Of course, this might be considered to be a gross simplification in many cases, but the point of this post is just to explain the basics, so here we go.
1) Rushing.

2) Turtling.

A 'Turtle' is a term used to describe spending your resources towards a more defensive strategy, often at the cost of economy or control of the map.
3) Booming (yay).

These three 'core' strategies tend to have a rock-scissors-paper interaction.
A Turtle will beat a Rush, since Turtling is a strategy designed specifically to withold an early-game attack. Also, a rush tends to be more economically demanding than a turtling strategy. This means that if the turtling player survives the rush, she or he will tend to be economically better off and in a position to decide where the game goes next.
A Boom will beat a Turtle, since the turtler will be spending resources mounting a defence for an attack which never comes. Instead, the boomer will have such an economic advantage that they will be able to produce enough combat units to power through whatever defence the turtler creates with its weaker economy.
A Rush will beat a Boom since the boomer will have inadequate defences to deal with such a fast attack.
In future, I plan to explore these generalisations in more detail. Remind me to save that idea for a future article. :]
Cheetah picture from: Jason Bechtel
Turtle picture from: Swamibu
Honeypot Ants picture from: Tom D.
Good Blog :)
ReplyDelete