Tempest starts at six o'clock, and Free begins at twelve. Both players open with ten/twelve gate and scout toward nine o'clock. When their probes encounter one another, Free adjusts to scout six o'clock and Tempest scouts three before finally finding Free's base at twelve o'clock. Tempest makes two zealots, while Free makes three zealots before both players switch to making dragoons.
Free's scouting probe is killed after Tempest's dragoons arrive, and Tempest's probe escapes Free's dragoons. Both players place a robotics facility once their bases are clear of opponent's scouts. Free chooses to maneuver his dragoons around the middle of the map, while Tempest guards his ramp with all his units.
After his robotics facility warps in, Free makes an observatory. As does Tempest. Free then makes a shuttle and warps in a robotics support bay. Tempest does the same. The player's builds finally diverge when Tempest expands to seven o'clock and Free, lacking the resources to place a Nexus due to his extra zealot, instead places a third gateway.
Both players use their first observer to scout they other. The observers meet, briefly over Neo Requiem's resource-cross and Free's dragoons force Tempest's observer to retreat.
As both player's first reavers warp in, Free loads his reaver into his shuttle and moves out to attempt some harass. He moves his army into his base to prepare for his opponent doing the same. Meanwhile, Tempest places a pylon at eight o'clock for scouting purposes and begins using his shuttle to ferry dragoons over to his base at seven. Free scouts this with his observer, and moves out with his army as he drops Tempest's main with his reaver. His first scarab kills 3 probes, and his second kills 4 more.
Four more for luck.
Free follows the successful harass by placing his army outside Tempest's ramp and expanding to the three o'clock main.
Tempest builds a second shuttle and heads toward his opponent clinging to the western side of the map. Free's observer sees this movement, and reacts by sending 3 dragoons to intercept the shuttles, but although he arrives in time to take a few shots at a shuttle, he fails to kill either. Tempest's shuttles pause over eleven o'clock to regenerate shields and finish researching shuttle speed.
Free begins elevating his containment force into eight o'clock to attempt an attack at Tempest's seven o'clock base, but telegraphs the attempt by attack-moving into the scout-pylon Tempest placed earlier in the match. Once shuttle speed completes, Tempest chooses to swoop into Free's main. Free's dragoons are out of position, and Tempest successfully drops four zealots and two reavers on the west side of Free's main.
Free runs his probes away, taking some heavy damage. Meanwhile, Tempest prevents Free's dragoons and zealots from attacking seven o'clock, but Free manages to drop his two reavers at the nexus, killing all but one probe.
Tempest's four zealot and two reaver drop manages to kill nine of Free's dragoons. Decimating Free's army, and with no probes mining, Free struggles to remake his army or arm his reavers.
What do they say 'payback' is again?
Lacking minerals to keep feeding his reavers, Free can't finish off the seven o'clock nexus, and it remains standing, deeply in the red, for nearly thirty seconds before he can finally finish it off. Free sends all his probes and remaining army to three o'clock and begins collecting badly needed resources. Meanwhile, Tempest's main is still humming along, providing a steady stream of minerals and gas.
Tempest makes a third shuttle and sends all three to three o'clock, dropping two reavers, three dragoons and two zealots. With only five dragoons positioned for defense, Free types out.
+ Show Spoiler [Key Moments] +
Free's decision to make three early zealots instead of two or less did a lot to change the character of this game. Since Tempest never attempted to break Free's contain, the zealots gave no advantage to Free, yet the third one forced Free to choose between a third gateway or a late nexus. He obviously chose the gateway, yet the potential extra units that decision would've earned him were erased when Tempest dropped Free's main and eliminated his economy.
Tempest starts at seven choosing to get two pylons before his assimilator, and Free at three, building only one pylon before making his cybercore. Tempest scouts ten o'clock after placing his gateway, and Free chooses to avoid scouting until he places his second pylon (after his cybercore). Then Free scouts in the right direction.
Both players make a zealot, then Tempest shakes things up a bit by placing a manner pylon-- twice-- each pylon traps one probe and eliminates access to a mineral patch, so Free is forced to take them seriously. Tempest uses the time to set down a second gateway.
