Best RTS Out There

Shock and Awe

Winter is Coming
Sep 6, 2008
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I personally am fond of Sins of a Solar Empire and Company of Heroes at the moment. Both of them are deep and interesting games, but for different reasons. In Sins an economic model can make or break your Empire, no cash=no ships, no ships=your fucked. I love it because it because it is huge and you have to think your actions through, you cannot rush your opponent and expect to win the game in one early swoop, that almost always leads to defeat.

Company of Heroes is the opposite of Sins, its very detailed and combat driven, if you can play your cards right one unit can hold off an army until reinforcements arrives, thanks to a great cover and suppressive fire system. It does not concern itself with the intricacies of economics, instead it focuses on a combat driven gameplay.

I would say Rome: Total War, but that game it turnbased at heart, only with RTS tactical battles, though I love it enough to mention it anyway. =Dt8Nf1MK7lts
 

ShockValue

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May 8, 2008
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I rarely play real time strategy games, so my experience with them is quite limited. The only ones I've played are Company of Heroes and Dawn of war, so I'll have to go with Company of Heroes as my personal favorite.
 

BloatedGuppy

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Starcraft takes too much guff for its simplicity. There's a tactical elegance in that simplicity that is difficult to overstate. Other games may be more feature rich, but Mouse Trap is more feature rich than Chess, and that doesn't necessarily make it a better game.
 

Vhite

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My favorites are Warcraft 3, Stronghold: Crusader and currently Im loving Anno 1701. I would also mention HoMaM 3 but thats turn-based.
EDIT: And also I forgot to mention Dungeon Keeper 2.
 

TundraWolf

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Jazzyluv2 said:
TundraWolf said:
Company of Heroes.
naive concept of starcraft.

yes, pumping out units is an essential skill. But when everybody has that skill(you know, because you probably don't) that makes positioning very important, and strategy.

Another thing is that starcraft has only 1 random factor in the game, and that is miss a 50 percent miss chance shooting up cliffs.

I know when you see a starcraft match, all you see is units slaming against each other.

but think about this.

Zealots have to be in front to be able to absorb tank fire, and get in tank lines, vultures have to be in front of the tanks to prevent this, Storms have to be placed properly in order to make the push worth it. Blah blah blah.

And actually, that isn't strategy, that is tactics.

Actually, what you are talking about in COH is tactics.

strategy is like( play safe and defensive while expanding when i can)

Tactics are the individual moments of positioning.

Starcraft has more strategy than you care to give credit for. It's just that your too poor of a player at this point to fathom it.
Okay, well, first off, cheers for the condescension. Because that makes your argument all the more well-received and valid.

All the things you explain as tactics are indeed tactics that exist in most every RTS. I even mention that tactics are the fun, important part of RTSes in my post. And I quote:

You should have to be tactical and strategic in the placement and use of your assets, not just churn out as many as possible and throw them into the grinder.
Emphasis added, of course.

I'm assuming you realize this, as you responded by explaining the tactics of Starcraft, which I appreciate. However, you can explain them all you want, but without the presence of things such as a cover system for your units (á la Company of Heroes and Dawn of War), or some way of actually assigning formations to your units (á la the Total War series and World in Conflict, to name a few), there is very little in the way of true tactics, at least no more than in any other RTS. Counter-units are something that are essential to any RTS worth its salt, after all, and being able to properly use them is a key gameplay component if you want to be good at the game. Not that it's entirely that hard to master, being no more difficult than knowing what weapon to use in an FPS at the right time (rocket launcher blows up vehicles, shotguns are good for close-quarters, et cetera).

Being able to implement them properly is where the true test of your skill is, but when you compare the small, quick, stock maps of Starcraft to the destructible environments and sprawling city- and landscapes of Company of Heroes, it takes a much more tactically-oriented mind to be able to utilize a changing environment to your benefit. The height differences are much more extreme, the chokepoints are much more narrow and intense but can be flanked from many different directions, and so on and so forth. In comparison to the Starcraft maps which have maybe two or three chokepoints that have maybe two directions at them, one has a very superior advantage.

