MarineKingPrime.WE/Foxer/Boxer v ST_Monster
Game 1
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Game 1: Jungle Basin
Monster gets his gas first for zergling speed. followed by an expansion- Foxer goes for a one-rax expand. Boxers adds one two barracks at his ramp to wall himself in, and adds a techlab onto his first barracks. Foxer moves out with a control group of marines and three marauders. However, Monster's baneling nest finishes in time, and a beautiful flank destroys Foxer's forces at little cost. After losing his forces, Foxer adds reactors to all his barracks, adds two more barracks on, scouts out with a factory, and gets his starport. Meanwhile, Monster gets a lair, spire, baneling speed, and expands to the side. Foxer moves out towards Monster's third with a sizable MMM ball. Monster tries to defend, but gets caught in a really bad position so has to let his third go after losing some units, putting him down 30 food. Monster engages on the middle plateau instead, but Foxer's characteristic control prevents most of the damage, and leaves the food at 130-95 in his favor. A minute or so later, after a few marine-xling skirmishes, the food is now 150-95, as baneling after baneling impotently explodes on the ground. Foxer forces his infantry ball up Monster's ramp, and Monster leaves the game.
It feels like Monster could have done more with that early advantage he took. Also, Foxer's baneling defense is as good as ever.
Foxer 1-0
Monster gets his gas first for zergling speed. followed by an expansion- Foxer goes for a one-rax expand. Boxers adds one two barracks at his ramp to wall himself in, and adds a techlab onto his first barracks. Foxer moves out with a control group of marines and three marauders. However, Monster's baneling nest finishes in time, and a beautiful flank destroys Foxer's forces at little cost. After losing his forces, Foxer adds reactors to all his barracks, adds two more barracks on, scouts out with a factory, and gets his starport. Meanwhile, Monster gets a lair, spire, baneling speed, and expands to the side. Foxer moves out towards Monster's third with a sizable MMM ball. Monster tries to defend, but gets caught in a really bad position so has to let his third go after losing some units, putting him down 30 food. Monster engages on the middle plateau instead, but Foxer's characteristic control prevents most of the damage, and leaves the food at 130-95 in his favor. A minute or so later, after a few marine-xling skirmishes, the food is now 150-95, as baneling after baneling impotently explodes on the ground. Foxer forces his infantry ball up Monster's ramp, and Monster leaves the game.
It feels like Monster could have done more with that early advantage he took. Also, Foxer's baneling defense is as good as ever.
Foxer 1-0
Game 2
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Game 2: Steppes of War
Monster hatches first, but Foxer places a barracks at the bottom of his natural's ramp. Foxer tries some early pressure, but Monster makes many zerglings, so he backs off. Foxer adds on another barracks and expands, then another barracks. Foxer moves his proxy barracks to wall in his natural's ramp, adds a tech lab, and starts stimpacks. Monster, however, has been making essentially only zerglings this entire time, not teching up at all. When Foxer's attack comes at a similar timing to the first game, there are more than enough zerglings to defend it. Monster makes a baneling nest and pushes out, continuing to pump zerglings. Zerglings have been wailing on the Foxer's rocks this whole time, so now Monster can just run around Foxer's wall-in. He does with a huge mass of zerglings, incapacitates the natural, and eventually overruns the main.
This was a great way to counter Foxer's style. Monster would have perhaps been in trouble if Foxer had teched at all... but, hey, it's Foxer.
Monster 1-1
Monster hatches first, but Foxer places a barracks at the bottom of his natural's ramp. Foxer tries some early pressure, but Monster makes many zerglings, so he backs off. Foxer adds on another barracks and expands, then another barracks. Foxer moves his proxy barracks to wall in his natural's ramp, adds a tech lab, and starts stimpacks. Monster, however, has been making essentially only zerglings this entire time, not teching up at all. When Foxer's attack comes at a similar timing to the first game, there are more than enough zerglings to defend it. Monster makes a baneling nest and pushes out, continuing to pump zerglings. Zerglings have been wailing on the Foxer's rocks this whole time, so now Monster can just run around Foxer's wall-in. He does with a huge mass of zerglings, incapacitates the natural, and eventually overruns the main.