It's not fun to be on the receiving end of this.
After he finishes clearing out the pylons, Free sends his army toward tempest. For a short while Tempest's first dragoon battles Free's first dragoon, but Tempest backs off when he realizes he didn't get the first shot in.
Free lays down a citidel of adun and then a templar archives, and Tempest does the same, but because of his build, his is about 30 seconds slower. Next, Free expands to his mineral only and Tempest plants 2 more gateways.
Neither player opts for detection and an elimination race begins.
Free, with his earlier templar archives, attacks first and Tempest responds by going all-in, sending all of his probes to desperate locations around the map, and two dark templar, five dragoons and two zealots into Free's base. Free follows a large clump of probes with one of his dark templar, and kills them. With one of his probes that wasn't followed, Tempest builds a hidden pylon at 9 o'clock.
Free places a forge, and blocks his ramp with one of his five dark templar. But as Free maynards his probes up to his highground, they glitch the blocking dark templar, and tempest gets one dark templar up the ramp.
In a Jenkins moment, Free probe-drills his own DT.
Free attempts to place a cannon at his main's mineral line, but Tempest spots it with his other dark templar, and destroys it before it can complete. As each player destroys the other's base, Tempest is caught attempting to glitch two probes onto Free's high ground and those probes die before they can hide another pylon.
Free gets a probe into ten o'clock and builds a pylon on its high ground. He then blocks the ramp with two of his five dark templar.
With only two dark templar, and no way to glitch free's dark templar wall at 10 o'clock Tempest can only hope to kill free faster by keeping his buildings hidden. Recognizing that he won't be able to outlast his opponent, Tempest GGs.
+ Show Spoiler [Key Moments] +
Because neither player got detection, this could probably be called a build-order loss. Tempest's slower opening put him behind, and he never had the opportunity to use his extra gateways to gain an advantage.
Tempest opens at two o'clock, Free at eight o'clock. Both players open with the same build: pylon, gateway, assimilator, pylon. Tempest manner pylons again, trapping 2 probes, then cancels as the pylon warps in. Then he places it again, failing to trap any probes this time, but forcing poor probe pathing.
Both players make two zealots and a dragoon. Free escapes with his scouting probe, while Tempest loses his to dragoon fire. As the mirror matchup continues to reflect, both players lay down a robotics facility. The early dragoons meet in the middle of the map, and trade volleys until Free's zealots reinforce, and Tempest backs off, taking up a defensive position at his ramp. Finally, the builds diverge when Tempest places his robotics support bay before getting his observatory and another gateway, while Free places a second gateway and an observatory before his robotics support bay.
Tempest loads a reaver and two zealots into his shuttle and hugs the east side of the map on his way to Free's base. Meanwhile, Free's observer moves out to scout his opponent, traveling up the middle of the map.
As Tempest's shuttle arrives at Free's base, Free places a nexus at his natural and then shuttle speed completes for Tempest. Tempest drops his two zealots on the way in, then places the reaver behind Free's minerals. Free reacts quickly, but after getting stuck behind some minerals for a second, Tempest's scarab finds a clump of probes at the assimilator, killing six of them. The shuttle then escapes free's dragoon fire and speeds north along the west side of the map. Tempest kills Free's observer and then takes his natural.
That'll boost your confidence!
After collecting himself, Free moves out and takes his high-ground with six dragoons, two zealots and one reaver. Tempest moves out as well and engages Free's army with eight dragoons and two reavers. Despite some good micro, Tempest's dragoons all die, and free still has two dragoons and a zealot remaining. Three more of Free's dragoons reinforce, taking out one of Tempest's reavers before he can pick up the other one and escape with the shuttle. Free backs into his natural to await reinforcements.
Tempest follows up by pressuring Free's natural with four dragoons and two reavers, but Free's army has already grown to seven dragoons and a reaver. As Tempest's dragoons start to fall, Free kills Tempest's shuttle, preventing the reaver's escape, and Free's reinforcements clean up Tempest's reavers with ease.
