Stupid StarCraft Tricks... #1
The idea of SST's (SuperSonic Transports? no, Stupid StarCraft Tricks) is to showcase amusing, usually wrongheaded, moves in StarCraft. Its purpose is not truly to make fun of those who get themselves involved in them (although that's a nice fringe benefit), but rather to make strategic and tactical points. In each case, the intent is to give a rapid overview of the game, and focus on the one or more moves that proved to be blunders -- hopefully visually spectacular blunders.
Although many have encouraged me to start the Stupid Tricks off with one of SoylentRed's many losses, that would be too predictable. I have asked Soy to help me write up the epic tale of my first 1v1 in about 4 months, which I spectacularly bungled, lasting under 10 minutes if I recall (he has the film). However, while you're waiting for that, I present the inaugural Stupid StarCraft Trick, courtesy of FS-Froggy, and FS-Anarchy.
The general intended audience of this trick is beginning to intermediate players; more experienced players may nonetheless derive modest amusement and, possibly, even more modest instruction, from the discussion at the end on fast expanding on temple. All those playing here, despite some appearances to the contrary, are quite talented players; three members of the FireSwarm clan (FS), two of them part time Idlers, and a full-time Idler, SoylentRed himself.
The Setting:
Lost Temple, a 2v2 with your intrepid reporter observing. Yellow FS-Rasz protoss at noon allied with Blue FS-Froggy zerg at 3. Teamed up to battle... Red FS-Anarchy protoss at 9, and Purple SoylentRed terran at 6. Anarchy goes forge first and then a fast expansion at his natural. Ras goes 2 gateways, then zealots, scouts Anarchy and finds his fast expansion while it's building. Froggy goes the standard 3 hatch zerg on temple with only 9 or so drones mining and mass lings. He doesn't build a hatch at his natural because of the presence of SoylentRed's terrifying SCV there. Soylent goes for his usual M&M's, with extra bats.
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Funny, what's that long blue line in the minimap, left? After some discussion, Froggy twice reassures Ras he can take Anarchy's fast expansion out alone. (She has about 8 zealots at this point; he has 36 lings). Using the spectacular "line dance" assault formation (below), he charges in. |

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Astonishingly, Froggy charges
in at Anarchy's expansion in a nice straight line and is ripped to shreds by four cannons (3
below; left; 1 on the bluffs that we can see firing, bottom right of
picture to left).
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The line dance formation achieves its expected results, as approximately 36 lings opposing 4 cannons and one zealot manage to take out... one cannon... nearly... and create a LOT of blood. Sad thing is, Froggy scouted this with a ling. He knew what was there... and is no newbie.
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With Froggy's lings out of the way, Soylent manages his patented SCV rush 'o doom, and wipes out Froggy's base. |
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Granted, there were two controls of M&Ms and bats involved, but the above shots featuring the killer scv's are funnier! Above left, we see Soylent's SCV wondering why the hatchery won't accept his SCV; above right, Soylent's SCVs battle larvae and an assimilator bravely.
Ras puts in a valiant effort to save Froggy, but her zealots are no match for Soylent's SCVs (above left). She attempts an expansion at her natural, but is reaver dropped by Anarchy, and the game is, alas, over. Her mass zealots make a sad, but futile attempt on the reavers.
Lessons learned?
Special Discussion: Protoss Fast Expansion on Lost Temple
Not all maps are created equal; more importantly, not all start positions are created equal. Careful analysis of Lost Temple shows that the 3 oclock start is perhaps the best place to do a fast expansion, especially for Protoss.
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Consider the base, above left (temple at 3 oclock). Here, any attempt to rush past the cannons is more or less useless; not only do the cannons protect anything assaulting the ramp (note the two blocking zealots), they also protect much of the fast expansion. As a final touch, the shield battery is within range of the defending zealots. In several simulations, this build will (if there are buildings protecting the cannons) held off 2v1 zealot rushes nicely. (Attackers used 2 gateway rush on 5 zealots each; defender used gateway, forge, 3 cannons, 2-3 zealots defense.
Contrast the above right base. (temple at 6 oclock). While the cannons defend the expansion nicely, the ramp is well beyond cannon range. All anyone must do is charge past the cannons (and live) to break through the ramp, which itself is also beyond shield battery range.
Anarchy's choice of a fast expansion at the 9 oclock spot was dubious-- while cannons on the cliffs will protect both the choke and ramp, they will do nothing for the expansion. Forward cannons will protect the choke, but not the ramp or all of the fast expansion. The noon position is similarly bad, perhaps even worse. Cannons at the choke do nothing to protect the expansion, neither do cannons above the ramp, and cannons on the cliffs above the choke do not protect the ramp or the expansion.
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