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[SPL] CJ Entus vs. EG-TL R1 - Page 151

Forum Index > StarCraft 2 Tournaments
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Talin
Profile Blog Joined September 2010
Montenegro10532 Posts
December 16 2012 10:08 GMT
#3001
On December 16 2012 19:02 chosenkerrigan wrote:
Show nested quote +
On December 16 2012 18:57 Exarl25 wrote:
On December 16 2012 18:52 chosenkerrigan wrote:
On December 16 2012 18:38 ceaRshaf wrote:
They need Stephano to manage a win. Taeja only brought it to Ace.


I can't wait to see what other excuses they bring up after sending out Stephano and lose.


But if they had Stephano tonight then they wouldn't have lost. Him in place of HuK or Thorzain + as Ace if necessary and it would have been a sure win.


You made it sound like Stephano is a player far superior to Hero/Taeja when in fact he isn't. And no there is no such thing as "sure win" in SC2.


Yeah, it's actually quite funny to hear all this talk of "3 aces". When it's actually Hero and Taeja who are the aces, then (given Proleague format) even Jaedong and JYP, and then Stephano. While he's better than the other foreigners and would maybe be able to abuse some of the rookies, he's definitely not an ace.

Besides, I'd be surprised if he stuck around to play more than a round until the end of the season anyway, so the team should definitely adapt to playing without him.
opterown *
Profile Blog Joined August 2011
Australia54784 Posts
December 16 2012 10:08 GMT
#3002
[image loading]

+ Show Spoiler +
+ Show Spoiler [Game 1] +
Both open with fast expands on Tal'Darim Altar (cross spawns). Jaedong goes for a roach warren on two bases against Bbyong's reactored hellions into 3rd inbase CC. Jaedong surprised Bbyong by catching the first two hellions as they leave the base, and Bbyong looks kinda screwed right now. Jaedong busts past the choke between natural and main, and Bbyong has to pull SCVs. Jaedong does some pretty solid damage despite marauder reinforcements. Supply is 58-32 or something along those lines.

Bbyong follows up with a second factory, siege mode and an armory, while Jaedong continues into roach speed and +1 range upgrade. Jaedong builds a nydus and ten more roaches! Bbyong throws about ten hellions into Jaedong's natural, does minimal damage but manages to scout the nydus. Jaedong attacks with a bunch of roaches, taking out some tanks and forcing SCVs off the line again. Bbyong holds, but is still down in supply. Wave three arrives and forces a lift on the natural OC. Jaedong has a semi-contain on Bbyong and in the meantime has taken his 3rd. He backs off, and is up 102-75 supply as Bbyong relands his natural.

Jaedong takes his fourth and poops on Bbyong's 3rd. Jaedong goes for mutas as Bbyong finally gets his mech production started in earnest. Mutalisks hit the natural and bounce around Bbyong's bases, doing some nice damage to SCVs. In the meantime, Jaedong holds off several attempts at hellion runbys. He's up 175 to 101 supply.

Thors do manage to stave off further mutalisk damage. Bbyong has a nice defensive tank line but it's otherwise looking bad. Roach runby kills Bbyong's third as Jaedong takes a 5th base, researches pathogen glands and builds a hive. Hellions do minimal damage, and Bbyong tries to move out at ~130 supply. He does catch a bunch of free roaches, but Jaedong's greater spire is almost done. Cute tank placement over Jaedong's natural and 4th starve mining there, but roaches and zerglings clear them up before the bases sustain too much damage..

From there, brood lords clear up the army with ease, as Bbyong only has about 2 thors for anti-air. Jaedong begins the deathpush across the map and is doubling Bbyong's supply. 4 vikings aren't enough and Bbyong has to gg!

It was a fairly standard game, nothing special. Jaedong did play pretty well, and there wasn't much in terms of infestor abuse or turtle, so worth a watch I guess.

