The Keep-it-Simple Strategy Guide has illustrated how crucial it is to devise a game plan that is simple, effective, and adaptable. In particular, it discussed the generalities of:
=>When to attack versus when to defend
=>When to stay the course versus when to change your plan
=>When to play standard versus when to innovate
=>When to stay in the game versus when to leave
In short, how to keep your game from collapsing.
=>When to attack versus when to defend
=>When to stay the course versus when to change your plan
=>When to play standard versus when to innovate
=>When to stay in the game versus when to leave
In short, how to keep your game from collapsing.
This guide builds on its previous iteration, but shall instead cover how to:
=>Get the initiative early
=>Keep it all game long
=>Secure the win
In other words, how to stay one step ahead of your opponent from start to finish. Tips are accompanied by progamer-class examples with analysis. I encourage you to watch the VODs as they really speak for themselves.
NOTE: Upon mulling the first guide's feedback, I decided to make this guide a little more specific and technical. Still, the emphasis remains on "how to think" instead of "what to do"; it does not dispense from reading other strategy guides.
Macro
I've said first thing in the previous guide and I shall repeat it: Macro does matter. Don't think you can stay ahead of your opponent and lead the game if you're lagging behind in mechanics. When you're barely coping against what the opponent sends you, you're not one step ahead but behind. Break the macro wall first, then try to play mind games.
Anticipate
Know your enemy
We humans tend to stick to what works and seek alternatives only when what used to work no longer does. Therefore you should expect an opponent that has been very succesful in a given strategy to grow comfortable with it, to reuse it over and over. Analyze your opponent's past successes, and if you see such a pattern, exploit it. Even if your strategy would normally not be workable, it will likely work in that specific case.
Here's one flagrant example:
2008/06/13 2008 Ever OnGameNet Starleague Ro8 Week 1 Group A


+ Show Spoiler [VOD] +
http://www.youtube.com/watch?v=Ff6jm-mSp5Y
Luxury knows from observing his opponent's style that Flash will most likely besiege his main midgame. He makes a remote sneak expo, which he fully expects will be found, but it does not matter, for Flash almost ignores it, making no serious attempt to shut it down. Meanwhile, Luxury builds an unusual number of sunken colonies at his natural expansion and transitions from mutalisks to lurkers. Flash is so focused on taking down the main base with a wasteful protracted siege and marine drops that he wastes his army against overwhelming defenses, instead of busting the remote, undefendable expansion at the other end of the map (save with a few sunken colonies and much later a nydus canal)! Eventually, Luxury makes a sortie, attacking with guardians and drops ultralisks. Flash doesn't last much longer. gg.
That build absolutely required a third base, therefore Flash absolutely had to take it down as soon as possible. And if that third base had been closer to the main base, he would definitely have done so. But because it was far away from the main instead, that is, far from Flash's immediate objective, he just let it be! Luxury had every reason to expect his opponent to be impatient and go for the kill, and went for a strategy that was completely unreasonable yet tailored for his opponent at this particular point in time.
That build absolutely required a third base, therefore Flash absolutely had to take it down as soon as possible. And if that third base had been closer to the main base, he would definitely have done so. But because it was far away from the main instead, that is, far from Flash's immediate objective, he just let it be! Luxury had every reason to expect his opponent to be impatient and go for the kill, and went for a strategy that was completely unreasonable yet tailored for his opponent at this particular point in time.
and others:
2008/12/14 Liquibition Episode 24




+ Show Spoiler [VOD] +
Since IefNaij is known as the Reaver Master, BRAT_OK anticipates a reaver drop and opens with a quick wraith (an otherwise very risky strategy), which takes down the first shuttle. Priceless.
2008/12/14 Liquibition Episode 24




