|
Community Manager
|
Edited by Daxxarri on 11/23/11 1:21 PM (PST)
Strategy, tactics, and skill. At the heart of StarCraft II are the legion of skilled tacticians and brilliant strategists leading armies of zerg, protoss, and terrans to war across the scarred battlefields of the Koprulu Sector. Knowledge is power; the greatest commanders throughout history earned their victories not merely by virtue of strategic brilliance, but also by applying themselves to rigorous study of warfare and the tactics used by those who fought before them. You too can tap into this valuable resource, and that’s where StarCraft Art of War comes in.
Are you a veteran player? Are you new to StarCraft II and striving to improve your skills? In this weekly feature, we invite players of all skill levels to ask questions, share their tactics, post replays, and provide advice for understanding and defeating today’s most popular units or strategies. In this week’s holiday edition of Art of War, we’re talking about keeping your army fed: Supply. Most players know a build order, but how do you manage supply mid to late game to avoid getting supply blocked? How do you balance your army between attacking units and workers at each stage of the game? Art of War Rules:
|
#1
11/23/2011
|
|
A great way to manage supply is to always try to keep a certain buffer up depending on your level of skill. Say, you might tell yourself to always build supply depots whenever your supply reaches 10 away from the limit. This way you know to build depots faster as you climb to the top more quickly as well.
Hitting the mid-late game usually makes it difficult as proper macro will go through supply quickly, so you want to at that point always be making depots, and if you want to remember more easily just try to build them near the vision of wherever it is in your base that you're looking. Use them strategically to prevent run-bys as well as make it difficult for a drop to maneuver into your mineral line. Another thing to remember is that once you hit the mid-game your food count is incredibly important, but if you get stuck and have to use a supply drop don't take that as an excuse not to build another depot. |
|
I think with supply for me, after I get towards the mid-game, my production facilities create at such a rate, that it is equal to the number of supply depots. So I have an SCV constantly making supply depots, and have another one hop on to make an extra one if I am getting close to being supply blocked!
Remember what Day9 said, "Pylons and Probes!" it will help you so much! Constantly making worker, and constantly making pylons, supply depots, overlords, will keep you from much of the issues of poor play. Trust me, it's very difficult to over-make workers than to under-make workers. Remember: GL HF! And enjoy the game, and learn from it! |
|
for me it depends on my mineral ratio
if you find your self with like 500 min+ and ur blocked I would just double supply cuz ull prbly be blocked again soon if u find ur self with 800+ min and ur blocked i would build 2-3 supplies and a cc so that the extra supply kicks in a lil later 1000+ and i get 2-3 supply depots going with shift so more are built later When i go through my macros and hit my cc thats kinda of my reminder to build more supplies |
|
It's always key to stay tight to supply. Making an extra pylon too early can usually ruin the build in the early game.
As for the mid-game, I like to stay ahead of supply always by about 2 pylons. In-case of some air drop/air harass, it's always key to have 1-2 units prepared, but in-case they're not enough, a big warp-in is key. Late-game is whatever, just keep up with tech and upgrades ;) |
|
As Zerg.
Your are gonna find yourself supply capped a lot if you build overlord 1 by 1. Remember a hatch produce 7 larvas/40 sec (if you inject... which you should) and comming to late game, most unit takes 2 foods (roaches, hydras, infestor, mutas...) and considering the fact that you will have at least 2-3 hatch by that time, always build 1.5X hatch of overlord rounded uP Exemple : you have 3 hatches, so every 40 sec try to build 4.5 = 5 overload, this will use 5 larva and give you 40 supply, with 3 hatch you should have 21 larva, so 16 for troops, 16X2=32. In the end you will not be capped. Remember, an overload need 18(not sure) secs to build, so the one that you use in a "round" will be up for the next one. As for worker/army, it really depends on the situation, i try to keep the worker count anywhere between 60 and 75 on really macro intensive games. More then that will cause your army to be smaller. Although you can have a better econ, you opposant will have a stronger army, and you are in danger of getting steamrolled. |
|
I try to constantly build pylons. If my entire natural is all powered up, I move on to powering up expos
|
|
I find that if you are having trouble getting supply blocked mid to late game... start creating the simple habit of watching your supply level. Many times i find myself immersed in the micro and unit production of the game and forget to simply look up to the right to do the Day[9] checklist routine of checking your resources and your supply.
|
|
I try to have 1 more pylon/supply depot than I need at all times.
