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Thread: Push Angles

  1. #1
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    Default Push Angles

    This is a slightly higher level concept but how do you determine your push angle? By this I mean 1. What is your priority to attack based on positioning and 2. How you get there. Take meta for instance in a typical TvP cross positional (with terran in the bottom left corner ) does your mid game push go right protecting your expansions in the "crest" and then push up into the small choke between the protoss base and the gold where some well placed storms and a handful of colossus could decimate your entire force. Or do you push left leaving your expansions vulnerable to attack but gain a better attacking angle? Take another example a ZvP on lost temple. As zerg do you push into their natural choke or do you bait them / contain their front? Will you engage an army in the left and right chokes of the mid ground or will you only engage in the open protecting both your natural and expansion.

    From my experience Terran and Protoss do well in tight spaces but zerg does not (preferring open spaces this includes roach as the short range requires a nice concave ). With low tier units Terran's are probably the best with chokes as bunched marines do insane amounts of damage when clumped up compared to say zeals which will not all be able to attack. But at higher tier protoss colossus make inf in chokes a death trap for terran and zerg and when you add some storms into the mix... Anyway please share your thoughts. I understand this is a more subtle part of the game but I find positioning is a key factor in determining who wins and who does not win a battle and part of that is knowing if you can push through a choke against each race and where you can engage the opponent that will best advantage you.
    Last edited by dejai; 06-28-2010 at 03:44 AM.

  2. #2
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    Default Re: Push Angles

    As a general rule, the army that has better range has the advantage when there are chokes and obsticles, while the army that has shorter range should try best to meet the enemy in the open.

    On the whole, Terran armies have the highest range, while Zerg is lowest.

    Thus:

    TvP, chokes and obsticals favour T
    TvZ, chokes and obsticals favour T
    PvZ, chokes and obsticals favour P

    This is only the general rule, and it may not be true depending on yours and your enemy's army composition.

  3. #3
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    Default Re: Push Angles

    As a general rule, the army that has better range has the advantage when there are chokes and obsticles, while the army that has shorter range should try best to meet the enemy in the open.

    On the whole, Terran armies have the highest range, while Zerg is lowest.

    Thus:

    TvP, chokes and obsticals favour T
    TvZ, chokes and obsticals favour T
    PvZ, chokes and obsticals favour P

    This is only the general rule, and it may not be true depending on yours and your enemy's army composition.
    I find that late game toss have better odds with chokes than terran. But it is heavily reliant on unit composition as you say.

  4. #4

    Default Re: Push Angles

    Quote Originally Posted by VVheat View Post

    TvP, chokes and obsticals favour T
    TvZ, chokes and obsticals favour T
    PvZ, chokes and obsticals favour P
    Would this be true if Zerg had something like lurkers?


    Play Protoss? Look for the map Photon Cannon Tactics in the NA server!

  5. #5
    Hoywolf's Avatar Junior Member
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    Default Re: Push Angles

    Quote Originally Posted by don View Post
    Would this be true if Zerg had something like lurkers?
    Sigh I miss the Lurker...

    But anyways, Terrain is generally in the advantage of the P if played right, with blink, charge, and FF you basically control how the fight happens and how the terrain plays out. P can change the terrain to their advantage if used correctly.

    As for T they can turn most spots into their advantage if they setup right, mainly with their tanks, the are very defensive creatures.

    As for Z, its really about using your sling, mutas, and nydus, creating fights where your opponent cant reach as fast as you can. But those are hit and run tactics, when it comes to a straight up fight, Z normally is at the disadvantage against the other races, you really just have to out mass or rebuild your army faster.

  6. #6
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    Default Re: Push Angles

    Quote Originally Posted by don View Post
    Would this be true if Zerg had something like lurkers?
    Definitely - Zerg still relied heavily on open space even in Brood War(even more so than SC2, I might argue).

    In fact, Lurkers have such a long set-up time, that they often weren't effective unless you could attack from more than one direction, so that your enemy can't retreat too easily from incoming Lurkers.

  7. #7
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    Default Re: Push Angles

    That is why hold lurkers owned. You could just wipe out entire armies

  8. #8
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    Default Re: Push Angles

    Lurkers in SC1 were indeed an oddball among Zerg units.

    Lurkers forced Marine heavy T players to meet the Zerg army in the open. The tables are turned again if the T player gets tanks.

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