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GSL July RO16 Day 1 Recap

Blogs > pullarius1
Post a Reply
pullarius1
Profile Blog Joined May 2010
United States522 Posts
July 12 2011 18:51 GMT
#1
Didn't have time to get to Losira v Top or edit as much as I usually do.

IMNesTea v oGsEnsnare
http://www.gomtv.net/2011gslsponsors4/vod/65736
Game 1:
+ Show Spoiler +
Crevasse, Ensnare clockwise
Nestea hatches first at his back door. Ensnare one barracks expands, getting his first gas after his third barracks. Nestea goes for a very early lair before his speed has even finished. Ensnare tries to pressure Nestea's main with his first eight marines, but Nestea kills all of them with just twelve slow zerglings and three queens, somehow only losing four zerglings in the process.
Nestea gets a quick infestation pit, a third base, and a macro hatchery. Ensnare settles into marine/tank as a sixteen marine drop just before the first infestors come out manages to kill a god deal of drones. Ensnare tries to retreat with the medivacs, but Nestea double fungals them, killing a lot of supply in the process.
Nestea has been making so many infestors. When Ensnare tries to entrench himself on the middle high ground, Nestea makes a huge round of zerglings and easily breaks the position. Nestea takes fourth and techs to brood lords without making mutalisks. Ensnare takes a third. Ensnare tries a four medivac marine drop which Nestea flawlessly defends with infestors. Nestea starts his attack with eight brood lords and a lot of infestors. Despite a great EMP from Ensnare’s newly built ghosts, the infestors get off plenty of fungals on the marines, HIGHLIGHT 23:50, and Ensnare has to gg as the brood lords are free to clean up the tanks.

As solid and dominant a ZvT as I've seen from Nestea.
Game 2:
+ Show Spoiler +
Metalopolis, close-by-air
Nestea pool-expands sine gas. Ensnare one-rax expands. Ensnare goes for 2-factory pre-ignited hellions. Nestea takes a third base and builds a roach warren. All of Ensnare's hellions get into Nestea's base, but Nestea kills all five while losing just eight drones, and suddenly Ensnare is 30 supply behind with just four marines to his name. Nestea uses his lead to tech to spire, burrow and speed banelings. Ensnare tries an odd two-tank drop that is easily repelled. Nestea takes his fourth; Ensnare tries building up a marine/marauder/tank army off of two factories, but by the time the push comes, Nestea has way too big of a muta/roach/x-ling army for Ensnare to handle.

Nestea so good.

Nestea wins 2-0
Game 3:
+ Show Spoiler +
Nestea bags Ensnare


MVPGenius v ZeNEXCoCa
http://www.gomtv.net/2011gslsponsors4/vod/65737
Game 1:
+ Show Spoiler +
Coca goes for 16-gas with speed into an expansion. Genius gets a proxy star gate for two void rays and a couple phoenix that only manage to kill a few queens due to some well-placed spore colonies on Coca's part. The air pressure finally falls when Coca executes a perfect bait with a queen and two spore crawlers at HIGHLIGHT 11:55. Genius has expanded behind all this. Meanwhile, Coca has macroed up a large roach/hydra army and expanded to the gold.
Genius, now very far behind, techs to colossus and +2 weapons. Coca techs to spire and drops. Genius takes a third; Coca takes a fourth. When Coca maxes, Genius has just 140 supply and only two colossi. When the battle finally comes, Genius's army quickly crumbles beneath a hail of banelings and a wall of roaches.

Strange, strange tactics by Genius: Proxying a starport when you're already close by air, losing a lot of expensive air units when he didn't have to, and spending so much on weapons upgrades (he had started +3 by the end of the game) before colossi come out and without blink or charge.

Coca 1-0
Game 2:
+ Show Spoiler +
Crossfire
Coca opens with a more standard speed first build. Genius 3-gate expands. Coca builds a spore crawler just in case. Coca gets a roach warren. The two armies test each other, but not much damage is done. Coca takes his gold and gets a hydralisk den. Genius techs to blink and robo. Coco techs to spire and banelings after seeing the first colossus hit the field. Coca takes his fourth in the corner; Genius takes his third. Coca start patiently closing in with his roach/hydra/airbane army, cleverly juking and jiving until he is cutting off Genius's third. Genius seems to be getting the upper hand in the skirmishes though until Genius transfers his probes beneath a baneling-filled overlord, losing all of them! HIGHLIGHT 12:50. Genius holds off the frontal attack with his +3 weapons and realizes that he has to attack right now and do significant damage to Coca's economy. He manages to attack Coca's gold and kill a lot of drones, almost equalizing the food count, but Coca's bank is enough to allow him to far out-produce Genius and so holds without losing any hatcheries, and ends up +70 supply ahead. Genius puts up a valiant effort, but now on just one mining base, he can't afford to catch up with the zerg player, and eventually has to gg.

