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Groups K and L
By Kwark and WaxAngel
Last week, the final groups of the Korean Air OSL round of 36 played their games. The usual narratives were in play again with two long shots pitted against incredible odds, a Proleague specialist attempting to expand his resume, and of course, the seekers of redemption. As usual, Kwark brings us his expert insight.
Map Order: Great Barrier Reef, Fighting Spirit, Eye of the Storm
Group K
Game 1:


Game 2:

Group J
Game 1:


Game 2:

Group K, Set 1: Special vs Luxury
Game One
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Luxury got orange at 8 while Special got blue at 4 on Great Barrier Reef. Luxury went for 12 hat 11 pool 10 gas, standard for a 2 hat muta non allin while Special went depot rax cc with a risky expansion taken with an undefended ramp. His risk paid off against a 12 11 opening though. Luxury rushed his lair as expected from his 10 gas and Special threw down two more rax immediately, cutting scvs for an extremely early timing push with mnm. He left half his marines at the top of the ramp hidden out of sight while Luxury took a 3rd hat behind his natural.
Special pushed out faster than Luxury expected and despite Luxury immediately adding two sunkens to defend he had his natural broken. Muta appeared in time to clean it up but they took casualties which limited their firepower and Luxury lost many drones at his natural. Luxury realised he'd taken too much damage and sold his morphing 3rd to go allin with mutaling, leaving only one drones mining at his natural.
Special continued to add rax and units and threatened to push out but took a lot of damage from a mutalisk counterattack. He pulled his units back to save his base and understood what the number of mutalisks meant, that Luxury was allin and no aggression was needed. He left his mnm on his ramp and threw down a bunker, wiping out Luxury's forces as they attempted one last attack and causing Luxury to concede defeat.
GG
A risky blind FE build that luckily stumbled into 12 11 on the second scout. From there Special cut scvs and rushed a 3 rax sunken break, killing enough drones seconds before the muta arrived to clean up. Cheesey but it worked, he may lose points for style but still gets a win for... well... winning.
Game Two
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Luxury got blue at 11 while Special got purple at 5 on Eye of the Storm. Special went depot rax as standard while Luxury went 12 hat, 12 gas, 11 pool. Luxury's pool eventually finished and he simultaneously teched to speedlings and lair while starting to pump lings. Special meanwhile had FEed as you'd expect with just one rax while teching to academy. Luxury killed off the scout scv and pumped drones, using speedling tech as a threat to do damage rather than a direct attack.
Luxury teched to 2 hat spire with a fast 3rd hat at the main in 7 while Special pushed out with mnm to contest map control. Although Special's army pushed Luxury back and stopped him muta harassing immediately it was destroyed by mutaling. Luxury attempted to harass Special's mnm but did little damage, refusing to let Luxury exploit the terrain.
Luxury switched to lurkers just as the mutalisks stopped working unknown to Special. In a display of poor logic Special realised that the mutalisk count was low but didn't work out that that probably meant minerals were being spent elsewhere. In a burst of optimism Special pushed out to capitalise on his victory and immediately lost half his army to lurker spines. A few seconds later Special's natural was on fire and with his ramp contained by lurkers Special GGed out.
An extremely optimistic game by Special. Taking his first group of mnm and throwing it into the centre of the map was suicidal against 2 hat muta with speedling. His next group of mnm thrown into the lurkers were little better spent. It's difficult to really give any judgement on a game when one player threw away all their units for no real reason.
Game Three
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Luxury got red at 11 on Eye of the Storm while Special got yellow at 1. Luxury opened 12 pool 11 gas 11 hat while Special went depot rax cc again before making any marines. Luxury delayed his lair to make 6 lings first, his build showing less of the fine tuning of earlier games. The purpose was evident when he chased the scv out and walled his choke with 2 lings, rushing a hydralisk den to go with his lair.
