Boxer/Foxer/MarineKingPrime v oGsMC/Iron
Game 1
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Game 1: Lost Temple. cross positions
Foxer walls in at the bottom of his ramp and then expands without getting any gas. MC techs up to stargate while kiting some marines with stalkers. MC adds on two more gateways. MC uses a void ray to gain vision of the high ground in Foxer's base where he warps in three zealots. A small push by Foxer is forced to turn around, and as they move across the map, the void ray has time to charge up. The zealots chase the marines while the void ray micros around, keeping its charge. For the rest of the game MC continues to pour on the pressure with sets of zealots and void rays as Foxer slowly techs up to starport off three barracks. MC's micro is amazing, getting three void rays in Foxer's base at once and even trapping marines against a depot with zealots. Eventually Foxer is overrun.
MC executed this rush beautifully. And for once, ironically, MarineKing did not have enough marines.
MC 1-0
Foxer walls in at the bottom of his ramp and then expands without getting any gas. MC techs up to stargate while kiting some marines with stalkers. MC adds on two more gateways. MC uses a void ray to gain vision of the high ground in Foxer's base where he warps in three zealots. A small push by Foxer is forced to turn around, and as they move across the map, the void ray has time to charge up. The zealots chase the marines while the void ray micros around, keeping its charge. For the rest of the game MC continues to pour on the pressure with sets of zealots and void rays as Foxer slowly techs up to starport off three barracks. MC's micro is amazing, getting three void rays in Foxer's base at once and even trapping marines against a depot with zealots. Eventually Foxer is overrun.
MC executed this rush beautifully. And for once, ironically, MarineKing did not have enough marines.
MC 1-0
Game 2
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Game 2: Delta Quadrant, MC clockwise
Foxer proxies a barracks right at the central Xel'Naga tower, and gets a refinery. MC scouts it and responds by chronoboosting out two zealots. Foxer builds a marauder, starts concussive shells, and heads over to MC's base. Two zealots, a stalker, and a few probes end up taking out the three marauders and foiling a bunker that was building at the bottom of MC's ramp. Four stalkers and a zealot swing up to the middle and kill four more marauders and the proxied barracks hiding there. Foxer goes into defense mode, building two bunkers, three barracks (TTR), and a factory. MC uses his lead to warp in a robotics facility and an expansion at his natural.
MC puts a pylon in place to warp in some units to Foxer's back door. He applies some pressure, but backs off from the two bunkers after losing a few units without much gain. MC gets his robotics bay. Foxer attacks with fifteen marines, eight marauders, two medivacs, and a bunch of his scvs. Foxer wins the first battle and destroys MC's natural expansion. A warp prism warps in a zealot to Foxer's back door. It does a little damage. But Foxer has massed up quite an army outside MC's base, and is able to run in and pick off two colossi. MC ggs.
Impressive comeback by Foxer. After his first rush failed so hard, he realized that his best hope was probably to just one-base and hope MC would get greedy, which he did. MC proceeded to tech up to colossus, expand, and get a warp prism all at once, which is a full 800 minerals devoted to non-fighting things. This, plus the fact that he made a half-hearted attempt to defend his expansion when he pretty obviously couldn't, meant that Foxer had a wide window to mass up efficient units and attack.
Foxer 1-1
Foxer proxies a barracks right at the central Xel'Naga tower, and gets a refinery. MC scouts it and responds by chronoboosting out two zealots. Foxer builds a marauder, starts concussive shells, and heads over to MC's base. Two zealots, a stalker, and a few probes end up taking out the three marauders and foiling a bunker that was building at the bottom of MC's ramp. Four stalkers and a zealot swing up to the middle and kill four more marauders and the proxied barracks hiding there. Foxer goes into defense mode, building two bunkers, three barracks (TTR), and a factory. MC uses his lead to warp in a robotics facility and an expansion at his natural.
MC puts a pylon in place to warp in some units to Foxer's back door. He applies some pressure, but backs off from the two bunkers after losing a few units without much gain. MC gets his robotics bay. Foxer attacks with fifteen marines, eight marauders, two medivacs, and a bunch of his scvs. Foxer wins the first battle and destroys MC's natural expansion. A warp prism warps in a zealot to Foxer's back door. It does a little damage. But Foxer has massed up quite an army outside MC's base, and is able to run in and pick off two colossi. MC ggs.
Impressive comeback by Foxer. After his first rush failed so hard, he realized that his best hope was probably to just one-base and hope MC would get greedy, which he did. MC proceeded to tech up to colossus, expand, and get a warp prism all at once, which is a full 800 minerals devoted to non-fighting things. This, plus the fact that he made a half-hearted attempt to defend his expansion when he pretty obviously couldn't, meant that Foxer had a wide window to mass up efficient units and attack.
