Download the Liquipedia app here!Download the Liquipedia app to follow Brood War!Want personalized updates on Brood War esports? Download the Liquipedia app on iOS or Android to never miss your favorite tournaments and matches!
Liquipedia app match pages updated! Liquipedia app match pages are overhauled! Download on Android or iOS! Liquipedia app's match pages got completely revamped with game data, standings, VODs and more! Download the the latest version on iOS or Android and read our update blog here.

Army Positioning

From Liquipedia StarCraft Brood War Wiki
This article may require cleanup to meet Liquipedia's quality standards. Please improve this article if you can.
[e][h]Positioning Your Army in StarCraft
Technique Information
Matchups:
All
Type:
Technique

Overview[edit]

In StarCraft as BOs are revealed and each side deploys, the amount of units increases drastically and each side has an Army ready to fight for the map. The ability to place this Army and use it to its fullest to control the map and fight the opponent is one of the most important skills in StarCraft.

Factors that determine where and how to place your army[edit]

  1. The stage of the match.
  2. The gameplan.
  3. The map and travel routes.
  4. Your scouting information about your opponent.

You should note that all these factors are not independent on each other, and your army positioning should be dependant as an overall result on them.

Positioning by Game Phases[edit]

Early Game[edit]

Unless a cheese or timed attack is programmed your army positioning should always be oriented to prevent scouting and to scout your opponent yourself as long as it doesn't mean unit losses. Your units should be always blocking your choke or ramp and chasing early scouting units.

Middle Game[edit]

The main factor in this stage is your gameplan and build order, as well as the scouting information you have. If your build is heavily oriented to mass units, your army positioning should be near the middle of the map to prepare for an attack. You may however want to hold back some units in case you are preparing a timing attack with an unusual amount of production buildings (say, an early 2 Factory attack in TvP or a 4 Gate Dragoon attack in PvP), showing just the amount of units to the opponent that would be normal to have with a more standard, economic build order.

If your build is more oriented to an economic deployment, your army should be at your choke in defending position. Also keep in mind your scouting information, as you may need a couple of defending units in your main mineral line if a drop is expected. The key at this stage is to defend and deploy until you have full information about your opponents plan and Build order unless planned otherwise.

Late Game[edit]

In the lategame or middle/lategame, the critical point about your army positioning is the layout of the map. This is caused by the fight being focused on map control rather than directly damaging your opponent. Whether you should defend a certain location or attack another will always be dependant on the travel routes across the map. Most of the time, you can see progamers moving their troops from one side to another, without making a direct attack. Thereby, they are using their army to control certain key travel routes in the map, getting ready to react to their opponent's attack plan, and at the same time being able to grasp any favorable opportunity to attack that they scout.

Positioning by Matchup[edit]

Some match-ups have certain rules of positioning and essential techniques you have to master. E.g. Protoss need to position their units well to break pushes against Terran. Since mirror match-ups often rely around very similar unit combinations, positioning gains added importance.

PvP[edit]

For more details, read PvP Positioning. If you know a lot about positioning, help the community by creating other match up specific positioning pages