Special went 2 rax academy with a pair of rushed comsats while Luxury rushed to lurkers. Special used his scans to reveal that Luxury was going 2 hat allin which left him in the awkward position of not having them to block the lurkers which rapidly started attacking his natural. As Baby did before Special placed a bunker at the front and mass repaired it while heading to marine range in order to return fire. However, rather than exploit the lack of comsat to push in and kill the scvs repairing the bunker Luxury instead pumped drones from every hatchery, taking another expansion at 9, adding another hatchery and teching to hive. This was a good choice because Special used three bunkers, each behind the other, so that he had room to fall back while extracting a price from Luxury for each one should Luxury attempt a break.
This was beside the point though because Luxury had only made 4 lurkers and reached 5 hatch with defiler tech extremely early in the game. By the time Special had completed his first science vessel and pushed out Luxury was just waiting for consume and had a significant lurkerling force. Special lost his first vessel to scourge which delayed him further and although he did replace it, pushing into Luxury's natural with a big army and 5 tanks, dark swarm allowed Luxury to break out with ease, killing several tanks and the latest vessel.
In a display of shocking incompetence however, Luxury did not have a nydus connecting his natural with his army and defilers to his third. This meant that despite bloodying Special's nose and breaking the contain his third was still getting gunned down, losing a hatchery and a lot of drones. Luxury had the units to defend an expansion (which in lategame ZvT is about 5 lings and a defiler) but had to push out through a loose contain of mnm which could afford to give up terrain freely to swarms and inflict a lot of damage for each one. He wasted units attempting it anyway.
Special contained Luxury's expansion attempt at 7 and realising that as long as he didn't lose to swarm any time soon placed mines everywhere. Luxury realising he had to win with swarm immediately did as he was expected to do and threw his army into mines with poor results.
This left Special 80 supply ahead with map control, an untouchable defence and a new expansion coming at 3. After one last suicidal attack Luxury GGed out.
It is absolutely unthinkable to me that a zerg with a hive can have defilers with energy somewhere other than an expansion under attack. I just don't understand it. Maybe he misclicked or hit the wrong key so the nydus just didn't build. Who knows. All I know is that Luxury created a situation where he had a lot of late game advantages and then left his key expansion undefended and unreinforceable. Nydus is a key part of the ZvT style Luxury was attempting, this mistake is comparable to forgeting to get adrenal glands or consume. You just don't do it.
Group K, Set 2: Special vs Pure
Game One
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Special got blue at 8 while Pure got green at 4 on Great Barrier Reef. Both players fast expanded and then Pure went 2 base arbiter, Best style. Special defended very poorly against arbiters, eventually concluding he should just camp in his main while Pure took 7 bases. Pure messed around for another 20 minutes with 8000 minerals in an awful display of macro. I'd give some more detail but this game was absolutely tragic. Special refused to leave for forever because Pure's lack of units convinced him he might actually still be in the game while Pure spent his time throwing away small lowtech armies and trying things like storm drops, despite the fact he could just make 50 zealots and win. BG
Special lost because he couldn't defend against arbiters if his life depended on it and then there was just some messing around for a while.
Game Two
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Pure got blue at 11 while Special got brown at 1 on Fighting Spirit. Pure opened gate zealot core, scouting late while Special went depot rax fact, pumping out 5 marines then mine expanding. Pure pumped dragoons while rushing to an observer, adding a nexus when he had minerals but slower than Special's cc. Pure tried to harass the moment observers revealed the mines but sieged tanks on the cliff.
Both players macroed up but even bases and the faster expansion favoured Special who remained on fact tech and massed up as heavily as he could. Special did a weak push across the map, a small group of 6 sieged tanks which Pure was simply able to go around, counterattacking at Special's natural. At the same time Pure used dts to delay Special's push, disrupting mining heavily while his own continued, despite the enemy at the gates. Pure finally broke out, zealbombs, speedlots and a larger army pushing him back and killing 6 of the 10 tanks with few losses.
