The Big Picture on Macro and Micro

The Big Picture on Macro and Micro

In our previous articles, In the Vernacular: Learning the Language of StarCraft (Part 1 and Part 2), we highlighted a small portion of the vocabulary that makes up the lingo StarCraft players use to discuss the game. Two of these terms, micro and macro, are among the most used yet they remain mysterious to many newer players. Your ability to execute macro and micro within a match can be the difference between a crushing defeat and a glorious victory on the battlefields of the Koprulu sector.

Let’s take a look at the broader definition of macro:

  • Macro - Short for macromanagement.
  • Macromanagement - A strategy that focuses on the "big picture" and typically refers to the simultaneous supervision of structure production, mineral/gas/supply counts, and general unit position.

In a previous discussion, The Price of Victory: Managing Resources, we asked for your advice on how to manage resources as part of the larger strategy and saw a lot of great discussion. Understanding the in-game economy, such as the true costs of production, in resources and time, all falls into the "big picture" that macromanagement covers. Add in core knowledge of what resources or defensible positions each map offers, and you begin to see how having a solid grasp of that big picture can be vital.

Let’s take a look at the broader definition of micro:

  • Micro - Short for micromanagement.
  • Micromanagement - A strategy that focuses on the skillful manipulation of individual or groups of units on the battlefield to successfully attack and defend against opposing forces.

There’s more to each match than the big picture, and any veteran player can tell you that without a solid grasp of micro, you're throwing units and resources away. Understanding unit positions, counters, and individual unit abilities can turn the tide in any skirmish. 

Combine the macromanagement and the micromanagement needed to secure victory against a strong opponent and it begins to look like a tall order. Given time, practice, and a little advice from peers, what seemed like a daunting challenge can be whittled down to size and what seemed like an impossible balancing act can become second nature.

As a part of our ongoing discussions on player strategies, we wanted to ask you for your best advice for managing macro and micro. What tips can you share to help keep it all under control?

Report Post # written by
Reason
Explain (256 characters max)

Reported!

[Close]

Comments (154)

Login to rate
Conquerer #508
Conquerer
5/4/2011
To everybody, always remember that until you get to plat,

macro>micro
Login to rate
Hooftodaface #125
Hooftodaface
9/10/2010
k yjhtghtyjnvkl,cyrgccccccccccccccccccccccccxcxxxxxxxxuyutjuzzzzzzzzzzswdrhgfgrth6thththtrtgmx;l, xndmx shjg bru
Login to rate
Krieger #495
Krieger
8/8/2011
@Hooftodaface: But you forgot that that is the most important thing both to remember and keep in mind.
Login to rate
Loneth #308
Loneth
9/9/2010
When someone quits after an unsuccessful early rush it's because they can't micro and macro at the same time. In other words, They didn't build much of a defense or a backup force to deal with the counterattack. While it is easy to hotkey the zerg hatcheries, you can do the same with the other two races as well. Simply use the shift + the number to have all your training buildings on one number then tab through them. It is tricky at first, but with practice it will soon become second nature.
Login to rate
Maccelerate #619
Maccelerate
9/9/2010
Keep spending minerals, get expansions when on the offensive, and target units to counter first. An example is select your immortals and specifically target marauders and siege tanks, marines are a waste of firepower.
Login to rate
PsychoDude #629
PsychoDude
9/8/2010
As a Zerg player i know this Philosophy holds true, and it also holds well in any race, or play style you try: 1- it is NEVER too early to start training, but watch your balance between workers and zerglings/marines/zealots