+ Show Spoiler [VOD] +
After a defeated bunker rush at IefNaij's natural, BRAT_OK predictably lays mines at the center of the map, a common tactic. Notice then IefNaij's proxy gateway past the minefield (for mines can take down dark templars even if they're not visible).
Watch the whole series if you haven't already; it's mind games like that nonstop:
Liquibition Episode 24 IefNaij vs BRAT_OK.
It is said that if you know your enemies and know yourself, you will not be imperiled in a hundred battles; if you do not know your enemies but do know yourself, you will win one and lose one; if you do not know your enemies nor yourself, you will be imperiled in every single battle. --Sun Tzu
The grudge factor
There is hardly anything more infuriating to most players than cheese. If you've just cheesed someone, expect to be cheesed right after in return:
2008/08/12 2008 WCG Korea Finals Ro8


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Mind goes bunker rush against Luxury. gg.
2008/08/12 2008 WCG Korea Finals Ro8


+ Show Spoiler [VOD] +
Luxury returns the favor the very next game by going 4-pool. Mind doesn't expect it one bit. He rushes to make a bunker upon seeing the first zerglings but it's too late. gg.
Observe how pissed Mind is. He even lifts his barracks!
Observe how pissed Mind is. He even lifts his barracks!
2008/08/12 2008 WCG Korea Finals Ro8


+ Show Spoiler [VOD] +
Don't expect the third game to last long...
Mind clearly expects a rush as he blocks his ramp as quickly as he can. Luxury opens 9-pool but expands instead of rushing; Mind expands as well. Both players mean to end the game quickly with one big push but Mind, clearly still affected by the previous game, does so too early and unreasonably, in an all-or-nothing way incompatible with his build, while Luxury, fully expecting this, is ready to receive him. Then he makes quick lurkers and pushes back the second wave of marines to their base and besieges Mind's natural expansion. Mind isn't ready for this at all. gg.
Luxury won because he kept his head cool and correctly anticipated that his opponent wouldn't.
Mind clearly expects a rush as he blocks his ramp as quickly as he can. Luxury opens 9-pool but expands instead of rushing; Mind expands as well. Both players mean to end the game quickly with one big push but Mind, clearly still affected by the previous game, does so too early and unreasonably, in an all-or-nothing way incompatible with his build, while Luxury, fully expecting this, is ready to receive him. Then he makes quick lurkers and pushes back the second wave of marines to their base and besieges Mind's natural expansion. Mind isn't ready for this at all. gg.
Luxury won because he kept his head cool and correctly anticipated that his opponent wouldn't.
If your opponent is of choleric temperment, seek to irritate him. --Sun Tzu
Scout
Awareness of the enemy's movements is so vital that lack of it compares to fighting blind and deaf. The rule of thumb is: scout early, scout often.
But that has already been discussed thoroughly in countless guides. Let's discuss the means and importance of scouting beyond sending workers early.
The observer
The observer is undeniably one of the most important units in the Protoss arsenal. It is so important that fast observer builds are hugely popular among high-ranked players.
But what does make observers so important? Lower-ranked players balk at producing them early: they yield no damage, do not gather resources, do not move units across the map, and have not a single skill or spell. They're boring. Why should they take precedence over reavers or templars then?
Some will instantly argue that observers are most useful as mobile detectors. Fast observer builds usually aim at clearing mine fields or breaking lurker contains. To be fair, that's a valid observation. But it has another purpose, so obvious that it is named after it: the observer observes enemy movement. Unless your opponent is utterly predictable, the only way to stay one step ahead of him is to observe what he does. This way you know when to attack, when to defend, and when to rush for a counter. It's as good as having a map hack, except it's legal.
An example game is worth a thousand words:
2008/10/10 2008 Incruit OnGameNet Starleague Ro8 Group D