Although Special had lost most of his tanks he replaced them with a lot of vultures while Pure was pumping speedlots, despite having the money and gas for dragoons. A 30 supply advantage was quickly negated by mines and vultures as speedlots suicided themselves, the larger army destroyed by a bad unit mix. Special set up position on Pure's bridge, now on even supply with turrets, mines and sieged tanks holding him there. Pure realised he couldn't break the push now and sent his army up to go around the long way through 12, being scanned immediately.
Although Special could see that Pure's army was going for a counterattack he did nothing about it. A group of units waiting in Special's main decided to move out into the attacking dragoons without even firing back, losing the tanks immediately before he could do anything to stop it. Realising he'd lost his nat and had to counterattack Special pushed in but without his mines his army was broken.
GG
This was just a strange game. Pure smashed a push with ease and then pumped speedlots against vultures, throwing away his advantage with a stupid unit combo. Then he went allin on a counterattack which Special could see but refused to defend against. It's like both players were paid to throw the game away, both gaining massive advantages and losing them to basic errors.
Group L, Set 1: Light vs PerfectMan
Game One
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Perfectman spawned in yellow at 12 while Light got green at 4 on Great Barrier Reef. Both players did completely standard openings but then Perfectman probe walled his ramp rather than scouting, following it up with a rushed citadel and a zealot blocking the ramp. Not worried by the most transparent dt rush ever Light decided to show off his skills and sent a single marine up to harass the zealot blocking the ramp, eventually forcing it to move which allowed the scv inside.
The scv scout confirmed several things, the existence of the dt rush and the lack of any dragoons, extra gateways or a robo (gas before gate dt drop rushes can dual tech). Faced with this confusing information Light immediately began scouting for proxies which was unfortunate for Perfectman who had two proxy gateways in the middle of the map. Light mine expanded and the proxy dt rush began, 3 gateway dt with proxy and scout denial and everything else lame. Perfectman got lucky in several ways.,his proxy gateways remained unscouted, despite Light working out what was going on, and his dts killed two mines (although if Perfectman used hold position micro to take them out then it stops being lucky and starts being awesome). The mine kills meant Perfectman was in a much better position than he had any right to be in but the dt rush was contained with mines at the top of the ramp.
Although Perfectman didn't give up and continued to try and break in there is only so much you can do with dts and zealots against mines and vultures, especially with comsat and turrets quickly following. Light blocked every further attempt to encroach into his base, losing some outer buildings but having his mineral line and factories untouched, and then resecured his natural. With his rush over Perfectman GGed.
This wasn't just lame in the most Protoss sense of the word, it was also bad. Perfectman attempted a cheese build but it wasn't a good one. There are no shortage of clever builds Protoss players can do on this map, Movie showed one in the last OSL finals on El Nino. The build Perfectman attempted was completely transparent. Even if Light hadn't got the scv up (which was sexy), probes on the wall blocking scouting then no dragoons can only be read as some kind of tech rush with hidden gates. I have no idea why any coach allowed him to attempt that build but Light dismissed it with the same ease he displays when other people try the same build vs him at C rank on iccup. Full marks for Light, dunce hat for Perfectman.
Game Two
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Perfectman got purple at 5 while Light got 11 in red on Fighting Spirit. Perfectman opted to 12 nex blind while Light went depot rax with cross positions. Perfectman broke the mould again by going 2 gate before gas which isn't how the double nex build is usually done although I guess it might be stronger against bunker rushes and weaker against vultures. Light decided to attempted a bunker rush but did not send many scvs and only killed a single probe, although he lost nothing but cancelled bunkers in return.
Dragoons arrived and Light's aggression was over, leaving Light to build a lateish cc in his main, very much behind in the most imba sense of 12 nex on cross positions. The only thing Light had going for him was an early starport but it was semi allin, if the starport was unable to inflict a lot of damage then Light would be outmacroed. Light attempted some aggression with mines shielding his smaller force from the mass dragoons but realised he couldn't actually advance into the range of the dragoons and fell back rather than attempt it. Light attempted a vulture drop to distract and pull forces while doing a frontal assault but well placed scouting buildings stopped the drop doing any real damage and Perfectman just had so much stuff that the frotn attack was suicide.
