I instantly thought of zealot HT vs T bio, where T wants to ball up to lower the overall circumference to decrease damage from the zealots, but then gets punished for balling because of storm.

Actually, thinking about it for a second, Terran bio seems quite vulnerable to this kind of "formation vulnerabiliy" as it's all ranged. The best unit compositions to use against Terran bio all utilize some sort of advantage through a composition that forces Terran out of the ball.


You are right on the money.

You hear the term, "caught out of position," and that can mean several things. It can be proximity to defensive structures or threatened areas, or it can be mean you were caught with your army in the wrong formation.

Fast melee units used in combination with massive AoE attackers (HTs, Colossus, Banelings, Etc ...) create a really, really difficult tactical hurdle for Terran to overcome.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Skyro
Profile Joined May 2010
United States1823 Posts
January 26 2011 19:43 GMT
#9
On January 27 2011 03:39 .kv wrote:
Nice post but you should also inform techniques on how to get this arc instead of creating a ball when you move out and attack


In that coaching video that was posted with InControl he pointed out a nice way to achieve a nice arc/spread while moving your army by first spreading out your army and then clicking attack move to a point very far in front of them, causing them to move in a more uniform line, rather than converging to a point close in front of them and forming a ball.
Kpyolysis32
Profile Joined April 2010
553 Posts
January 26 2011 19:50 GMT
#10
On January 27 2011 03:52 Truenappa wrote:
Great post!

I instantly thought of zealot HT vs T bio, where T wants to ball up to lower the overall circumference to decrease damage from the zealots, but then gets punished for balling because of storm.

Actually, thinking about it for a second, Terran bio seems quite vulnerable to this kind of "formation vulnerabiliy" as it's all ranged. The best unit compositions to use against Terran bio all utilize some sort of advantage through a composition that forces Terran out of the ball.


This is actually one of the other advantages of the arc. Splash units won't hit as many units as they would in the ball, ebcause they likely won't hit things behind their target, but melee units can't get a surround as easily (especially if they are coming from the center of the arc), because to get behind the arc, they need to traverse its entire length first. It's a strong compromise between the ball and the spread, and also allows a maximal amount of your units to fire.
Man, do I not keep this up to date, or what?
TimeSpiral
Profile Joined January 2011
United States1010 Posts
January 26 2011 19:56 GMT
#11
On January 27 2011 04:43 Skyro wrote:
Show nested quote +
On January 27 2011 03:39 .kv wrote:
Nice post but you should also inform techniques on how to get this arc instead of creating a ball when you move out and attack


In that coaching video that was posted with InControl he pointed out a nice way to achieve a nice arc/spread while moving your army by first spreading out your army and then clicking attack move to a point very far in front of them, causing them to move in a more uniform line, rather than converging to a point close in front of them and forming a ball.


I did not see the video, but yes. If you issue a move command extremely far away (like on the minimap) the convergence from point A to point B is so far that it will appear like your arc is being preserved (even though it is shrinking very slowly.

Just in case anyone is wondering, you'll want to use the 'stop' or 'hold position' command when your army is in the desired location (as the move command will still be really far away).

Great contribution Skyro!
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
vicg
Profile Joined January 2011
United States6 Posts
January 26 2011 20:00 GMT
#12
The way that terran counters both speedlings and banelings is by forming an arc of units that is impenetrable. Have you ever seen zerglings run into a terran wall? It's usually a slaughter for zerg.
SiegeFlank
Profile Blog Joined June 2009
United States410 Posts
January 26 2011 20:09 GMT
#13
Really awesome post, I really like the visuals used to illustrate these concepts.

