StarCraft Art of War — Choke Points

StarCraft Art of War — Choke Points

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, executing and defeating today's most popular strategies. This week, we're analysing: Choke Points.

Choke points are significant map features that can dramatically affect the outcome of a battle. Speaking for your favored race, how do choke points affect your play against each of the other two races? How does their presence and placement on a map affect your unit compositions and defenses?

Join the Art of War discussion here.

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ReluxOr #653
ReluxOr
21/02/2012
Buildings are a good way to create choke points. The highly efficient protoss forge fast expand rellies on creating a small gap between your buildings and cliffs. In that way zealots are incredible gate keeper, especially if supported by one photon cannon, they can hold an army. Terran supply depot is the perfect gate for walling, obviously. Even for zerg it is essential to place well carwlers and evolution chamber in order to prevent early game rush strategies.
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ReluxOr #653
ReluxOr
21/02/2012
Typically, ranged units will favor choke points whereas melee units will try to engage in the open. Likewise, small groups of units tends to favor choke points whereas large group don't. Thumb rule will be that terran allways want to engage in choke point, zerg allways in the open. Protoss have to adapt to their oponent : they have to favor the open against terrran and choke points against zergs.
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ReluxOr #653
ReluxOr
21/02/2012
Protoss have the incredible power to create choke points thanks to sentrie's forcefield. Indeed choke points are very crucial for this race usually outnumbered by the opponent. Good placement of forcefield will definitively make the batlle as usually in 1v1 any protoss unit will overpower terran or zerg counter part.
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BALiKA #874
BALiKA
20/02/2012
As a zerg player I am always looking for open areas to fight on, if the opponent is camping in a choke point I will try to attack from two sides, that will make the attack much more effective.
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HÿenaA #191
HÿenaA
20/02/2012
build 3-4 spinecrawlers at it, and 3 queens and use the "T" ability on the spinecrawlers when they have yellow health bars. =)