In any event, every RTS has the same strategy conflict of expansion vs. defending. Every RTS. That's one of the core components of every RTS ever made, or at least when considering multiplayer. To have an RTS that doesn't have that sort of balance isn't an RTS at all, merely an isometric adventure game. Really, though, that doesn't encompass what strategy is, nor is it the only strategy that people can implement in RTSes. You can turtle, you can rush, you can boom, or you can have a variation there-in. (I'm assuming you're familiar with these terms, of course.)

Those are the real choices you have for strategy when you go into a game, and then you have strategic choices you make through the course of a match. Where am I going to expand to next? Should I attack my enemy at a flank to draw their attention while I march some troops in the front door, or vice versa? And so on and so forth. There are many different strategies one can implement in the course of a game, and I find myself hard-pressed to say that Starcraft gives you enough choice in that regard. Honestly, the strategies one implements for any game of Starcraft depends on two things: what race you are playing and which race your enemy is playing. And that's it. Sure, that's a good thing to consider, but when all it boils down to is "Zerg are weak against fire, so, as a Terran, I'll build Firebats and Hellions" is a super-lame attempt at strategy. Besides that, often the "strategy" one implements in a game of Starcraft is entirely dependent on whether or not you've memorized the correct combination and order of units to build. That worked back in the day, but it's outdated when compared to what Company of Heroes, SoaSE, World in Conflict, and many others offer.

Perhaps I don't give Starcraft enough credit, but it's hard to see what nuances it has when you look at how much things have evolved since '97. It might still be popular, and I'm sure there are plenty of people better than me at it, but that's because I haven't spent time trying to memorize exactly how many units to build and what order to build them in for every situation. Games shouldn't be about memory, they should be about dynamic content that changes as the game continues. You need to be able to react to situations as they appear and react to them organically, not just consider it as an equation. "Enemy bunker + 5 Marines = Bunker wins. Enemy bunker + 2 Marauders = Marauders win." That's not strategy. That's math. And math sucks.

Also, props for the insult about my playing ability. I also like how you imply that I've been playing it for only a short amount of time when I've got the original copy of Starcraft from '98 in my hands right now. Oh how amusingly outdated the graphics look.

Nice talkin' with you.
 

TerranReaper

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Mar 28, 2009
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Without reading the rest of this thread, I just say it depends on what you're looking for. Starcraft 2 is a good one if you like traditional RTS, and it's quite balanced and refined. Company of Heroes is also a good one, nice tactical gameplay and more emphasis for infantry combat. Sins of a Solar Empire for a grand scale space combat strategy (Also the Homeworld series is a good one). All of these games have their strategies, build orders and tactics that makes them distinct and challenging.

Contrary to popular belief on Company of Heroes/World in Conflict/Sins of a Solar Empire, Starcraft is a game often blamed for just massing units and rushing, while this is wrong by itself, it's also wrong that people give these other RTS games praise for avoiding such things. I really like to question how much multiplayer these people play, because I can practically name some unbalanced builds that makes each of those games almost exactly the same as they see Starcraft. Of course, they have counters, but you gotta be prepared for them. Essentially, each game has their flaw but it doesn't make them insanely bad.


To name some examples:

Pio-spam for Wehrmacht players in CoH makes any British player weep as the sheer amount of flamethrowers and other equipment overwhelms them. Doesn't require much strategy to execute this either. The real counter to it is counter-spam, as a US player with Riflemen.


Spamming the lightest helicopter as the air class in WoC while another player spams Heavy choppers and some medium choppers will render AA on the other team useless as the scout choppers soaks up the damage and the heavy-medium choppers tears apart the AA.


Sins of a Solar Empire, Mass transcendence research as Advent and spamming Illuminator Vessels along with mass carriers (Or any capital ship for that matter) for support is insanely hard to counter and fairly easy to execute considering Illuminators are just frigates and easy to produce.
 

CalCD

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I've liked pretty much every RTS at one time or another, so here is a list of those I found were
very good;
Company of heroes, great tactics;
Sins of a solar empire and Supreme commander, for massive battles and huge armies;
Starcraft 2, good campaign and fun gameplay;
Medieval 2 total war (With SS mod) has been fun to play as well.
For older games, I liked Age of Mythology a lot, but probably my favourite was Empire Earth, which didnt get great critic reviews, but it was still a lot of fun with the added bonus of seeing cavemen getting liquidized by giant robots...
 