With observers out and a much larger force Perfectman just crossed the map and smashed into Light's natural, killing everything and forcing a GG.
Perfectman went 12 nex on cross positions and pre-emptively adapted the build against the bunker rush which Light attempted. Rather than counterexpand at a disadvantage Light attempted a semi-allin dropship play which could leave him ahead if it worked and very behind if it didn't. Perfectman realised he had more than enough units to cover the front and that the way to play safe as to cover options such as drops and this preparation completely neutralised Light's attack. Perfectman was handed a good situation but he used it well.
Game Three
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Perfectman got yellow at 5 while Light got orange at 11 on Eye of the Storm. Perfectman opened pylon gateway gas zealot pylon core with his pylon and zealot walling his choke and at the same time scouted both near positions before crossing the map to find his opponent. Neither player was able to gather any scouting info because of the defences of the other. Light left 3 scvs on gas despite heading for a FE, probably looking for a starport transition again, while Perfectman took his own natural at the same time, his build not delayed by the later core.
After the confusingly weak cheese in game 1 Light was cautious and forfeited any kind of early push or tech in favour of turrets and mines everywhere, everything defended by everything else with multiple layers of defence to block elevators, dt drops, reaver drops, proxies etc... Although this didn't do him any damage because he transitioned into armoury for a lategame attack it gave Perfectman a free reign early.
Unfortunately for Perfectman he didn't know he was given license to mass expand and was unable to get an observer in to see the factory count. Instead he remained on two bases, rushing stasis out in time to block a push that hadn't started yet and recall out to attack defences already too strong. An attempt to expand to 3 was delayed substantially with a very nice vulture snipe on the probe sent to take the base, a lone vulture rushing into Perfectman's territory and intercepting it.
Light moved to take his third at 9, his defences now stretching over a quarter of the map despite only having 3 factories, and attempted a vulture drop to shield it. While dropping as you expand is great in principle Perfectman again demonstrated a lot of foresight with regard to drops and managed to avoid taking any damage at all thanks to a rapid pylon wall, a cannon, an arbiters cloak and nearby goons. Light was fortunate to get the dropship out alive.
Although the supply counts were only ten apart, Light's investment in tech and upgrades matched by Perfectman's arbiter rush, Perfectman began to take the macro advantage. Going up to 8 gateways and taking a fourth base at 2 his supply count accelerated away from Light who was still only on 4 factories. A fifth base at 6 left Perfectman growing out of control, his supply advantage increasing from 110 vs 100 to 140 vs 110 in 60 seconds. Another drop attempt by Light was shut down losing the dropship and the contents and Light was forced to turret and mine camp everything he had, hoping that Perfectman would be kind enough to throw away an army and let him back in.
Perfectman considered the massive wall of defence his opponent presented him with and decided to suicide 2 arbiters into it, just because. Given he was only on one stargate this was an interesting decision but fortunately for him he misjudged it so badly that the arbiters were dead before he was able to recall an army to their deaths. Despite Perfectman's suicidal tendencies Light still realised his best shot was waiting until late game left them both on 200 control so 3-2 tanks could overwhelm the Protoss, regardless of income. Light slowly took a fourth base at 12 and simply extended his wall of turrets, mines and tanks on cliffs.
Perfectman realised that this expansion at 12 presented a big risk, both as an expansion and as a launching pad for aggression against Perfectman's economic centre in the top right where he had just taken the main base and laid down a lot of gateways. The route from 12 to 2 was a narrow path flanked by cliffs which was excellent terrain for a Terran push meaning the best place to stop him was at 12 itself. Perfectman delayed Light successfully but pulled back before risking a massive engagement, taking 7 and adding more gateways in preparation to fight on after a loss near 2.
