Book of Micromanagement
Sent in by Random Insanity!

*NOTE* Warning: This FAQ/Guide is copyrighted by Random Insanity. This FAQ/Guide cannot be reproduced in anyway without the author's consent. Email him at Cocacola6787@aol.com, or Cocacola6787@hotmail.com (if Cocacola6787@aol.com becomes unavailable).

Introduction: This guide is more of an FAQ, which is basically a more comprehensive version of a guide. This might take a while to read, but fortunately, you are a good learner :). Micromanagement, aka microing, is basically the use of special tactics which will make your attacking techniques more effective. You, the player, will the make the best out of your units' spells, attacks, abilities, and durability. Microing takes great skill and practice. It will take quite a bit out of you, but once you master it, it will seem like second nature to your SC skills.

Contents:
1) Micro vs. Macro
2) Micro Techniques and Tricks
3) This May Decide it All: DROPPING!
-A) Terran drops
-B) Protoss drops
4) Unit-Dancing (Get Yo' Fweak On!)

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-1) Micro vs. Macro

Macromanaging is the exact opposite of microing. Macromanagement involves massing on units and using them to attack/defend the opponent without any concentration or control. This can be seen on alot of games which involves $$$$$$money maps$$$$ (which suck, by the way, since you gain no skill from money maps). Here is an example on macroing:

PlayerA has just been hit by a huge Terran assault from his opponent. Due to his numerous dragoons and cannons, he was able to survive barely. He puts the remainder of his survivors near his choke*. Taking another 8 minutes of so to rebuild and regroup, he masses on dragoons until he reaches near his supply limit. He then sends all of his unupgraded** goons to the opponents base and presses the "Attack" command while clicking*** on an area in his opponent's base. During the eight minutes that PlayerA used to mass on these goons, PlayerB had built a good defense, quickly defeating the numerous dragoons. PlayerB then sends the remainder of his defense (which has been barely scratched) and uses it as a counterattack. PlayerA, too caught up with his "unbeatable" attack, fails to make a good defense****. PlayerB slaughters PlayerA, using great micro technique. PlayerB, being the good player he is, offers PlayerA shared vision and allies.

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Here are some key moments from this demo game. They are marked by the asterisks:

* - PlayerA made dragoons, and nothing but dragoons! This is a critical fault. There are many things that PlayerB could've done to massacre all of these goons (and he did). He also turtled himelf in by placing cannons on the sides and his choke, without deciding to defend his mineral line. A well placed multi-drop from PlayerB to PlayerA would've rendered PlayerA dead.

** - PlayerA didn't upgrade his goons. Not upgrading everything is one thing, but he didn't upgrade his goons (range from the cybernetics core, and mostly-/maxed-out Forges), and goons were the only thing he had! It's no wonder that his goons didn't do much during his large attack to PlayerB.

*** - Using the mouse is not really a quick way to deliver your commands. To the Starcraft "expert," the mouse is good for two things: moving and selecting. If you haven't already done so (like PlayerA), learn hotkey commands! For example, selecting a unit and then pressing "A" would have them attack. Then, move your cursor to an opponent/area that you want your unit to attack.

**** - Remember, while your attacking, or while your about to attack, leave some units behind! Also, make a few defensive structures, but not too much (waste of $$$). Cannons, bunkers, and sunkens/spores really help out as defense. Unfortunately, PlayerA only had cannons. His cannons should've been backed up with some of his units (High Templars's Psi-Storms would make Terrain infantry easy meat).
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As you can see, macroing vs microing end up having the microer claim victory. You ask, "what about macro vs. macro? Micro vs. micro?" The answer really, is that it depends on the game and the players. Whoever makes the best out of what he has will win.

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-2) Micro Techniques and Tricks

Now that you have a good idea on what microing is, why don't you try it? I suggest learning some commands and hotkeys. A good place is right here at Creep Colony! Here's the link: http://www.creepcolony.com/hotkeys.shtml

Moving on, here are names of micro techniques, and what they really are:

*~Unit Dancing~* - This is alternately pushing forward and retreating your units. This benefits you because you get to attack and damage the enemy, and you also get to escape from his ranged attacks. The term "dancing" comes from the back and forth motion of your units :). Here's an example:

PlayerA is attacking PlayerB with 2 hotkeyed groups of Marines, accompanied and being trailed by his medics. As PlayerA's MMs (Marine Medic) attack Player B's Dragoons and slowly pick them off one by one, he decides it's time to retreat and gain more healing time for the medics. After a second or so, he attacks again, and falls back once more. He keeps this up until he has broken through PlayerB's protoss unit defense, and then adds on to his attack; Tanks, Wraiths, and Science Vessels accompany the attack.