Free takes his highground again with four dragoons and two reavers hoping Tempest will over extend. Tempest doesn't oblige him just yet, and instead drops a reaver behind Free's natural. Unfortunately, the scarab glitches and does no damage to Free's fleeing probes. Tempest then flies the reaver into Free's main and his next scarab has better luck, killing 8 probes before the reaver is taken down.
Tempest does some nice harass.
Free reacts by pushing forward with nine dragoons and two reavers, meeting Tempest's eight dragoons in the middle of Sin Chupung-Ryeong. Although Tempest held the high ground, he risks his positional advantage by rushing forward to kill Free's reavers, and in doing so drops into the lowground. He manages to kill one reaver, but immediately realizes his error when scarabs start exploding in the middle of his dragoon clump, so he backs up to his natural to meet up with his reaver.
Free seizes the opportunity, and forces combat at Tempest's natural. His unit formation is perfect, and Tempest's is less so. Trying to salvage his reaver, Tempest picks it up and drops it at his ramp to await reinforcements. They arrive in time to kill four of Free's pressuring dragoons. Free is forced to back off for a few moments, but re-engages too soon and loses his reaver.
This is how you want to engage in a PvP fight.
Tempest fakes a counter attack, kills Free's observer, then returns to his base to collect a second reaver and a few more dragoons. As Tempest moves out with ten dragoons and two reavers, Free again secures his high-ground with ten dragoons, two zealots and a reaver, waiting for Tempest to push. Tempest obliges, and Free uses a small number of dragoons and zealots to focus fire on Tempest's shuttle and reavers while the other of Free's dragoons maintain high-ground advantage. Tempest rushes his dragoons onto the high ground to kill Free's reaver, but his excellent shuttle micro saves the reaver. Realizing his dragoons are surrounded Tempest flees haphazardly, but he manages to salvage four dragoons.
Recognizing a unit advantage, Free moves out to assault Tempest's natural. Although their army compositions and size are similar, Free's superior reaver micro wins him the battle, and the game. Tempest surrenders and Free moves on to the quarter-finals!
+ Show Spoiler [Key Moments] +
Tempest pulled off some fantastic harass this game, but he over extended when his opponent held high-ground, and didn't take advantage of his own high-ground when he had the opportunity. That in combination with Free's excellent defensive shuttle micro lost Tempest the game.
Mind walls off his ramp at the twelve o'clock position and Kal chooses a one-gate tech opening at nine o'clock.
Kal makes one zealot and moves it to the 6 o'clock ramp and attempts to block Mind's scouting SCV, but his ruse fails and Mind's able to determine that Kal is at nine o'clock. Later, Kal harasses Mind's wall with a zealot and a dragoon, but Mind's tank arrives in time to drive them off. Meanwhile, Mind makes a starport and Kal makes robotics support bay for reaver and expands to six o'clock.
kal loads two zealots and a reaver into a shuttle and moves toward Mind's main. Mind loads a dropship with three vultures. But Kal's shuttle is spotted by Mind's floating engineering bay, so Mind drops his vultures to deal with the Zealots. He is able to force Kal to flee after only suffering a few vultures deaths. In the meantime, one of Mind's vultures finds Kal's expansion attempt at six and places a few mines near the ramp before beginning to whittle away at the nexus.
Mind builds a third factory off one base, as well as a wraith in preperation of a timing attack. With four tanks, two vultures and a wraith, Mind begins his push, he kills Kal's shuttle, eliminating the reaver threat, and starts to pressure by sieging above Kal's ramp.
After taking heavy losses, Kal is finally able to remove Mind's last sieged tank from his ramp with a mine-drag, but Mind slips two vultures behind Kal's mineral line, and distracts him by pressuring the front with reinforcements.... One of Mind vultures gets eleven probe kills, and the other gets several as well.
His main's probes devastated, Kal remains in the game simply because of his expansion at six o'clock. But Mind doesn't plan on leaving that productive, and he loads a dropship with four vultures to thin the probe count there as well. Kal defends as best he can with probes until he can shuttle a reaver into the base to clear out the vultures.
