tiistai 30. heinäkuuta 2013

From lesson #2

Game 35
Game 7
Lost because
1) attacked to where they were strong, should have expanded instead and made wp
2) could not hold expansion, should have remembered that if they are not expanding before 7:30..

Game 8
Against a 2 gate: make another gate and chrono zealots out, fight with probes and zealots. Your compensation to the later gate is the shorter run distance and probes. You'll have extra probes compared to 2 gating opponent.

Game 9
They lost because they were not able to defend against drops and because they lost their army in drops to my base.
They had 4 bases but not enough production facilities.
--> if terran has 3 bases at 10minutes and they are dropping, you can just go and kill them
--> if terran has 4 bases at 11 minutes and they are dropping just kill them

Game 10
They lost because they made lings and banes against my sentry, zealot, colossus. They lost badly again because they had mostly hydras against my colossus. You can beat 3-4 base zerg with colossus max army if they have lings, banes or hydras.
Should have attacked only after obtaining max supply!!!
Forgot to check one of possible 3rds, could have cannon rushed that mofo.

Game 11
Lost battle at 16:50. 12 hellbats, 24 marauders, 15 marines, 2 archons, 26 zealots, 3 templar, 3 sentry, momma.
Should have prepared an arch
Should have thrown field with momma
Should have blocked movement with sentries or attacked with zealots from behind

Game 12
Lost the 1st battle, should have attacked at 12mins. Because they didn't have so many zealots, stalkers & immos. Try to use a zealot to check how many zealots or units they have with respect to yours.

Game 13
Lost the 1st battle (11:55) at my 3rd costing the 3rd.
Should be standing between 3rd and 2nd to make that a strong point (almost only way ground units can come).
Should have a zealot group behind to spot and to be send to their 3rd?
Lost because poor positioning and less units.
More units could have been achieved by expanding earlier?

Up to 8:55 only 6 lings --> this is a very weak time for them.
Attack with 3-4 zealots + mamma ?

Game 14
I won because their army was poorly positioned against my unit composition and I tried to fight in the best position for me.

Game 15
If pool + gass, take all the probes to protect the cannon! Or add 2nd cannon if no exp by 3mins?

Game 16
Lost because did not expand when ever beat zerg army, also did not attack while  the zerg was teching? Should have maxed on 2 bases and attacked?

Game 17

Game 18
I won because he lost most of his units in the 21:45 battle and was unable to max after that as fast as me. Why lost the battle? Because lost ghost easily, did not micro, had tanks and did not really have anything for chargelots.

Game 19
Lost because their dts got to my base and I had no detection. They were sort of weak because they had to take 2 gasses? They had zealot, sentry, stalker. If there is only a zealot attack with the 1st stalker? Also after you see 2 gass chrono stalkers. 3rd pylon so that you can block the ramp? Do not make the stalker attack if their core is as early as yours.
How can you detect each protoss tech early enough?
? If their units seem to be leaving the base, cancel exp and make a ton of units.

Game 20
They lost because I had barely enough units to hold? They lost their 1st attack because they were shooting at my buildings while my immortal dealt with the tank. When they were shooting at my immortal my zealot got to the skin.
They lost their base at the same time because there were zealots but they had nothing to defend with because was 1base.
I lost so much because I warped zealots to their base.
A starport with techlab with 1st observer means cloack banshee.
--> immo & a zealot can destroy a lot
--> focus tank with immortal
--> warp units to your base untill you have dealt with the army if 1base strat
--> check with first observer if starport has techlab

Game 21
Lost because wall was not complete and lings came in.
8pool is almost ready at 2 mins, has drones.
6pool is also ready at 2 mins, but has very few drones.

Game 22
Lost because lost engagement which was lost because did not dodge storms.
However if you can cause dodging with storms you can attack a certain point by creating a wall of storm between yourself and the enemy (which will retreat from that area).
You can also lock terran for storms with ff. This is something I should practice.
Should also drop right before attack to cause them to withdraw some units from the front.

Game 23
Lost because lost a fight in their base. Lost this fight because was unable to reinforce efficiently because pylon so far. This attack was to their strongest point. Should have contained? and dropped and expanded meanwhile.
The army was not together while attacking. In the future make sure that is?
Also did not have upgrades..
Could have won after ff vanished.
Should have expanded earlier.
Try to constantly check if they expand.
Should have expanded right after beat their army
Should make robo earlier and kill their spotter observers

Game 24
I lost because I was too afreaid to move away from my base even though I knew opponent had 3rd..

Run to a specific mine (on back or middle of mine field) with one chargelot to deactivate all?
Or use hallucinations to deactivate and then just go and destroy..
zealot drop was effective.