Genius's major issue in these games was his control. Both his small-group micro and is large-scale army positioning seemed very lacking. Especially on Crossfire, a protoss should never let himself get caught out of position like that.

Coca wins 2-0
Game 3:
+ Show Spoiler +
Cuckoo for CoCa's buffs.


Match 3: TricKsteR v TSL_Clide
http://www.gomtv.net/2011gslsponsors4/vod/65740
Game 1:
+ Show Spoiler +
Xel'Naga Caverns, Trickster clockwise
The game starts with an awkward edit of Trickster's Kpop girl to reflect his recent team change. Trickster expands after warp gate research starts. Clide rushes for ghost cloaking, which lets his first ghost get fifteen probe kills, and he expands behind it. Trickster techs to colossi and range as soon as his dwindled probe count will let him. Clide is sticking to bio as he gets medivacs out. Trickster pokes into Trickster's base, but without vikings is soon forced to retreat in the face of Trickster's three colossi. Trickster upgrades charge and gets storm. Clide takes a third at the circumfential expansion. Trickster takes his radial third. The armies trade around evenly in the center, but the battle leaves Trickster with no colossi.
Clide makes a nuke. Trickster gets dark templar. Clide uses a nuke to try to cover a drop. Clever idea, but it isn't executed quite right and does minimal damage. Trickster takes a fourth. Clide tries some more ill-fated nuke play. Two DTs from Trickster finally even up the worker count from the early ghost damage. Trickster loses his fourth, but takes another. Clide kills another nexus but at huge cost to his army as dark and high templar do a lot of damage. Clide tries a few more nuke tricks, but Trickster doesn't bite, and since Clide has not been expanding or successfully attacking, Trickster eventually has a much bigger and better army, so just a-moves for the win.

Six or seven total nukes that game which ended up killing more terran units than protoss. Good example HIGHTLIGHT a nuke kills a single observer at 21:25. I like the nuke play a lot actually, since even just killing a zealot and an observer actually almost makes up for the cost, but Clide could have been a little bit better as placing them, since they literally hit nothing most of the time. Also, great comeback from such a huge early hit to his economy.

Trickster 1-0
Game 2:
+ Show Spoiler +
Terminus RE, Trickster clockwise
Trickster goes for an interesting gate/gas/nexus/zealot/core. Clide gets early banshees with cloak. Clide's banshee kills two senties and almost ten probes before Trickster's first observer comes out. Clide bitbybits across the map with vanilla marines, two siegeful tanks, two banshees and a raven. It easily wins against Trickster, who has teched to a robotics bay but does not yet have any colossus. Clide wins.

I have to wonder what was with that opening, and if it somehow gets you so colossus tech faster if uninterrupted.

Clide 1-1
Game 3:
+ Show Spoiler +
Crossfire
Clide mines exactly 48 gas as he one-rax expands into three barracks. Trickster gets an early stargate for a void ray, followed by a second gate and a robo off of one base. Trickster's void ray and stalkers kill a supply depot and delay Clide's command center from landing until Clide's second nexus is well up. Clide uses his time-out to upgrade his bio and tech to medivacs. Trickster techs to colossus as he backs off of the light contain. Trickster upgrade air weapons as Clide's medivac count starts to climb. Clide takes his gold. Trickster's phoenix and collossus counts start to rise. Trickster start falling way behind in economy, being behind a gold base for quite a while. Trickster techs to storm. Clide makes two ghost academies, foreshadowing a game similar to the first of the series. Trickster loses his third for no cost at all. Trickster takes another third as Clide takes his forth. Clide makes three nukes at once! Clide uses a nuke to abuse the map geography and easily kills Trickster's third again.
Clide gets caught in his nuke tomfoolery and is forced to beat a very loss-heavy retreat all the way back to his natural, where Trickster's storms and colossi kill a lot of scvs, putting the worker counts at 48-38 in favor of the protoss ay 27' into the game. Trickster takes his gold, and Clide takes a fifth. The two armies skirmish over and over again, with Clide's nuke dictating where and when they happen until Trickster snipes a nuking ghost which allows him to force an engagement that is unfavorable for Clide. Clide follows up by nuking a chunk of his own army. Starting at 24:00 there is a crazy moving battle that ends up killing surprisingly little but that ends with Trickster taking out an expansion and being pinned inside it by a nuke. Now significantly down in economy, with a much less cost-efficient army, and with medivacs that have slowly been depleted of energy, he slowly starts to fall further and further behind until his army gets fatally stormed and Trickster's army and able to roll through for the win.

Great game on both sides. If Clide is able to perfect his nuke play, he could become so dangerous.

Trickster wins 2-1


@pullarius1
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