Some awful control against mines held Perfectman's supply down a bit but with that many gateways it didn't make so much difference. Another dual arbiter recall attempt, this time at 9, succeeded despite a wall of turrets with mines beneath them. I mean succeeded in the loosest sense of the word, mainly just compared to the earlier attempt as the second attempt actually landed a recall. Mining was disrupted and some scvs killed before vultures cleaned it up but I suppose it bought time. Just after the recall Light was on 165 supply to Perfectman's 130 but two rounds of production later he was on 184 to Perfectman's maxed, giving an idea of just how outmatched Light's 8 factories were.
Light pushed towards 7 with a large army of tanks and, when faced with no resistance, diverted his main force to 6 while vultures killed all the probes at 7. Meanwhile Perfectman threw his army up into a narrow choke at 12, losing a shuttle full of ht for just 2 storms, each hitting one tank, and microing his army terribly. By sheer weight of dragoons and Light's inattention about repairing the cc he was able to destroy the cc at 12, allowing Perfectman to retreat his army before tank fire finished it off. This was pretty bad by Light simply because Perfectman's dragoons were taking unsustainable amounts of damage, repairing would have saved the cc or forced him to throw away his army.
Although Perfectman's reinforcements arrived in time to save 6 on low hp Perfectman lost 7 and Light began to expand towards that corner which was as yet untouched, taking the natural. This was an excellent move because the map was sufficiently big that overstretching was the greatest threat to a Terran force and sufficiently mined out that aggression wasn't really necessary. If Light could secure the two expansions at 7 and then he wouldn't need to attack, he could simply wait.
Both players then let me down. Light decided he would suicide 4 tanks and a few vultures and goliaths in an attack against the 2 natural, protected by a minefield between Perfectman's army and 2. This was just a waste of valuable tanks, he'd be lucky if he got half their mineral value against a competent opponent. 10 dragoons, an observer and an arbiter could clean it up with ease. However Perfectman responded by attack moving everything he had to 2.... without observers.... abandoning his low hp nexus at 6. Furthermore he went to the effort of stasising the tanks as they were overrun, effectively saving their lives and pinning his own force at 2 to await the thaw. Light couldn't believe his luck as a few vultures sent to harass 6 found the nexus and probes undefended, first killing every probe and then taking down the nexus without loss.
12 stray zealots suicided themselves into mines and tanks as Perfectman moved his army around the middle of the map and a few dragoons pressured at 12 with surprising amounts of success. Although the dragoon harass was blocked Perfectman moved his army in and Light sacrificed 12, refusing to be drawn up from his camping around the bottom left. Perfectman celebrated his victory with an arbiter suicide into turrets and another, this time attempting to recall 7, getting EMPed by a well placed vessel.
Realising Light's defence was solid Perfectman decided to get clever. He hallucinated a few arbiters, mixed the real one up with the hallucinations and sent them all towards Light.... in a tight group. Light fell for it and immediately EMPed the hallucination which would have been a complete waste had Perfectman not put it in a tight group with the real one which was therefore also hit by the EMP. I honestly don't know what was going through his head when he decided to put decoys to draw a splash attack next to the unit he was trying to protect but it didn't work very well. Faced with the realisation that he's an idiot Perfectman just gave up on strategy and added a fleet beacon and a second cybernetics core.
The map was now effectively divided with a DMZ of mines, tanks and buildings down the middle and 12 and 6 untaken and barely mined. However Light had far more minerals on his side of the map as 2 had been active for 10 minutes although not very saturated. Perfectman attempted a push at the strongest point of the defence where Light would least expect it but had everything EMPed and backed off before losing everything.
