Jys vs Nestea/Zergbong
Game 1
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Game 1: Shakuras Plateau, cross positions
Nestea gets his hatch first- Jys gets an early two starports off two geysers. As the first two banshees reach Nestea's base, he starts his lair and gets a forth queen, and so is safe from the banshees. After the forth banshee comes out, Jys makes two command centers in his base while cutting banshee production altogether. Nestea gets a spire, four spore crawlers, roaches, banelings, speed for both, and expands himself, putting the players on even footing. Jys interestingly started upgrading his missile turrets, which is very unique. He also gets an armory, a thor, and starts upgrading vehicle plating. Nestea takes his forth, now owning the entire left side of the map. Jys sends his command centers to his back door expansion (so right next to Nestea's forth) and his natural.
Some mutas get into Jys's main, but they are easily repelled, and luckily scout Jys's expansion in the bottom middle. Nestea responds to this knowledge by making a ton of roaches and teching up to hive. He also busts down the rocks separating his forth and Jys's third in the bottom left of the map and tries to attack with his roach army. There is a planetary there, however, so he gets repelled and then counter attacked. But Nestea counter-counter-attacks, which makes Jys retreat, sparing Nestea's expansion. The double counter is repelled by a fair amount of thors, banshees, and tanks. While all this has been going on, Nestea has expanded twice to Jys's lateral expansions - now up to SIX bases at 17' (every other main and every other natural) and started a greater spire. Meanwhile Jys has mis-rallied about ten scvs into Nestea's base.
As Nestea hits 200 food his fourth dies to banshee harass. But Nestea responds by using six infestors, a few dozen zerglings, and a handful of roaches to destroy a hug chunk of Jys's army in the middle of the map. With new supply cleared out, Nestea starts his brood lord production. Marauders kill the two expansions on Jys's side of the map; Jys expands himself; Nestea replaces some expansions and expands to his interior third. End expansion result: 6 to 4, with the mains mined out for both players, as well of the natural of Jys. Sometime in all this an ultralisk cavern has been made. With nine brood lords on the field, Nestea has been forced to make more than a dozen vikings. So while the armies trade for about equal food near Jys's forth, Nestea is able to instantly remax with ELEVEN ultralisks and fifty zerglings, ten of which morph into banelings. This new melee-only army plows through thors, marauders, and tanks right into the main of Jys and quickly takes out the production facilities, ending the game.
Wow, what a first game of the GSL. The broad themes of this game: the fresh build order of Jys; the hyper-aggressive expansions of Nestea; Nestea's crazy tech switches (I think he might have literally built every zerg building this game except a hydra den and nydus worm); especially, how Nestea would have a lot of one type of unit, use it to trade for equal food, then use his booming economy to make a huge army of an entirely different unit, really utilizing zerg's late game flexibility to its full potential; Nestea devoting four queens to creeping the middle of the map; the game's pure awesomeness.
Nestea 1-0
Nestea gets his hatch first- Jys gets an early two starports off two geysers. As the first two banshees reach Nestea's base, he starts his lair and gets a forth queen, and so is safe from the banshees. After the forth banshee comes out, Jys makes two command centers in his base while cutting banshee production altogether. Nestea gets a spire, four spore crawlers, roaches, banelings, speed for both, and expands himself, putting the players on even footing. Jys interestingly started upgrading his missile turrets, which is very unique. He also gets an armory, a thor, and starts upgrading vehicle plating. Nestea takes his forth, now owning the entire left side of the map. Jys sends his command centers to his back door expansion (so right next to Nestea's forth) and his natural.
Some mutas get into Jys's main, but they are easily repelled, and luckily scout Jys's expansion in the bottom middle. Nestea responds to this knowledge by making a ton of roaches and teching up to hive. He also busts down the rocks separating his forth and Jys's third in the bottom left of the map and tries to attack with his roach army. There is a planetary there, however, so he gets repelled and then counter attacked. But Nestea counter-counter-attacks, which makes Jys retreat, sparing Nestea's expansion. The double counter is repelled by a fair amount of thors, banshees, and tanks. While all this has been going on, Nestea has expanded twice to Jys's lateral expansions - now up to SIX bases at 17' (every other main and every other natural) and started a greater spire. Meanwhile Jys has mis-rallied about ten scvs into Nestea's base.