+ Show Spoiler [Game 2] +
Wow the scouting pathways on this map are strange. Both play pretty standard, getting gas after rax/gate. TaeJa goes for a reaper expand into fast stim and ebay while Bong goes for 1-gate expo into robo gate gate. TaeJa's reaper does token damage before stalkers drive it off. Bong gets a warp prism and blink, while TaeJa techs up to starport. Suddenly a stimmed marine scouts the twilight and some gateways. After it's killed, Bong adds more gates and it seems like he's going for a 7gate blink allin with warp prism.

TaeJa moves out with a small force to clear pylons and scouts, but eventually returns to base in a defensive position. Bong can't seem to do very much with his (sizable) force and falls behind in upgrades, army and workers. He does end up teching to storm, but TaeJa's 2/2 is done against 0/0. While Bong gets a few lucky medivac snipes, TaeJa's advantage is too much and he steamrolls Bong after a number of engagements.

Not a particularly good game; TaeJa played well and got a bit lucky on his scout. Bong did what he could, but there is only so much you can do with a failed all-in.

+ Show Spoiler [Game 3] +
HuK opens with a slightly faster gateway than herO (didn't catch supply), but doesn't scout in exchange. Seems like herO is using the HuK probe against him, haha, doing some mineral-line harrassment. HuK's first gas is faster, as is his core, but his second gas is a bit slower. HuK's going three-stalker rush into blink while herO goes for a robo gate gate.

herO builds up a pretty high immortal count, and HuK blinks up into herO's ramp. He takes some pretty serious damage in return for 2 immortals, and has to blink out against superior stalker number. herO starts blink as HuK starts a Nexus and his own robo. herO warps a few zealots into HuK's main with a lowground pylon, and gets a few kills before HuK clears it up.

HuK has to cancel his nexus and herO looks to apply pressure. I think herO is up in supply (63-57) but not sure. As HuK is contained for a short time, hero's expansion is halfway done. HuK eventually builds up a decent force and herO backs off, allowing HuK to start his nexus (about the same time herO's completes). Small skirmishes occur, and herO blinks stalkers into HuK's main. HuK again takes damage before driving them off, and is down 96-72 (?) supply. Apparently herO has killed 17 workers this game, and HuK has 19 probes only.

A strange base-trade situation occurs as HuK engages herO at his natural while 4 stalkers ravage HuK's main. HuK does decently at herO's base, though herO has a collosus out. herO bides his time to get out as many units as he can before engaging, pulling probes and HuK has to GG out.

A decent game overall, worth a watch I guess since it wasn't laser wars. Slight poor control from HuK though.

+ Show Spoiler [Game 4] +
The two spawn in cross-positions. SonGDuri goes for hatch first into pool, while ThorZaIN goes 1rax CC into 2gas and starts working on the tumour. ThorZaIN gets a reaper and makes a 3rd CC. He goes for two starports. SonGDuri gets an ugly supply block at 52, which is about when he starts his lair.

Seems like our spoon terran is going 2port banshee after getting a viking. SonGDuri has double evo by this time though, and starst his spores straight away. ThorZaIN's single viking goes overlord hunting and they look to be on even supply, as SonGDuri gets supply blocked again at 70. SonGDuri's tech of choice seems to be muta, while ThorZaIN looks to be going marine-tank. ThorZaIN is leading 111-95 supply I think, SonGDuri's supply blocks don't help (although his upgrades are good).

ThorZaIN pushes out at about 130 supply and clears some creep on SonGDuri's side while dropping his third. Muta-ling-bane clears up the drop and both are even at about 170 supply. SonGDuri's play is kinda sloppy as he almost lets a medivac flying on top of his mutas. Some smart turrets stave off the mutalisk harrassment as ThorZaIN sets up his siege line in the middle of the map. SonGDuri's still on three base. ThorZaIN is a bit sloppy on muta defense and loses a few workers. A zergling runby with mutas does significant damage, so ThorZaIN decides to move in.