Game 25
Won because was able to reinforce efficiently and also defend to some extent? Was possible because wp was tagging along.
Should have saved probes to 3rd?
A lot of minerals in bank, should switch to dts?
Or just drop zealots into million of places?

Game 26
I won because I had more units and chose a suitable point to fight. Also was able to reinforce very well.  A suitable point was one with wide open area for zealots, and not too close to planetary.

Game 27
Lost because lost the battle at 11:23. Why lost this?
7:15 6 marines, 1 reaper
7:50 i knew that 3 cc ready
8:00 11 marines, 1 reaper
9:00 16 marines, 1 marauder, 1 reaper
Should have fought closer to nexus and retreat close to it to allow nexus cannon shooting (awesome range) and units to stay out of fire (normal range).
Could have also tried to hit before or around 9mins with 5gate after seeing 3rd cc.

Game 28
Lost because did not defend cannon and fight with probes. Had 7 probes more so could have just used them.

Game 29
Caused loss of mining time? No did not really have less minerals. Even if mineral income was lower for a while.
5gate vs dt ;D
Did not expand, which was good. Was able to see 5gates so..
Should have checked that warped zealots lol.

Game 30
They lost because I had more units, better upgrades, higher tier units.
Were very behind in economy but were able to catch up.

Game 31
Lost because did not attack right after destroying terrans army?
14:12 10 marines, 11 marauders, 3 medivacs
(18 zealots, 2 archons, 3 sentries, 2ht with storm)
15:09 17 marines, 9 marauders, 5 vacs
16:01 24 marines, 15 marauders, 5 vacs
--> Because my army survived should have attacked right back!

Game 32
Lost because? I did not allow expanding?
Was unable to remake max army after I destroyd his and was still maxed.
--> It is a good idea to attack if you are maxed after the battle but they are not?
Why did they not remax after the deciding battle? Had a ton of minerals and gass -> not the reason.
Had 33 larva and were not supply blocked -> not the reason
Had ultra cavern and were making spire. Maybe were waiting for spire to finish to be able to counter the unit composition? Why did not make ultras? Too many colossi in their opinion?
Should also be better if you are maxed and in the middle of the map bacause then they don't have enough time to spawn? So when maxed should slowly proceed to their base and finally kill after demolishing their army and remaining maxed.
Should have just maxed faster(asap) and expanded more?
Should have made pylons to standing grounds into the from of the ramp to def better?
Should have attacked to 3rd instead of natu with the 6 zealots.
How can you identify if someone will be creating roach all day long?

Game 33
Lost because lost 1st fight. Could not see their units coming. Should place observers better and have a hard eye on the minimap between 8:40-9:30!

Game 35
Allin was not strong enough. Also units died because did not look at them during the whole attack. Was not able to warp in units..
Also did not expand after destorying zerg army..

Game 36
In Korhal scout also the 3rds for hidden expansions.
Should have went and pushed right after destoryed their army because had storm. For this there has to be already a pylon on the map.

Game 37
Lost because did not scout for proxy factory. Try to keep checking the base for this shit. Peek into 3rd and neighborhoods with mama? Cancel nexus if you find it? Or make more units before expanding. If very early gass prepare for shit. Do not expand too hastily. Watch out with mamma. Maybe 3 probes to gasses to get robo before expanding?

maanantai 29. heinäkuuta 2013

Applying Art of War to SC2 - Lesson #2

"If you know the enemy and know yourself, you need not fear the result of a hundred battles. If you know yourself but not the enemy, for every victory gained you will also suffer a defeat. If you do not know the enemy nor yourself, you will succumb in every battle."

and related to this

"Knowing the enemy enables you to take the offensive, knowing yourself enables you to stand on the defensive."

Initially I found nothing of value from these sentences but as time passed they haunted my mind up to a point of vague realization. "If you know yourself but not the enemy, for every victory gained you will also suffer a defeat." But I never watch(ed) my games after victories! It just happened that on a day after reading those sentences I saw an insightful episode of day9 (I'll put the link when I find it again :p). In any case, the idea in that episode was to check the timings of your opponent, when do they do which things and in which kind of situations they end up in by doing these things.

Most importantly, when they have very few units and when they have certain techs available.

For example, if zerg takes 3 expansions before 6 minutes they tend to have 0-6 zerglings available. Thus, you could try to send couple of zealots to their 3rd to force them to make units or to lose a lot of stuff. I tried it couple of times and it gave me a nice advantage, however, my own tech was late because of the 200-300 minerals I invested into zealots.

