Great barrier reef Batman!~
Calm spawns as the green Zerg at the 12 o' clock position, with fantasy spawning as the yellow Terran towards 8 o' clock.
To many peoples surprise, this game does not begin in the fashion of a typical TvZ. Calm pools first, followed by a gas before taking his expansion. fantasy gases after his 8rax, clearly intending to follow up with a factory to scoot around with a vulture. It appears Calm is going for a fast 2 hatch muta build, quickly starting his lair with his initial gas income.
A single marine rallies to Calm's natural, despite seeing Calm's choice to open pool first. This marine, however, is not to accompany an SCV with a late bunker rush.
On April 14 2010 20:12 Kwanroller wrote:
Seriously a dick move right
Seriously a dick move right
Yes, yes it is, and Calm is not exactly impressed:
Shortly after, fantasy's vulture arrives, but with no drones mining to kill at the natural, he tries to force his way up the ramp, held by zerglings, until Calm's sunken colony finishes morphing.
fantasy is only able to kill a pair of zerglings, before getting finished off by the sunken.
After a while, 6 mutalisks pop for Calm, which proceed to fantasy's base after killing the pesky marine. Frustrated, Calm is met by a valkyrie and a handful of turrets accompanying his low medic marine count.
Trying to pick away at anything, Calm succeeds in luring a valkyrie out far enough, where he is able to kill it off, coupled with a few marines here and there. Another 2-3 valkyries are in production for fantasy in the next couple minutes though.
Still on 2 base, with fantasy's second command center finished on his high ground, Calm begins lurker production in hope to break fantasy as he expands.
+ Show Spoiler +
On April 14 2010 20:18 snowdrift wrote:
The problem with all these weird fantasy builds is that they're a crutch for his bad bio first and foremost.
The problem with all these weird fantasy builds is that they're a crutch for his bad bio first and foremost.
With no tank support, and a bunker started late, Calm looks to make his way in to fantasy's base, dealing heavy damage. 4-5 Lurkers are able to burrow in the middle of fantasy's base, and reinforcements are rallying constantly.
On April 14 2010 20:18 Scaramanga wrote:
Well fantasy didnt scout at all and this is what happens
Well fantasy didnt scout at all and this is what happens
No way to defend the attack, fantasy gives the gg and hopes he can make his way through the tie breaker for his group.
Calm: Not so cute now, are you?
ZerO is able to 3-0 the group, forcing a 3-way tiebreaker for fantasy, Calm, and Pure.
Later that night, both players prepare for their MSL match the following day. Calm practices his lurker use ZvT, and fantasy continues to learn how bio works. The next day, the sun rises, and the players are pitted up against each other in their MSL group as well.
It appears we've been matched up again...
What I quite enjoyed about Calm and fantasy's first game of their MSL match was that it was very straight forward and can easily be described with pictures. Actual battle reports will be written for game 3 of their MSL match and game 5 however!
+ Show Spoiler +
fantasy: You're going to fucking go either lurkers or mutalisks; you are Zerg... And I shall have none of it :<
Calm: It's 7.5 minutes in and I'm pretty sure all I've made so far is 6 zerglings to assist my 5 hatch economy and tech. Like a boss!
fantasy: What... ?
Well they worked last time...
And there's probably about another dozen ultras rampaging elsewhere too.
I've seen more Terran aggression in a D- TvZ. Kind of funny, but not the best TvZ around .
Beating fantasy on Match Point puts Calm ahead 2-0 this season, up a game in both their OSL and MSL group on him.
At this point, fantasy has 3 days to get his shit together in time to make his way out of the 3-way tiebreaker between him, Pure, and Calm, who he will face yet again.
Calm proceeds to beat Pure, although fantasy gets stomped by Park Sae Jung. This leaves a potential draw (I.E. another 3-way tie breaker) for the group if fantasy can overcome Calm.
The calm before the storm
fantasy spawns as the blue Terran at the 11 o' clock position, opting for a wall-off at his natural choke. Calm, the orange Zerg at the 7 o' clock position, settles with the fact that 12hatch is a good build ZvT, and finally uses it.
I have no idea what this says, but I'm sure it is relevant to the rivalry that is Calm and fantasy~
Although fantasy walls off, he does not in fact go for a fast expand, and instead takes a quick gas in his main and opens with a factory.
Busily microing the 3rd hatchery in his base, Calm forgets about his first scouting overlord, and lets it die carelessly to fantasy's only marine. He does manage to see the command center at the natural has not started yet though.
Fantasy's first vulture arrives, only to meet a sunken colony and a handful of zerglings, but his vulture is able to deny Calm his 3rd base twice as he techs to his spire. fantasy has taken his expansion at this point and is going in to the mid game with mech in mind (not surprisingly, he must have been pretty pissed).