Brawndo

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Company of Heroes. It is at the same time one of the most innovative, pretty, challenging, and competitive RTS games I have ever played.

I also have many fond memories of Red Alert 2 and Starcraft (the original, not the recently released Starcraft I 1/2)
 

II2

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Mar 13, 2010
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______________________
Current A+ List Titles:
----------------------
* = series
----------------------


- Company of Heroes ---> Strategically, historically and graphically realistic

- Starcraft * ---> Definitive 'sporting' RTS, extremely polished and balanced

- Dawn of War (1->D.C.) ---> Most playable and comprehensive attempt at computerizing 40k

- Total War * ---> Macro scale, formation oriented, epic period history war

- World in Conflict ---> Large scale modern conflict. Relatively realistic, while fun.

____________________
Older, Worthy Titles:
---------------------

- Command & Conquer * ---> Early pioneers, best as Westwood(defunct), before EA ownership.

- Warcraft * ---> Blizzard's successful early strategy games.

- Dungeon Keeper * ---> Bullfrog(defunct) and Peter Moleneux at their best. Quirky Fun.

- Myth I & II ---> Bungie's excellent tactical fantasy RTS, pre-Halo/Microsoft


...............
|||||||||||||||
---------------

Hope this helps anyone looking to explore the genre. Cheers.
 

Pearwood

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Mar 24, 2010
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Hearts of Iron 3, Starcraft 2, Warcraft 3 are all pretty good rts's for different reasons.

Edit - Overlord too, just because it's a Rhianna Pratchett thing and she may well be the greatest thing to happen to gaming recently.
 

28_06_42_12

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Jun 30, 2009
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TundraWolf said:
Company of Heroes.

There is no question or hesitation when I say the following: Company of Heroes is the best RTS game on the market to date. It has so much strategy it makes other games look like economy simulators. It focuses almost entirely on the fun part of playing RTS games: the tactical strategy. There are very few games that do this quite as well as Company of Heroes does, the only other that comes close being Warhammer 40,000: Dawn of War. And, look at that, it's made by the same developer.

Relic has the right idea. Squad-based unit management, tactical strategy with cover and destructible environments, and so forth are what RTS games should be trying to emulate and use as a basis for success. By contrast, Starcraft II, while fun, is the same game that was released in 1997, only with better graphics. And, I'm sorry, but that just doesn't cut it anymore. It's strategic to a point, but after a bit, Starcraft just becomes an exercise in who can build the most units the fastest. And, really, that isn't what RTSes should be about. You should have to be tactical and strategic in the placement and use of your assets, not just churn out as many as possible and throw them into the grinder.

So yeah. Company of Heroes all the way.
QFT. So much QFT I don't even really have anything to add to it. I love COH so much.
 

Jazzyluv2

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Nov 20, 2009
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TundraWolf said:
Jazzyluv2 said:
TundraWolf said:
Company of Heroes.
naive concept of starcraft.

yes, pumping out units is an essential skill. But when everybody has that skill(you know, because you probably don't) that makes positioning very important, and strategy.

Another thing is that starcraft has only 1 random factor in the game, and that is miss a 50 percent miss chance shooting up cliffs.

I know when you see a starcraft match, all you see is units slaming against each other.

but think about this.

Zealots have to be in front to be able to absorb tank fire, and get in tank lines, vultures have to be in front of the tanks to prevent this, Storms have to be placed properly in order to make the push worth it. Blah blah blah.

And actually, that isn't strategy, that is tactics.

Actually, what you are talking about in COH is tactics.

strategy is like( play safe and defensive while expanding when i can)

Tactics are the individual moments of positioning.

Starcraft has more strategy than you care to give credit for. It's just that your too poor of a player at this point to fathom it.
Okay, well, first off, cheers for the condescension. Because that makes your argument all the more well-received and valid.

All the things you explain as tactics are indeed tactics that exist in most every RTS. I even mention that tactics are the fun, important part of RTSes in my post. And I quote:

You should have to be tactical and strategic in the placement and use of your assets, not just churn out as many as possible and throw them into the grinder.
Emphasis added, of course.