Having to balance a ball formation (which has less surface area) and a spread formation (which is less vulnerable to AoE abilities) really makes for an interesting dynamic and calls for a lot of micro. It's exactly why zerg loves wide, open maps and terran loves maps with narrow chokes. When you have enough units to allow for it, I find that having a very dense arc (wide range, but many units clumped together) is a lot of times the best way to go. It decreases your surface area but allows for more units to be attacking.
Bird up
Coriolis
Profile Blog Joined September 2010
United States1152 Posts
Last Edited: 2011-01-26 20:24:35
January 26 2011 20:23 GMT
#14
While it is obvious perhaps you should note that an arc is more vulnerable against colossus fire.Great guide though, had no idea the ball reduced speedling effectiveness by that much.
Descolada in everything not TL/Starcraft
TimeSpiral
Profile Joined January 2011
United States1010 Posts
January 26 2011 20:31 GMT
#15
On January 27 2011 05:23 Fargoth wrote:
While it is obvious perhaps you should note that an arc is more vulnerable against colossus fire.Great guide though, had no idea the ball reduced speedling effectiveness by that much.


That's actually an excellent point about the Colossus. Since the Colossus's AoE attack is perpendicular to the direction the Colossus is facing that will, in many cases, trace the line of your Arc.

Now, one thing that probably should be noted is that the effect ratio of the Ball Compared to the Spread, in relation to speedlings specifically, is relative to the size of the ball. The bigger the ball, the more effect reduction you get from Speedling surrounds, and vice versa while using the spread formation.

Formation is such a critical topic. I couldn't find any robust guide or discussion threads about it, so here we are
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
butidigress
Profile Joined March 2008
United States36 Posts
January 26 2011 21:34 GMT
#16
How did you come up with the statistics for the TVZ speedling stuff? Also, in a small speedling vs marine skirmish, you have to account for the travel time that lings have to do to engage spread out marines. Thoughts?
between the click of the light and the start of the dream ...
VelRa_G
Profile Blog Joined March 2010
Canada284 Posts
January 26 2011 21:46 GMT
#17
Great stuff. It's good to see a rigorous analysis of these fundamental, core aspects of gameplay. If you want to be extra baller, immortalize this thread on Liquipedia.
Nuda Veritas
Aletheia27
Profile Blog Joined July 2010
United States267 Posts
January 26 2011 21:46 GMT
#18
would the effect of focus firing while in an arc change if you manually focused fired individual subgroups of the arc?

This could help prevent unnecessary movement for overkill as well.

Great post btw. Very good common ideas, but good to have them somewhat formalized as well.
I am that I am
TimeSpiral
Profile Joined January 2011
United States1010 Posts
January 26 2011 21:56 GMT
#19
On January 27 2011 06:34 butidigress wrote:
How did you come up with the statistics for the TVZ speedling stuff? Also, in a small speedling vs marine skirmish, you have to account for the travel time that lings have to do to engage spread out marines. Thoughts?


I'm essentially calculating the spread's exposure to melee attack as opposed to the ball formation. The speedling is the most logical unit to use as a direct reference because of how fast it is.

Look at Figures C and D. You will see the calculations I'm talking about.



(d * π) * n = melee attack exposure per formation

Where d=diameter of unit cluster (aka "ball"), and n = number of unit clusters.



In the Figures I cited above I used a simple grid to determine the diameters of the unit clusters. This type of formula is perfectly proportional.

I suppose it would be possible to be even more accurate by using the exact in-game grid layout, as well as the unit collision parameters to find the precise differences relative to various melee units versus certain spread and ball compositions, but I think a good rule of thumb is: The spread formation is about 4.49 times more exposed to melee attacks than the ball formation.

Closing Distance
Yes, the ranged units may get extra attacks while in the spread formation but compared to the increased exposure and the speed of the melee unit you're analyzing I think this has a very negligible effect on the outcome.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
TimeSpiral
Profile Joined January 2011
United States1010 Posts
January 26 2011 21:58 GMT
#20
On January 27 2011 06:46 VelRa_G wrote:
Great stuff. It's good to see a rigorous analysis of these fundamental, core aspects of gameplay. If you want to be extra baller, immortalize this thread on Liquipedia.


I'm unfamiliar with this process. Care to elaborate?

Is this something you guys think the community would consider useful enough to have in that type of directory?
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
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