2- try to keep building plyons/supplydepots/overlords with each new command/build cue
3- when you start training, DONT STOP TRAINING NEW UNITS!!!! playing against the AI has taught me that, then with the new units you do train, you can send them to help reinforce your current attack, cover an allies flank, or prepare a new wave if your other is about to die. no matter how you look at it it only makes sense to keep training, even when fighting, and i know how hard it is to keep up with buildings when you see em dropping banshees in the middle of a roach attack...
4? keep practicing!!!! no matter whether you win or lose, always look at it in a positive outlook, if you win, look back to see what you didright, and what could have gone wrong, if you won, look back and see what you could have changed, and adapt after that!
5- HAVE FUN!!! dont forget that this is indeed a game, and it is meant to be fun to play, so dont be afraid to go nuts and send a few jokes over all chat, its still ok to try to be friends
Login to rate
RAMROK #182
RAMROK
9/8/2010
I think the most intense part of the game- is the campaign story mode. When Raynor is talking to Horner and Tosh about,"There will be another Mengsk and another after him." Made me think about political issues like people in power or notorious/responsible mass killings or oppression. Such as Saddam, Bin Laden, Kim Sung, Castro, and Hitler . Makes me wonder whose next on top of the food chain.......
Login to rate
RAMROK #182
RAMROK
9/8/2010
I think the most intense part of the game- is the campaign story mode. When Raynor is talking to Horner and Tosh about,"There will be another Mengsk and another after him." Made me think about political issues like people in power or notorious/responsible mass killings or oppression. Such as Saddam, Bin Laden, Kim Sung, Castro, and Hitler . Makes me wonder whose next on top of the food chain.......
Login to rate
ArsMoriendi #835
ArsMoriendi
9/7/2010
Control group your production buildings, learn the hotkeys, and make each unit be worth its cost. Micro will win you battles, but macro will win you your games.
Login to rate
MuppityDoo #130
MuppityDoo
9/7/2010
watch the experts play on youtube or some other videos of starcraft. those guys are quick bouncing to and from microing and macroing. it all comes down to practice. the more you play, the more natural it will be to hotkey ure building, build units, at the same ure nuken the crap outta them while sending seeker missles to take out those hydras. but as a zerg player, i LOVE to muta harass. while im harassing and taking out defenseless workers, im also producing more mutas at my base by hotkeying my hatch(es), produce a few mutas or lings depending on resources, and continue on moving mutas from expos to expos until my opponent(s) gg =D sometimes im microing so much i don't even realize how many mutas ive already macroed out. and then when i hit the backs of peoples bases and their expos with say 20+ mutas, i can feel the tears of pain from the other side bwahahaha
Login to rate
DALEXThEPoO #965
DALEXThEPoO
9/7/2010
control group is the key.group ur buildings that marco units so while ur fighting u can save ur units and macro for a second push.
Login to rate
DALEXThEPoO #965
DALEXThEPoO
9/7/2010
control group is the key.group ur buildings that marco units so while ur fighting u can save ur units and macro for a second push.
Login to rate
DALEXThEPoO #965
DALEXThEPoO
9/7/2010
control group is the key.group ur buildings that marco units so while ur fighting u can save ur units and macro for a second push.
Login to rate
Shagohad #739
Shagohad
9/7/2010
Don't forget how cool the shift key is. Especially when leap froging seige tanks or othe time consuming tasks.
Login to rate
Grits #385
Grits
9/7/2010
@Shagohad: what do you mean? what shift + tank thing
Login to rate
DangerDude #733
DangerDude
9/7/2010
@Grits: A few days ago I wouldn't have known what he meant either, but I just discovered this.

