Slipspace wrote:The sort of pressure you're talking about isn't psychological, it's tactical. You're talking about presenting multiple threats for the opponent to deal with and asking them to decide which is the right target. There's nothing particularly psychological in that tactic, it's simply a fairly basic tenet of good play - present multiple threats. If the "distraction" is a legitimate threat in its own right it's hardly a distraction at all.
Exactly. Having redundant paths to victory isn't psychology, it's just good strategy. You take redundant threats, and each of them is a legitimate path to victory. If they deal with the unit(s) aggressively moving up to shoot then the units camped in the back on the objectives win the game. If they ignore the aggressive threat in favor of dealing with the gunline then the aggressive threat gets into combat, slaughters a bunch of stuff, and claims different objectives. In that situation you almost don't care which option your opponent picks because you're happy to win either way. And from your opponent's point of view it isn't a mistake to pick either option, both counters are legitimate paths to victory and it's just a matter of deciding which strategy you think is more likely to succeed and fits better with your own plans.
What people are talking about with "psychology" is using tactics that
aren't a threat and trying to trick your opponent into believing that they are. The decoy unit is just a cheap decoy, not really capable of doing much, but you're hoping that your opponent is a clueless newbie and evaluates it poorly. Or you're hoping that you're facing someone who has never played
IG and can't accept losses, so they panic and throw everything at the immediate threat instead of just calmly feeding it a sacrificial unit or two to tarpit it long enough to win elsewhere. The plan's success is 100% dependent on your opponent making a mistake, if they make the correct play then it all falls apart. That's why "psychology" is ineffective. Good players won't make the mistake, and you don't need tricks to beat a weak player.