Some wasteful banelings from SonGDuri do manage to clear ThorZaIN's push as ThorZaIN finally stabilises at home. He's down 90 supply to 164 (?). Some cute micro near the end is not quite enough, and ThorZaIN has to GG out.

Pretty fun game I guess. ThorZaIN had a big lead but the smart runby took him out pretty much.

+ Show Spoiler [Game 5] +
HerO goes for a nexus-first FFE (forge in main) against pool-hatch for Hydra. Hydra actually stays on two base for a while, making 30 lings against an incomplete wall-off (the force was in the main). HerO is pretty stuffed, as his gateway and a lot of probes get taken down

Not a good game, HerO played too greedy and paid the price.

+ Show Spoiler [Game 6] +
JYP looks to go for nexus-first FFE (walling off this time) while EffOrt goes for pool first into hatch, getting speed off two base. EffOrt's 3rd is pylon-blocked, so he makes a lair off 2 base as JYP moves into stargate play. EffOrt is sneaky and makes a hidden spire and hydralisk den. JYP's phoenixes do decent damage and supply block EffOrt for a while, but 7 mutas are on the way. The two are pretty even on supply ~90.

JYP is getting blink and +1/+1, and some fancy phoenix micro takes out most of the mutalisks, preventing any damage. Investor pit, hydralisks and +1 range are on the way for EffOrt as JYP starts +2/+2, colossus bay and a 3rd base. JYP is researching investor glands and getting a fourth in the middle of Antiga. He brings out his overlords to make a creepy highway as JYP tries to harrass with a warp prims. Roaches warren, thermal lance and investors start building.

EffOrt engages with hydras outside of JYP's base but he gets out a colossus in time to defend. Both are pretty even at ~130 supply. Things stagnate for a bit as both continue to tech up. EffOrt is getting hive, +2 ranged and +1 carapace, as well as corruptors. JYP researches charge, gets a templar archive and is close to +3/+3.

An engagement happens near the middle, which JYP takes pretty decisively. Manner nexus is made as JYP rolls through EffOrt, all the while harassing the main with warp-prism zealot warpins. EffOrt is not quite dead yet and is still making investors. He doesn't invest quite enough and has to GG out!

Better than the average PvZ.

+ Show Spoiler [Ace] +
Both open pretty standard, with gate-cycore-2gas-nexus for herO and rax-CC for TaeJa. TaeJa follows up with 2 more rax and his refineries, while herO adds 2 gates and a robo. TaeJa starts stim while herO assembles outside TaeJa's base with a sentry-heavy army. TaeJa has a bunker set up, but it's busted down. TaeJa does stabilise and get up another bunker.

herO gets double forge and twilight, and TaeJa's stim nears completion. herO adds three gates and researches +1/+1 and charge, while TaeJa gets his double ebay and combat shields upgrades rolling. herO adds a templar archives and starts +2/+2 while still on 2 base, and TaeJa starts a ghost academy and third CC. Storm and ghost energy are researched.

I missed some action, but herO busts up TaeJa's ramp with 2/2 and storms while TaeJa unsuccessfully tries to drop herO. TaeJa drops pretty heavily in supply, seems to stabilise and stay in the game, but he's down 141 to 94 supply. TaeJa has to restart 2/2 (ebays lost during the bust) and actually manages to take out herO's 4th. However, he gets caught out during the retreat, and deadja has to GG out.

Pretty good PvT, not a bad watch since TaeJa almost looked like he could come back.



what do you guys think of this section? i might do this for the days when we can't get a full LR running (I find it hard to manage multiple things and LR too). too biased/bad/suggestions/etc?
ModeratorRetired LR Bonjwa
TL+ Member
Talin
Profile Blog Joined September 2010
Montenegro10532 Posts
December 16 2012 10:10 GMT
#3003
On December 16 2012 19:08 opterown wrote:
[image loading]

+ Show Spoiler +
+ Show Spoiler [Game 1] +
Both open with fast expands on Tal'Darim Altar (cross spawns). Jaedong goes for a roach warren on two bases against Bbyong's reactored hellions into 3rd inbase CC. Jaedong surprised Bbyong by catching the first two hellions as they leave the base, and Bbyong looks kinda screwed right now. Jaedong busts past the choke between natural and main, and Bbyong has to pull SCVs. Jaedong does some pretty solid damage despite marauder reinforcements. Supply is 58-32 or something along those lines.