I'm assuming you realize this, as you responded by explaining the tactics of Starcraft, which I appreciate. However, you can explain them all you want, but without the presence of things such as a cover system for your units (á la Company of Heroes and Dawn of War), or some way of actually assigning formations to your units (á la the Total War series and World in Conflict, to name a few), there is very little in the way of true tactics, at least no more than in any other RTS. Counter-units are something that are essential to any RTS worth its salt, after all, and being able to properly use them is a key gameplay component if you want to be good at the game. Not that it's entirely that hard to master, being no more difficult than knowing what weapon to use in an FPS at the right time (rocket launcher blows up vehicles, shotguns are good for close-quarters, et cetera).

Being able to implement them properly is where the true test of your skill is, but when you compare the small, quick, stock maps of Starcraft to the destructible environments and sprawling city- and landscapes of Company of Heroes, it takes a much more tactically-oriented mind to be able to utilize a changing environment to your benefit. The height differences are much more extreme, the chokepoints are much more narrow and intense but can be flanked from many different directions, and so on and so forth. In comparison to the Starcraft maps which have maybe two or three chokepoints that have maybe two directions at them, one has a very superior advantage.

In any event, every RTS has the same strategy conflict of expansion vs. defending. Every RTS. That's one of the core components of every RTS ever made, or at least when considering multiplayer. To have an RTS that doesn't have that sort of balance isn't an RTS at all, merely an isometric adventure game. Really, though, that doesn't encompass what strategy is, nor is it the only strategy that people can implement in RTSes. You can turtle, you can rush, you can boom, or you can have a variation there-in. (I'm assuming you're familiar with these terms, of course.)

Those are the real choices you have for strategy when you go into a game, and then you have strategic choices you make through the course of a match. Where am I going to expand to next? Should I attack my enemy at a flank to draw their attention while I march some troops in the front door, or vice versa? And so on and so forth. There are many different strategies one can implement in the course of a game, and I find myself hard-pressed to say that Starcraft gives you enough choice in that regard. Honestly, the strategies one implements for any game of Starcraft depends on two things: what race you are playing and which race your enemy is playing. And that's it. Sure, that's a good thing to consider, but when all it boils down to is "Zerg are weak against fire, so, as a Terran, I'll build Firebats and Hellions" is a super-lame attempt at strategy. Besides that, often the "strategy" one implements in a game of Starcraft is entirely dependent on whether or not you've memorized the correct combination and order of units to build. That worked back in the day, but it's outdated when compared to what Company of Heroes, SoaSE, World in Conflict, and many others offer.

Perhaps I don't give Starcraft enough credit, but it's hard to see what nuances it has when you look at how much things have evolved since '97. It might still be popular, and I'm sure there are plenty of people better than me at it, but that's because I haven't spent time trying to memorize exactly how many units to build and what order to build them in for every situation. Games shouldn't be about memory, they should be about dynamic content that changes as the game continues. You need to be able to react to situations as they appear and react to them organically, not just consider it as an equation. "Enemy bunker + 5 Marines = Bunker wins. Enemy bunker + 2 Marauders = Marauders win." That's not strategy. That's math. And math sucks.

Also, props for the insult about my playing ability. I also like how you imply that I've been playing it for only a short amount of time when I've got the original copy of Starcraft from '98 in my hands right now. Oh how amusingly outdated the graphics look.

Nice talkin' with you.
so, your saying, that the race totally determines, what units are effective. And you are correct. How long you have had the game, again, means nothing in understanding it.

BO, are not be all, end alls in SC. They are the foundation of a strategy. 12 hatch is an expansionist start.

Because you inher

"Games shouldn't be about memory?"

Really, are you that out of it. GAMES ARE MEMORY, muscle memory in fighting games, predicting where your opponent will move based on experience. Essentially, your not playing a "strategy game" your playing a position game where there is cover. There is the equivalent of cover in starcraft, its called other units, or high ground. How large a choke, is, or how large or thing a ramp is. There are wall offs. There is your own cover that you make(supply depots to strengthen tank lines)

And its not "defense vs. expansion" any game based on that is shallow. a good game allows many options, some more optimal depending on map. More often or not its "offense vs. econ" so that there is always of fight for a killing blow or a win.

Now lets see if you have critical thinking to solve this immediately. If you can't figure this out, you can not make a valid statement about strategy in starcraft. This is the very basics of strategy in the ZvP. And their are far more advanced decision making going on.

