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