As Nestea hits 200 food his fourth dies to banshee harass. But Nestea responds by using six infestors, a few dozen zerglings, and a handful of roaches to destroy a hug chunk of Jys's army in the middle of the map. With new supply cleared out, Nestea starts his brood lord production. Marauders kill the two expansions on Jys's side of the map; Jys expands himself; Nestea replaces some expansions and expands to his interior third. End expansion result: 6 to 4, with the mains mined out for both players, as well of the natural of Jys. Sometime in all this an ultralisk cavern has been made. With nine brood lords on the field, Nestea has been forced to make more than a dozen vikings. So while the armies trade for about equal food near Jys's forth, Nestea is able to instantly remax with ELEVEN ultralisks and fifty zerglings, ten of which morph into banelings. This new melee-only army plows through thors, marauders, and tanks right into the main of Jys and quickly takes out the production facilities, ending the game.
Wow, what a first game of the GSL. The broad themes of this game: the fresh build order of Jys; the hyper-aggressive expansions of Nestea; Nestea's crazy tech switches (I think he might have literally built every zerg building this game except a hydra den and nydus worm); especially, how Nestea would have a lot of one type of unit, use it to trade for equal food, then use his booming economy to make a huge army of an entirely different unit, really utilizing zerg's late game flexibility to its full potential; Nestea devoting four queens to creeping the middle of the map; the game's pure awesomeness.
Nestea 1-0
Game 2
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Game 2: Delta Quadrant, close positions, Nestea counterclockwise.
Jys opens with a double barracks, but Nestea luckily gets his pool first. Both players expand quickly after: Nestea to his natural, Jys to his back door. Jys pushes with a dozen marines at about 7'. They almost take out a queen, but enough zerglings come out in time to fend it off. Jys's command center for his expansion actually lands only around this time. Nestea gets his roach warren, lair, and baneling nest, while Jys techs up to a factory for a bunch of preignited hellions, followed by an armory and starport. The hellions run up the ramp before any roaches hatch and kill ALL of the drones in the main and many at the natural, leaving Nestea with a 40-20 worker deficit.
Jys adds on another factory with a tech lab and starts pumping out tanks, two of which get dropped over the natural, but without siege mode. In the meantime Nestea has gotten burrowing claws, which he uses to send almost twenty roaches up Jys's ramp. They do terrible, terrible damage, taking out all the fighting units in Jys's base, and forcing the now sieged tanks over his natural to come home. At one point there is even a huge cloud of scvs following a burrowed horde of roaches around the map. Scans aren't even effective, as the roaches just move out of the way. Banshees eventually clean up the roaches in the base after a lot of losses of units and workers.
Somehow Jys had the foresight to get cloak during all of this, and two cloaked banshees make it into Nestea's main, killing off lots of drones. Nestea eventually gets an overseer, but right as it comes out, a marauder drop kills off the queens, which was the only anti-air Nestea had! A spire finishes and is almost immediately destroyed, but not before Nestea can make three mutalisks. However, some fancy pick-up/drop micro allows the marauders to do a lot of damage before the mutas hatch and finally clean it up. After all this, Nestea is exactly where he left off after this double table turn, 40-20 workers.
Jys takes a third at his natural and pushes out with a three thors, two tanks, and a bunch of marines. Nestea burrows under the army and forces it back to defend the third. This buys Nestea enough time to get out sufficient roaches to repel Jys's army. Then, like Groundhog Day, the exact same scenario plays out again. This time, though, Jys doesn't take the roach bait and just attacks the natural, killing the roaches as they hatch, which allows him to take out the mobile roach ball that comes back to defend. Nestea is forced to surrender.
Another great game. Jys's transitions are seamless. Nestea fought everything off really well, but those cloaked banshees + marauder drop just put him too far behind. Great decision making by both players, and great play all around.
Jys 1-1
Jys opens with a double barracks, but Nestea luckily gets his pool first. Both players expand quickly after: Nestea to his natural, Jys to his back door. Jys pushes with a dozen marines at about 7'. They almost take out a queen, but enough zerglings come out in time to fend it off. Jys's command center for his expansion actually lands only around this time. Nestea gets his roach warren, lair, and baneling nest, while Jys techs up to a factory for a bunch of preignited hellions, followed by an armory and starport. The hellions run up the ramp before any roaches hatch and kill ALL of the drones in the main and many at the natural, leaving Nestea with a 40-20 worker deficit.