Foxer 1-1
Game 3
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Game 3: Blistering Sands
MC proxies a gateway at Foxer's natural. Foxer does not wall in. MC wins.
MC really knows how to micro zealots.
MC 2-1
MC proxies a gateway at Foxer's natural. Foxer does not wall in. MC wins.
MC really knows how to micro zealots.
MC 2-1
Game 4
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Game 4: Jungle Basin
MC gets a gateway, cybernetics core, and both gasses. Foxer expands after his first barracks. MC brings his gateway count up to four and sets up to destroy Foxer's back door rocks. MC breaks through and forces the command center to retreat back into Foxer's base. MC kills a bunch of units, a bunch of scvs, and then retreats, expands, and warps in a twilight council.
At the time Foxer re-expands to his back door, he has teched up to starport, has four barracks, and has sent his factory out to scout. After poking with another stalker force, MC sends in some dark templar into Foxer' back door, which get killed pretty quickly when they run into a scan. MC continues to pile on the pressure at the back door as he gets a templar archives and researches both zealot legs and blink. MC tries to expand to Foxer's lateral third, but it gets scouted and canceled. MC instead expands to his side of the mesa. Foxer gets a ghost academy.
Both armies assemble on either side of the mesa. Many psi-storms and emps are traded, but MC eventually chases Foxer's army off. MC expands again to Foxer's lateral third. Foxer tries to expand to his side of the mesa. MC feedbacks medivac after medivac, then lays down a lot of great psionic storms, tearing through Foxer's exclusively bio army and chasing him on the central mesa. As colossi start to make it onto the field, Foxer's army starts to just melt, and he is forced to gg.
This is exactly how to beat a terran that goes bio. Foxer was on his back foot the entire time, and never seemed to seriously threaten MC at all.
MC wins 3-1
MC gets a gateway, cybernetics core, and both gasses. Foxer expands after his first barracks. MC brings his gateway count up to four and sets up to destroy Foxer's back door rocks. MC breaks through and forces the command center to retreat back into Foxer's base. MC kills a bunch of units, a bunch of scvs, and then retreats, expands, and warps in a twilight council.
At the time Foxer re-expands to his back door, he has teched up to starport, has four barracks, and has sent his factory out to scout. After poking with another stalker force, MC sends in some dark templar into Foxer' back door, which get killed pretty quickly when they run into a scan. MC continues to pile on the pressure at the back door as he gets a templar archives and researches both zealot legs and blink. MC tries to expand to Foxer's lateral third, but it gets scouted and canceled. MC instead expands to his side of the mesa. Foxer gets a ghost academy.
Both armies assemble on either side of the mesa. Many psi-storms and emps are traded, but MC eventually chases Foxer's army off. MC expands again to Foxer's lateral third. Foxer tries to expand to his side of the mesa. MC feedbacks medivac after medivac, then lays down a lot of great psionic storms, tearing through Foxer's exclusively bio army and chasing him on the central mesa. As colossi start to make it onto the field, Foxer's army starts to just melt, and he is forced to gg.
This is exactly how to beat a terran that goes bio. Foxer was on his back foot the entire time, and never seemed to seriously threaten MC at all.
MC wins 3-1
Game 5
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gg wp MC gl in sf
choyafOu v LiquidJinro
Game 1
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Game 1: Steppes of War
Choya steals Jinro's gas. Jinro techs straight up to starport and scouts with his factory. Choya brings his gateway count up to three and then expands. After seeing all this with his factory, Jinro adds on two more barracks and starts a raven. Choya builds both a starport and robotics facility. Jinro uses a banshee to harass Choya's expansion as he gets stimpacks and combat shields. Jinro attacks at 10'30'' with marines, marauders, the raven, and a good chunk of scvs. Choya has a billion forcefields, but Jinro has too many units and manages to power through.
Very good reactive play by Jinro. A great example of his patience and strategic understanding.
Jinro 1-0
Choya steals Jinro's gas. Jinro techs straight up to starport and scouts with his factory. Choya brings his gateway count up to three and then expands. After seeing all this with his factory, Jinro adds on two more barracks and starts a raven. Choya builds both a starport and robotics facility. Jinro uses a banshee to harass Choya's expansion as he gets stimpacks and combat shields. Jinro attacks at 10'30'' with marines, marauders, the raven, and a good chunk of scvs. Choya has a billion forcefields, but Jinro has too many units and manages to power through.