When Calm's mutas are out, they head straight to fantasy's base to begin their harassment. fantasy already has goliath range at this point, but only has 3 goliaths to work with. The mutalisks are able to find a hole in to the main of fantasy, and go to work on some SCVs, but only to be chased out when the goliaths close in. During this time, Calm sees 3 barracks in the making, indicating he will be facing a biomech army in the near future.
On April 18 2010 17:03 MountainDewJunkie wrote:
Getting goliaths for anti muta but is also throwing down more barracks
fantasy learning his valk builds don't cut it these days
Getting goliaths for anti muta but is also throwing down more barracks
fantasy learning his valk builds don't cut it these days
On April 18 2010 17:04 MountainDewJunkie wrote:
*facepalm* Calm's third is so horribly delayed
*facepalm* Calm's third is so horribly delayed
Finally, Calm is able to get his 3rd base under way in the bottom right corner of the map, but it will be difficult to find the larva to drone up, seeing as he will need to bolster an army in hopes to defend the incoming attack.
Half a dozen lurkers have been morphed, and Calm is now pumping out a lot of hydra ling lurker, but his hive has only just begun and his 3rd base only just recently finished.
With fantasy's army out on the map, Calm moves the majority of his army around the top to prepare for a stab in the back. What Calm does next is very smart though.
Calm leaves two lurkers atop the ramp outside fantasy's natural while the rest of his army moves heads straight to fantasy's base. With little defense there, Calm easily takes out over a dozen SCVs as well as fantasy's reinforcements and some production.
On April 18 2010 17:08 alffla wrote:
OL THOSE 2 HERO LURKERSSSS RAPEDDDD FANTASYS MARINES
OL THOSE 2 HERO LURKERSSSS RAPEDDDD FANTASYS MARINES
Fantasy, realizing his army is too far to counter, runs his army home to clean up his base, only to be met by two lurkers along the way. Whether fantasy did not notice or lurkers, or was lacking enough energy immediately on his scanners, he loses an insane chunk of his army, walking over top of the lurkers.
Calm appears to have not macrod so well during the attack, and/or made too many drones, because after fantasy cleans up his base, he moves out for the attack. Calm is extremely unprepared, and fantasy is doing a great job of slowly crawling forward with tanks, rendering his well placed lurkers useless.
Calm attempts a small counterattack with units in the map from his 3rd base as well as other stragglers, but fantasy still has a bunker up with a tank sieged behind it, anticipating the move.
Defiler tech is not quite done yet, and fantasy proceeds to push deeper in to Calms territory, forcing him to pull drones briefly until he is able to hold down with swarm and a couple lurkers. During this time, fantasy has completely ignored Calm's vulnerable 3rd and 4th base.
On April 18 2010 17:12 Chen wrote:
lol after losing 30 marines to 2 lurks Fantasy wins
lol after losing 30 marines to 2 lurks Fantasy wins
With a shattered economy and tech, coupled with tanks blasting their way through everything in his main, Calm is forced to gg after another small counterattack.
Fantasy's win against Calm finishes the tie breaker with all 3 players 1-1, creating another tie breaker. Uneventfully, Pure immediately steps up and crushes both players, advancing 2-0 to the round of 8, and preventing another Calm vs fantasy game for the day. This ends both Fantasy and Calm's Korean Air OSL S1 run.
My eyes are set on you now
Another quick (even quicker this time!) recap of Calm and fantasy's 2nd game in their MSL match.
+ Show Spoiler +
[center]
I though you were supposed to shape up on these silly mistakes in the C ranks Calm...
Now... Did this activate rage mode or tilt mode?
Let's be honest here, that is some pretty baller bunker placement.
Zerglings try to counter, nice light tight wall holds it, hatchery dies, etc, etc.
Sick timing amirite? More like any "timing attack" could have finished Calm at this point.
Definitely activated tilt mode.
The moment Calm let that bunker finish he was screwed. Not defending having hydras quick enough for the wraiths and vultures didn't help either though...
I though you were supposed to shape up on these silly mistakes in the C ranks Calm...
Now... Did this activate rage mode or tilt mode?
Let's be honest here, that is some pretty baller bunker placement.
Zerglings try to counter, nice light tight wall holds it, hatchery dies, etc, etc.
Sick timing amirite? More like any "timing attack" could have finished Calm at this point.
Definitely activated tilt mode.
On April 24 2010 18:34 Holgerius wrote:
As usual Clam vs Fantasy provides entertainment in its own special way.
As usual Clam vs Fantasy provides entertainment in its own special way.
The moment Calm let that bunker finish he was screwed. Not defending having hydras quick enough for the wraiths and vultures didn't help either though...
That brings us to our final game of Calm and fantasy's run against eachother in the Hana Daetoo MSL of 2010! Tied 2-2 overall the past week, this game not enough decides who advances to the round of 8 in the MSL, but it gives the players a chance to redeem themselves!