As Mind takes his natural, he sends another four vultures to six o'clock but is repulsed by photon cannons. Kal, for his part, drops the west side of Mind's main with a reaver and two zealots. Mind is mostly unprepared for this attack, but his turret positioning and fast reactions saves his SCVs from any serious damage. Not paying attention, Kal drops his reaver into Mind's mineral line, and loses his shuttle to turret-fire. Using a wraith, Mind clears the reaver and zealots out of his main shortly afterwards. Mind responds by dropping a tank at Kal's six o'clock expansion.
Not easy to deal with when you have a pylon wall at your ramp.
Entering the realm of humiliation, Kal sends six dragoons to kill his own pylon wall and save his expansion. Mind uses this opportunity to push toward Kal's main with six tanks and vultures. By sacrificing his expansion at six, Kal is able to create a decent flank and kills Mind's vultures, forcing a retreat by Mind. When vultures reinforce Mind's tanks, he attacks forward again, but Kal brings in his reaver, and takes out the terran army.
Kal drops his damaged reaver into Mind's main, but it's not able to do any real damage. At the same time he moves out with seven zealots, but a mine field and lack of zealot speed renders them useless.
I don't see how this is a good use of zealots...
As Kal is trying to retake six, Mind moves toward Kal's main with two tanks and six vultures. When Mind sieges his tanks, Kal backs his dragoons back and past his ramp, leaving room for Mind to rush down and into Kal's mineral line. All of the probes die and in a last ditch effort, Kal produces a production round of dark templar which die to spider mines in short order. Kal gives in and types out.
+ Show Spoiler [Key Moments] +
Mind's build lead to a timing attack which utterly devastated Kal. From there, he just needed to continue to harass Kal's economy.
Mind walls in at three o'clock, and Kal takes his mineral-only at ten. After making his factory and scouting Kal's base, Mind takes his mineral-only to keep up with the protoss, and then once his first tank is built, he takes his natural to pull ahead.
Kal takes his natural and techs toward reaver as he moves out with seven dragoons and two zealots to check up on Mind. Once his shuttle completes, Kal chooses to elevate his army onto Mind's high-ground. Kal does a lot of damage to Mind's mineral-only SCVs but Mind is able to clean up without losing too many units.
Mind places five more factories as Kal begins building carriers. Mind scans the starports and starts pumping goliaths. Buying time for his carriers to build in numbers, Kal uses two reavers to take out Mind's backdoor-temples and moves up into Mind's mineral only with four dragoons, three zealots and his two reavers. Kal loses his shuttle to turret-fire and despite some excellent scarab aiming, Kal's attack force is reduces to nothing under a hail of tank fire.
Just buying some time...
Kal expands to nine o'clock and sends five dragoons and five zealots into Mind's gaping backdoor. Rather than force the attack, though, Kal seems content to threaten, preventing Mind from moving out.
Once Kal backs off, Mind moves out with ten goliaths, six tanks and four vultures. He situates himself in the middle of Medusa and sieges up. By now Kal has four carriers with two more on the way, as well as a sizable army of nine dragoons and eight zealots.
Content to mine up the map for a while, Mind takes the five o'clock expansion, but Kal drops four zealots into Minds main to kill turrets and sends his four carriers out to take out the terran economy. With seventeen goliaths in the middle of the map, Mind pushes forward again, trying to force Kal to bring his carriers back for defense.
Kal briefly engages Mind's army but after his zealots die, he retreats to the relative safety of his natural. Back in Mind's base, Kal focuses his carrier's attack on the terran's armories, killing both of them to prevent goliath production. After Mind takes out Kal's natural, Kal brings his four carriers back to eliminate the terran threat. Mind retreats and plants two tanks at Kal's nine o'clock expansion. Kal responds to the offending tanks by sending every one of his attacking units to destroy them, which they do successfully but not before most of the probes at that expansion have been killed. Kal retakes his natural, Mind rebuilds his armory.
