Sunday, 11 of May of 2025

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The Little Things You Can Do to Get an Edge in StarCraft 2

In this post I share some of the subtle things that you can do to give yourself an edge over your opponents in Starcraft 2.

There are many things that players do to get an edge over their opponents in Starcraft 2. Individually these wont take you from bronze to gold, but when combined they can give you a decent advantage. Normally, you would pick up these nuances through experience and by watching other people do them, but this can take a while. Instead I thought I would save you the time and just share them with you here. Aren’t I nice?

 

‘The Split’

A perfect 'Half and Half' split. Not mine of course.

How you send your initial six workers to mine seems like such a small thing and really, it is a small thing. If you box select all of your workers and send them to a mineral patch they will sort themselves out, but this can take a few seconds. To correct this players perform something known as ‘the split’. The specific impact of an effective split is allowing you to start production of your second worker as soon as the first finishes. Take note: Start building your first worker before you send your workers to mine.

The two most common variants of ‘the split’:

  • ‘The Half and Half’ – Box all six workers and send them all to a mineral patch to the left of the middle, then as they are traveling box select three and send them to a patch on the right side of the middle. The workers will still have to sort themselves out but much less so than normal. This method is popular because it is relatively easy if you are fairly accurate with you mouse.
  • ‘F1 and Send’ – This method speaks for itself, simply press F1 to select a single worker and then send him to a mineral patch. Repeat for each worker, sending each to their own mineral patch. This method is less popular than the ‘half and half’ method because it requires you to be fast and accurate enough to do effectively.

In the beginning practice each a few times against the AI and select whichever one you find the most comfortable. Over time you will find that you will naturally develop your own version of one the above methods.

Edit 1/7/2011: A helpful reader, Jeffery, pointed out that a study of split has shown that the benefit gained is very small. As such, it’s entirely possible for you tip skip this tip completely. I have decided to continue splitting my workers anyway, a decision that seems to be echoed by others. I find it a fun way to start the game and it has become a part of my warm-up routine. It’s also wise to not underestimate the power of being a little bit fancy. Thank you, Jeffery, for the helpful feedback! It goes a long way towards making my site a better place to learn SC2.


Rallying Your Workers Correctly and Creating ‘Worker Pairs’

Rallying the first two workers that you build to empty (not being mined from) mineral patches can give you an extra economic advantage at the beginning of the match. At that point in the game you are not usually doing anything else anyway so there is no reason to not do this.

The second part of this is creating ‘Worker Pairs’. Worker pairs are two mining workers that are perfectly in sync, that is, right as one worker finishes mining the other one begins. Workers will eventually pair up themselves, but only after considerable shuffling about. You can manually create a worker pair by rallying a worker that is about to finish building to a patch that has a worker that is just about to finish mining. This will take some practice to get the timing down. You should only worry about this if you are not doing anything else at the time. Although it will help your income it is not significant enough to get distracted over.

 

‘Maynard Transfer’

Try to time your transfer so they start mining right as it finishes. Profit!

Named for its creator, the Maynard transfer involves overproducing workers at one base so that you can transfer them to an expansion base when it completes. Transferring workers in this way means that you can start reaping the economic benefits of an expansion immediately.

This technique is the standard now for nearly all top players and you should be doing it too. Simply continue producing workers at your main base and then transfer over 10-15 workers from your main to your expansion. Do this every time you expand and your economy will never dry up. This is also another great reason why you should never stop building workers.

 

Starting Buildings Right on Time

This is one of those things that will really make a noticeable difference, namely in how fast you can execute your build You want to start construction of each building at the exact moment that you have enough resources to do so. Basically, you always want your workers to be building right underneath themselves, every second spent travelling to build is wasted time.

In order to do this send your worker out to where you want to build the building before you have the correct amount of resources. Ideally you want your worker to arrive right as you get enough to build. But this sort of accuracy takes experience and practice, so don’t stress too much if you don’t get the timing right at first.