This was a great way to counter Foxer's style. Monster would have perhaps been in trouble if Foxer had teched at all... but, hey, it's Foxer.
Monster 1-1
Game 3
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Game 3: Lost Temple, close positions.
Monster quickly scouts the close positions, and early hatches nonetheless. Foxer gets two barracks at the top of his ramp. Foxer starts applying pressure, but retreats fairly quickly after expanding to his natural, walling in with barracks and an engineering bay at his naturals choke, eventually adding techlabs to them. Again, Monster makes a lot of zerglings and a fairly late baneling nest. Foxer scans the baneling nest, starts stimpack/combat shields, and moves out. He kills a bunch of zerglings, and retreats. Monster starts his lair. After a bit of macro, Foxer pushes out with eight marauders and twelve marines just as stim/combat shields finish. The marauders end up soaking a lot of banelings and fending off the zerglings as the marines kill everything. Monster ggs.
Another low tier victory TvZ featuring Foxer. He's good at what he does, although that second game perhaps showed a weakness on maps with that exploitable geography.
Foxer wins 2-1
Monster quickly scouts the close positions, and early hatches nonetheless. Foxer gets two barracks at the top of his ramp. Foxer starts applying pressure, but retreats fairly quickly after expanding to his natural, walling in with barracks and an engineering bay at his naturals choke, eventually adding techlabs to them. Again, Monster makes a lot of zerglings and a fairly late baneling nest. Foxer scans the baneling nest, starts stimpack/combat shields, and moves out. He kills a bunch of zerglings, and retreats. Monster starts his lair. After a bit of macro, Foxer pushes out with eight marauders and twelve marines just as stim/combat shields finish. The marauders end up soaking a lot of banelings and fending off the zerglings as the marines kill everything. Monster ggs.
Another low tier victory TvZ featuring Foxer. He's good at what he does, although that second game perhaps showed a weakness on maps with that exploitable geography.
Foxer wins 2-1
LeenockfOu vs TSL_GuineaPig
Game 1
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Game 1: Blistering Sands
Guinea prevents an early hatch from starting, forcing the spawning pool first from Leenock. Guinea adds on three gateways after his cybernetics core. Guinea starts to move out after zergling speed finishes. Two stalkers get surrounded and killed. Zerglings then run around zealots and corner three sentries that have to waste their forcefields to survive. Leenock then sends the zerglings to Guinea's rocks, which forces the zealots back. All of this has given Leenock enough time to build up a sizable army that kills Leenock's zealots with zerglings left over.
A great defense of a four-gate from Leenock. A highlight was how he banked six or seven larvae until he scouted the fourgate. It was weird how few stalkers Guinea made, though, as I feel that more stalkers would have helped with those pesky zerglings and allowed him to attack earlier.
Leenock 1-0
Guinea prevents an early hatch from starting, forcing the spawning pool first from Leenock. Guinea adds on three gateways after his cybernetics core. Guinea starts to move out after zergling speed finishes. Two stalkers get surrounded and killed. Zerglings then run around zealots and corner three sentries that have to waste their forcefields to survive. Leenock then sends the zerglings to Guinea's rocks, which forces the zealots back. All of this has given Leenock enough time to build up a sizable army that kills Leenock's zealots with zerglings left over.
A great defense of a four-gate from Leenock. A highlight was how he banked six or seven larvae until he scouted the fourgate. It was weird how few stalkers Guinea made, though, as I feel that more stalkers would have helped with those pesky zerglings and allowed him to attack earlier.