Jys adds on another factory with a tech lab and starts pumping out tanks, two of which get dropped over the natural, but without siege mode. In the meantime Nestea has gotten burrowing claws, which he uses to send almost twenty roaches up Jys's ramp. They do terrible, terrible damage, taking out all the fighting units in Jys's base, and forcing the now sieged tanks over his natural to come home. At one point there is even a huge cloud of scvs following a burrowed horde of roaches around the map. Scans aren't even effective, as the roaches just move out of the way. Banshees eventually clean up the roaches in the base after a lot of losses of units and workers.
Somehow Jys had the foresight to get cloak during all of this, and two cloaked banshees make it into Nestea's main, killing off lots of drones. Nestea eventually gets an overseer, but right as it comes out, a marauder drop kills off the queens, which was the only anti-air Nestea had! A spire finishes and is almost immediately destroyed, but not before Nestea can make three mutalisks. However, some fancy pick-up/drop micro allows the marauders to do a lot of damage before the mutas hatch and finally clean it up. After all this, Nestea is exactly where he left off after this double table turn, 40-20 workers.
Jys takes a third at his natural and pushes out with a three thors, two tanks, and a bunch of marines. Nestea burrows under the army and forces it back to defend the third. This buys Nestea enough time to get out sufficient roaches to repel Jys's army. Then, like Groundhog Day, the exact same scenario plays out again. This time, though, Jys doesn't take the roach bait and just attacks the natural, killing the roaches as they hatch, which allows him to take out the mobile roach ball that comes back to defend. Nestea is forced to surrender.
Another great game. Jys's transitions are seamless. Nestea fought everything off really well, but those cloaked banshees + marauder drop just put him too far behind. Great decision making by both players, and great play all around.
Jys 1-1
Game 3
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Game 3: Xel'Naga Caverns
In the last permutation, Jys goes for two early barracks, and Nestea gets his hatchery first. Jys sends three marines and an scv down to scare Nestea, who makes sixteen zerglings. But Jys just backs off, then attacks again with ten marines. He gets the marines up the ramp and walls off the top of the ramp with bunkers. However, there are more than enough zerglings to take out the half-created bunkers before too much damage is done. Jys has the zerglings quickly finish off the marines and, as speed finishes, run across the map to counter-attack just as a command center finishes in Jys's base. Nestea sees that there is not a solid wall at the top of Jys's ramp and runs up into the main. From here Nestea just rallies in more and more zerglings. Jys uses some nice micro to stay alive until hellions come out, but just barely misses walling off a few times and so has to gg.
Jys definitely could have won this match. The biggest problem seemed to be that he tried to walk the line between a very aggressive build and a very economical build. In game 1, Nestea out economized him, and in this game he out-aggroed him. In this game it seemed like if he either went all in or really bunkered up on two bases, he could have won. Great match by Jys though. He really gave Nestea a run for his money, and will definitely be a contender in future tournaments.
Nestea wins 2-1
In the last permutation, Jys goes for two early barracks, and Nestea gets his hatchery first. Jys sends three marines and an scv down to scare Nestea, who makes sixteen zerglings. But Jys just backs off, then attacks again with ten marines. He gets the marines up the ramp and walls off the top of the ramp with bunkers. However, there are more than enough zerglings to take out the half-created bunkers before too much damage is done. Jys has the zerglings quickly finish off the marines and, as speed finishes, run across the map to counter-attack just as a command center finishes in Jys's base. Nestea sees that there is not a solid wall at the top of Jys's ramp and runs up into the main. From here Nestea just rallies in more and more zerglings. Jys uses some nice micro to stay alive until hellions come out, but just barely misses walling off a few times and so has to gg.
Jys definitely could have won this match. The biggest problem seemed to be that he tried to walk the line between a very aggressive build and a very economical build. In game 1, Nestea out economized him, and in this game he out-aggroed him. In this game it seemed like if he either went all in or really bunkered up on two bases, he could have won. Great match by Jys though. He really gave Nestea a run for his money, and will definitely be a contender in future tournaments.