Very good reactive play by Jinro. A great example of his patience and strategic understanding.
Jinro 1-0
Game 2
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Game 2: Xel'Naga Caverns
Choya gets his gas before his gateway, and then steals Jinro's gas as well, but doesn't get his second gas. Jinro opens more normally with fast concussive shells followed by a command center. Choya immediately techs up to a dark shrine and then expands. Jinro expands and adds on three barracks (TTRR). Dark templar make it into Jinro's base, but Jinro manages to get missile turrets up and kill the templar without too much damage aside from lost mules and mining time. Jinro techs up to starport and a ghost academy. Choya, meanwhile, has teched up to colossus and six warp gates. At 16' Choya pushes out across the map with the typical protoss death ball. Jinro scares it off with a lot of vikings made off of two reactored starports.
Choya expands to his gold. Jinro tries also, but Choya attacks. Jinro gets into a great position, using his vikings to kill the colossi. Jinro chases the remnants of Choya's army back to his gold and destroys the nexus there. Jinro backs off, and both players re-expand to their respective golds. The armies dance around the middle pit, and Jinro manages to snipe a couple colossi. The armies finally engage at Choya's gold, Jinro emps all the sentries, picks off the colossi, and Choya is left shaking his head as he leaves the game.
Choya needs to be more careful with his colossi.
Jinro 2-0
Choya gets his gas before his gateway, and then steals Jinro's gas as well, but doesn't get his second gas. Jinro opens more normally with fast concussive shells followed by a command center. Choya immediately techs up to a dark shrine and then expands. Jinro expands and adds on three barracks (TTRR). Dark templar make it into Jinro's base, but Jinro manages to get missile turrets up and kill the templar without too much damage aside from lost mules and mining time. Jinro techs up to starport and a ghost academy. Choya, meanwhile, has teched up to colossus and six warp gates. At 16' Choya pushes out across the map with the typical protoss death ball. Jinro scares it off with a lot of vikings made off of two reactored starports.
Choya expands to his gold. Jinro tries also, but Choya attacks. Jinro gets into a great position, using his vikings to kill the colossi. Jinro chases the remnants of Choya's army back to his gold and destroys the nexus there. Jinro backs off, and both players re-expand to their respective golds. The armies dance around the middle pit, and Jinro manages to snipe a couple colossi. The armies finally engage at Choya's gold, Jinro emps all the sentries, picks off the colossi, and Choya is left shaking his head as he leaves the game.
Choya needs to be more careful with his colossi.
Jinro 2-0
Game 3
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Game 3: Metalopolis, cross-positions
Jinro again expands behind a fast concussive shell, and Choya likewise expands behind a single gateway. Choya gets three warp gates and a robo; Jinro goes for four barracks(RRTT), getting combat shields before stim. Both players are content to climb their tech trees- Jinro getting two starports that grab reactors and a ghost academy, while Choya gets colossi and range. After scouting Jinro with an observer, though, Choya gets up to six gateways and a starport for phoenix. Jinro expands to his third. Choya pushes out at 16' again with essentially the same army as last game. This time, though, the colossi avoid the vikings, and there aren't as many emps ready, so Choya is able to take the game.
Interesting how similar games two and three were in terms of army composition, but how differently the battles turned out.
Choya 1-2
Jinro again expands behind a fast concussive shell, and Choya likewise expands behind a single gateway. Choya gets three warp gates and a robo; Jinro goes for four barracks(RRTT), getting combat shields before stim. Both players are content to climb their tech trees- Jinro getting two starports that grab reactors and a ghost academy, while Choya gets colossi and range. After scouting Jinro with an observer, though, Choya gets up to six gateways and a starport for phoenix. Jinro expands to his third. Choya pushes out at 16' again with essentially the same army as last game. This time, though, the colossi avoid the vikings, and there aren't as many emps ready, so Choya is able to take the game.
Interesting how similar games two and three were in terms of army composition, but how differently the battles turned out.
Choya 1-2
Game 4
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Game 4: Delta Quadrant, Jinro clockwise.
Jinro techs right up to starport and scouts with his factory. Choya gets only two gateways before his robo this time. As a result he is able to pressure with two zealots and six stalkers at the 7' mark. The stalkers run up past a bunker, but Jinro is able to fend them off with an auto turret and scvs. Choya gets a robotics bay off of only one base as Jinro harasses with a banshee. Choya moves out with a pretty small force and attacks up the ramp. It is repelled by a pdd and a bunch of marauders.