 

Giving Your Ranged Units Space

This one may not be as little as the others, because it can provide a great number of benefits. What happens normally is that your units will get rallied to a point in or just outside of your base where they end up in a big bunch. The problem with this is that they have no room to manoeuvre around or retreat if the opponent attacks, severely limiting their effectiveness.

It is much better to get into the habit of moving your units out towards your enemy, particularly if they are ranged units. Doing so gives them room to move around, gives you the space to kite enemy units (attack while staying out of range of their attacks) and it gives you an early warning of incoming attacks. Once you do spot an attack you can simply pull back to defend. Doing this has also seemed to help with breaking the passive mindset that has been a problem for me since I first started playing.

In Daily #189 “Newbie Tuesday: Losing to Early Pressure” Day[9] discusses how moving out with your units can help you deal with an early attack. Definitely worth checking out if this is a problem for you.

 

Stalkers out range Marines so you should always move them out against Terran.

 

Compensating for Lacking Hand Speed

This is a technique that you should employ if you find that you are simply not fast enough to keep up with the build you are trying to perform. If you are not fast enough what happens is that your resources will begin to build up simply because you cannot build as fast as the person who created the build. Remember, not everyone can play as fast as the pros. The problem is that most new players will not compensate for this difference in hand speed and will just ignore or waste the extra resources.

All you have to do to compensate is to add an extra production facility to your build so you can spend those extra resources. It is much better to do the build ‘incorrectly’ and spend that extra money rather than to just ignore it and try to play faster. Being aware of your limitations is a good skill to have! If, over time, you find that the extra production building does not see any use then you are most likely getting faster and you don’t need to compensate any more.

 

How familiar were you with the tips in this article? If you know of any more let me know in the comments below, I’d love to hear them!


Scouting With the Right Priorities

In this article I talk about scouting in the lower levels of Starcraft 2 and what your priorities with scouting should be.


I know i'm supposed to scout, but what am I looking for?

I know and i’m sure that you know that it is important to scout. You may even know specifically when you should scout, “Scout at 9/10 after building a Pylon”. I’m sure that sounds familiar. But the harder part to understand is why? The answer to that may seem simple, “To see what our opponent is doing”. But I have been noticing in my games that maybe that idea is causing all of my problems. I don’t really know what indicators of my opponents strategy i’m looking for when I scout, so I usually try to see exactly what they are doing. It can be pretty scary when you don’t know what your opponent is doing so it’s natural to feel like you want to watch their actions as much as possible. But you cant always have vision of your opponent, and on top of that you cant spend all of your time looking at your opponents base. We have to be building things, upgrading, expanding and building workers!

In the upper levels (the Pros) players are familiar with all of the possible things that their opponent could be doing in that particular matchup. They narrow down the possibilities based on what indicators they see until they know exactly what their opponent is doing. For example, DIMAGA recently played a game against MouzNaama, DIMAGA saw one indicator from his opponent, a Hellion. From this he was able to narrow down Naama’s plan to: A tank marine push, probably with Thors. See Day[9] Daily #254 for a cast/analysis of this game.

You will want to move towards learning all of the possible strategies for the match ups you play as you improve in league and skill. However, at the lower levels this seems to not be so important. Strategies are rarely executed cleanly and the indicators that the pros use will not really apply. Put simply, the lower leagues are super unpredictable and you will see all kinds of wacky strategies.

Because of the unpredictability of the games I see and because I couldn’t spend all day looking at my opponents base I settled for just checking if my opponent was doing something funky and then trying to see when he was going to attack. But with this approach I was never ahead of my opponent, I would just do what I was doing, hoping that it was right.

More recently I have been thinking:

“What if it’s not important to see what our opponents are doing, but rather, to see what they are not doing?”

Once I had this thought I started trying to use anything I saw to tell me what my opponent was not doing instead of trying to see exactly what my opponent was doing. I found that by noticing one thing, I could cross off another.

Some common examples I have been noticing include:

  • My opponents not getting gas early. That eliminates any tech options from their early game plans, they are either going to expand or rush with mineral only units. “I should stick around to see if they build a bunch of unit producing structures. They aren’t? Okay they are expanding, I should push or expand myself.”
  • I dont see an expansion early in the game. I can assume without seeing anything else that they are either building a large force to attack with or they are trying to race towards a particular tech. “I’d better build some units to defend with so I don’t die!”

