man i wish protosses used more flanking recalls i think straight up arbiter approaches hoping to land stasis is some of the most overrated shit ever have the arbiter approach from a side angle, then recall a round of zealots from your natural as a flank, you don't even have to command them to attack move because the enemy will aggro them into auto attack-moving i mean, you're on the map with 200/200 but the gateways are still producing this last round that you recall into battle
Damn good series. Surprised by Stork losing his carriers in game 4 to cloaked wraiths - was a positioning error regarding his corsairs, and you typically don't see that from him.
On April 05 2020 21:24 CruelZeratul wrote: I have a question about TvP. I'm no BW expert so this is not trolling. I always ask myself why people go for Arbiters over Templar
That's a good question. I am no pro but I think it is just too difficult to do it again and again with a high success rate. You have to micro zealots into tanks, aim dragoons on tanks, then drop hts and storm. It all has to be conducted to happen in a tiny time frame and be entirely coherent. Honestly, I have only seen jangbi do it consistently and it seemed like the most imbalanced thing in the entire game, even more ridiculous than 3/3 adrenalings on gateways. So beautiful yet so amazingly hard to do.
damn that 3rd game, insane. sad for stork, but in some aspects it looked like he was a little sloppy with his units, esp in game 5. (maybe nerves or thinking about other things?) glad to see he's playing way better though!
Stork should have went carriers again in game 5 IMO. Okay im half joking but i wouldnt be suprised if he had better results that way. Cater to your strengths in decisive matches.
Edit: also not shuttling units to save his 3rd in game 1 seemed really lazy
I haven't read the 9 other pages so forgive me... but what in the world was stork thinking with ferrying his units to the center on inner coven while Light double expanded?
It struck me as a move you'd see on a map like 815 that was strikingly inferior and much more apm intensive than just opening up a pathway to the center where he can have a better way of dealing with basically anything light could be doing. Yes, stork didn't know what Light was doing but I can't think of a single scenario where you'd want your army in the center without a retreat path. Is it even that much faster for an attack than having your goons and reaver kill the neutral buildings?
On April 05 2020 21:24 CruelZeratul wrote: I have a question about TvP. I'm no BW expert so this is not trolling. I always ask myself why people go for Arbiters over Templar
That's a good question. I am no pro but I think it is just too difficult to do it again and again with a high success rate. You have to micro zealots into tanks, aim dragoons on tanks, then drop hts and storm. It all has to be conducted to happen in a tiny time frame and be entirely coherent. Honestly, I have only seen jangbi do it consistently and it seemed like the most imbalanced thing in the entire game, even more ridiculous than 3/3 adrenalings on gateways. So beautiful yet so amazingly hard to do.
jangbi is the only progamer in history to make girls actually orgasm while storming tanks
those storms were kinda lucky, a large portion of the tanks were in the process of sieging up while the rest of them mostly hit zealots that being said jangbi was one of the best and his early game timings and execution were absolutely deadly, i remember watching his streams after he returned from military before he retired
but yeah storming a large mech army seems incredibly difficult especially if they are target firing
to me storm was always a move used to stop them from quickly a-moving unsieged tanks across tight areas or holding ramps from the same
when i was learning how to play sc2, i would play 4v4 and tech straight to carriers, while applying hot key and macro lessons i had learned from day[9]'s videos. eventually made it to plat with this strategy. for this reason carriers might be my favorite unit in both starcraft games, and seeing stork stretch them to their absolute limit in game 1 and game 3 was eye-opening. ggs congrats light
Light was really impressive in games 4 and 5. His mentality was rock-solid, and he showed creativity in his approach to both games. His strategy on Inner Coven clearly was more than Stork was ready to handle. Stork either didn't know about those greedy, greedy bases or didn't know how to touch them. And in game 5 the greed paid off again --- Light expanded to his third and fourth at the same time. This is how Bo5 series are won: keep a strong attitude and bring something special that the opponent isn't ready for. I was cheering for Stork (and that game 3... wow) but today Light played like a champ. I would feel fine saying Light is the favorite to win the tournament based on his mentality, preparation, and skills, but... there's Flash.
Edit: I have never seen a Protoss be *as* ready to trade bases while playing fast carriers as Stork was. My impression was that Light did not expect Stork to take game 3, and that Stork pushed new limits in terms of carrier tactics. Stork went into game 3 *planning* to sacrifice his natural! It's not like he could possibly have expected Light not to push, right? So he must have intended all along to lose his natural to the push, and just make up the deficit by counterattacking and then pincering the push. And then he sacrificed his natural again later for the win. Usually players use their carriers to *defend* against the push and then rebound if they succeed in the defense. But they often don't succeed in the defense, and then it's game over. Stork aimed to take the game to a different place, and he was clearly planning to win much of the Bo5 playing his carriers in this aggressive, base-trading way.
My God, games were so fucking weird but not really good, I fell asleep already halfway through. Light didn't play convincingly, seems like his TvP is still trashy although last game was solid. Loved Stork's bravery but he needed to stick with carriers on 5th game too because he's the Son of Carriers.
On April 06 2020 19:29 outscar wrote: My God, games were so fucking weird but not really good, I fell asleep already halfway through. Light didn't play convincingly, seems like his TvP is still trashy although last game was solid. Loved Stork's bravery but he needed to stick with carriers on 5th game too because he's the Son of Carriers.
I felt G1 was really solid from Light and G4 looked like he was well prepared. Care to elaborate?
On April 05 2020 21:24 CruelZeratul wrote: I have a question about TvP. I'm no BW expert so this is not trolling. I always ask myself why people go for Arbiters over Templar completely even in long games when they have no desire to go for Recalls. With the Science Vessels out I never see Stasis taking out more than ~3-5 Tanks in an engagement, if any. In contrast Templar can be protected in Shuttles and always do massive damage. So after opening Arbiter tech, why would Stork not go for Templars afterwards? In all those engagements the Arbiters didn't really do a lot, particularly in the last major battle they were just EMP'ed and did nothing. I feel like Templar would have done way more damage throughout the game. But Stork is a pro so I'm pretty sure doing it his way is way better, I just don't really see how.
Tanks. HT are just as easily EMPed as Arbiter.
Templars in Shuttles can't really be EMPed.
You answered your own question by adding shuttles into the mix there. You might as well ask why protoss don't zealot bomb every engagement.
Some great games, but really disappointed by Lights push in game 2 and Storks attacks in game 5, would've loved to see both of those games play out in better ways than the loser making huge mistakes like that.
Inner Coven is a weird map and Lights strategy on it was just, wow. Getting that many bases up and keeping the protoss sort of contained was a great strategy that is really hard to counter on the fly.
G2 Light was expecting more of Stork's push-break to come from the high ground. Light's tank clump was good at shooting high-ground targets in that situation. Light wanted to avoid the problem where only few tanks are positioned to fire at high ground, the Protoss player bites off just the front of the push, and tanks have to be repositioned to fire at high ground, repeat again and again until the Protoss player has bought enough time. Light wanted the push to be effective in a hurry, so he made sure a lot of tanks were aiming at high ground in order to force the engagement to happen asap. Stork countered him by sweeping in from the low ground.
It's not like Light doesn't know what he's doing in TvP. Seemed to me like he knew what he was doing every single game.