Leenock 1-0
Game 2
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Game 2: Lost Temple, cross positions
Leenock 6-pools. Guinea is forced to wall in with a forge and pylons. The zerglings get in, but a wall goes up behind it. When the zerglings go down at 7' Guinea is up 23-18 workers, and Leenock has his natural. Guinea adds on three gateways, and the game becomes pretty normal. Leenock gets his lair followed by a spire as he drone heavily, Guinea expands and builds a starport, and then another. A void ray scouts Leenocks building hatchery at his gold. Leenock gets an in-base hatchery and infestors as his mutalisk count starts to climb. Guinea pig gets a sizable fleet of phoenix out, but it gets fungalled by an infestor and destroyed by mutalisks. An engagement between mutalisks and phoenix/stalkers in the middle goes in Guinea's favor, which allows him to expand to his gold. But Leenock comes back with a huge zergling/muta/hydra army that just crushes the GuineaPig.
Leenock was pretty impressive this series. He knew exactly what to do both strategically and micro-ly. All there is to see is his ZvZ, and if that is good he could be a contender.
Leenock wins 2-0
Leenock 6-pools. Guinea is forced to wall in with a forge and pylons. The zerglings get in, but a wall goes up behind it. When the zerglings go down at 7' Guinea is up 23-18 workers, and Leenock has his natural. Guinea adds on three gateways, and the game becomes pretty normal. Leenock gets his lair followed by a spire as he drone heavily, Guinea expands and builds a starport, and then another. A void ray scouts Leenocks building hatchery at his gold. Leenock gets an in-base hatchery and infestors as his mutalisk count starts to climb. Guinea pig gets a sizable fleet of phoenix out, but it gets fungalled by an infestor and destroyed by mutalisks. An engagement between mutalisks and phoenix/stalkers in the middle goes in Guinea's favor, which allows him to expand to his gold. But Leenock comes back with a huge zergling/muta/hydra army that just crushes the GuineaPig.
Leenock was pretty impressive this series. He knew exactly what to do both strategically and micro-ly. All there is to see is his ZvZ, and if that is good he could be a contender.
Leenock wins 2-0
Game 3
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My first girlfriend had a guinea pig that her parents gave her to teach her about responsibility and stuff. She hated. One day she noticed there was a hawk hanging around in her backyard, so she let her guinea pig outside to play. This was kind of like that :-(.
oGsHyperdub vs oGsMC/Iron
Game 1
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Game 1: Steppes of War
MC rushes for a voidray, and Hyperdub goes for a quick cloaked banshee. MC pushes with the first voidray and a handful of stalkers. It works very well, taking out the wall-in depot, barracks, and reactor. He also builds a robotics facility back in his base, so when the banshee gets there, an observer pops out almost immediately. The void ray gets to level three, the stalkers get up the ramp, and MC wins the first game against his teammate.
MC's build just destroyed Hyperdub's. Once Hyperdub walled-in and committed to cloaked banshees, it was pretty much over.
MC 1-0
MC rushes for a voidray, and Hyperdub goes for a quick cloaked banshee. MC pushes with the first voidray and a handful of stalkers. It works very well, taking out the wall-in depot, barracks, and reactor. He also builds a robotics facility back in his base, so when the banshee gets there, an observer pops out almost immediately. The void ray gets to level three, the stalkers get up the ramp, and MC wins the first game against his teammate.
MC's build just destroyed Hyperdub's. Once Hyperdub walled-in and committed to cloaked banshees, it was pretty much over.
MC 1-0
Game 2
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Game 2: Blistering Sands
MC proxies his second gateway behind the middle tall gas, and Hyperdub gets a total of four barracks (TTRR). MC breaks down Hyperdub's rocks unscouted at 6'15'' with six stalkers and a zealot. He catches group of marine alone, forces scvs off the line, and kills it all.
MC straight-up destroyed Hyperdub here. He seemed to know exactly what to do to beat his teammate. It was unfortunate that there had to be a teamkill so early between two so-talented players.
MC wins 2-0
MC proxies his second gateway behind the middle tall gas, and Hyperdub gets a total of four barracks (TTRR). MC breaks down Hyperdub's rocks unscouted at 6'15'' with six stalkers and a zealot. He catches group of marine alone, forces scvs off the line, and kills it all.
MC straight-up destroyed Hyperdub here. He seemed to know exactly what to do to beat his teammate. It was unfortunate that there had to be a teamkill so early between two so-talented players.