Scouting in line with this thinking has greatly helped my early game knowledge of what my opponents are doing, and allows me to decide on an appropriate overall strategy. But after this the unpredictability of low-level play really prevents you from predicting your opponents plans with any great degree of accuracy. So how should we scout after this? I have come up with a list of your priorities in scouting that extend throughout the rest of the game.

These scouting priorities are:

  1. Finding out if or when an attack is coming. Your first priority is always to not die and knowing when the next attack is coming allows you to decide wether defences are necessary or whether you should expand.
  2. Maintaining map control. Map control is vital to your long-term prospects of winning and winning is your first priority after not dying. Vision helps give you map control as it allows you to detect you opponents troop movements and expansion attempts which you can then block.
  3. Intercepting harassment attempts. If you have map control your opponent will likely react with attempts at harassment with the aim of reducing your economic advantage or forcing you to pull your forces back. Having excellent vision will allow you to intercept any harassment attempts and prevent your opponent from taking map control from you.
  4. Finding out your opponents unit composition. Finding specifically what units your opponent has will allow you to build an attacking force that will be more effective against his.
  5. Seeing exactly what your opponent is doing. It’s easy to see why this is the least important function of scouting after listing the above. If you have map control and have denied any attempts at harassment, it doesn’t really matter what your opponent is doing inside his base because you have already won.

Scouting with these priorities in mind rather than trying to see exactly what my opponent was doing has given me a massive boost to my confidence in game. I realise now that wanting to see exactly what your opponent is doing is a natural response to the fear and uncertainty you have when you first start playing Starcraft 2. But it really is the wrong way to dispel that fear and uncertainty as it causes you to simply react to what your opponent is doing rather than taking control yourself.

After all, what makes you feel more confident? Reacting to what your opponent is doing or taking control yourself?



Starcraft 2 Economics

In this article I look at the four most important economic principles in Starcraft 2 and their place in the lower levels of play. Having a good knowledge of these concepts will help deepen your understanding of the game to the benefit of your play as well your appreciation of top-level players.

Strategy and economics go hand-in-hand in Starcraft 2. For those of you who are unfamiliar with economics; economics is not just related to money but also to production and consumption. These things are the basis of some of the most important concepts in SC2. These concepts are: spending all of your resources, the idea of constant production, the relationship between tech and army size and the idea of expanding. In this article I will introduce you to these concepts and explain why they are so important.


Spend!

Dual forges can help you spend that extra money.

There is this feeling that carries over from other games or perhaps even from life where we think that having a lot of resources is a good thing. One of the first things to do in Starcraft 2 is to destroy this notion. Your resources are not points! If you lose a match with 2000 minerals in the bank you should immediately know why. To further clarify, 400 Minerals is too much, 500 and you should start to panic!

Having trouble spending your minerals? Make sure you are:

  • Building workers.
  • Building army.
  • Expanding.
  • Researching upgrades.
  • Putting pressure on your opponent.
  • Building more unit producing structures.
  • Building static defences.
  • Not getting supply blocked (Build pylons/depots/overlords early and often).

If you get to the bottom of the list and still have resources, great! Now repeat those same steps.


The Idea of Constant Production

This is the first and probably the most important economic concept in Starcraft 2, and probably in other real time strategy games. You should be constantly producing both workers (SCV’s, Probes & Drones) and army units non-stop, back-to-back for the entire game. Constant production will help you both spend all of your money and get more (to spend).

Workers

From the very beginning of the match you should be constantly building workers. The optimum (saturation) amount of workers for one mineral patch is 3 per mineral patch and 3 per gas geyser. Thats about 36 workers in total. But don’t stop there, keep producing those workers. Once you have an expansion every additional worker you have produced (and probably a few more for greater efficiency) can be transferred over to begin mining immediately, giving your income a boost right away. Eventually there is a point where you will want to cut worker production, generally you will learn this point when you will get killed because your army is too small. I have found this point to be anything greater than 90 workers, on three active bases. Any more than that and I have found that my economy is much greater than what I can spend and that my army is too small.