Noticing that Mind isn't being aggressive anymore, Kal returns to Mind's main with six carriers and starts wrecking havoc while his ground army baits Mind's goliath-heavy army into attacking it. Rather than focusing on command centers or important buildings, Kal takes out the turrets and then concentrates on killing SCVs before goliaths arrive to chase them off.
Yeah, this looks fair.
Mind sends four tanks to nine o'clock in an effort to wear down his opponent. Kal ignores the attack, and instead repositions his carriers to take out Mind's new armory while he sends four zealots and two dragoons up Mind's backdoor to focus fire the mineral-only command center. Mind fails to lift the command center and it goes down with ease.
Deciding he's too far behind to battle the carriers, Mind sends his goliath force to Kal's natural. Kal's carriers assassinates Mind's main command center and promptly returns to his base to defend. Now armed with ten carriers, Kal's army is too large for Mind's goliaths, and after some impressive yet futile micro, Mind gives up and runs back to his base to try and defend while he produces wraith to counter the carriers.
Kal scouts the starports with a zealot, and the ploy is exposed. Then Kal's carriers are caught in the middle of the map by Mind's rejuvenated goliath forces, and through some awesome micro, Mind is able to kill all but three carriers before his goliath are defeated.
Kal sends twelve dragoons to five o'clock to eliminate Mind's expansion and expands to one o'clock himself. Mind collects his five wraith, cloaks them, and goes carrier hunting. He finds the carriers at Kal's natural with a photon cannon and two observers under them and simply suicides his wraith. Mind's last effort to pull out a victory involves vulture harass that fails miserably, and he GGs.
+ Show Spoiler [Key Moments] +
Kal was probably technically behind after losing his ground army and reavers early in the match. His tech switch to carriers was remarkably successful despite the fact that Mind scouted his stargates early. As well as Kal played this game, it was disappointing to see Mind lose. Mind left Kal's carriers in his base unchallenged too often this game.
Mind walls in at two and two-factories, and Kal begins at eight o'clock scouting before he places his pylon and goes one gate tech. Mind blocks his ramp with two SCVs and successfully prevents Kal from scouting him (Tasteless then teaches every GOM nerd how to exploit the illegal waypoint bug). Kal blocks his ramp with a probe, but Mind is successful in baiting Kal's probe and gets up the ramp to scout, but it's killed by probe attacks before the first dragoon is produced.
Kal proxies a pylon and begins teching toward templar archives and shuttles in his main. Mind moves out with three tanks, four vultures and three marines. With only three dragoons to his name, Kal chooses to make a pylon wall at his ramp. Two dark templar pop as Mind reaches Kal's ramp, and deter the terran from moving forward.
Just in time!
Mind starts building a contain in Kal's natural as sends his shuttle to Mind's base. Mind's already building turrets, though, and the dark templar harass does no damage.
With six dragoons and an observer, Kal attempts to remove the containment force of three tanks and a multitude of spider mines. Siege research has completed and Mind sieges his tanks, killing all but one dragoon. Mind grabs the opportunity to push into Kal's ramp. Kal blocks his ramp with a dark templar, but Mind has scan by now, and reinforcing vultures kill it. Kal pulls probes and finishes his wall, but that does little to slow down the terran assault. Mind get's three vultures into Kal's mineral line and although he kills the vultures fairly quickly, tank fire is still melting protoss buildings. Mind unsieges his tanks to reposition, and Kal uses the opportunity to send seven dragoons down his ramp and chase off the terran, but with a bunker sitting in Kal's natural, Kal only manages to delay the inevitable. Mind sends a couple vultures back into Kal's mineral line to kill probes and Kal throws in the towel. Mind moves on to the round of eight!
+ Show Spoiler [Key Moments] +
The two factory attack was phenomenally effective against Kals extremely fast tech for DT drops. Preventing the protoss from scouting, and then spotting the lack of a third pylon in Kal's main gave him all the advantage he needed.
Have a fabulous holiday. I demand it!
Have a fabulous holiday. I demand it!