Tuesday, October 5, 2010

BLC #1 Surviving and Spending Money

Welcome to BLC#1: written cast, where my goal is to take new players who like to have fun, try and help them play better and have even more fun (everything is more fun when you are winning). Until I live someplace that allows me to do video casts and can get that all set up, for now these will all be written and thus kinda long. Each cast is meant to be read simultaneously or after watching the replay that comes linked. The length of each cast will vary depending on the game, but I want to try and make them ~20 minutes of reading so I focus only on the larger themes and then some finer points at the end based on something important from the cast that can be seen in the replay. This first replay will be mostly an introduction, but will be focused on the beginnings of building a base.

The very first thing I want to suggest is that for all new players who do save their games, which you should automatically anyway, is that you really want to watch them at least 2 times. The first from the opponents view, then the global view. Now why do I suggest this? Well by seeing your opponents timing you get a feel for how other players think the race should be played, which may give you insight into some timing connection you hadn't realized (such as the Lair can be started just after the third roach) but also you get to see how your opponents react to your strategies.

Some things to think about when watching your opponent are using ZvZ as an example are: Do they scout an early hydra den and switch to fast/heavy ground? Do they scout an early spire and rush hydra or do they see an early Lair and fast expand at 15 food? These things can tell you how you should be thinking about your own game. 

When you watch yourself, you should have a few basic questions to be asking the entire time. Namely, am I continuing to produce drones all the time? Am I keeping up with my income, queens, scouting, and supply? Am I actively applying pressure or map control while expanding or macroing my base? Do my hotkeys allow me to be actively marco-ing my stuff while focusing on the major tasks? These are some of the questions I ask during every replay and I ask almost every minute and even more when watching a battle or at the beginning of a match. Too many players just forget to build units during a battle or forget to rally/change rally locations, even me. So you should be comforatible with yourself to be building those units/expand/structures while attacking and just forget about the battle. If nothing else, just send your units to attack and don't micro them at all, just go back to your bases and keep up the macro/supply building. Soon you will have such a large unit advantage and be so comfortable you can afford to go watch and mirco the battle. Or you will just win because you have like 4 times the units of your opponent. All of this comes from new players will get stuck and ask well how do I know what to look for to improve, how do I know if I am improving, and how do I know what to work on for future games.

Now this first game was given to me by a friend who goes by the name Zagra against an opponent named Stoneballs, who I hope really has balls of stone that don't crumble. For the purposes of this game, I will assume I am playing as Zagra which means I will start the review from Stoneballs cam and be completely blind to Zagra's actions. Now this starts as a fairly typical ZvZ match of just building drones but both players will make multiple fundamental mistakes really throwing off their ability to end the game quickly or to respond to early pressure.

At the outset of the game, ust as a small gripe, boxing all 6 drones to one mineral patch due to the AI is effective, but rather slow. It would be better to have 3 go to one patch and another 3 to a second and self divide this way for a larger spread. Then once each new drone finishes, rally it to a mineral field whose worker just finished so it starts mining immediately. This works for the first 6-7 drones when not much else is happening and it helps speed up mineral production and saturation. (After a bit of testing, over the first 6 drones you can get an extra 25 minerals).

Diving into the game and Stoneball's play, the very first problem is that he never actually sets a rally point for his drones, which will seriously screw him up later in the match. Now he may have just forgot or thought he already did it, which is fine for the first couple drones, but unlike the days of SC1 where you couldn't rally to minerals, it is important to set that rally and make sure to refresh it as needed. (Plus you can massively boost APM if you care about that)

The second big issue with Stoneball's play is that he is just letting those minerals pile up. He waits until he has almost 150 minerals and 3 available larva before making a new drone. Good players will be making those new drones just seconds before the last one finishes, constantly on cue. This extends available minerals for use later and it makes sure you keep up with drone production. Having all your hatcheries hotkeyed to 4/5 and making workers is essential to this game! Now we will see Stoneball continue to do this wasting of minerals for almost the entire game, which will make him very susceptible to early pressure.