Army

Unlike worker production you will almost never want to cut production of your army. If a unit producing structure is not currently doing anything then it is a waste of resources. You should train yourself to cringe whenever you notice that you are not building units from a building, I know I do whenever I watch my replays. In my article on ‘Getting Used to the Keyboard‘ I wrote about the idea of producing units whilst in battle and the advantage it can give you. If you can manage to do this without any pause you will find that you will be able to reinforce your army enough to overcome most opponents regardless of how well they control their army. Zerg players are known for doing something called a ‘300 food push’ where they are able to rebuild their army almost as quickly as it is destroyed.

Focusing on constant production alone can improve your play more than anything else can. It should always be in your mind and you should even play matches where your main focus is simply to produce non-stop. If you are having trouble maintaining constant production then I highly recommend you check out Day[9]’s Daily #132 where he talks about ‘The Mental Checklist’. Remember not to be too hard on yourself, even the pros miss a worker sometimes.

Note: Don’t queue up units, those queued up units cost resources that could be spent on other things. If you have the money to queue then build another production building and build from it.


The Idea of Expanding

It takes a while for an expansion to become valuable, at the moment this one is still a 400 mineral loss.

Generally speaking, expanding is a good decision as it effectively doubles (for each expansion) your unit production ability. If you were able to build constantly out of four unit producing structures on one base you will be able to do the same with eight on two bases. Each expansion also adds two more Vespene geysers that can be used to build a higher tech army. However, there is one additional thing to note.

An Expansion is a Long-Term Investment

An expansion costs a decent chunk of minerals, and those minerals could have been used to add more units to your army. So if you spend those minerals on an expansion you must be prepared to wait for the return on your investment. It is a good idea to expand when you are being aggressive, but if you were planning on trying to kill your opponent with your attack those minerals would have been better spent bolstering your force. So have a plan before you begin. Do you want to put all of resources into one powerful attack to crush your opponent? Or do you want to expand and play a longer game with the intention of out producing and strangling your opponent? It is very important to make this decision and not to sit somewhere in between.

I will cover the topic of expanding in a future article as knowing when, where and how to expand is difficult to learn and requires a detailed discussion.


Tech vs. Army Size

A small high-tech Protoss army faces an overwhelming low-tech Terran army.

How you spend your resources is almost as important as how quickly you spend them. It’s important to know that there is a direct relationship between level of tech and initial army size. In the beginning of each match you have only limited resources, specifically, 2 Vespene geysers available to you. This creates a a situation where you must make a decision to either have a larger army or a technologically superior one. Generally, a larger army is better than a smaller one, but higher tech gives you more options. With a higher tech army your objective will be to take advantage of your opponents weaknesses (such as exploiting your opponents lack of detection to harass with cloaked units) in order to buy yourself time to create a larger, more effective army.

How This Changes in the Late Game

As you move towards max supply you should begin to favour more expensive, higher tech units instead of the basic units. This will ensure that your maxed army is efficient, that is, more durable and useful. Day[9] discusses this concept in great detail in his Daily #249. It is important to realise the difference between the early stages of the game where you make the decision between a large army or a high tech one, and the late stages of the game where you almost certainly need to be favouring higher tech units.

My experience is that at the lower levels army size wins out over a teching opponent more often than not. Prior to writing this article I played approximately ten matches in which I built mainly Stalkers and Zealots in mass quantities whilst expanding and investing in upgrades. I won 80% of those matches, which is unusual because my win/loss ratio is usually around 55%. I am going to continue to test this method and I may end up writing an article on my findings.


Spending all of my resources and constant production are two things which I am struggling with. I always seem to end up with over 2000 minerals! But practicing Day[9]’s ‘Mental Checklist’ is seeing me steadily improve.

Which of these topics do you have the most trouble with? What have you done to improve?


Thanks to FaDeMeatex and the rest of SEA BattleNet for their input into this and other articles. Feedback is always appreciated.