Bbyong follows up with a second factory, siege mode and an armory, while Jaedong continues into roach speed and +1 range upgrade. Jaedong builds a nydus and ten more roaches! Bbyong throws about ten hellions into Jaedong's natural, does minimal damage but manages to scout the nydus. Jaedong attacks with a bunch of roaches, taking out some tanks and forcing SCVs off the line again. Bbyong holds, but is still down in supply. Wave three arrives and forces a lift on the natural OC. Jaedong has a semi-contain on Bbyong and in the meantime has taken his 3rd. He backs off, and is up 102-75 supply as Bbyong relands his natural.

Jaedong takes his fourth and poops on Bbyong's 3rd. Jaedong goes for mutas as Bbyong finally gets his mech production started in earnest. Mutalisks hit the natural and bounce around Bbyong's bases, doing some nice damage to SCVs. In the meantime, Jaedong holds off several attempts at hellion runbys. He's up 175 to 101 supply.

Thors do manage to stave off further mutalisk damage. Bbyong has a nice defensive tank line but it's otherwise looking bad. Roach runby kills Bbyong's third as Jaedong takes a 5th base, researches pathogen glands and builds a hive. Hellions do minimal damage, and Bbyong tries to move out at ~130 supply. He does catch a bunch of free roaches, but Jaedong's greater spire is almost done. Cute tank placement over Jaedong's natural and 4th starve mining there, but roaches and zerglings clear them up before the bases sustain too much damage..

From there, brood lords clear up the army with ease, as Bbyong only has about 2 thors for anti-air. Jaedong begins the deathpush across the map and is doubling Bbyong's supply. 4 vikings aren't enough and Bbyong has to gg!

It was a fairly standard game, nothing special. Jaedong did play pretty well, and there wasn't much in terms of infestor abuse or turtle, so worth a watch I guess.

+ Show Spoiler [Game 2] +
Wow the scouting pathways on this map are strange. Both play pretty standard, getting gas after rax/gate. TaeJa goes for a reaper expand into fast stim and ebay while Bong goes for 1-gate expo into robo gate gate. TaeJa's reaper does token damage before stalkers drive it off. Bong gets a warp prism and blink, while TaeJa techs up to starport. Suddenly a stimmed marine scouts the twilight and some gateways. After it's killed, Bong adds more gates and it seems like he's going for a 7gate blink allin with warp prism.

TaeJa moves out with a small force to clear pylons and scouts, but eventually returns to base in a defensive position. Bong can't seem to do very much with his (sizable) force and falls behind in upgrades, army and workers. He does end up teching to storm, but TaeJa's 2/2 is done against 0/0. While Bong gets a few lucky medivac snipes, TaeJa's advantage is too much and he steamrolls Bong after a number of engagements.

Not a particularly good game; TaeJa played well and got a bit lucky on his scout. Bong did what he could, but there is only so much you can do with a failed all-in.

+ Show Spoiler [Game 3] +
HuK opens with a slightly faster gateway than herO (didn't catch supply), but doesn't scout in exchange. Seems like herO is using the HuK probe against him, haha, doing some mineral-line harrassment. HuK's first gas is faster, as is his core, but his second gas is a bit slower. HuK's going three-stalker rush into blink while herO goes for a robo gate gate.

herO builds up a pretty high immortal count, and HuK blinks up into herO's ramp. He takes some pretty serious damage in return for 2 immortals, and has to blink out against superior stalker number. herO starts blink as HuK starts a Nexus and his own robo. herO warps a few zealots into HuK's main with a lowground pylon, and gets a few kills before HuK clears it up.