Fighting to stay in the MSL
Calm spawns as the brown Zerg at the 5 o' clock position, 12hatching once again. After laying down his hatchery, he sends out a drone to scout the ever so clever fantasy, enabling him to identify which of the various fantasy builds he will pull out from under his sleeve. Scouting correctly, counterclockwise, he finds fantasy opening with a barracks and quick gas. at the 1 o' clock position.
fantasy opens with his typical factory as he puts down his command center directly at his natural while sending out an SCV to scout.
Calm's hydralisk den finishes with ample time, and he takes the initiative of spreading out his overlords to create a slow path of detection to fantasy's base. 10 hydralisks pop out, with more rallying, as he takes out all the mines in his way and heads across the bridge to fantasy's natural.
Hydralisks poke in and see a large amount of SCVs getting pulled to repair the bunker filled with marines, then retreat after killing an SCV or two, only to run in again as a few more rallied hydralisks group up with the bunch. Calm focus fires down the bunker and begins to wreak havoc on the SCVs and marines that were inside.
On April 24 2010 18:40 Lann555 wrote:
They pretty much take turns. It's why it was fairly obvious that Calm would win the third game
They pretty much take turns. It's why it was fairly obvious that Calm would win the third game
Things begin to looks grim for fantasy, as his siege mode is not yet finished, despite getting a tank out. Many SCVs are lost while keeping the hydras at bay until siege mode finally finishes and the tank holds fantasy's expansion.
Enough damage is done to make up for Calm's lack of drone saturation and Calm takes his 3rd while getting his tech and economy back up track. fantasy is down on SCVs and still only producing off of 1 factory. Calm begins his spire just as fantasy resumes mining at his natural expansion.
Just like his game on Eye of the Storm, fantasy adds on barracks and aims for another biomech unit composition. Calms spire finishes at 9 minutes and he prepares to put fantasy on the defensive.
Knowing mutalisks are coming, fantasy has been producing goliaths off of his factory, so his tank count is still rather low.
Mutalisks are greeted by 5 goliaths without range, accompanied by a small group of turrets. Calm locates fantasy's 3 tanks sieged up at his natural, and runs in to pick off 2 of them before retreating.
During the harassment, Calm begins his 4th at the 7 o' clock natural, placing his hatchery a matrix above the mine, frankly not giving a shit.
Fantasy is turtled up tight, defending any attempts at muta harass aside from trading another tank for a muta. He gears up to push out in order to take a 3rd. Fantasy's army consists of 3-4 tanks, 4-5 goliaths, and about a dozen marine medic.
As fantasy moves out, Calm runs in to fantasy's main from behind his natural killing a few SCVs before being vacated.
Fantasy awaits Calm's attack, not stretching his army and further than what is shown above as he adds more barracks and plays a heavy 2 base style.
On April 24 2010 18:43 samachking wrote:
Fantasy needs to push out soon. Otherwise he'll get overrun by the mass bases Calm is putting up.
Fantasy needs to push out soon. Otherwise he'll get overrun by the mass bases Calm is putting up.
As Calm notices Fantasy move out further, towards the center of the map, he runs in with mutas once again, killing likely a dozen or so SCVs and 8-10 marines.
On April 24 2010 18:45 Zona wrote:
Mutas are back in Fantasy's main - totally owning the main mineral line
3 rines run back...
Mutas are back in Fantasy's main - totally owning the main mineral line
3 rines run back...
On April 24 2010 18:45 Lann555 wrote:
Fuck, where are the Valks?
Fuck, where are the Valks?
On April 24 2010 18:46 QuothTheRaven wrote:
WOW that's a lot of zerglings with those lurkers.
Calm going in to try to break Fantasy's tanks--he has plenty to do it! All of Fantasy's forces fall to Calm's huge wave of zerglings and lurkers.
WOW that's a lot of zerglings with those lurkers.
Calm going in to try to break Fantasy's tanks--he has plenty to do it! All of Fantasy's forces fall to Calm's huge wave of zerglings and lurkers.
On April 24 2010 18:49 meegrean wrote:
kinda hard to micro against a billion lurkers.
kinda hard to micro against a billion lurkers.
When Fantasy pulls back some units to defend the mutas, Calm assaults the front with a large lurker ling force, aided by his mutas, which fly back to help in the battle. Fantasy is overwhelmed and pushed back behind his bridge, where he continues to macro up and turtle.
Lurkers: no shortage of them
At this point, Calm has his 4th gas up and a healthy amount of drones with his whole tech tree nearly complete. Defilers are out and swarms constantly push back any of fantasy's attempts to break out. Fantasy tries to irradiate as much as possible, but Calm is solid at keeping the vessel count from getting too high.
Calm increases the pressure and finally pushes all the way in to the natural with his lurkerling force and defilers, sieging fantasy's natural. Fantasy's main is mined out and his natural is under siege. Calm is about to take a 5th and there is no way fantasy can make a comeback now.
This last game on Fighting Spirit ends the qualm that fantasy and Calm had during this season's OSL and MSL, with Calm advancing in to the round of 8 to face great. Rest assured, the Calm-fantasy rivalry does not end here.