Nestea wins 2-1
oGsVINES vs Sen
Game 1
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Game 1: Steppes of War
As the game starts, the ethereal voice says something vaguely dirty sounding, and Sen gets his hatchery first. Vines responds with a forge and a pylon/cannon on the low ground below the natural. Vines sends a bunch of zealots and makes two more cannons on the high ground. Sen abandons his natural and tries to counter-attack with zerglings. Vines manages to wall off just in time, and then corners the zerglings on his ramp with four zealots. Sen pumps zerglings and goes for the bust. Vines almost loses his ramp as he micros his zealots very poorly, presenting a two-zealot front despite having a one-zealot choke. It doesn't matter, though, as a cannon finishes and stalkers start to come out.
It was somewhat silly to go hatch first on such a small map, and Vines just made the sensible response. Sen played fairly well from that point though, whereas Vines made some poor-ish decisions once he thought the game was won.
Vines 1-0
As the game starts, the ethereal voice says something vaguely dirty sounding, and Sen gets his hatchery first. Vines responds with a forge and a pylon/cannon on the low ground below the natural. Vines sends a bunch of zealots and makes two more cannons on the high ground. Sen abandons his natural and tries to counter-attack with zerglings. Vines manages to wall off just in time, and then corners the zerglings on his ramp with four zealots. Sen pumps zerglings and goes for the bust. Vines almost loses his ramp as he micros his zealots very poorly, presenting a two-zealot front despite having a one-zealot choke. It doesn't matter, though, as a cannon finishes and stalkers start to come out.
It was somewhat silly to go hatch first on such a small map, and Vines just made the sensible response. Sen played fairly well from that point though, whereas Vines made some poor-ish decisions once he thought the game was won.
Vines 1-0
Game 2
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Game 2: Delta Quadrant, cross positions
Sen gets a spawning pool directly into a hatchery, and Vines goes for a quick tech up to stargate. A lone attacking stalker scares Sen into making twenty zeglings, and putting him behind by five drones at the 6' mark. Sen tries to counterattack with those zerglings, but can't do much against the solid wall of the protoss. Three phoenix come out of the starport, which attack across the map and kill two queens and four overlords before spore crawlers chase them away.
Vines uses the pressure to expand and get two more gateways. Sen makes a hyrdalisk den and starts attacking the rocks at his gold. As the zerg player drones for his life and expands to the gold, Vines adds on two more warp gates and starts chronoboosting all five to flood the field with stalkers. A James Bond changeling sees when the army moves out, though, which allows Sen to make a bunch of hydralisks and zerglings, which will both very effective against Vines's stalkers. Vines sees this and turns back. After another round of warp ins, Vines oddly decides to engage with his stalker/sentry army. The forcefields prolong the battle, but the hydras end up just eating through the gateway units, forcing Vines to gg.
Vines got way ahead with those phoenix, but completely squandered his lead by attack moving into hydralisks on creep, when, to his knowledge, the and his opponent were on equal bases. Vines knows some good build-orders, but does not seem to control his army well enough.
Sen 1-1
Sen gets a spawning pool directly into a hatchery, and Vines goes for a quick tech up to stargate. A lone attacking stalker scares Sen into making twenty zeglings, and putting him behind by five drones at the 6' mark. Sen tries to counterattack with those zerglings, but can't do much against the solid wall of the protoss. Three phoenix come out of the starport, which attack across the map and kill two queens and four overlords before spore crawlers chase them away.
Vines uses the pressure to expand and get two more gateways. Sen makes a hyrdalisk den and starts attacking the rocks at his gold. As the zerg player drones for his life and expands to the gold, Vines adds on two more warp gates and starts chronoboosting all five to flood the field with stalkers. A James Bond changeling sees when the army moves out, though, which allows Sen to make a bunch of hydralisks and zerglings, which will both very effective against Vines's stalkers. Vines sees this and turns back. After another round of warp ins, Vines oddly decides to engage with his stalker/sentry army. The forcefields prolong the battle, but the hydras end up just eating through the gateway units, forcing Vines to gg.
Vines got way ahead with those phoenix, but completely squandered his lead by attack moving into hydralisks on creep, when, to his knowledge, the and his opponent were on equal bases. Vines knows some good build-orders, but does not seem to control his army well enough.
