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drop idea 3: push up the cliff

Consider a terran bot which is on low ground under the cliff of its enemy’s base and pushing toward the enemy natural. Some bots bring vision along and fire on buildings in the enemy base. Because terrans are strong in defense, defeating the push needs either a greatly superior force, or a coordinated push-break which today’s bots can’t pull off. Looking at it from the other side, the attacker needs to move the push forward to tighten the screws, but every movement introduces some risk—the push is weaker while tanks are repositioning.

Instead of pushing the long way toward the natural, terran could bring a dropship and push up the cliff, the short way into the enemy main. Pros don’t do that—they go for more dynamic dropship play. But players who are at the level of bots often like the cliff push. It’s hard to defeat at that level. The units dropped on high ground are somewhat cut off but are supported from below, and if they are lost the cliff protects the low-ground units and the cliff push can be resumed with reinforcements.

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krasi0 on :

I'd be interested to know why pro gamers don't use the drop up the cliff. Is it because the other pro-level could easily deny that attempt?

Jay Scott on :

I would also like to understand that better! Today’s game of Flash vs. Sea on Taebaek Mountains (a map pretty much made for cliff shenanigans) did feature a cliff drop by Flash of a tank and two vultures. (On that map, cliff vultures are in range of the natural mineral line.) Sea had wraiths and coped well enough. Sea gave priority to shooting down the dropship before dealing with the cliff units, which gave the tank enough time to kill the refinery, so the drop was a least a minor net gain. My guess is that wraiths are seen as too dangerous to the dropships. But I’m sure it depends on the maps and how easy they make it to monitor the approaches.

Jay Scott on :

Oh, but as for why pros don’t PUSH up the cliff as opposed to simply DROPPING on cliffs, I think I have an idea. I think it’s too slow and risky for them! I think they’re able to identify the critical times and places when the opponent will be unable to respond, and try to manage the flow of the game to reach that critical point—THEN they drop. For example, when the terran is out of place and struggling to keep up, they may drop on the factories to shut off production and win on the spot. I think they see cliff pushes as not the right way to reach the critical point. Drops short of doom drops are mostly meant to make small gains or to shape the flow of the game.

Jay Scott on :

Heh, on second thought that’s not a very complete answer. But it’s what I’ve got for now.

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