*~Hit and Run~* - This is almost like Unit Dancing, except you benefit from one major factor: you almost never get hit! Attacking with fast (and sometimes cloaked would be better) units, and then suddenly retreating, is a good way to eliminate many of your opponent's units. This is great for retreating opponent units, or opponent units that are going back home after a not-so-successful attack. Good, fast units include: Vultures (especially with speed upgrade), Wraiths (cloaked is better), upgraded Goons, and Mutalisks. Here's an example:

PlayerA has just attacked PlayerC, but PlayerB rushed to PlayerC to help defend against A's attack. As A's army goes back home, out of nowhere, PlayerB's 6 Vultures attack most of PlayerA's units, killing alot of them. In 5 seconds, the Vultures are gone. Player A "wtf's", realizing he lost alot of units without damaging any of B's units.

*~Pop n' Drop~* - I'll admit, I got this from Starcraft's Blizzard official site (blizzard.com, of course). XD! Pop n' Drop is a good attack because you slow down your opponent's resource income, and sometimes, you can almost be undetected until it's too late. Let's say your Protoss. You tech up to do a quick 1 Reaver 2 DT drop, and you have it going. Then you drop the 3 units in your opponents rez line. But is that it? Of course not! Here's what you should do:

As the shuttle releases the reaver and the two DTs, the Reaver makes quick work out of PlayerB's turret. The Reaver continues to destroy the CC (and it's splash damage damages alot of the workers!), whileas the DTs take care of the SCVs and any unit that tries to destroy the reaver. Constantly, PlayerA keeps on microing this attack, always having his hands busy. He focuses his DTs on one thing, then another thing, then another, then goes back to the first thing. This is an important part of microing: You don't have to focus-fire and kill something! Attacking more than one thing at different times, then going back to attacking the first thing again is better than focusing your attack on one thing and waiting until its destroyed. PlayerA is also continously refilling his reaver's scarabs, and can do anything he wants now. He can send in another shuttle filled with 2 reavers, or another 1 reav 2 DT set up. He can also send in the remainder of his attack to PlayerB's base. He SHOULD also be making a slight defense - light on the money, heavy on the defense.

*~Attacking!~* - This is the attack itself! Let's compare two games, both entirely exact, except one game will be macroed, and one will be microed. PlayerA is Zerg, PlayerB is Toss. See if you can spot the differences:

PlayerA's MACROED GAME: PlayerA has a good taskforce of many lings, many hydras, and many mutas. He decides to send in the mutalisks through B's side, while the hydras and lings move into B's front for a frontal assault. PlayerA sends in some Overlords for detection. PlayerA's mutas reach PlayerB's rez line! However, two cannons are pretty much most of B's rez defense. The mutas focus fire on one cannon, leaving the other cannon to fire at the mutas! A High templar comes and attacks with two Psi-Storms. He, of course, moves his peons (Probes) away before storming, otherwise his peons would die. As the mutas die, PlayerA's hydras focus fire on PlayerB's dragoons, one at a time. However, PlayerB's corsairs have just arrived out of their stargates and are making quick work out of the Overlords. Another templar storms the Zerg army, taking out alot of the lings and CRITICALLY damaging the Hydras. With the overlords gone, PlayerB's goons lure A's hydras into unsuspected DTs. Now,if PlayerA would've microed.....

