UNIT MICRO
https://www.youtube.com/watch?v=NcP-2px8yPw&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=1h56m12s
It’s generally bad to use “attack” orders when you are sending a large force to attack the enemy. The first ones will stop moving as soon as they get into range and then the units behind them will be blocked. Your normal order for sending tanks in to fight is a move order.
https://www.youtube.com/watch?v=NcP-2px8yPw&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=1h55m40s
Before you launch an attack with a large number of units, it makes sense to gather your tanks into a formation, using “formation move” (if you hold the left mouse button down for a full second when you give a move order).
https://www.youtube.com/watch?v=q2WFQxymNMA&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=13m34s
Zock discusses unit micro. The student was retreating tanks away from a superior force. Zock agrees that the opponent took advantage of an opportunity to attack with a superior force, but Zock says that his student actually did well to retreat. By retreating from the superior force, the student was able to preserve tanks.
https://www.youtube.com/watch?v=NcP-2px8yPw&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=1h49m06s
Rally points: Zock likes to rally his tanks to one central location and move them out from there. If you have less attention, you could make 3 different rally points to send your tanks out in 3 different directions.
RAIDS
https://www.youtube.com/watch?v=EwwVVS5aGeA&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=1h32m32s
Raids have much more impact when they are simultaneous. If you lose 4 mexes in one spot, and then later you lose 4 mexes in another spot, that is much, much easier to recover from, than if you lose the 8 mexes at the same time. If you get far behind in economy, you may need to use an aggressive all-in strategy (a snipe, or an all-out attack).
https://www.youtube.com/watch?v=q2WFQxymNMA&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=9m09s
Zock discusses sending units from base to clean up raiding units. He suggests giving those units a sequence of orders: first, a move order to get near the raid, and the second (holding shift to queue up another order) an attack-move order, so your units will chase after the raiders if necessary but not run past them. If you send units to clean up a raid, you don’t need to wait for the raiders to die before you send another engineer. You can send the engineer so that it arrives by the time you expect the raiders to be dead.
https://www.youtube.com/watch?v=q2WFQxymNMA&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=19m15s
On raiding: send a few units (like 3-6) on a raid. And send a few more on another raid in another area. Sure, your opponent might catch them and kill them. But that’s okay, take the risk, you can afford to lose a few units.
https://www.youtube.com/watch?v=EwwVVS5aGeA&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=2h48m51s
On raiding: you need to make a guess if your opponent has units in the area. If there are units, you only want to send a small number of units, maybe 2, 3, or 4, to put some pressure on your opponent and to try to sneak by to kill a mex. If you send in too many units, and they are caught by a larger force, that can be very damaging to you early in the game.
https://www.youtube.com/watch?v=NcP-2px8yPw&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=1h11m22s
You want to kill what your opponent has least of (power, mass, or build capacity). Usually, the best thing to kill is power, because most of the opponent’s power will be in their base. If you can kill 80% of their power, it is very punishing. If you only kill 30% of their power, it is not very punishing. If you kill mass extractors in your opponent’s base, it is not as effective, because after the battle, lots of reclaim will be left in your opponent’s base. They can use the reclaim to produce units and to rebuild their mass extractors.
ACU POSITIONING
https://www.youtube.com/watch?v=EwwVVS5aGeA&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=2h29m57s
If you have the gun upgrade, you want your ACU to be in a position where you it can be fighting enemy units. If you just use it to hold an important position that is not being attacked by your enemy, you aren’t getting as much value out of the gun ACU as if it was shooting enemy units.
https://www.youtube.com/watch?v=EwwVVS5aGeA&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=2h48m09s
On a small map, an early radar can help you to keep track of your opponent’s ACU. Seeing where the enemy ACU goes is extremely important so having an early radar is very valuable.
https://www.youtube.com/watch?v=EwwVVS5aGeA&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=2h49m47s
Aggression with ACUs and defending against it: Zock explains why in this situation he does not build a point defense in his own base (he believes he can handle the enemy ACU without it). Also, Zock has radar so he knows that his opponent is still walking towards his base. On the other hand, Zock’s opponent does not have radar, so he does not know that Zock’s ACU is walking back to Zock’s base (which will let him trap and kill his opponent’s ACU). If you are going to walk in to your opponent’s base, you should have all of your units with your ACU.
