So, though up to this point in time the only league I’ve played seriously is 3v3, I’ve started branching out a little. 1v1 is a whole different world, and I’m learning a lot. I think I understood earlier that there was such a concept as scouting, but until I started playing 1v1, I never really understood how important it was. Before, I always had my teammate to save my tail, now I have to make sure I know what’s coming so I can be ready for it. As long as I know what is coming, I usually let my opponent attack first, then counter if I’ve won that battle. Here‘s a replay that demonstrates this principle quite nicely (it’s a 2v2, but still). You scout, make judgments based on what you see, such as 2 gateways, 2 assimilators, and early spawning pool, etc, and then alter your build to accommodate. In this case, all we had to do was build zerglings. I like zerglings. Especially the fast ones.
The concept of countering has become more important as well. In team games, you can counter to a point, but there are always more players and more units. Team games, especially 4v4, seem to boil down to not which units you make, but how many.
Team games, especially 4v4, seem to boil down to not which units you make, but how many.
I’d also like to point out how my teammate set up his defense. He essentially creates a choke point at one of his spine crawlers, sets some roaches in the path to tank, and has the spine crawler and queen pewpewing from behind. Evolution chambers can be effective walls as zerg, as they only cost 75 minerals and have more hp than a supply depot.
Finally, I’d like to mention the lamest strategy I’ve encountered in 1v1 – the marine/SCV rush. I’ve only seen it once, but here’s the general idea – you build 6 or so marines, and then move in to hit. The plan is to have your scvs soak up the damage while your marines shoot the daylights out of your opponent. Well, this guy tried it on me, and it failed.
Well, that’s about all I have to say right now. That, and Hawkeye and I recently made plat in 2v2′s. I’m sure I’ll write more about that later.


One of these days, I should fix the issue with SCII not replaying, well, replays.
I had an issue like that – all I had to do was make the Starcraft 2 launcher the default program for .sc2 files. Hope your problem is not more complicated than that. And . . . you really should watch those replays. I think it’s hilarious when people try cheese and fail.
I tend not to write comments on blogs, but your post urged me to praise your writings. Thank you for writing up this great read, I’ll favorite your blog and check in occasionally. Happy blogging.
Another cheese I used to find difficult to deal with is a photon cannon rush. This is just where they try and build photo cannons in the fog of war near your base so you don’t see it coming and before you know it there are cannons in your mineral line. The first times it happened to me I couldn’t stop it (this was in the beta) but I’ve since then realized that I just wasn’t scouting properly like you mentioned you need to be able to see what’s coming so you can counter it. The best way to counter a cannon rush i’ve found is to hurry and throw down a forge and get cannons of your own. Your opponent can’t build cannons in range of your cannons, so it’s just a stand still until you can take out his cannons (since he’s ruined his economy to try and rush you in most cases) Sorry this comment is so long lolz