PlayerA's MICROED GAME: PRIOR to attacking, PlayerA quickly used a Queen and parasited a unit on B's base. PlayerA sends in his mutas into the side and attacks the rez line. The two cannons is what is really bothering A's mutas, so he runs away for the time being. Remember, it's better to run away then waste your units. He scouts with his overlords to see what PlayerB has. Seeing that Dragoons are blocking B's choke, A decides to quickly run back and fill some of his ovies with his Hydras. He unloads them just between B's dragoons, confusing them and making them run rampant. A's cracklings make easy pickings out of a High Templar that B planned to use to eliminate this Zerg attack. Now, with his hydras and lings pressed into B's base (and distracting the cannons), Player A can safely send in his mutas to the rez line. Player B tried to pump out goons and zealots, but A simply kills them as they walk out of their Gateways. PlayerB, being the disgruntled gamer he is, whips outhis disconnect hack and leaves, preferring to lag off than lose!
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As you can see, PlayerA simply owned with his micro. Imagine if he tossed in some Queens? Queens are the sleeper unit of Brood War - not everyone likes 'em, and not everyone uses 'em. But they are good, and I recommend using them in every attack.

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-3) This May Decide It All: DROPPING!

This is it. This is the moment you've been waiting for! Actually, I have. But you're reading, aren't you? ;0). The outcome of an early attack(s), if any, will describe the result of the game. A good, well microed drop can ruin a player's income in the future of the game, and will result in his delay. Meanwhile, you can starve him by taking up every expo or additional mains, and you can attack him from all sides. Here are good, common drops, and here's how you use them. Note, I didn't put any drops for Zerg. Basically, controlling the Zerg itself takes microing naturally anyway, so almost everything you do is a mix of micro-/macroing.

TERRAN DROP
ŻŻŻŻŻŻŻŻŻŻŻ
-Classic 4 Vulture Drop
-2 Tanks, 7 Marines, 1 Medic
-2 Tanks, 2 SCVs, 3 Vuls


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CLASSIC 4 VULTURE DROP - This is by far one of the most renowned drops. This can win the game for you, and if you're really good, these 4 vultures ALONE can win the whole game for you. I don't like typing in building orders, since everyone has different ones and they work either way anyway. Figure out your own building order, though I recommend making a depot with your 7th SCV. As soon as you tech up to a Starport with a Tower, get a Dropship. By the time this Dropship is done, you should have 2-4 Vultures ready. When the 4 Vultures are ready, HOTKEY EACH ONE. This is the most important part of microing, HOTKEYING. Group each individual Vul into 1, 2, 3, and 4. Also, select al 4 Vuls and hotkey them to group 5. Using your comsat, scan for the opponent (if you haven't already done so) to find out where's the best way to enter his rez line. As you bring your dropship there, you should be: a)Creating a machine shop to upgrade vul thrusters and mines, and b)Adding on to your defense, just in case of a counterattack.

Drop the vuls! First things to kill: the workers. If the opponent retaliates (and they WILL), attack whatever unit comes your way. Quickly press 1, 2, 3, 4, or 5, then "a" to attack. Let's say 12 zealots are coming your way. Quickly hit the first zealot closest to you then run away, preferably back into the drop ship. Don't forget to use your mines as well! 4 vultures x 3 mines each = 12 good mines, 1 for each zealot perhaps! Unload your vultures somewhere else and keep hitting and running. When you get rid of the lots, attack the nexus. Congratulations! You have massacred his entire income, and critical amounts of his army. You can now do two things: Keep up your hit and run tactic and destroy his base, or you can send in the rest of your army and kill him. A tank push would be good. Note, that by this time of the game, you don't even need Wraiths of Vals!

Master this! It's a really good drop.

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2 TANKS, 7 MARINES, 1 MEDIC - This will, of course, take two drop ships. Minus the building order, as usual. By the time you acquire 2 ships, 2 tanks, and your MM(F)s, you should be 7-10 minutes into the game with plenty of minerals and plenty of gas. Hotkey what you think should be hotkeyed. I prefer hotkeying your 2 tanks, and grouping some of your marines. When you drop the tanks, have both of them siege, and put the marines behind the tanks with the medic not too far away. Keep the dropships on standby, just in case you have to evacuate. I would also suggest hotkeying your comsat, just in case of DTs or Lurks. Have your siege tanks attack the workers, then go for the nexus. Your marines should be able to stop any/most melee units that come by. Unsiege your tanks, and bring your MMs closer into the heart of your opponent's base. Bring your tanks in and siege them. By now, you should basically own them. Send in the rest of your army and kill them! Note, if you have become a better microer, your tanks should be only partially damaged!

