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FSL/8
Match day 6 of the FSL Team League Season 8 featured an intense clash between two undefeated teams: Angry Space Hares (2-0) and Pulled The Boys (1-0). With both teams striving to keep their perfect records intact, the matches offered plenty of drama and excitement, culminating in a thrilling Ace Match.
2v2: Instability (Protoss) & Vales (Terran) vs. DarkMenace (Zerg) & Dpoo (Terran)
* Game 1 (Divergence): Pulled The Boys attempted a siege push, but Angry Space Hares successfully defended and stalled the advance. Dpoo’s subsequent drop failed, resulting in a lost army, which left Pulled The Boys vulnerable. The siege was broken, and Angry Space Hares capitalized on the momentum, counterattacking with Colossi and pushing through the defenses to secure the victory.
* Game 2 (Overgrown Facility): Both Terrans opted for a 3-rax Reaper approach, but their early aggression was nullified. DarkMenace’s Speedlings caused significant damage to Vales' worker line, while Instability transitioned to Phoenix and Void Rays. Although DarkMenace massed Roaches, Dpoo’s insufficient anti-air support allowed Angry Space Hares to fend off the push and overwhelm their opponents, clinching the 2v2 series.
Code S: LightHood (Terran) vs. DarkMenace (Zerg)
* Game 1 (Amphion): The match followed a classic TvZ pattern, with LightHood opening 3 Command Centers and transitioning to bio play, while DarkMenace went for Ling/Bane into Mutalisks. LightHood’s pushes were delayed and ultimately surrounded and crushed twice by DarkMenace’s Zergling and Baneling swarms. Mutalisk harassment further damaged LightHood’s economy, and continuous Zergling runbys decimated his SCVs and mineral lines, securing a convincing win for DarkMenace.
* Game 2 (Golden Aura): This game featured nonstop action, as both players traded blows. DarkMenace switched to mass Roaches, while LightHood’s Liberators and drop play successfully kept DarkMenace’s drone count low and destroyed multiple hatcheries. At one point, LightHood had a clear path to victory with his fully upgraded army, but he missed scouting the Gold base that DarkMenace took, allowing the Zerg to recover. Through key counterattacks and excellent scouting, DarkMenace limited LightHood’s income, eventually starving him out. The game was hailed as the season’s best so far, with nonstop action and razor-thin margins.
Code B: SgtABC (Zerg) vs. ChienPwn (Terran in Game 1, Zerg in Game 2)
* Game 1 (Crimson Court): Unusual for ChienPwn, he expanded while maintaining a bio-based strategy. Also, while he usually just macros, SgtABC attempted a Baneling bust, but ChienPwn’s early Reaper scout helped him prepare with tanks and bio defense, nullifying the attack. SgtABC took out ChienPwn’s third base, but ChienPwn eventually built up a Battlecruiser fleet. With up to eight Battlecruisers, the Terran overwhelmed SgtABC, whose Hydralisk and Corruptor response came too late.
* Game 2 (Alcyone): ChienPwn opened with a 12-pool Speedling all-in. SgtABC scouted the aggression and responded with early defenses, including Spines, but lost two hatcheries without canceling, leaving him economically behind. ChienPwn maintained the pressure with Ling-Bane engagements, killing workers and queens repeatedly, ultimately winning the series.
Code A: Warbunnies (Protoss) vs. Dpoo (Terran)
* Game 1 (Oceanborn): Dpoo’s aggressive bio play forced Warbunnies to cancel his third base. However, without a third Command Center, Dpoo struggled to keep up with Warbunnies' army production. A final push was hampered by tanks getting stuck in his base, and Warbunnies’ concentrated defense, supported by Void Rays, secured the win.
* Game 2 (Site Delta): Dpoo attempted a proxy Marauder build, but Warbunnies scouted it early, noting the absence of tech structures and an Orbital Command. He set up Shield Batteries and Stalkers for defense, easily repelling the Marauders. Warbunnies then used a Void Ray to destroy the proxy, forcing the series to a decisive Ace Match.
Ace Match: Warbunnies (Protoss) vs. LittleReaper (Protoss) on Dynasty
* The match opened with standard expansions from both players. Warbunnies inflicted worker damage using an Oracle and two Adepts from a hidden pylon, while LittleReaper responded with a massive Prism push involving Chargelots and Stalkers. Although LittleReaper broke through, Warbunnies’ secret pylon enabled continued harassment, widening the probe count gap to 32-16 in his favor. LittleReaper’s final push stalled, and Warbunnies leveraged his economic advantage to close out the game, earning the win for Angry Space Hares.
Final Scores:
* Angry Space Hares: 5
* Pulled The Boys: 4
Angry Space Hares emerged victorious, maintaining their undefeated record and delivering Pulled The Boys their first loss of the season.