Sen 1-1
Game 3
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Game 3: Blistering Sands
Sen gets his hatchery first. Vines gets three gateways and expands behind a lot of sentries. Sen destroys his gold's rocks while taking a 20 drone lead. But Vines adds on two more gateways, cancels his nexus, and attacks at the 10' mark with a sizable gateway army. He plants a proxy pylon for reinforcements. The attack is very effective. After the first engagement, Sen has only seven roaches and eight zerglings to Vines's twelve stalkers and one sentry in his natural's choke. But burrow finishes just in time, and Sen manages to keep the stalkers busy for quite a while. Sen manages to hold with the help of drones! Finally, Vines accidentally micros over a burrowed roach army, and immediately ggs when the roaches pop up and surround his army!! It turns out that Vines was completely all-in, having not produced any probes for that whole battle.
What an exciting game. But again- Vines seemed to make very poor battlefield decisions in this game, which sums up most of the match: Vines would get ahead with a very crisply executed build order in the first ten minutes, but would let Sen catch up due to superior micro and macro. That being said, it would really help for Sen not to be quite so greedy with his builds, as a better player will take more advantage of that initial lead.
Sen wins 2-1
Sen gets his hatchery first. Vines gets three gateways and expands behind a lot of sentries. Sen destroys his gold's rocks while taking a 20 drone lead. But Vines adds on two more gateways, cancels his nexus, and attacks at the 10' mark with a sizable gateway army. He plants a proxy pylon for reinforcements. The attack is very effective. After the first engagement, Sen has only seven roaches and eight zerglings to Vines's twelve stalkers and one sentry in his natural's choke. But burrow finishes just in time, and Sen manages to keep the stalkers busy for quite a while. Sen manages to hold with the help of drones! Finally, Vines accidentally micros over a burrowed roach army, and immediately ggs when the roaches pop up and surround his army!! It turns out that Vines was completely all-in, having not produced any probes for that whole battle.
What an exciting game. But again- Vines seemed to make very poor battlefield decisions in this game, which sums up most of the match: Vines would get ahead with a very crisply executed build order in the first ten minutes, but would let Sen catch up due to superior micro and macro. That being said, it would really help for Sen not to be quite so greedy with his builds, as a better player will take more advantage of that initial lead.
Sen wins 2-1
jookToJung vs LittleBoy/Kid/Goma
Game 1
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ookToJung Z vs LittleBoy/Kid/Goma T
Game 1: Shakuras Plateau, close positions
After a quick regame, Goma gets a fast reaper, and Jook a fast expansion. A bunker just barely finishes at Jook's natural, but is quickly destroyed as the reaper is repelled by a queen. Goma walls off his natural with three barracks. The VOD is quite corrupt at 5' game time, but the general idea is this: Jook techs up to lair, spire, banelings, while Goma gets a factory and THREE starports, two of which get banshees and cloak, one of which picks up a reactor and starts pumping vikings. This whole time, almost nothing is producing from the barracks as he gets 12+ vikings. After the vikings show themselves, marines start streaming out of the four barracks and the two more that have been constructed since. Jook tries to expand to his lateral third. But Goma attacks with twenty vikings, thirty marines, and five banshees, which is more than enough to win him the game against Jook's mostly mutalisk army.
This was a really bizzare and entertaining game. I will probably rewrite this recap when the VOD gets fixed. But to clarify, since I know this is kind of garbled, Goma's build order went something like this: 4xbarracks/expand/factory/3xstarport/2xbarracks. His unit production was roughly reaper/pure banshee/pure viking/marine-viking. I really liked how the factory built about four addons in its life, giving them all away to other buildings- kind of like The Giving Tree, except with death.
Goma 1-0
Game 1: Shakuras Plateau, close positions
After a quick regame, Goma gets a fast reaper, and Jook a fast expansion. A bunker just barely finishes at Jook's natural, but is quickly destroyed as the reaper is repelled by a queen. Goma walls off his natural with three barracks. The VOD is quite corrupt at 5' game time, but the general idea is this: Jook techs up to lair, spire, banelings, while Goma gets a factory and THREE starports, two of which get banshees and cloak, one of which picks up a reactor and starts pumping vikings. This whole time, almost nothing is producing from the barracks as he gets 12+ vikings. After the vikings show themselves, marines start streaming out of the four barracks and the two more that have been constructed since. Jook tries to expand to his lateral third. But Goma attacks with twenty vikings, thirty marines, and five banshees, which is more than enough to win him the game against Jook's mostly mutalisk army.
