King vs King.
First there is the combat of king against king. These are the weapons of your king:
- Shouldering away
Pawn vs King.
The king has proven to be vulnerable when his parameters are manipulated.
It is possible for pawns to keep out the king. This is done by lengthening the pathway of the king to get to the pawns. In the diagram this pathway is infinite, so the time for the king to get there is infinite too.
It hasn't to be so extreme, of course. Even when fewer pawns are standing abreast, the king needs a lot of time to get there.
Of course the pawns have an extra weapon besides their ability to keep the king out for 4 moves in the diagram above: the king must stay in the square of the pawns to prevent promotion. But that is an old weapon which we already discussed.
If we think of holes in a position, we usually amagine that a knight arrives there at a certain moment. But the story above culminates into this: you must put your pawns in such way that they keep the king out. Here white can simply walk to b5 to penetrate into the enemy position. It is the pawn structure which allows this.
Extrapolation to the rest of the game.
Again we can extrapolate this principle to the rest of the game. When pawns are preventing each other mutually from promotion, which is the case right from the opening until the creation of a passer, often not before the endgame, there can be only one method to decide the game: penetration into enemy territory in order to attack the pawns from behind. It is the pawnstructure that allows or prohibits this. This is in no way contradictory to my findings in the past about the middlegame: the importance of piece activity and invasion squares.
As I have said in extenso, I'm talking about the ideal game here, that is with no accidents like gaining wood or mating the king by tactical mistakes. Tactics are overrated LOL.