Now, this kind of thinking is supported by asking after each game why did you lose or why did you win (why did they lose) that particular game. Usually the answer to this question is because of the tech/amount of units/bad engagement. The tech and the amount of units are related to the macro decisions and ability. While engagements are related to your army placement and control.

Humm, I seem to have lost my train of thought..

Lets continue with the 1st sentence. "If you know the enemy and know yourself, you need not fear the result of a hundred battles." One of the consequences of not following this advice in sc2 in my opinion is deviating from your build order. You should always follow your build order! Unless, you know how to specifically react to a certain information you are able to scout from your opponent. This is why you need experience and practice. You will be able to find the situations where your build order does not work and why and how you should react instead. In my eyes, this means that I must know why my build wins and how the game of my opponent flows (why their build would win) after they have made certain decisions.

"If you know yourself but not the enemy, for every victory gained you will also suffer a defeat." Then this would basically mean that you know when you have achieved what you need to win. However, because there is no strategy which wins every other strategy you must know if the enemy has chosen a strategy which will beat yours. Because if your executions are at the same level it should be that the one with superior strategy (unit amount/composition/engagement pattern) wins. The suffering from a defeat would thus mean the insight lost in the ignorance of the victorious side. Later, in an another game, this ignorance will contribute to a defeat.

OK..this is now becoming way too long and boring for anyone to read :D

TLDR; How to learn game flow from replays:
1) when&where you are strong?  why?
2) when&where your enemy is weak? why?
3) when&where you are weak? why?
4) when&where your enemy is strong? why?
6) did you attack when enemy was weak to where they were weak or when they were strong or to a point were they were strong?
7) did you defend your weak points which the enemy would have been able to attack?
8) did you defend when the enemy was strong?


Game 1
I won because my dts raped their base (destroyed workers from 2 mineral lines) while their army with the observer was in my base. But not alone because of this but also because I attacked before they were able to recover. I was also able to expand earlier (why?).

--> you can punish with dts if they are in your base at 10:30. Actually no, the opponent had 2 observers, but they were both in your base. Defending with chargelots would have been a better solution. And was later the solution. Should have started gathering zealots earlier.
--> if another protoss loses their army and their workers. or maybe also if they lose their non-gateway based army --> attack if you have army left and economy behind it. 2 archons and a lot of chargelots is good.

Game 2
I lost because they attacked when I was weak (lost 3 stalkers in their base). Attacked on 1 base.
--> if you lose your 3 stalkers do not expand if they have not expanded by 7:30

Maybe I actually lost because I was not able to spend my income :D because my gates were late.
Charge was ready so tech was in time. But during pressure should also remember to add gates...
Do not fire momma too early? Even tho you can cause a minute delay..?
Should have killed robo from their base because it was making an observer otherwise they would have needed to go back.
Maybe also workers should have joined the 1st fight.

--> you need to have enough units to defend your expansion
--> the longer you delay their attack the more units you are going to have against theirs
--> delay by fighting only after they can reach the nexus
--> sentries can be used to delay and cut so maybe them isntead of dts?

Game 3
Scouted six pool from random bm zerg --> good
Should have kept the gate and just blocked with forge? or made forge before gate?
zealot out from gate would have helped!
was left 2 workers behind but no core..

5:55  took gass
6:00  expanded to natu (8 lings, droning) (so could have thought that late exp --> gass)
6.35 roach warren started (8 lings, droning)

I had static def so could have just teched at ease with 2 gasses

7:25 warren ready (5 larva, but droning because so few..) (100gass --> 4 roach)
8:30 2nd gass
9:30 ~same worker count, 8 lings, 5 roaches

Should have made sentries to delay roaches!

--> 3gate robo against 6 pool continuation?


Game 4
I won because enemy gave up when was leading.
Wall wrongly done.. cannon could not reach all lings. However nice block with the probe ;p
Should have been more careful with letting pylon finish (cancel & expand not the other way around).
If 2 bases, make gates fast because you are not going to expand!

Game 5
Lost maybe because they got my nexus destroyed and also had faster 3rd. This was possible because they attacked my ramp after I had my army moved else where. To avoid this a smaller force should deal with drops.
and robo as well..
Observer a little bit too close to the ramp.
Should place one templar to wait for diversion medivacs so that don't have to run with hole army. In a more general sense, should have a smaller group to deal with drops, maybe time warp at main ramp and the momma to main?

Game 6
They lost because expanded laters? Expanded at 7:10 when my exp was almost finished. My income starts to be higher at 8:20. Their caches up at 9:40. My attack starts at 12-13 and they have way fever units! They lose because they are floating money and do not have enough production facilities.