This was a really bizzare and entertaining game. I will probably rewrite this recap when the VOD gets fixed. But to clarify, since I know this is kind of garbled, Goma's build order went something like this: 4xbarracks/expand/factory/3xstarport/2xbarracks. His unit production was roughly reaper/pure banshee/pure viking/marine-viking. I really liked how the factory built about four addons in its life, giving them all away to other buildings- kind of like The Giving Tree, except with death.
Goma 1-0
Game 2
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Game 2: Blistering Sands
Jook gets his hatchery first and steals Goma's gas thrice in a row. Goma gets a barracks and then two more, which get scouted by the thieving drone. So Goma builds a fourth barracks. The first barracks gets a tech lab, which researches stimpacks and combat shields- the other three barracks all get reactors and start pumping out marines, with Goma not even taking his second, zerg-spoiled gas. Goma takes down his own rocks with two-dozen marines and a half-dozen marauders, and attacks with all that plus most of his scvs right as combat shields finish. Jook has six banelings ready with baneling speed researching. They kill all the scvs, but there just aren't enough to kill any marines. By the time more banelings come out, the marines are in his base, and spread out enough to avoid dying. Jook has to concede.
Goma was very strong and very creative. He is definitely someone to look out for.
Goma wins 2-0
Jook gets his hatchery first and steals Goma's gas thrice in a row. Goma gets a barracks and then two more, which get scouted by the thieving drone. So Goma builds a fourth barracks. The first barracks gets a tech lab, which researches stimpacks and combat shields- the other three barracks all get reactors and start pumping out marines, with Goma not even taking his second, zerg-spoiled gas. Goma takes down his own rocks with two-dozen marines and a half-dozen marauders, and attacks with all that plus most of his scvs right as combat shields finish. Jook has six banelings ready with baneling speed researching. They kill all the scvs, but there just aren't enough to kill any marines. By the time more banelings come out, the marines are in his base, and spread out enough to avoid dying. Jook has to concede.
Goma was very strong and very creative. He is definitely someone to look out for.
Goma wins 2-0
Game 3
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Not needed.
IMSleep vs MakaPrime
Game 1
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Game 1: Xel'Naga Caverns
Maka makes two barracks, one at the top and one at the bottom of his ramp. Sleep gets a hatchery first. Maka interestingly gets two gas, a command center, and then another barracks. After seeing the two barracks, Sleep makes 14 zerglings, keeping his natural empty of drones. Maka gets tech labs on two of his barracks for stimpacks and combat shields. Sleep responds with a baneling nest as Maka lands his command center, revealing his macro-oriented play. Maka moves out with about 12 marines and 6 marauders, managing to pick off three morphing banelings. Then some very fancy micro into his opponent's gold mineral line allows the infantry squad to do way more damage than its cost.
Sleep gets a lair along with an in-base third hatchery- and Maka gets some medivacs. He then morphs fifteen or so banelings for a bust, but it is quickly repelled by well-microed marines and marauders. After the failed bust, Sleep gets a spire and baneling speed. Maka goes for a two-medivac drop which forces a cancel on Sleep's gold, but fails miserably when mutas pop. Siege tanks start to come out of two factories and roaches out of now four hatcheries, since Sleep has taken his third.
After a lot of production, a squad of marines kills Sleep's third as Maka takes his own gold, putting the zerg down three bases to two. A counterattack into Maka's natural fails. Sleep's units are never in the right place at the right time. Sleep doesn't seem to know what to do against his entrenched opponent here, and so just 1a's into Maka's maxed army and sieged tanks. Sleep's roaches, zerglings, and banelings just disappear against MMM+tanks, and so Sleep leaves the game.
Maka played very, very well, and simply outclassed his opponent. Sleep did not make any very obvious mistakes aside from over-producing zerglings at the beginning and suiciding his army at the end, but his played was uninspired compared to Maka's solid strategy and unit control.