Stoneball's, who has yet to see anything but a scout drone starts going into what I can only assume is his early game plan of early Lair into Muta harass. So he opts for an early extractor, which is perfectly fine and reasonable for this style of play. I don't mind this standard zerg play at all, but just note that if he had kept his minerals low, kept up with drone production, and had some zerglings or even a spine crawler for defense, he could still take an early extractor and just have more stuff. So the idea here is to think about what you want to be doing in the game, and then figure out how best to get there. Stoneball's problem is that I'm guessing he has a plan for later, but he is forgetting the early things to keep him alive. So any early pressure by Zagra will just be devastating especially since Stoneball's has no idea what's coming since he didn't scout.

(Pause game here)

So one of the biggest complaints I hear/read is that zerg has no good early defense and cannot wall like Terran/Protoss. But I tend to disagree with this if you think about strategic building placements and what your opponents can throw at you ESPECIALLY now that Blizzard has implemented the game clock feature (which I hate). So just as Stoneball's is dropping his spawning pool is a good time to pause and think about this. Ask yourself what could your opponents throw at you this early in the game that you need to be worried about and can you do something to reduce their effectiveness?

Lets do Terran and Protoss first before coming back to this game. Post Patch 1.1.1, the time for the reaper rush has been increased making it viable, but less effective. If this happened by now, you would have the spawning pool and zerglings faster or have already lost the game without a queen or some basic defense. This isn't even the most viable thing for TvZ though, double hellion harass is far worse, especially if they get behind your minerals and you don't have speedlings. This is about the time in game that double hellions with a couple marines could be coming for you too. So to combat this, my suggestion is to build the spawning pool at the front entrance to your mineral line so that hellions can't even get back there. Or if the map is really big, build it in the middle behind your minerals, so they get stuck and can't retreat from your speedlings. I mention speedlings because they are the standard, mobile zerg defense and mobility over static defense is always preferred. If you really want to expand or tech faster, a spine crawler in your mineral line would also shut down marine/hellion pushes. It really is that simple, keep the scary things from getting behind your mineral line, and have some simple base defense around to help if they do. Honestly, if you have one spine crawler near your ramp/expansion, hellions get shut down due to range and damage of the crawler.

Now looking at Toss, the only viable options are 2 zealots and 1 stalker by this time in the game. Maybe they went 2 stalkers 1 zealot or 2/2 if they cut probe production and good chrono boosting. Again, a spine crawler if you absolutely need it or some speedlings since you kept up with production on time and this isn't a problem either. Put the spawning pool and maybe the roach warren behind to almost completely block your minerals, saving some room in case of drops, and you are safe to deal with those threats in front of you.

ZvZ follows the same principle, however the timing to get zerglings can vary greatly depending on the style of your opponent, which is why scouting is so important. If you scout the opponent fast expanding, you have time to tech to roaches or a speedlings. Whereas, if they are one-basing and getting zerglings fast, then you need to respond in kind. The benefit here is that they have to come to you and on megalopolis, the distances are large enough that you can start the spawning pool as soon as you scout theirs and get 6 zerglings before they rush you with enough money for drones or a spine crawler if you are still nervous. This along with good building placement so their zerglings are forced to run around your entire base to get to the drones buys you a lot of time to feel secure.

However, all of this is contingent on you keeping up with drone, queen, and mineral production. As we will quickly see from Stoneball's early mistakes and letting so much money collect will quickly spell disaster when coupled with his inability to react to early pressure. At the time Zagra's attack starts starts, there is enough minerals for 2 more drones to be made, but assume for a second he was keeping up on drone production as mineral collection and the ability to dump them into zerglings is ideal for ZvZ matches that rarely get past the roach/zergling/muta phase with the occasional hydra/ultra thrown in. Perhaps 95% of all ZvZ matches have only the first 3 units with the occasional baneling as needed, which is really quite sad for the race. This mineral heavy unit composition not withstanding, lets see if we can think of a simple strategy that Stoneball's could have used to come back from the first wave of attacks.