HuK has to cancel his nexus and herO looks to apply pressure. I think herO is up in supply (63-57) but not sure. As HuK is contained for a short time, hero's expansion is halfway done. HuK eventually builds up a decent force and herO backs off, allowing HuK to start his nexus (about the same time herO's completes). Small skirmishes occur, and herO blinks stalkers into HuK's main. HuK again takes damage before driving them off, and is down 96-72 (?) supply. Apparently herO has killed 17 workers this game, and HuK has 19 probes only.

A strange base-trade situation occurs as HuK engages herO at his natural while 4 stalkers ravage HuK's main. HuK does decently at herO's base, though herO has a collosus out. herO bides his time to get out as many units as he can before engaging, pulling probes and HuK has to GG out.

A decent game overall, worth a watch I guess since it wasn't laser wars. Slight poor control from HuK though.

+ Show Spoiler [Game 4] +
The two spawn in cross-positions. SonGDuri goes for hatch first into pool, while ThorZaIN goes 1rax CC into 2gas and starts working on the tumour. ThorZaIN gets a reaper and makes a 3rd CC. He goes for two starports. SonGDuri gets an ugly supply block at 52, which is about when he starts his lair.

Seems like our spoon terran is going 2port banshee after getting a viking. SonGDuri has double evo by this time though, and starst his spores straight away. ThorZaIN's single viking goes overlord hunting and they look to be on even supply, as SonGDuri gets supply blocked again at 70. SonGDuri's tech of choice seems to be muta, while ThorZaIN looks to be going marine-tank. ThorZaIN is leading 111-95 supply I think, SonGDuri's supply blocks don't help (although his upgrades are good).

ThorZaIN pushes out at about 130 supply and clears some creep on SonGDuri's side while dropping his third. Muta-ling-bane clears up the drop and both are even at about 170 supply. SonGDuri's play is kinda sloppy as he almost lets a medivac flying on top of his mutas. Some smart turrets stave off the mutalisk harrassment as ThorZaIN sets up his siege line in the middle of the map. SonGDuri's still on three base. ThorZaIN is a bit sloppy on muta defense and loses a few workers. A zergling runby with mutas does significant damage, so ThorZaIN decides to move in.

Some wasteful banelings from SonGDuri do manage to clear ThorZaIN's push as ThorZaIN finally stabilises at home. He's down 90 supply to 164 (?). Some cute micro near the end is not quite enough, and ThorZaIN has to GG out.

Pretty fun game I guess. ThorZaIN had a big lead but the smart runby took him out pretty much.

+ Show Spoiler [Game 5] +
HerO goes for a nexus-first FFE (forge in main) against pool-hatch for Hydra. Hydra actually stays on two base for a while, making 30 lings against an incomplete wall-off (the force was in the main). HerO is pretty stuffed, as his gateway and a lot of probes get taken down

Not a good game, HerO played too greedy and paid the price.

+ Show Spoiler [Game 6] +
JYP looks to go for nexus-first FFE (walling off this time) while EffOrt goes for pool first into hatch, getting speed off two base. EffOrt's 3rd is pylon-blocked, so he makes a lair off 2 base as JYP moves into stargate play. EffOrt is sneaky and makes a hidden spire and hydralisk den. JYP's phoenixes do decent damage and supply block EffOrt for a while, but 7 mutas are on the way. The two are pretty even on supply ~90.

JYP is getting blink and +1/+1, and some fancy phoenix micro takes out most of the mutalisks, preventing any damage. Investor pit, hydralisks and +1 range are on the way for EffOrt as JYP starts +2/+2, colossus bay and a 3rd base. JYP is researching investor glands and getting a fourth in the middle of Antiga. He brings out his overlords to make a creepy highway as JYP tries to harrass with a warp prims. Roaches warren, thermal lance and investors start building.