Maka 1-0
Maka makes two barracks, one at the top and one at the bottom of his ramp. Sleep gets a hatchery first. Maka interestingly gets two gas, a command center, and then another barracks. After seeing the two barracks, Sleep makes 14 zerglings, keeping his natural empty of drones. Maka gets tech labs on two of his barracks for stimpacks and combat shields. Sleep responds with a baneling nest as Maka lands his command center, revealing his macro-oriented play. Maka moves out with about 12 marines and 6 marauders, managing to pick off three morphing banelings. Then some very fancy micro into his opponent's gold mineral line allows the infantry squad to do way more damage than its cost.
Sleep gets a lair along with an in-base third hatchery- and Maka gets some medivacs. He then morphs fifteen or so banelings for a bust, but it is quickly repelled by well-microed marines and marauders. After the failed bust, Sleep gets a spire and baneling speed. Maka goes for a two-medivac drop which forces a cancel on Sleep's gold, but fails miserably when mutas pop. Siege tanks start to come out of two factories and roaches out of now four hatcheries, since Sleep has taken his third.
After a lot of production, a squad of marines kills Sleep's third as Maka takes his own gold, putting the zerg down three bases to two. A counterattack into Maka's natural fails. Sleep's units are never in the right place at the right time. Sleep doesn't seem to know what to do against his entrenched opponent here, and so just 1a's into Maka's maxed army and sieged tanks. Sleep's roaches, zerglings, and banelings just disappear against MMM+tanks, and so Sleep leaves the game.
Maka played very, very well, and simply outclassed his opponent. Sleep did not make any very obvious mistakes aside from over-producing zerglings at the beginning and suiciding his army at the end, but his played was uninspired compared to Maka's solid strategy and unit control.
Maka 1-0
Game 2
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Game 2: Steppes of War
Sleep 6-pools. Maka scouts it right as the zerglings and drones leave the base. A drone has blocked a walloff at the top of the ramp, so Maka, perhaps panicking, makes a supply depot about a tenth of the way, and starts an engineering bay at the bottom of his ramp. Maka loses his first marine, but keeps his next two alive with nice scv micro. Sleep ends up losing despite foiling Maka's wall-off.
Sleep's play was not bad, but obviously not up to Maka's level.
Maka wins 2-0
Sleep 6-pools. Maka scouts it right as the zerglings and drones leave the base. A drone has blocked a walloff at the top of the ramp, so Maka, perhaps panicking, makes a supply depot about a tenth of the way, and starts an engineering bay at the bottom of his ramp. Maka loses his first marine, but keeps his next two alive with nice scv micro. Sleep ends up losing despite foiling Maka's wall-off.
Sleep's play was not bad, but obviously not up to Maka's level.
Maka wins 2-0
Game 3
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I feel like when there is a 6pool in the second game, the third is rarely needed.
GoldenfOu vs oGsTheWinD
Game 1
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GoldenfOu Z vs oGsTheWinD Z
Game 1: Xel'Naga Caverns
TheWind10-pools, and Golden's pool finishes right as six zerglings get there. TheWind drones up as his zerglings harass until Golden's own 'lings chase them away. TheWind blocks his ramp with two queens and techs up to lair, followed by a roach warren, and Golden expands. TheWind does not go muta, but fast roach burrow. TheWind moves out with about eight roaches, but Golden's roaches come out with plenty of time. Golden keeps a spine crawler alive with three transfuses. TheWind keeps attacking with burrow roaches, and does fair damage, but Golden just outmasses roaches off of two bases. An overseer finishes, which allows Golden to kill most of TheWind's army. Tunneling claws finish just in time, and he uses it to keep Golden's army pinned in his base as he saturates his natural that somehow went up during all of this.
Golden makes four overseers, and uses them to continuously contaminate TheWind's hatcheries. So just as TheWind had started to come back in the food count, Golden goes up by fifty as TheWind can no longer produce larva. TheWind gets hydralisks to fend off the overseers, but Golden just attacks with his much larger army for the win.
A very unusual game with a lot of unique game states. Both players showed creativity and flexibility with their responses. The mass-overseer is really what secured Golden the game.
Golden 1-0
Game 1: Xel'Naga Caverns
TheWind10-pools, and Golden's pool finishes right as six zerglings get there. TheWind drones up as his zerglings harass until Golden's own 'lings chase them away. TheWind blocks his ramp with two queens and techs up to lair, followed by a roach warren, and Golden expands. TheWind does not go muta, but fast roach burrow. TheWind moves out with about eight roaches, but Golden's roaches come out with plenty of time. Golden keeps a spine crawler alive with three transfuses. TheWind keeps attacking with burrow roaches, and does fair damage, but Golden just outmasses roaches off of two bases. An overseer finishes, which allows Golden to kill most of TheWind's army. Tunneling claws finish just in time, and he uses it to keep Golden's army pinned in his base as he saturates his natural that somehow went up during all of this.