Zerg have 4 primary builds against protoss

9 pool (build spawning pool on 9th drone then overlord)
overpool (build overlord on 8th drone, then spawn pool)
12 Pool( build overlord on 8 then build spawning pool on 12
12 hatch (build overlord on 8 then build Hatchery in expansion area)

Zergs general strategy is to keep protoss in the dark because they have so many options

Protoss has 1 primary build with adaptive variations depending on what zerg does.



Protoss builds pylon on 9 in expansion area then forge(for cannons) then scouts zerg so that they can adapt their build

general strategy early game is to secure expansion area

now heres the scene

2 player map(so that protoss can scout zerg and there are less variables)

so both players know where each player is for the scout

answer these.

Why is the specific reason that protoss is scouting, what buildings and how many will it make depending on what build zerg is doing.

And what Build should zerg most commonly go for on 2 player maps.
 

Melgrath

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Aug 5, 2010
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Starcraft 2's Campaign with Starcraft 1's multiplayer (I'm still adjusting to the Starcraft 2 multiplayer so I gotta give 1 the edge until I get more experienced at 2)
 

TundraWolf

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Jazzyluv2 said:
TundraWolf said:
Jazzyluv2 said:
TundraWolf said:
Company of Heroes.
naive concept of starcraft.
Okay, well, first off, cheers for the condescension. Because that makes your argument all the more well-received and valid.
so, your saying, that the race totally determines, what units are effective. And you are correct. How long you have had the game, again, means nothing in understanding it.

BO, are not be all, end alls in SC. They are the foundation of a strategy. 12 hatch is an expansionist start.

Because you inher

"Games shouldn't be about memory?"

Really, are you that out of it. GAMES ARE MEMORY, muscle memory in fighting games, predicting where your opponent will move based on experience. Essentially, your not playing a "strategy game" your playing a position game where there is cover. There is the equivalent of cover in starcraft, its called other units, or high ground. How large a choke, is, or how large or thing a ramp is. There are wall offs. There is your own cover that you make(supply depots to strengthen tank lines)

And its not "defense vs. expansion" any game based on that is shallow. a good game allows many options, some more optimal depending on map. More often or not its "offense vs. econ" so that there is always of fight for a killing blow or a win.

Now lets see if you have critical thinking to solve this immediately. If you can't figure this out, you can not make a valid statement about strategy in starcraft. This is the very basics of strategy in the ZvP. And their are far more advanced decision making going on.

Zerg have 4 primary builds against protoss

9 pool (build spawning pool on 9th drone then overlord)
overpool (build overlord on 8th drone, then spawn pool)
12 Pool( build overlord on 8 then build spawning pool on 12
12 hatch (build overlord on 8 then build Hatchery in expansion area)

Zergs general strategy is to keep protoss in the dark because they have so many options

Protoss has 1 primary build with adaptive variations depending on what zerg does.



Protoss builds pylon on 9 in expansion area then forge(for cannons) then scouts zerg so that they can adapt their build

general strategy early game is to secure expansion area

now heres the scene

2 player map(so that protoss can scout zerg and there are less variables)

so both players know where each player is for the scout

answer these.

Why is the specific reason that protoss is scouting, what buildings and how many will it make depending on what build zerg is doing.

And what Build should zerg most commonly go for on 2 player maps.
Obviously merely how long I've had the game means nothing. How much I've played since I got when the game was released, totalling at least a hundred hours in over a decade, does. Sure, I'm not obsessed with it like some people, but that doesn't mean I don't grasp the tactics and strategy that go hand in hand with the game.

Also obviously, booming, rushing and turtling are not the be-all, end-all of strategies in RTS games. (I'm assuming that's what you mean by "BO", though I could be wrong.) They are, however, categories that you can fight pretty much any strategy into. Sure, "12 Hatch" is an expansionist strategy, but how you implement your other resources (which units you build, defensive structures, research structures, et cetera) determine what strategy category you actually fall under. If you follow the "12 Hatch" strategy, but build a bunch of Zerglings along with it, you're falling under the Rush category. If you follow the same but build a few Spine Crawlers, you're most likely falling under Turtle. And so on. Besides, what RTS doesn't have an expansionist strategy as part of the main strategy? You need to expand to gain more resources so you can expand more, or so you can build units to attack the enemy, or so on. That's the most basic strategy in any RTS.