MC wins 2-0
Game 3
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Has anyone read Freakonomics? That chapter on sumos?
ST_July vs aLivefOu
Game 1
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Game 1: Delta Quadrant, cross position
Alive walls in at the bottom of his ramp and follows up with a factory July gets his spawning pool before a hatchery at his expansion. Alive starts using his factory for siege tanks, then expands to his back door. July gets a lair, baneling nest, then spire. July tries to expand to his gold, but Alive kills it with a marine-tank force. Joly re-expands to the gold, and then to his other gold. Alive is massing tank-marine-medivac, and July mutalisk-xling. July sacrifices one of his golds but takes out all the scvs at Alive's back door with mutalisks. July double expands again while Alive resaturates his backdoor. But at this point it's 5 bases to 2, so Alive goes for a desperation all in, but it fails, and he ggs.
July played very well on this map. The double gold expand was brilliant. July had a great game sense and a solid plan of open safe, tech up, and expand aggressively.
July 1-0
Alive walls in at the bottom of his ramp and follows up with a factory July gets his spawning pool before a hatchery at his expansion. Alive starts using his factory for siege tanks, then expands to his back door. July gets a lair, baneling nest, then spire. July tries to expand to his gold, but Alive kills it with a marine-tank force. Joly re-expands to the gold, and then to his other gold. Alive is massing tank-marine-medivac, and July mutalisk-xling. July sacrifices one of his golds but takes out all the scvs at Alive's back door with mutalisks. July double expands again while Alive resaturates his backdoor. But at this point it's 5 bases to 2, so Alive goes for a desperation all in, but it fails, and he ggs.
July played very well on this map. The double gold expand was brilliant. July had a great game sense and a solid plan of open safe, tech up, and expand aggressively.
July 1-0
Game 2
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Game 2: Xel'Naga Caverns
July gets his hatchery first this time. Alive gets a barracks and then a factory that builds a couple hellions which eventually die to good zergling/queen micro. July gets his lair and spire while Alive gets his starport then expands. July seems to content to drone as he gets an in-base third hatchery, and then his natural forth as his third base. Alive starts his infantry upgrades as July gets his baneling nest and starts to mass mutas. Alive techs up to thors and starts +2/+1 infantry upgrades. July expands to his gold. Alive moves out when July is maxed. They dance around a lot in the middle of the map as July harasses around with mutas. July gets his Hive, and banks 6300 minerals, and makes TWELVE spine crawlers at his natural as alive noncommittally wanders around the middle of the map. July guts the terran's entire base with mutalisks as he sacs his 4th to Alive's army. July uses the time to get broodlords, infestors and just mass mass spine crawlers at his natural. There is nothing the terran army can do at this point as he faces elimination.
July is such a beast. Alive had a super-scary army, but July neutralized it with great harass, teching, and expanding. July's mutalisk micro and decision-making was great. There was no point this entire match that Alive looked like he had a chance.
July wins 2-0
July gets his hatchery first this time. Alive gets a barracks and then a factory that builds a couple hellions which eventually die to good zergling/queen micro. July gets his lair and spire while Alive gets his starport then expands. July seems to content to drone as he gets an in-base third hatchery, and then his natural forth as his third base. Alive starts his infantry upgrades as July gets his baneling nest and starts to mass mutas. Alive techs up to thors and starts +2/+1 infantry upgrades. July expands to his gold. Alive moves out when July is maxed. They dance around a lot in the middle of the map as July harasses around with mutas. July gets his Hive, and banks 6300 minerals, and makes TWELVE spine crawlers at his natural as alive noncommittally wanders around the middle of the map. July guts the terran's entire base with mutalisks as he sacs his 4th to Alive's army. July uses the time to get broodlords, infestors and just mass mass spine crawlers at his natural. There is nothing the terran army can do at this point as he faces elimination.
July is such a beast. Alive had a super-scary army, but July neutralized it with great harass, teching, and expanding. July's mutalisk micro and decision-making was great. There was no point this entire match that Alive looked like he had a chance.
July wins 2-0
Game 3
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July wins in February