Golden makes four overseers, and uses them to continuously contaminate TheWind's hatcheries. So just as TheWind had started to come back in the food count, Golden goes up by fifty as TheWind can no longer produce larva. TheWind gets hydralisks to fend off the overseers, but Golden just attacks with his much larger army for the win.
A very unusual game with a lot of unique game states. Both players showed creativity and flexibility with their responses. The mass-overseer is really what secured Golden the game.
Golden 1-0
Game 2
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Game 2: Shakuras Plateau, cross positions.
Both players get their hatcheries first, but Golden manages to delay TheWind's with a scouting drone. Both players get a baneling nest and a spine crawler. The players diverge when TheWind gets his lair again, while Golden gets a roach den. TheWind starts his spire around the same time Golden starts his lair. Both players hit fifty drones before the ten minute mark. As mutas come on the field for TheWind he expands to his lateral third, and Golden makes some spore crawlers and a hydralisk den. Air attack and ranged attack are upgraded respectively. TheWind gets his roach den as he pumps out mutalisks, and Golden gets an infestation pit as he produces hyrdalisks and an in-base third hatchery when he scouts his opponent's third base. TheWind switches over to roach production, getting burrow and his own infestation pit.
The first real battle of the game starts as Golden moves across the map with an equal number of roaches and hydralisks and, most importantly, four infestors. TheWind has mostly roaches and banelings to defend, but they all get beautifully fungal-growthed and die without doing any damage to the hydralisks. TheWind takes out a lot of drones with a mutalisk counter to Golden's main, but his own main and natural are gutted by the roaches streaming across the map. TheWind stays in the game for a while, but eventually has to leave.
This game was crazy hard to follow. Both players eventually had all the main production structures, but got them in totally different orders. The two-base, three hatchery timing from Golden turned out to be very effective. Since this was such a complicated game, here is the general order of tech and units:
Golden: hatch/pool/baneling/roach/lair/hydra/range attack/ infestor/in-base third
TheWind: hatch/pool/baneling/lair/spire/air attack/expand/roach/infestor
Golden: roach/hyrda/infestor
TheWind: muta/baneling/roach
Golden wins 2-0
Both players get their hatcheries first, but Golden manages to delay TheWind's with a scouting drone. Both players get a baneling nest and a spine crawler. The players diverge when TheWind gets his lair again, while Golden gets a roach den. TheWind starts his spire around the same time Golden starts his lair. Both players hit fifty drones before the ten minute mark. As mutas come on the field for TheWind he expands to his lateral third, and Golden makes some spore crawlers and a hydralisk den. Air attack and ranged attack are upgraded respectively. TheWind gets his roach den as he pumps out mutalisks, and Golden gets an infestation pit as he produces hyrdalisks and an in-base third hatchery when he scouts his opponent's third base. TheWind switches over to roach production, getting burrow and his own infestation pit.
The first real battle of the game starts as Golden moves across the map with an equal number of roaches and hydralisks and, most importantly, four infestors. TheWind has mostly roaches and banelings to defend, but they all get beautifully fungal-growthed and die without doing any damage to the hydralisks. TheWind takes out a lot of drones with a mutalisk counter to Golden's main, but his own main and natural are gutted by the roaches streaming across the map. TheWind stays in the game for a while, but eventually has to leave.
This game was crazy hard to follow. Both players eventually had all the main production structures, but got them in totally different orders. The two-base, three hatchery timing from Golden turned out to be very effective. Since this was such a complicated game, here is the general order of tech and units:
Golden: hatch/pool/baneling/roach/lair/hydra/range attack/ infestor/in-base third
TheWind: hatch/pool/baneling/lair/spire/air attack/expand/roach/infestor
Golden: roach/hyrda/infestor
TheWind: muta/baneling/roach
Golden wins 2-0
Game 3
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TheWind got blown out
Thanks to DarkPlasmaBall, Epithet, and Woozy for corrections!