This is part two of a two-part article series on mechanics.
This is the third article of The Elementary Series. I will cover basics of mechanics, and focus on macro. I will clarify some misconceptions, and provide some generalisable rule of thumbs. Micro will be discussed in another article.
In this short post, I will discuss how having idle workers after build commands can have its advantages, even though the disadvantages are obvious.
There are good harassments which deal so much damage that they pull the opponent apart, and there are also bad harassments which simply donate units. The effectiveness of a harassment hinges on how well the player stretches the opponent’s attention, and how little attention the player needs to execute it. I want to discuss about how the consideration of attention can improve harassment execution.