Lets go back to that very first comment of minerals piling up and Stoneball's continuous cueing of units, all the way back to the beginning of the game, to just analyze this for a second. Lets do some simple math here with each of Stoneball's units/structures. We can see that he is cueing multiple drones instead of saving the money and building unit producing or in the case unit enabling structures. As a result of the saving and no rally point, Stoneball's looses almost 300 minerals throughout the game and delays his spawning pool, extractor, and Lair tech as a result. Now if he had kept up with production, Stoneball's would have had 6 more drones before his spawning pool. At his point he could have started making zerglings for defense and had lets say 12-16 and started his extractor at the same time. Alternatively, he could make 4 zerglings and a queen then start his extractor and make 8 more zerglings all in the same time. Now lets stop and think about this. Now we have ~12 zerglings for base defense, we have a queen for extra defense AND creep tumors/extra larva, and we have effectively delayed our Lair by 1 minute. Instead, due to not keeping up with production, we have none of this and are in a bad spot for defending any sort of attack. All because of extra cueing and not keeping those minerals LOW. So look at your replays and look for the same thing, if your minerals as zerg get above 200 and you are not expanding or trying to build a structure, you are doing something wrong!.

Notice in all of this, I said nothing about expanding, nothing about scouting, nothing about teching, nothing about timings, and nothing about overall unit composition. All I have really said was that keeping up with drone production and not cueing units until the last moment gives you the opportunity to spend that money on other structures so you end up in the same place, but with more stuff! This is something simple enough for bronze players to learn and work on, but important enough for everyone up to Diamond to practice, constant production of units and more importantly, spending the money on getting more USEFUL structures to give you avenues to spend your money wisely. There are countless examples where say as terran you build the engineering bay early and then 3 turrets in the response of mutas just because you are worried about them and as a result you lose out building an extra factory and starport to produce more units. This type of decision making may be more silver/gold range, but the realization that maybe you can get more buildings now to get more units later instead of trying to prepare for everything is important. Now in ZvZ, this is a little different because everything is built at the hatchery and there is always a choice between drone or unit, day9 does this one well, but the same idea applies, sure you need lots of drones, but if you get an early spawning pool and queen so you can stay alive longer, you will eventually produce more drones in the long run simply because you can defend yourself and your expansions. But back to the game….

(Unpause game here)

Now we see that my original thought of teching was correct and Stoneball's is indeed going for the fast Lair at 3:50. Again this is totally fine, typical zerg play I have no problem with it. But what I do have a problem with is drone micro with the spine crawler. First he backs off then decides to attack, then adds more guys, meanwhile there are 3 drones sitting by his hatchery that lost him ~40 minerals in mining. This is just wasteful. If he is going to kill the spine crawler, which he should, do it immediately with the drones you have then shift-click them back to mining. Of course what else do we see but a third drone on gas and eventually a second extractor going up. This makes sense for the early mutas you can tell are coming, but again why not produce some zerglings for basic base defense? Why not make more drones or a queen to increase larva production? And why take a second gas when you don't have enough drones mining minerals in the first place? So what we see here is a continuation of bad habits and overreaching without understand why we are building units and that you need to protect yourself. At this point, Stoneball's is on his last legs and he just doesn't have the balls of stone needed to stay alive and pull out a win. There were too many early mistakes that compounded to cost him the match. Thus, 5:40 is when the match was basically over due to unit production. The sustained loss of drones and too much overreaching for gas and mutas was too much for Stoneballs to handle.