+ Show Spoiler [VOD] +
Stork come back from behind after losing his natural expansion to Bisu. But he regains the initiative and retains the high ground before Bisu's base; other than that they're almost equal in strength. Notice how Stork's observers watch everything that his oblivious opponent does from 12:00 onward. Never surprised when his opponent attacks, he easily succeeds at defending his position with sufficient reinforcements and preemptive micro. Furthermore, he can tell later on when to go for the kill, before Bisu regains his strengths, just as he knew before that moving in would have been not only premature but suicidal. He even knows when to pull back his dragoons, and wait for reinforcements, just as Bisu's last reaver climbs down the ramp! In contrast, Bisu is reduced to playing blind and force his way uphill with brute force alone, never certain that his forces will be sufficient to overcome the blockade.
The key to Stork's victory wasn't macro or micro, but two "useless" observers hovering over Bisu's natural.
The key to Stork's victory wasn't macro or micro, but two "useless" observers hovering over Bisu's natural.
Fast observer builds are very similar to fast reaver builds, the most significant difference being to replace the robotics support bay with an observatory; if you're not going reavers afterwards, better add gateways though. Don't hesitate to immediately send observers over the enemy's base, the center of the map, or patroling empty mineral spots. Don't forget to observe yourself as well, to make sure you're not being... observed.
Burrow
Protoss have the observer, Terrans the comsat station. How then can the Zerg maintain map awareness? The answer is the often overlooked burrow skill.
Some might wonder whether zerglings have any purpose other than being cheap cannon fodder. They do, as they also make for cheap sentinels. Burrowing single zerglings all across the map keeps you aware of enemy movements. As a bonus, you can burrow your probes upon enemy harrass, or burrow units for ploys.
An army without spies is like a man without ears or eyes. --Chia Lin
Expand
It is difficult to remain ahead of your opponent if your economy isn't ahead of his. Here's what a huge difference in resources looks like:
2008.08.17 2008 WCG Korea Finals 3rd Place Match


+ Show Spoiler [VOD] +
By midgame Luxury had secured map dominance, which in PvZ spells doom on the Protoss player. With only half as many bases, there's only so much that even Much can cope with.
That being said, don't overdo it. Expanding too much, too early, makes you vulnerable, as this game shows:
2008.08.07 Spirit Tournament Exhibition Match



+ Show Spoiler [VOD] ++ Show Spoiler [Analysis] +
IefNaij, having fallen slightly behind because of a manner pylon, decides to make up for it by immediately building his natural expansion, despite having few units, to the price of delaying his reavers. He even builds a third on an island right before Kal knocks at his door with overwhelming numbers!
The correct course of action was instead either to try to pressure Kal, or at the very least defend better, even if that meant delaying his natural expansion. Being ahead economically means little if you don't live to spend your resources on units.
The correct course of action was instead either to try to pressure Kal, or at the very least defend better, even if that meant delaying his natural expansion. Being ahead economically means little if you don't live to spend your resources on units.
Con
Classical ways to induce your opponent in error include hiding or cancelling buildings, as to lead your opponent to think you're going for a different build, or just leave him in the dark, like this:
2008.10.30 2008 ClubDay MBCGame Starleague Ro8 Group A


+ Show Spoiler [VOD] +
Stork lets Kal scout his base while going for a contain at Kal's natural. But he also makes a proxy robotics facility and support bay, then goes reaver. The proxy here has two purposes: to shorten the distance for the reaver to crawl, and also to hide the tech buildings so that his opponent thinks he's trying some sort of wacky aggressive one base push with dragoons alone or whatever [!?], therefore make him stay in his base and build useless defenses that prove in the end ineffective indeed. gg.
Another posible ploy is to set up a bait, like this:
2008/08/11 2008 WCG Korea Finals Ro8


+ Show Spoiler [VOD] +
Fast forward to 11:55. Jaedong sets up a corsair trap by letting a single overlord hover alone... next to a whole group of burrowed hydralisks. The trap claims three corsairs.
Also, observe how Jaedong places burrowed zerglings at key points, as a mean to keep map vision (see Scout section above).
Also, observe how Jaedong places burrowed zerglings at key points, as a mean to keep map vision (see Scout section above).
All warfare is based on deception. Hence, when we are able to attack, we must seem unable; when using our forces, we must appear 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. --Sun Tzu
Cheese
It could be said of cheese that is the universal leveler; if your macro is hopelessly deficient, you can still win by cheesing. Hence cheese's (bad) reputation that it is done by those with little hope to win.
Nevertheless, cheese is a valid strategy and the surest way to dictate the course of the game. Just gamble the outcome on the surprise factor and micro, like this:
2008/11/22 ClubDay Online MSL 2008 Ro2