Somehow though Light had failed to scan the carriers and had finally made it to 200/200 without many goliaths while Perfectman had built up 5 carriers, not many but enough to make holding ground without anti air untenable. Rather than go for a target such as the critical new expansions or the armoury or factories Perfectman threw his carriers at Light's tanks which promptly unsieged and retreated until a production round of goliaths arrived to babysit them. Realising that again he hadn't really thought things through Perfectman sent his carriers towards 7 whereupon the massive clump of tanks which had been pinned by them pushed out and Perfectman realised his army wasn't very good without carriers. Light's tanks headed for 2 while Perfectman sent his army to unite with his carriers and make an attack on 7, perhaps the first decision of his I approve of. Using his dragoons, ht and arbiters together with his carriers wasn't exactly Sun Tzu it still raises the bar for his game so far.
Without any factories at 7 and with dragoons and ht between his goliaths and his expansions the bottom left fell and Light had no choice but to trade those expansions for Perfectman's expansions in the top right. This left both players without an effective expansion although Light was just taking 12. Perfectman expanded to 6 and still had 9 but lost almost all his probes at both expansions to vulture harass.
A massive battle in the middle saw tanks, goliaths and vessels battle a control group of carriers, 6 ht and dragoons. The result was a rather weak draw in which Perfectman's attack faltered but his carrier group survived, albeit without interceptors. Both sides retreated to lick their wounds but Perfectman's unit combination was broken, his resources spent on interceptors rather than dragoons.
Carriers were able to snipe the cc at 12, Light's last mining expansion, but at the same time Light's remaining tanks killed 6 which left Perfectman with a few minerals scattered around his original bases but no reliable expansion. Both players had no minerals and vast amounts of gas which in my opinion should have been spent by Perfectman on ht. Interceptors are vital but when you have so much gas it's worthless then a ht is definitely worth two interceptors. Perfectman's carriers hugged cliffs at 12, stopping Light from mining and harassing his goliaths while Light's tanks pushed towards Perfectman's undefended natural.
Light flew a command centre down to the main base at 7 while pulling all his forces back to defend it, realising that the carriers ability to snipe would eventually wear him down unless he solidified a position. Had he taken the natural at 8 he could perhaps have gotten away with the expansion but a stray dragoon left at 7 by Perfectman was able to see the expansion the moment it landed and Perfectman instantly sent his carriers to deal with the threat. Light spammed turrets everywhere while Perfectman attacked with everything he had, not attempting to take an expansion of his own but rather going allin to destroy Light's. In the critical fight Perfectman came out just ahead, his interceptor count devastated but with Light's army and base destroyed. However at the same time vultures had killed every probe at 3 so Perfectman had 0 probes mining and only five probes total, forced to rebuild his economy from absolutely nothing.
Light flew his main and natural command centres to 12 and 8 respectively in an attempt to get something going somewhere but without any units and with carriers holding map control there was no way he could mine. Perfectman could distance mine and eventually rebuild and Light knew it.
GG
An extremely good game to watch if you don't understand the depth of the mistakes Perfectman made. Lots of action, very tense towards the end, close battles, allin situations, races to wipe out each others bases, this game had it all. I found myself getting increasingly drawn in despite my evident distaste for everything Perfectman was doing. That said, Perfectman's play was extremely weak, both strategically and tactically. His 2 base arb build was poorly suited to what Light was doing and while he did eventually adapt it to go 5 base macro it was later than ideal. Tactically he had no idea what he was doing, all his attempts to break a Terran push with anything but carriers faltered, his arbiter play was shockingly bad and he demonstrated no awareness of the overall situation. Light sent 4 tanks to attack 2 and Perfectman responded by sending everything he had to the opposite side of the map while abandoning vulnerable expansions and position. It was like using a sledgehammer to crack a nut, and swinging badly and hitting yourself in the balls by accident. Perfectman only won because Light didn't notice the carrier switch until it was already out and by that point his factories were cut off from his new expansions. Other than that one mistake Light played a much stronger game so the result is pretty disappointing to anyone but a Protoss.