While I understand what Stoneball's is doing, he is basically playing the game without really understanding WHY he is building a particular unit. This is what I feel like many bronze players do, they watch videos of diamond players and just say "well that's what Idra/TLO does, so that's what I should do too." But no bronze player has the macro of Idra nor the creativeness to just wing every match like TLO does. So you really need to understand why you are building what you are and how to stay alive long enough to get to that point. In general, Stoneball's plan isn't bad, he has a plan of going early zergling into muta harass into something late game. This is the most common and easiest play for erg, which is why it is such a sound strategy considering the lack of AA for zerg. If other bronze players do this, I would not fault them, but the little things of constantly spending money, making sure you are not supply blocked, and getting those important structures early and in advantageous places is something every bronze player should be doing. That is really what this cast is about, getting those fundamentals down and not overreaching so by the time you are gold/plat. you can deal with more complex issues like unit compositions, timing attacks, and basic build concepts. Now lets look at the game through Zagra's cam, and I am really going to just do the everyone cam for brevity, and see if he makes many of the same mistakes, which I am sure he does.

While watching Zagra, some things I still want to look for as zerg even though I already won the game are: Am I making enough drones and can I support the buildings I am planning on adding? Do I have my overlords in a good spot to give me decent map coverage to know when an attack is coming? Do I have anything protecting my mineral lines and workers? And have I properly scouted or scouted at all to know what my opponent is planning?

With Zagra's cam, I will not repeat the same issues in depth, merely point them out. Starting off we still see the same drone clumping gripe. Again we see a lack of macro with drones and letting money keep piling up for unused drones. I do however like the scout at 9 and checking the expansion first for any type of proxy hatch. I really hate all forms of cheese, even though it is a viable playing strategy because it's just lame, so checking your expansion or third is a good idea for this kind of play. The placement of the spawning pool was good but not as defensive as possible and minerals are still piling due to an over micro of the scouting drone causing 3 unused larva to just sit there for almost 50 minerals.

(Pause here)

I just want to point out that almost everyone tends to overmicro their scouting drones. By just shift-clicking a bunch of spots by manually scrolling to them or just unnecessarily moving the drone. Two things to help with this is to shift-click using the mini-map so you don't have to waste time scrolling all over the screen and second is to just practice going back and forth from your scout to your base. The best way to do this is to assign your base hockey 4 or 5 and the scout 2 and just go to a big map like kolas ravine or megapolis and just make your drone go in circles/loops/figure 8's around the middle watchtowers/bases to just get comfortable switching back and forth and spending units will moving the scout.

Now at 3:30 and take a look at the mineral and unit count. One thing we see from Zagra is that he has almost 500 minerals, a scout which is now a spine crawler in his opponents base, and a is going to soon start macroing up in drone production. However, with 500 minerals, why no drones on the gas as it finished early? why no expansion already? If you know your opponent is one basing as zerg and
you have the contained this early, go ahead and get that early expo at 15-17 supply and just start to macro early. In fact some players like TLO will take an expo and put a second hatch in the main just because they have enough minerals. Don't be afraid of this, in zerg the ability to macro well and scout
for defensive play is key.

(Unpause and just watch rest of game here)

Now I want to go back to that extractor that was idle for almost an entire minute, it is important to play with your sound up or at least look for the cues that buildings are done and immediately transfer drones to gas. Otherwise hold of on getting the extractor and you have an extra 75 minerals to play with for an extra hatch or something. Also want to point out the slowness of the spawn larva for the queen and the fact that on the second 25 energy she really should be placing a creep tumor to extend the creep to the entrance ramp for better base defnese. In fact zagra lets it get all the way to 60 energy without doing anything when he could easily have made 2 creep tumors spreading creep over his base. Even though it was moot by that point because of the economic damage dealt to Stoneballs, this
kind of key micro is important to just get down at these early levels and is very simple to remember to do.

WRAPPING UP:
So what did we learn in this cast that will make us better? We learned that building placement is important for ALL races to protect or workers. We learned that having defensive units is important to just stay alive and to protect your bases/workers. We learned that you need to understand why you are building units not just because you saw 1000+ Diamond players do it, which transitions into needing a plan for mid-late game then fighting. Perhaps most importantly, we learned that if you keep up with the production of workers and buildings without cueing then you will wind up at the same spots but with a lot more stuff! So watch for these in your own replays and practice keeping that money low and workers flowing.

Until next time when I review a PvT of myself vs. another bronze named Chuck remember keep those minerals low and defend your mineral lines!

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