+ Show Spoiler [VOD] +
Just Watch It. Arguably the best executed cheese ever. Now tell me with a straight face that cheese requires no skill.
When cheesed (especially as Terran), keep cool and defend instead of attempting to take down the proxy with workers. Think ahead:
2008/11/01 2008 Incruit OnGameNet Starleague Ro2


+ Show Spoiler [VOD] +
Stork builds a proxy gateway, which is found by Fantasy's SCV. Fantasy loses his nerves and tries to take it down with SCV's, what fails. The rest is an uneven micro contest in which Stork even brings his probes. Fantasy types out.
If Fantasy had built a bunker instead and went for quick factory, the proxy would likely have been ineffective.
If Fantasy had built a bunker instead and went for quick factory, the proxy would likely have been ineffective.
2008/06/07 2008 Arena MBCGame Starleague Ro16 Week 2 Group B


+ Show Spoiler [VOD] +
Lucifer, with little hope of winning against Jaedong, opts for proxy gateways. Jaedong defends against zealots with his drones until a sunken colony comes up, then rushes Lucifer's undefended base with zerglings. gg.
Simplify
If you're 100% positive to be significantly ahead of your opponent, a way to secure victory may be to simplify instead of defending. Simplification occurs when both sides launch an all out offensive, either a huge decisive battle or a race to raze each other's buildings. When simplification occurs, the side that is ahead is almost certain to win. Conversely, not simplifying may give your opponent a chance to come back from behind. See a definition applied to chess on Wikipedia.
Here's an extreme case of simplification:
2008/11/03 2008-2009 Shinhan Bank Proleague


+ Show Spoiler [VOD] +
After a few squirmishes involving zerglings and zealots, TT deploys a reaver, which mere zerglings clearly cannot take on. Follows then a wild race for eliminating the other player. Savior narrowly wins because he takes down TT's hidden pylon with zerglings before the reaver kills them and his last buildings go down.
As this game illustrates, you can be ahead all game and still lose if you hesitate to secure the win:
2008/02/21 2008 GOMTV MBCGame Starleague Season 4 Ro8 Group D


+ Show Spoiler [VOD] +
Although a close game, Mind is ahead of Nada from start to finish, forcing his opponent on the defensive. Yet he loses a protracted fight because Nada succeeds in clinging to the last remaining expo at the top! It's one of those games that makes you wonder just what the hell happened; how can you lead all game long but lose?
Until you ponder this: What if Mind had gone for the kill while he had the chance, instead of just denying the top expo all game, wasting his advantage? For example, the drop in Nada's base around 32:00 would have been much more effective if it had been earlier and all out; instead it was stalled and did little damage, because it was too little too late. Same for the all-out push with SCV's around 35:15, once he had run out of resources. Same for every subsequent last ditch attempt.
Also, a reminder from the previous guide: Don't give up until the game is over, for with patience and determination the odds can sometimes be turned around.
Until you ponder this: What if Mind had gone for the kill while he had the chance, instead of just denying the top expo all game, wasting his advantage? For example, the drop in Nada's base around 32:00 would have been much more effective if it had been earlier and all out; instead it was stalled and did little damage, because it was too little too late. Same for the all-out push with SCV's around 35:15, once he had run out of resources. Same for every subsequent last ditch attempt.
Also, a reminder from the previous guide: Don't give up until the game is over, for with patience and determination the odds can sometimes be turned around.
Advantage means nothing if it does not translate to victory. If one's lead evaporates without apparent reason, it's because simplification didn't take place when it should have. Don't let the lead slip through your fingers!
Conclusion
It is easy to overemphasize mechanics and limit our strategies to the study and execution of build orders. Yet watching epic matches between progamers can enlighten one as to how much more there is to strategy in this game and how much head games matter between players of comparable strength. I hope that it gives you ideas to improve your game planning, or at the very least that the games selection entertained you.
Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win. --Sun Tzu