With Zerg I always seem to have a lot more OLs than I need when I'm droning so I don't get screwed/supply blocked when I decide to mass my army all at once. |
|
Edited by Bobucles on 11/23/11 2:04 PM (PST)
Just spend dat money, yo. Doesn't matter where the supply goes, as long as you don't cap and units keep hitting the field.
How do you balance your army between attacking units and workers at each stage of the game?Late game the magic number is around 70'ish workers. Fewer will hurt overall income, and too many will restrict the army. Funny enough, 70'ish/200 was my magic number in Age of Empires 2. Timing pushes and a multitude of strategies will cut workers at various times. For everything else, it's all about maxing out the economy without dying. |
|
As a zerg player, I tend to run tight on my supply for the first 24 supply, but after that, I tend towards having one or two more overlords than will be needed for the next larva/drone cycle in case I suddenly find myself in need of multi-supply costing units because I'm scouting an incoming push leaving the opponent's base. I also typically run on the assumption that my 6-7 minute scouting overlord is going to die. If it doesn't, than woot. I typically go for 75 Workers tops, but occasionally go for 90 if I have hold of 5 bases with at least 3 of them able to produce minerals in addition to gas.
As a Terran, I definitely have a preference to OCs over Supply Depots going into the late game due to the extra economy for lower supply. |
|
In the early game, I follow the build of a 4-gate and build just enough to stop a rush.
I usually build pylons by need of powering my buildings. By the time my main base is filled, I usually have 70-110 supply. I build just enough units to fend off attacks while teching up and expanding. My bad memory makes it hard for me to remember to constantly build pylons so I build them only when I expand which is around a +42 or +34 supply limit everytime. I expand 2 or 3 times depending on the map size and I'm pretty much done. When I reach late game, I'm usually forget about economy and am either duking it out with my opponent or just glaring at him from across the battlefield. Unless my minerals start running low or I get supply blocked, I'll either expand again or build a few more pylons to max out. |
|
Edited by Inferno on 11/23/11 2:11 PM (PST)
Well getting supply blocked rarely happens to me these days and I don't really think about it, so I can't really offer any insight on the matter, just check the top right corner every few seconds to make sure your spending money and have enough supply to make a full round of units. If you are a newer player and having difficulty with this, try to work out a build and get the first 2-3 pylon/depot/overlord timings down and then start just making sure you don't get supply blocked. It is better to have 60/100supply than 60/60 for a long period of time, just don't go overboard, it is actually worse to have 30/200 supply than to be supply blocked for a bit, but at the same time it is easy to fix that problem and get to a more reasonable amount.
As for workers vs army supply, generally you ideally want to go for non stop probe production, using as much chrono as you can on nexuses until you get to about 80ish (I don't aim for a very specific number though, 66 is ideal 3 base saturation, 88 is ideal 4 base saturation 90 is max 3 base saturation, basically anywhere between 66-90 is decent, erring on the higher end is probably better if you are a newer player). If you are diamond or above there are good times when you can cut workers, generally when you are about to attack (some builds have this build it like 4 gate or 2 base timings with 16 probes on minerals and 3 per gas), but in general if you are trying to end the game or do significant damage it may be a good idea to cut workers, this can also happen if you have been "stuck" on like 2 base for a good period of time, it may be best to cut workers and attack while trying to take a third. The other time is to defend an all-in or semi-all-in, for example, the 1/1/1. In this case you need to have good map vision and mini map awareness, or just good timings. For example against the 1/1/1 if you don't know timings you should have a probe or stalker (stalker not recommended if marauders mixed in or not confident in moving it in time) outside his base, sometimes the watchtower isn't close enough, unless you are already playing pretty safe. On the other hand if you can identify what is happening, like most 1/1/1 builds you know to chrono probes as much as you can until about 7:30-8 mins, which gives you a significant enough lead in economy and about 2 minutes to focus on making the biggest army possible. |