In this case, Zock pulled his units back behind his base, leaving his base undefended for the enemy ACU. He did this to buy time for his ACU and other units to get back, so he could build up a large enough number of units near his enemy’s ACU, in order to get the kill. If he had used units to defend his base, the ACU would have just killed them.
https://www.youtube.com/watch?v=q2WFQxymNMA&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=15m12s
The lack of radar led to a bad engagement. And the lack of radar near the ACU allowed the opponent to kill the ACU.
The ACU should not have been close to the front at all. In this case, the ACU was securing 2 mexes in the front, which just were not important enough to justify the risk.
If it was justified for the ACU to be up there, all of the combat units should have been with the ACU. In this case, more than half of the army was on the other side of the mountain range that runs down the middle of Twin Rivers.
https://www.youtube.com/watch?v=q2WFQxymNMA&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=21m54s
“Don’t upgrade at the front line. If you upgrade, do it in a safe position. A safe position is where your units can help.”
https://www.youtube.com/watch?v=q2WFQxymNMA&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=23m07s
If you want to be aggressive with something important, like an army or your ACU, then scout before attacking.
https://www.youtube.com/watch?v=q2WFQxymNMA&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=24m30s
If your opponent’s ACU starts attacking your ACU, and you don’t know what units might be behind his ACU, you should assume that your opponent knows the situation better than you. So you should retreat and kite, rather than standing your ground or aggressively moving in.
https://www.youtube.com/watch?v=q2WFQxymNMA&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=1h02m28s
Usually you don’t want to send your ACU alone anywhere. You want to send it with some units.
https://www.youtube.com/watch?v=NcP-2px8yPw&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=51m02s
It is dangerous for your ACU to be all alone, especially when the enemy ACU is nearby. If the ACU comes around with a few units, your commander might just be dead. (Author’s note: this was 8 minutes in to the game. Zock said something different earlier in the lesson, earlier he said it was fine to send the tanks in one direction and the ACU in a different direction. I think the point is, early in the match it’s okay to send the ACU by itself, but as the match moves forward, like 5-6 minutes in, you need to have units with it.)
https://www.youtube.com/watch?v=NcP-2px8yPw&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=52m30s
Once you are ahead, you can relax. You can slow down. You can be very careful about your attacks. Even if you do nothing, your advantage will increase. You don’t need to take risks. Relaxing doesn’t mean “do nothing.” It means don’t stress yourself. But don’t get sniped. It means playing in a way that is calculated and calm. You need to realize that you are ahead. You need to be correct about that (you don’t want to misinterpret the situation, and relax too much, when you’re not ahead). Once you decide you are ahead, put your ACU somewhere safe. Send it back to your base. Put it under a shield. Make some PD and some anti-air. You avoid many, many losses when you put your ACU somewhere safe. You can keep your units defensively to protect your stuff. As time goes on, as you make more units, you will accumulate so many units until you are ready to smash your opponent. When you are behind, it can be a mistake for your units to be so defensive.
https://www.youtube.com/watch?v=NcP-2px8yPw&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=1h16m50s
Usually, it is better to send an engineer with your ACU. If you are using the ACU aggressively, you can build an engineer behind them. If you are building things, having an engineer with your ACU basically doubles the speed at which you can build. Technically, the engineer has only 50% of the build capacity of the ACU, but there is also travel time. The ACU can stand still building the big things while the engineer does more traveling such as moving between mexes. And you can have the engineer building in a safer area while the ACU confronts enemies.