EffOrt engages with hydras outside of JYP's base but he gets out a colossus in time to defend. Both are pretty even at ~130 supply. Things stagnate for a bit as both continue to tech up. EffOrt is getting hive, +2 ranged and +1 carapace, as well as corruptors. JYP researches charge, gets a templar archive and is close to +3/+3.

An engagement happens near the middle, which JYP takes pretty decisively. Manner nexus is made as JYP rolls through EffOrt, all the while harassing the main with warp-prism zealot warpins. EffOrt is not quite dead yet and is still making investors. He doesn't invest quite enough and has to GG out!

Better than the average PvZ.

+ Show Spoiler [Ace] +
Both open pretty standard, with gate-cycore-2gas-nexus for herO and rax-CC for TaeJa. TaeJa follows up with 2 more rax and his refineries, while herO adds 2 gates and a robo. TaeJa starts stim while herO assembles outside TaeJa's base with a sentry-heavy army. TaeJa has a bunker set up, but it's busted down. TaeJa does stabilise and get up another bunker.

herO gets double forge and twilight, and TaeJa's stim nears completion. herO adds three gates and researches +1/+1 and charge, while TaeJa gets his double ebay and combat shields upgrades rolling. herO adds a templar archives and starts +2/+2 while still on 2 base, and TaeJa starts a ghost academy and third CC. Storm and ghost energy are researched.

I missed some action, but herO busts up TaeJa's ramp with 2/2 and storms while TaeJa unsuccessfully tries to drop herO. TaeJa drops pretty heavily in supply, seems to stabilise and stay in the game, but he's down 141 to 94 supply. TaeJa has to restart 2/2 (ebays lost during the bust) and actually manages to take out herO's 4th. However, he gets caught out during the retreat, and deadja has to GG out.

Pretty good PvT, not a bad watch since TaeJa almost looked like he could come back.



what do you guys think of this section? i might do this for the days when we can't get a full LR running (I find it hard to manage multiple things and LR too). too biased/bad/suggestions/etc?


I prefer something like that to the full LR really.
Exarl25
Profile Joined November 2010
1887 Posts
December 16 2012 10:10 GMT
#3004
On December 16 2012 19:08 Talin wrote:
Show nested quote +
On December 16 2012 19:02 chosenkerrigan wrote:
On December 16 2012 18:57 Exarl25 wrote:
On December 16 2012 18:52 chosenkerrigan wrote:
On December 16 2012 18:38 ceaRshaf wrote:
They need Stephano to manage a win. Taeja only brought it to Ace.


I can't wait to see what other excuses they bring up after sending out Stephano and lose.


But if they had Stephano tonight then they wouldn't have lost. Him in place of HuK or Thorzain + as Ace if necessary and it would have been a sure win.


You made it sound like Stephano is a player far superior to Hero/Taeja when in fact he isn't. And no there is no such thing as "sure win" in SC2.


Yeah, it's actually quite funny to hear all this talk of "3 aces". When it's actually Hero and Taeja who are the aces, then (given Proleague format) even Jaedong and JYP, and then Stephano. While he's better than the other foreigners and would maybe be able to abuse some of the rookies, he's definitely not an ace.

Besides, I'd be surprised if he stuck around to play more than a round until the end of the season anyway, so the team should definitely adapt to playing without him.


After all this time people are still underrating Stephano. He is definitely on par with Hero and Taeja.
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
December 16 2012 10:11 GMT
#3005
On December 16 2012 19:10 Exarl25 wrote:
Show nested quote +
On December 16 2012 19:08 Talin wrote:
On December 16 2012 19:02 chosenkerrigan wrote:
On December 16 2012 18:57 Exarl25 wrote:
On December 16 2012 18:52 chosenkerrigan wrote:
On December 16 2012 18:38 ceaRshaf wrote:
They need Stephano to manage a win. Taeja only brought it to Ace.