Jinro expands to his back door. Choya fakes a nexus at his natural. A brief engagement at Choya's natural goes a little in Choya's favor. Choya counter-attacks, and his one-base army is able to overrun Jinro's.
Jinro seemed to lack is his usual patience here, and was itching to take out those colossi. Choya ties the score after going 0-2
Choya 2-2
Jinro techs right up to starport and scouts with his factory. Choya gets only two gateways before his robo this time. As a result he is able to pressure with two zealots and six stalkers at the 7' mark. The stalkers run up past a bunker, but Jinro is able to fend them off with an auto turret and scvs. Choya gets a robotics bay off of only one base as Jinro harasses with a banshee. Choya moves out with a pretty small force and attacks up the ramp. It is repelled by a pdd and a bunch of marauders.
Jinro expands to his back door. Choya fakes a nexus at his natural. A brief engagement at Choya's natural goes a little in Choya's favor. Choya counter-attacks, and his one-base army is able to overrun Jinro's.
Jinro seemed to lack is his usual patience here, and was itching to take out those colossi. Choya ties the score after going 0-2
Choya 2-2
Game 5
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Game 5: Blistering Sands
Jinro starts off with a barracks of each flavor. Choya goes for a twilight council after his usual three gateways. Jinro adds another barracks and a factory. Choya techs up to dark templar. Jinro barely manages to scout the twilight council with his reaper, and so gets a missile turret at his front, which quickly repels two dark templar.
Choya expands and adds on two gateways, while Jinro gets a raven and starts researching cloak at his starport. Jinro also expands. When a cloaked banshee gets to Choya's base, a robo has only just been started. The first banshee gets fourteen kills. Jinro tries to engage with his army after observers finally come out to chase off the banshees, but some nice forcefields save Choya's expansion.
Jinro gets his ghost academy. Choya starts his robotics support bay and brings his gateway count to seven of two bases. Jinro expands to his gold. Choya moves out with four colossus and a lot of gateway units, but doesn't seem to have upgraded range for his colossi. Choya attacks just before both armies max out, but Choya's entire army gets emped so he retreats. Jinro starts getting the capacity for mass siege tanks just as he reaches max supply. Choya expands to his gold, but it gets canceled by a marauder squad. The armies dance around a lot in the middle of the map, but neither player commits. Choya takes out Jinro's rocks but backs off. Jinro expands to his third. Choya pokes in through the back rocks, takes some depots out and smartly retreats. But right after that he tries to break through into the base and gets caught in the choke! Choya's stalkers are stacked three or four back while all of Jinro's marauders are hitting in for damage. Suddenly, Jinro has almost double Choya's supply! As Jinro's army chases Choya's across the map, Choya sends Jinro the final four of the tournament.
What a tense game to end a tense series. I can't believe Choya just attacks through those rocks, but Jinro took advantage of it perfectly.
Jinro wins 3-2
Jinro starts off with a barracks of each flavor. Choya goes for a twilight council after his usual three gateways. Jinro adds another barracks and a factory. Choya techs up to dark templar. Jinro barely manages to scout the twilight council with his reaper, and so gets a missile turret at his front, which quickly repels two dark templar.
Choya expands and adds on two gateways, while Jinro gets a raven and starts researching cloak at his starport. Jinro also expands. When a cloaked banshee gets to Choya's base, a robo has only just been started. The first banshee gets fourteen kills. Jinro tries to engage with his army after observers finally come out to chase off the banshees, but some nice forcefields save Choya's expansion.
Jinro gets his ghost academy. Choya starts his robotics support bay and brings his gateway count to seven of two bases. Jinro expands to his gold. Choya moves out with four colossus and a lot of gateway units, but doesn't seem to have upgraded range for his colossi. Choya attacks just before both armies max out, but Choya's entire army gets emped so he retreats. Jinro starts getting the capacity for mass siege tanks just as he reaches max supply. Choya expands to his gold, but it gets canceled by a marauder squad. The armies dance around a lot in the middle of the map, but neither player commits. Choya takes out Jinro's rocks but backs off. Jinro expands to his third. Choya pokes in through the back rocks, takes some depots out and smartly retreats. But right after that he tries to break through into the base and gets caught in the choke! Choya's stalkers are stacked three or four back while all of Jinro's marauders are hitting in for damage. Suddenly, Jinro has almost double Choya's supply! As Jinro's army chases Choya's across the map, Choya sends Jinro the final four of the tournament.
What a tense game to end a tense series. I can't believe Choya just attacks through those rocks, but Jinro took advantage of it perfectly.
Jinro wins 3-2