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One-Angle Simplification

Core rule

If you do not need to contest multiple angles, do not give the enemy multiple angles.

Many defensive positions become easier when the zerg stops feeding unnecessary side walls, side doors, or side clumps.

Why it works

One-angle simplification makes enemy action easier to read and easier to support against.

It can:

  • concentrate defensive tools
  • reduce scout/callout burden
  • protect healers from split attention
  • make bomb packages predictable
  • allow tanks to hold the real door/gate/choke
  • prevent players from becoming isolated targets on useless sides

When not to simplify

Do not abandon an angle if that angle is the objective, the enemy's best bomb path, or the only way to prevent being surrounded.

Simplification is a decision, not laziness.

Common failure pattern

Players stand on a side wall "to watch it," but their presence gives the enemy something to bomb. If nobody important is there, the enemy cannot get value there.

Role responsibilities

Role One-angle question
Caller Which angles actually matter?
Tanks Which entry path must be held?
Supports Where should defensive layers be concentrated?
Healers Can I cover the real danger instead of split danger?
DPS Am I creating pressure or becoming bait?

Training prompt

In a castle or gate defense VOD, mark each group outside the main angle:

  • necessary pressure
  • necessary scout/watch
  • unnecessary target
  • disconnected support drain
  • useful flank setup