ACU SNIPES
https://www.youtube.com/watch?v=EwwVVS5aGeA&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=39m38s
Once you realize that you are so far behind you can’t win, it is smart to go for a snipe. If you go for a snipe, focus everything into it. Commit to it completely. For an air snipe, pause your land factories. You can even think about recycling a few of them if you need mass. If you recycle them, they show up on the radar as dead, which is the same as if they upgrade to T2 support factories. So if you reclaim a few, your opponent might think a big land push is incoming, and prepare for the land attack, when really you are preparing a corsair snipe.
If you don’t already have a T2 air headquarters, it is good to build a new air factory for a snipe so your opponent can’t see on the radar that you have upgraded an air factory. (You don’t want them to know that you even have T2 air.) Then keep building inties from your original air factory. You don’t build the inties to protect the corsairs. You build the inties to shoot down scout planes so your opponent doesn’t see that you are preparing a snipe. In fact, Zock assists both the T1 and T2 factories with his engineers. Meanwhile your land units should play defensively because you want to delay your opponent while you are setting up the snipe.
https://www.youtube.com/watch?v=EwwVVS5aGeA&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=59m33s
On large maps, it is easier to go for a snipe. Because the cost for a snipe always stays the same. You always need like 10 corsairs, whatever, as many corsairs as you can get. On maps with a small number of mexes, it can be hard to put that together. But on maps with a lot of mexes, it is much easier to get the mass you need to prepare a snipe. Use your factories to make engineers in order to support your snipe attempt.
https://www.youtube.com/watch?v=EwwVVS5aGeA&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=1h01m7s
If you are able to, stop making new tech 1 units. But keep using your tech 1 units to pressure him. You don’t want to be too defensive. You also don’t want to suicide your units. You don’t want your opponent to get suspicious that you are planning a snipe.
https://www.youtube.com/watch?v=NcP-2px8yPw&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=58m21s
Killing the enemy ACU: if the enemy ACU is by itself, you can gather up about 30 tanks, and send them over to get the kill. However, when you go after an enemy commander, you want to make sure that the attack will succeed. If you attempt a big attack, but the enemy commander survives, even if he only has low hp, he can get all the reclaim from the battle. Suddenly you are down 30 units and your opponent has a lot of reclaim. That is one way for you to throw the game. If you want to win games, play it safe. If you want to learn how to be a better player, experiment with going after the enemy commander. See if it works. You will get a better sense of whether or not an attack can be successful.
ON PLAYING LARGE MAPS (20x20)
https://www.youtube.com/watch?v=q2WFQxymNMA&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=38m23s
20x20 maps are “a whole new dimension” compared to 5x5 or 10x10 maps. You need more of everything. You need to learn how to handle having so much more mass available.
https://www.youtube.com/watch?v=q2WFQxymNMA&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=42m20s
20x20 maps with so many mexes, there is so much to do, more than on other maps. You won’t have enough time to do everything that you need to do which is frustrating. While you are lower rated, focus on getting good at 5x5 and 10x10 maps. You should still try to do your best when you are on ladder and you get a 20x20 map, but in terms of developing your skills and refining your build orders, you should focus on 5x5 and 10x10 maps until you are a better player.
https://www.youtube.com/watch?v=q2WFQxymNMA&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=46m10s
On most big maps, you wait until your expansion is complete to start ecoing. Until your expansion is complete, you use your eco to make more units. With more units you can delay your opponent’s expansion. In this case, it would be air units. Instead of getting a tech 2 mass extractor, you could be getting air control. You can try to find and kill your opponent’s transport. You can rush a transport yourself.