Group L Set 2: PerfectMan vs Zero
Game One
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Perfectman got orange at 8 while Zero got yellow at 12 on Eye of the Storm. Zero sent his overlord to his natural to see which angle and what timing he saw the scout probe on so he could scout correctly faster while Perfectman scouted correctly. Zero went overpool and Perfectman delayed his expansion significantly with a probe and a blocking pylon. Zero was on 500 minerals and had spent an extra 200 minerals on units before he actually expanded (at 5 natural). Furthermore Perfectman exploited the pylon to skimp on his own defences, making only one cannon before nexus to get a faster gateway and punish zero for only making 2 zerglings. Zero took his natural and teched to lair while Perfectman jumped a probe behind the 5 natural to cannon rush it, visible to Zero who was helpless to stop it. Zero sent a drone to try to drill zerglings across but failed and left it too late to cancel the hatchery. Instead he abandoned it whereupon Perfectman promptly cancelled one of his cannons behind the minerals, leaving just one to slowly kill the hatchery.
Zero teched to spire while Perfectman tried to camp, assured of victory in two base vs 2 base. Realising a muta allin was the biggest threat he went 2 stargate sairs while trying another cannon rush, this time at Zero's natural and in vision of everything. Zero blocked it with ease the second time while a sunken killed the pylon at 5 to neutralise the cannon and allow Zero to retake that expansion. The inevitable mutalisk attack was blocked by corsairs and Zero switched into 4 hatch hydra with a spore to block any kind of dt corsair play.
Perfectman build up a decent number of corsairs and promptly suicided them trying to kill a single overlord defended by a spore colony and a dozen overlords. He succeeded in killing it but lost 3 corsairs in the trade. For some bizarre reason Perfectman switched into 7 gateway pure dragoon with no robo or citadel for any kind of firepower, instead entrusting victory to the pure dragoon school of thought. That went about as well as you'd expect it to go against hydralisks which cut through the dragoons like a hot knife through an emos wrists. The appearance of a lurker on the battlefield made matters worse for Perfectman who had been cutting probes as well as everything else for dragoons and was now pretty much allin. Zero just went up to 7 hatcheries and attack moved in, forcing a GG.
I can't even begin to understand what drives a man to go 7 gateway dragoon in PvZ, what depraved madness craves the necrophillic embrace of the resurrected Protoss warriors above all else, what alien intelligence finds a like mind only in the AI and pathing of those cybernetic demons. One thing is for sure, it's not the urge to win. People with that urge generally use high templar or reavers in PvZ. The cannon rush was sweet and the two stargate followup nicely cut off Zero's options, leaving him on 4 hat with a weak economy against the booming Protoss. What happened next was simply inexplicable.
Game Two
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Perfectman got yellow at 7 while Zero got red at 1 on Fighting Spirit. Zero again went overpool while Perfectman did the correct forge double scout that a Protoss should do upon not scouting his opponent first time. This time Perfectman was unable to delay Zero's expansion as Zero hid a drone the moment he saw the probe coming but Perfectman still got away with 14 nex before cannon, exploiting cross positions. Building just one cannon before gateway was pretty cheeky but his wallin was solid and he blocked with probes when he saw Zero made 6 zerglings. Zero took a third hat at 3 while Perfectman rushed a core out with his fast gateway and skipped zealots.
In terms of build orders Perfectman was decently ahead by rushing a stargate out with the speed he managed and not taking any damage from the lings to pay for it. He used his advantage to get a second gas and an extremely fast archives although he lacked the gateway count to make dts a real threat. Zero did a standard 3 hat spire 5 hat den with some nice sim cities to wall in while Perfectman continued to pump corsairs, hoping to use a single dt to good effect with corsair support. Unfortunately for him he lost his first corsair to scourge which meant he couldn't get the critical mass to attack move into scourge in time to support his dt rush, throwing away the advantage won by his unusually fast archives. At this point I'd just like to stress the importance of keeping those first corsairs alive when attempting to exploit a corsair critical mass in your transition, even if it means not attempting bonus overlord kills. Zero was pumping drones and not making any units, he was depending on a few zerglings and a sunken for defence, a dt could have single handedly won the game with corsair support.
