![]() This will give you an advantage in large battles and it is best control using control groups. The Pincer movement is when you attack an enemy from behind and front at the same time. Their units can only fire one direction at a time, but this is only useful in areas without a choke point.įlanking is when you fight an enemy army from both the front and the side, allowing you to have two separate arcs. Also every army without question should have a detector unit or 2 with it. ![]() Try to always have at least a few units that can hit air units. You also want to be aware of what type of army your enemies are building and be able to counter it. Make sure you know the key binds for these spells as every race has spell caster units. I wrote this small guide to give new players a basic understanding of what they should be looking for and trying to do when starting to play Starcraft 2 in terms of their Micro and Macro. It is very important to use these since they will give you a huge advantage even in unfavorable combat situations. Many units such as the Infestor and High Templar have no attack, but they have castable spells. Targets are affected in a degree style cone in front the unit. This is the Melee version of splash or aoe damage. also it prevents the enemy from escaping. This allows the maximum number of zerglings to be attacking at the same time. The surround is incredibly important, especially when using zerglings with Metabolic Boost (speedlings). Splash damage is a radial (circular) effect where targets within a certain range of the target also take damage. That siege tank is doing a lot more damage than you might think, because of the splash - or area of effect damage (aoe). This prevents ground troop movement into the main base. Melee troops are especially weak against a wall since they have no chance of hitting a ranged unit behind a wall. In Picture 2 there is a standard terran wall off. I'd say its most important as protoss then terran, and almost unimportant as zerg. Many people say building positioning doesn't matter, they are dead wrong. The siege tank will slowly decimate reds army if they stay in range. They can not see the siege tank since it is on high ground. Choke points can also be created by buildings and units.īefore we move on let me label what Picture 2 is of. In picture one Red is caught in a natural choke point. This one is pretty simple, its all about forcing your enemy into a smaller space so their whole army can't be used at once. So, say you have the same engagement as in picture 1, except where red is standing is a ramp (low ground on the right of the picture). Because of the fog of war - if there is no aerial unit, red will be forced to move to the top of the ramp to see - while under fire from greens units. Always try to form a larger arc than your opponent, to gain a huge advantage in a ranged vs ranged fight. Green will come out as undoubtedly the winner in this situation. The fist law of a ranged engagement is the arc, as can be seen in picture 1. Say both red and green had 30 of the same units. Green has all 30 shooting at once while red only has 10. Keep in mind - the army you want is always green ![]()
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