He means you can cue up actions using the shift key. For example, when leapfrogging tanks you could press the un-siege button, wait, right click where you want them to go, wait, then press the siege mode button. Alternatively you could press the un-siege button, then during the animation (and 4 second wait time) hold shift and right click where you want them to go, and (still holding shift) press the siege button. This gives you the option of looking somewhere else and managing somewhere else while your units carry out your orders, rather than watching them and waiting to give the next command.

It's also useful for ordering vikings to convert to ground mode when they get to their destination or creating a path for your dark templar around the enemy detectors.
Login to rate
Hax
9/7/2010
Learn your hotkeys, use your control groups!
Login to rate
Dalydir #929
Dalydir
9/7/2010
I will definitely agree with the way points for scvs, like when they're building supply depots or missile turrets too. Its great when you can give them 8 commands to build many things, then 5 mins later after a battle, you come back and find that the SCV decided he wasn't going to do the work because he got stuck behind a supply depot/missile turret in a corner and decided the rest of your work was not worth doing. Thanks Mr SCV!
Login to rate
Archon #889
Archon
9/9/2010
@Dalydir: You never want to have one scv build multiple things. That's bad macromanagement. If you have an scv shift ordered to build a new building that means you have the resources to do it and keep in mind that scv's aren't probes--they take time to build so instead of using that one scv for 10 buildings which will take 20 minutes, use 10 scvs for one building which will take about 3. Never exceed 800 minerals/gas or you'll lose the bigger picture.
Login to rate
CombatLobsta #886
CombatLobsta
9/10/2010
@Archon: It works well with supply depots. Que up maybe 3 at a time so you're not out so many minerals, then your supply will gradually keep with your production.
Login to rate
Pain #787
Pain
9/6/2010
Think fast, don't forget anything.
Login to rate
Roconar #261
Roconar
9/6/2010
If you are playing zerg, it helps to put all the drones on minerals in your main into one control group (I put them in 0). You can then use drones from this control group to quickly build zerg structures. (Make sure not to put any gas drones into this control group, because you'll forget to replace them.)
Login to rate
Horus #426
Horus
9/8/2010
I've never tried this and I can't wait to do so.
Login to rate
Kestrel #451
Kestrel
9/6/2010
As zerg it comes down to knowing when to make workers with larva or when to make units to defend or attk. Also helps when u qeue up ur army abit eg. 1 for melee, 2 for range, 3 for special, 4 for queens, 5 for hatchs, 67890 are for special scouting/mini harassment purposes.
Login to rate
AricTaylor #632
AricTaylor
9/6/2010
i like to rush with sieges. is that microing? xD
Login to rate
Kemera #518
Kemera
9/6/2010
1) Constantly produce workers through out the match
2) Que actions to your workers, if you shift click commands you can string multiple commands together, so lets say you throw down 3 barracks at the same time, then you go attack your opponents. You can either have 3 workers idling outside your mineral line, or you can hold shift and click on your mineral line and have three productive and happy workers.
3) I'm sure this will be mentioned dozens of times in this thread, but you need to hotkey your production facilities and build while you are fighting. Constant troop production from any race can overwhelm opponents.
Login to rate
AzraelTAOD #302
AzraelTAOD
9/6/2010
@Kemera: or if ur good u can build one barracks, attack, when that barracks is done build another and start producing out of that barracks..instead of throwing 450 minerals down
Login to rate
Archon #889
Archon
9/9/2010
@Eagleman: One barracks doesn't cut it in a pro game.
Login to rate
Maillig #986
Maillig
9/6/2010
One problem I have is that trying to manage my econ at the same time as army causes my army to die. I much rather do a lot of damage and have little econ than do little damage and have great econ. Of course when i'm not in battle i'll marco up but otherwise...
Login to rate
Doomwaffles #534
Doomwaffles
9/5/2010
set all your bases even when you expand to the lowest number keys and constantly switch back to them and make workers throughout the battle.
Login to rate
Balgus #243
Balgus
9/5/2010
In micro, an essential thing is to draw back the wounded, losing a unit means less damage your able to do. And even if your unit as only 10 life left, he can still fire at full capacity.
Login to rate
MGmagic #556
MGmagic
9/4/2010
If anyone's interested in improving their micro, I do have a whole thread about micro techniques in the general discussion labeled General Micro.

The post highlights the basic ideas, then describes them detail, and provides examples. It is even complete with replay coverage that shows the micro at work.

So if your seriously thinking of improving your micro, the URL for the post is:
http://us.battle.net/sc2/en/forum/topic/627975325
Login to rate
MGmagic #556
MGmagic
9/4/2010
If anyone's interested, I do have a General Micro thread complete with replays (the links are at the bottom in my posts for now).
It covers everything I could possibly think of.

It is, however, extremely long, but it highlights each thing and then describes it in great detail (if you kinda know what your doing you can probably just read the first few sentences of each to remind yourself).

So for those of your actually interested in getting a good micro, here's the link to my thread.

http://us.battle.net/sc2/en/forum/topic/627975325?page=1#18
Login to rate
RatsoRizzo #611
RatsoRizzo
9/4/2010
Though Zerg is best for macroing the fatc that u constantly build can be suprizingly devestating at how much ur drone count on mineral line gos down
Login to rate
RatsoRizzo #611
RatsoRizzo
9/4/2010
Though Zerg is best for macroing the fatc that u constantly build can be suprizingly devestating at how much ur drone count on mineral line gos down
Login to rate
RatsoRizzo #611
RatsoRizzo
9/4/2010
Well in early game(15worker count)If u get gas early then somtimes the xtra money being spent on an expansion desnt do any harm unless ur talking about an ooponent who purley made units every second of the arly game and then pump out gas units for defense its like the xpansion might as well have been put down
Login to rate
Ared #520
Ared
9/4/2010
Even though there are a lot of people that say fast expanding is great, I only do it on a situational basis like against a turtling terran/protoss or they fast expand as well. With the state of the game where 80% of opponents just LOVE early game rushes I'll generally stay one base for the first 5 minutes of the game (some even quit once their rush fails lol). Once I get a small enough force to stop most rushes then I will expand or I'll mineral dump into spine crawlers or something. This is just IMO
Login to rate
InfestedEdoo #549
InfestedEdoo
9/4/2010
if the zerg have taught me anything is build lots of expansions early, mass minerals and gas, and build like hell. If you run out of gas, waste all the minerals you have at the time on 1st of the 1st tier unit (marine zealot zergling), hell microing them into fighting always works, and they provide support, and like always gotta keep minerals low.
Login to rate
AJames #158
AJames
9/4/2010
I've never understood how people Micro and Macro at the exact same time… I can only do them individually, and when I try to do both, the second I turn to Macro when in a battle my units start dying.
Login to rate
ZombieWolf #336
ZombieWolf
9/4/2010
@AJames: amen to that