https://www.youtube.com/watch?v=q2WFQxymNMA&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=51m48s
The biggest early air game advantage you can get is if you can find his transport and “target lock it” (A target lock is when you give an attack order to some interceptors, who keep the attack order even after you lose track of the transport on your radar). One interceptor is not really enough to kill a transport
https://www.youtube.com/watch?v=q2WFQxymNMA&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=52m23s
When your opponent drops the same expansion as you, you need to fight for it. You need to focus on that fight, which means to put all of your mass into it. You need to make a number of factories to crank out units in order to defeat your opponent. Having a T2 mex upgrading, and having a naval factory cranking out units, is going to take up a significant part of your economy, slowing down your ability to fight your opponent. You want to build up a bunch of factories on your side so you can win on your side, and you also want to then get a transport onto your opponent’s side. (Or if you dropped your opponent’s side first, then after you do that, drop your own side.) If your opponent drops your side, you should return the favor by dropping their side. You can definitely use bombers to attack their expansion, that can be an effective weapon. And bombers give you radar coverage.
https://www.youtube.com/watch?v=q2WFQxymNMA&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=57m31s
Zock’s student is ecoing too early. He is upgrading mexes while he is still trying to expand. The cost of upgrading the mexes is slowing down the student’s ability to expand, which is very bad. (Losing your expansions costs you more than you would benefit from getting T2 mexes.)
https://www.youtube.com/watch?v=q2WFQxymNMA&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=58m33s
Factory placement: you don’t have to walk with your ACU halfway to your opponent’s drop to start building factories. You can build them on the other side of the island and let your units walk. It doesn’t really matter that much if your units have to walk farther because units move faster than your ACU anyway.
https://www.youtube.com/watch?v=q2WFQxymNMA&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=1h00m55s
Balancing your power and your mass on 20x20 maps is harder than on 5x5 or 10x10 maps. There is so much mass, that the amount of power you have to build is so different from 5x5 or 10x10 maps. On smaller maps, you probably want to have only one factory cranking out engineers. On 20x20 maps, you may want 2 factories producing nothing but engineers.
https://www.youtube.com/watch?v=q2WFQxymNMA&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=1h08m05s
It is okay to upgrade mexes to T2 on a big map as a panic way to spend mass because you would want to eventually upgrade them anyway. It is better to spend your mass on upgrades rather than not spending it at all. Once the expansion phase is basically complete (all of the free mass extractors are taken, even if you don’t have half of them) you should start ecoing.
https://www.youtube.com/watch?v=q2WFQxymNMA&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=1h09m11s
On big maps, you should go Tech 2 quite early. There is so much mass that you want to a lot of power. It is better to get the more efficient T2 pgens than spamming so many T1 pgens.
https://www.youtube.com/watch?v=q2WFQxymNMA&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=1h13m34s
To spend your mass for a 20x20 map, you want a lot of engineers, and you want them assisting your navy factory. Usually you don’t want to assist air factories. You could just make more air factories. But you don’t want to pause your air factories, on big maps you want to build up plenty of interceptors. Unlike on smaller maps, you want to have 100 interceptors, because in relation to everything else, it does not cost much to build so many.
https://www.youtube.com/watch?v=q2WFQxymNMA&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=1h18m45s
On 20x20 maps, you need more everything, because you have more mass you can spend. You need more build power especially (in order to spend the mass), and don’t forget to eco.
https://www.youtube.com/watch?v=q2WFQxymNMA&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=1h22m18s
Zock doesn’t really enjoy playing 20x20 maps because you have to do so much at the same time. You have to build things, balance your economy, raiding, rebuilding after raids, (and air, navy, drops, teching, scouting, etc.). There is so much to do that you don’t have time to play the game.
https://www.youtube.com/watch?v=q2WFQxymNMA&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=1h24m13s
The early game on such high mass maps, especially where they are so spread out, is about using transports to speed up your expansion. You want to drop everywhere.
https://www.youtube.com/watch?v=q2WFQxymNMA&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=1h26m11s
On such big maps, you don’t need to be so efficient with your resources, and you don’t need to be so flexible, because you build everything. It is more about speed (to produce as much as possible as quickly as possible).