Trying to say that "defense vs. expansion" isn't the most basic strategy of an RTS is rather ignorant, I'm sorry. I don't mean to be insulting, but anyone who has ever played an RTS would have to agree that it is a core component of any RTS. There are obvious variations; "offense vs. economy" is basically the same thing, only in reverse, building units for attacking as opposed to defending while making sure your economy is in good working order. But it always comes back to expanding while not leaving room for your opponent to counter-attack, whether your expansion is through base-building or forward attack positions or what-have-you. You always have to balance offense, defense, economy and expansion. Always. All four are tied to each other and require planning to make sure that none of them are lacking while all are strong enough to compete with your opponents. It's the variations of how you approach each of the four that determine what strategic category you'd fall into.

As for games being based solely on memory, if that's how you approach games, you are sorely missing out. Of course, given the tendency of gamers in this day and age, who seem to be solely interested in multiplayer games, I shouldn't be surprised, because multiplayer games are entirely based on memory. You memorize the layout of maps in RTSes and FPSes, figure out all the great hiding spots in shooters, know exactly where to shoot when someone is running on the other side of a wall, know exactly where to place defensive buildings to plug up chokepoints.

Frankly, I don't get it. I don't get the appeal of multiplayer gaming. Okay, well that's not entirely true; I do love a good match of Team Fortress 2 or Bad Company 2 or, yes, even Starcraft. Sometimes, multiplayer gaming is great fun! What I don't get is why people seem to think that multiplayer gaming is the be-all end-all of gaming. Honestly, it just doesn't seem appealing to me, and is more often than not something that I'd rather do without. My friends are constantly badgering me to play online with them but I won't, because I don't get the appeal. Of course, for some gamers, not having multiplayer is a deal-breaker for them. How weird is that? How far have we come to think that a game can't stand on it's own single-player merits?

But I suppose I'm pretty much alone in that boat, so I'll just stop complaining.

As for your proposed situation, it doesn't really matter what I answer, as I haven't memorized the proper counter-action for everything in Starcraft like some people have. I wouldn't be able to give you exact numbers of units to build, I wouldn't be able to tell you exactly when to build units, what order to build buildings, or any of that stuff. To me, that reduces the game being an interactive experience to a mere math problem. And, to me, math isn't fun. All I know is what I'd do in that situation, and, frankly, my strategies have led me to win more often than lose in the matches that I've played.

Here's what I think: the Protoss would be scouting the Zerg to see if they are planning on rushing or not. If they aren't, they would most likely plan on building a handful of Stalkers and Zealots for a token defense force and then try to expand as quickly as possible (this could be figured out by seeing if the Zerg have built any Hydralisk Dens or Baneling Dens or what-have-you, to produce heavier units for a slightly later attack, or if they went strictly with producing a lot of Zerglings). If the Zerg are planning on rushing, I imagine that the Protoss would resort some more resources to defense, gaining more units and perhaps a cannon or two to defend a chokepoint. After repelling an attack, they would probably move forward and press a quick attack while producing more units to replenish their own resources. Conversely, they could also stay back and use those resources to expand to a new Nexus.

As for the Zerg, I've seen lots of people do lots of different stuff on 1v1 maps. My first inclination would be that the Zerg would try expansion over rushing, but that's not a hard-and-fast rule, as I've seen the opposite.

I'm sure that my analysis doesn't live up to the high expectations that you have, where I'd be listing off exactly what build order to use, what units to use where and what exact time in the match to attack. But that's okay, because I don't really care. Games shouldn't be about memorizing numbers and build orders and what-not; all that does is reduce your capacity to have fun because you're too busy focusing on whether you did something a certain way. Games are about having fun, and RTSes are about interacting with environments and other players fluidly, using what tactical advantages you have to beat back the opponent, and to generally just be as strategic as you can.

Starcraft has that, to a point. But there are other games that have it in spades, far more-so than Starcraft could ever think of having. And that's all there really is to it. It's not a bad game, just nowhere near as tactically complex as other games. And, with that, I do excuse myself from this conversation, as I know that we'll never agree here. Good chatting with you.

I'm off to play some Company of Heroes.