Perfectman rushed out 4 ht and left them building up energy while supporting them with lower teir units but instead of attempting some kind of timing attack with high ht energy and mass dragoon he just took a lateish third at 9. Zero however was showing off with 6 hatcheries pumping cracklings, a rushed hive and 5 queens building up energy for broodling. Things couldn't be worse for Perfectman who was expecting to get two or three storms from each of his ht and now pushed out into the middle of the map where a massive swarm of cracklings awaited. Perfectman managed one storm before his ht were gone, soon to be followed to the Protoss afterlife by the rest of his army.
After a massacre of that scale Zero was well ahead and attempted to end the game in the next few seconds but his zerglings were rebuffed in the choke at Perfectman's natural. However when ultralisks arrived seconds later it was all over.
GG
Perfectman just displayed no real game awareness, he didn't know what Zero was doing and played like he didn't care. Zero's hive was extremely fast and Perfectman needed to adapt his play to deal with that. By the time he realised that hydralisks weren't coming it was too late. What is surprising is that Zero made it to hive with just six zerglings, two sunkens and a few scourge. Any kind of +1 zealot pressure, reaversair play, dt sair play, reaver goon play, goon ht rush etc could have been extremely dangerous against a build that ambitious. But if Perfectman didn't care enough to find out then I can't blame Zero for his ambition.
Kwark on the incredible irony of PerfectMan's ID
This week, just battle reports weren't enough for Kwark. He had some choice words to say about a particular player's performance. Never one to mince words, Kwark calls them as it he sees them.
Perfectman cheated Light out of a chance at the OSL with 12 nex macro and carriers. Obviously Light made mistakes and not scanning or suspecting carriers (especially when arbiters are 1-0-0) is pretty bad but still, he played three much stronger games. I'm a Protoss fan and I hate Terrans because they whine and their race is rigged and they camp and they drag everything out and their upgrades are way better than anything Protoss gets and... but in this case anyone complaining actually has a point. Perfectman spent three games making mistake after mistake while Light made one small mistake (and got cross positions vs 12 nex) in one game and one average sized mistake in the other and lost. I still think vultures are ridiculously overpowered and underpriced but Terran is unforgiving to play.
![[image loading]](http://img440.imageshack.us/img440/5683/perfectman.jpg)
Good decision making there, Hwaseung-toss.
Perfectman was a lamb to the slaughter against Zero (and against Light for that matter but whatever), us as fans were denied a potentially interesting contest between Light and Zero. The last time I saw a player with decision making this bad I became an instant fan (<3 BackHo) but Perfectman has none of BackHo's style, losing because he messes up everything he tries rather than BackHo's detirmined attempts to try stuff that doesn't work and come so close to making it happen that you almost believe it just might work. It'd be okay if he just lost all his games, got fired and left the scene but by beating Light, especially in the way he did, he gives all Protoss players a bad name. I'm an antifan and you should be too.
And finally, we can announce to you....
Korean Air OSL Round of 16 Lineup
Terran:
Flash(seeded),
Hwasin,
fOrGG,
fantasy,
go.go,
BaBy
Zerg:
Calm(seeded),
Shine(seeded),
Kwanro,
EffOrt,
hyvaa,
ZerO
Protoss:
Movie(seeded),
Kal,
Stork,
Pure
Korean Air OSL Round of 16 Lineup
Terran:






Zerg:






Protoss:




The road ahead
The glorified preliminaries are finally over, and we are ready to move on to the real Ongamenet Starleague! With the players now determined, we await the group selection to come on Friday. I'm giddy with anticipation already. Who will end up in the group of death? Will anyone be brave enough to call out Flash and ask to be put in his group? Will Kwanro and Stork exchange some unfriendly words?
Another thing to look forward to: TeamLiquid will begin its OSL coverage in earnest with our group selection rundown and group and player profiles. So make sure to check by later! The 2010 season starts now.