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2 TANKS, 2 SCVs, 3 VULTURES - This works as effective as the above drop, more or less. The advantages with this drop is that you can repair your tanks and vultures. This should seem simple enough, once you're used to the above mentioned drop. Be sure to hotkey your vultures. Hit and run tactics are perfect for luring enemy units into your siege tanks. Your vultures can also take care of melee units. If DTs or lurkers get in your way, simply use your comsat. Hotkeying your SCVs would be good, too, as you can multi-task. NOTE: If your opponent gets early mutas or corsairs, you should have Wraiths, cloaked. If you think it's time enough for Vals, go get some Vals as well. From here, you can continue with a bigger drop or use a frontal assault.

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PROTOSS DROP
ŻŻŻŻŻŻŻŻŻŻŻŻ
-Classic 2 Reaver Drop
-Adding onto the Reaver Drop
-DT Dropping

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CLASSIC 2 REAVER DROP - This is where the pop n drop tactic REALLY works out well. Hotkey your reavers so that you can manage them and continuosly refill their scarabs. Once these reavs are in business, they'll need lots of refilling every second. I highly suggest that you upgrade more scarabs, then upgrade scarab damage. Drop the reavers into your opponents rez line, and kill the workers. If any cannons, sunkens, or bunkers are nearby, you can take advantage of the reavers long range and take out those defensive structures. Even tanks that come clsoe and try to siege will be victims of your reavers. Destroy the Nexus, and continue taking advantages of the Reaver's long range. Keep the shuttle close to the Reavers at all times for any necessary evacuations.

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ADDING ONTO THE REAVER DROP - You can always vary reaver drops. I usually do 1 reaver, 2 DT drops more than I do 2 reav drop. You can also send in an initial reaver drop, and then continue sending more units via other dropships. DTs, HTs for storming, goons, and Zealots are a good idea. While attacking with Psi Storm, you can meld two HTs while they are still in the enemy's base! Remember, hotkey your key units (basically, the ones you want to last the longest).

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DT DROPPING - Before loading your DTs, HOTKEY THEM!!! Hotkeying is IMPORTANT! As usual, group each DT from numbers 1-4, and then group all 4 with hotkey number 5. WARNING, this drop is NOT recommended against Zerg, as Overlords are natural detectors. If you are targeting Terran opponents, go for the comsat or any turrets first. Then, go after the SCVs, key buildings, and depots. Depots are probably the most important buildings to eliminate, because without supply, the opponent's barracks and factories are useless. After owning most of his base, send in more back up and win!

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-5) Unit Dancing

Unit dancing is a very good way to savour your valuable units. Let's say your playing PlayerA. He has a simple, but good, defense: 2 depots blocking the choke, 1 bunker filled with bats and rines, turrets for detection and anti air, and 2 tanks. You have 12 dragoons, 12 zealots, 1 HT, and an Observer for detection. Dragoon dancing is your best option! By dancing with your goons, you can eliminate those depots that stand in your way. If you use good micromanagement, you can have at most 10 Dragoons to spare! Using waypoints is good, too.

1) Use your 12 dragoons. Hotkey all 3 as 1 whole group, and hotkey others for individual groups. Aim for the depots. Attack for about 4 seconds, then back up! Of course, you'll receive a nasty blast from the siege tanks. Fortunately, they only break your shields and not your life. After 2 seconds of healing, go back for the depots once more! Keep it up, and run back. Once your done with one depot, consider your game one. Just opening up this one gap has already opened up a HUGE gap to his base.

2) Use your HT and psi storm the tanks, twice! The run back before the tanks destroy your HT.

3) Using your zealots, go through the bunkers, with dragoons backing them up. Update your hotkeys every now and then, since you'll be wanting to save your units.

4) Beware, as of now, the game should be 20 minutes in. Wraiths should be out now, so use your observer to detect them.

From here, you should know what to do! With enough practice, you'll be a micro god. I hope this guide/FAQ has helped you. Maybe we can play someday........

My name is c00l_n00b (those are zeroes, and that's an "L"). This is my famed newbie name; people like to get wins, I like to get losses! After I'm done killing a guy, I purposely leave the game to get a loss. Try it some time; it's fun.

CreepColony's Opinion: Wow, great guide!