https://www.youtube.com/watch?v=q2WFQxymNMA&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=1h29m51s
Regarding Stella Maris, but this can apply to any map with islands: if your opponent drops your island, you need many factories making units so you can win the fight. But if your opponent does not drop you, you don’t want to overspend on making units. If your opponent does not drop you, having only one factory making tanks is good.
https://www.youtube.com/watch?v=q2WFQxymNMA&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=1h32m12s
If you make a factory at your expansion, you can make engineers on a patrol order so they can reclaim trees and mass for you.
https://www.youtube.com/watch?v=q2WFQxymNMA&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=1h32m31s
It can be worth dropping engineers on your opponent’s side of the map just to steal a large piece of reclaim.
https://www.youtube.com/watch?v=q2WFQxymNMA&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=1h33m28s
On large maps, when most of the mexes have been taken, whatever mexes are still open, you should use transports to grab them.
https://www.youtube.com/watch?v=q2WFQxymNMA&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=1h36m21s
The rule of thumb is, when your expansion phase is done, you start ecoing. You want to assist mexes while they upgrade. It is not as good to upgrade multiple mexes at the same time if you are stalling. But if you have too much mass, you need to spend it faster, so you can upgrade multiple mexes at once.
https://www.youtube.com/watch?v=q2WFQxymNMA&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=1h46m46s
On the big maps, your initial focus is on air. As long as expansion is not done yet, air is very important. But once expansion is done, you should get T2 support factories in your expansions and make flak. On this island map (Stella Maris) have T2 support factories on each expansion, make a flak and a few T2 tanks. Tech 1 and Tech 2 air is good while the expansion phase is not over, and T2 air is strong where there is not flak. T1 air is strongest for attacking units where your opponent does not have T1 factories. T2 air is strongest for attacking units where your opponent does not have T2 factories. While the focus early is on air, your focus should shift to navy. On this map, you can do so much damage with navy. With naval control, you can do massive damage, but even without total naval control, you can still use a strong navy to do massive damage to your opponent’s economy. When the focus goes from air to navy, your new engineers should be assisting the navy factory.
NAVY
https://www.youtube.com/watch?v=q2WFQxymNMA&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=40m09s
In most 20x20 water maps, you want to focus on air early and not invest in navy too early. On most navy maps, the payoff time for naval units is so long. However, in Flooded Tabula Rasa, there are many water mexes so you can get more economic benefit from having an early navy if you use it to protect engineers building the water mexes. On all naval maps, you don’t want to be too late to the water, because you will be “pushed out” of the water. (It is much, much harder to get your first naval factories up if your opponent already has frigates nearby. You very much want to get your naval factories up before enemy navy units arrive.)
https://www.youtube.com/watch?v=q2WFQxymNMA&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=40m45s
Naval composition: don’t make only subs. You want at least a few frigates. They give you radar. Depending on the maps, you can use them to pick off a few mexes. And if you get enough frigates you can go to your opponent’s naval yard and destroy it. You want frigates even during the Tech 2 phase for navy.
https://www.youtube.com/watch?v=q2WFQxymNMA&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=43m15s
“You need a Tech 3 sonar.”
https://www.youtube.com/watch?v=q2WFQxymNMA&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=44m03s
You should see navy mostly the same as you see land. The normal rules apply: fight with a superior force, retreat from a superior force, kite your opponent. Sonar is great. Tech 3 sonar is great.
https://www.youtube.com/watch?v=q2WFQxymNMA&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=1h00m23s
Zock’s student is getting a lot of mass from mexes in the water, so Zock says it was not a mistake to get such an early navy. (Obviously, you can’t do this on a water map that does not have any mexes in the water.)
https://www.youtube.com/watch?v=q2WFQxymNMA&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=1h28m04s
When to start navy: on Stella Maris, starting navy too early is a mistake because there aren’t water mexes. You don’t get much economic benefit from early navy. If you start too early, it takes away resources that you should be using for expansion. However, if you see your opponent start making navy, you also should start.