I can't wait to see what other excuses they bring up after sending out Stephano and lose.


But if they had Stephano tonight then they wouldn't have lost. Him in place of HuK or Thorzain + as Ace if necessary and it would have been a sure win.


You made it sound like Stephano is a player far superior to Hero/Taeja when in fact he isn't. And no there is no such thing as "sure win" in SC2.


Yeah, it's actually quite funny to hear all this talk of "3 aces". When it's actually Hero and Taeja who are the aces, then (given Proleague format) even Jaedong and JYP, and then Stephano. While he's better than the other foreigners and would maybe be able to abuse some of the rookies, he's definitely not an ace.

Besides, I'd be surprised if he stuck around to play more than a round until the end of the season anyway, so the team should definitely adapt to playing without him.


After all this time people are still underrating Stephano. He is definitely on par with Hero and Taeja.


Umm, have you forgot in what team stephano is atm?
T.O.P
Profile Joined December 2012
469 Posts
December 16 2012 10:11 GMT
#3006
On December 16 2012 19:06 andaylin wrote:
Show nested quote +
On December 16 2012 19:02 T.O.P wrote:
CJ was the under dog going into these matches so i was cheering for them! Why i say CJ are the uderdog because EG-TL have been playing starcraft 2 longer then Kespea players/teams. GG GL!

nice alt account T.O.P.


haha I couldn't think of a username that time.
I'm not the real T.O.P just a fan!
booksmartguy
Profile Joined December 2012
United States45 Posts
Last Edited: 2012-12-16 10:19:40
December 16 2012 10:14 GMT
#3007
Next series for EG-TL is pretty much in bag. Stork and Jangbi are awful in SC2, and EG-TL got their full Korean lineup, 4-1 or 4-2 for EG-TL next round. Samsung Khan is not a team with lots of money like SKT, KT and CJ.
foxmeep
Profile Joined July 2009
Australia2337 Posts
Last Edited: 2012-12-16 10:18:17
December 16 2012 10:16 GMT
#3008
On December 16 2012 19:08 Exarl25 wrote:
Show nested quote +
On December 16 2012 19:02 chosenkerrigan wrote:
On December 16 2012 18:57 Exarl25 wrote:
On December 16 2012 18:52 chosenkerrigan wrote:
On December 16 2012 18:38 ceaRshaf wrote:
They need Stephano to manage a win. Taeja only brought it to Ace.


I can't wait to see what other excuses they bring up after sending out Stephano and lose.


But if they had Stephano tonight then they wouldn't have lost. Him in place of HuK or Thorzain + as Ace if necessary and it would have been a sure win.


You made it sound like Stephano is a player far superior to Hero/Taeja when in fact he isn't. And no there is no such thing as "sure win" in SC2. Stephano, even in ZvP, is as vulnerable as anyone else nowadays. It just took too long for his fans to realize and accept this.


The thing about Stephano is that he never gets nervous. He never chokes, ever. Having a rock like that who simply will not crumble under pressure is massive. In an ace match situation he is far superior to Hero or Taeja just because of that, neither played anywhere close to their best tonight.


Maybe Stephano doesn't "choke" per se, but I've certainly seen him fall apart in games. If you want to send your most solid player, the answer is obviously Jaedong - the guy who literally carried his team to Proleague victory.
Zerofinal
Profile Joined June 2012
Thailand136 Posts
December 16 2012 10:18 GMT
#3009
On December 16 2012 19:14 booksmartguy wrote:
Next series for EG-TL is pretty much in bag. Stork and Jangbi are awful in SC2, and EG-TL got their full Korean lineup, 4-1 or 4-2 for EG-TL next round.

Do you think that? But i think Samsung Khan will get first win.
chosenkerrigan
Profile Joined May 2011
858 Posts
December 16 2012 10:19 GMT
#3010
On December 16 2012 19:14 booksmartguy wrote:
Next series for EG-TL is pretty much in bag. Stork and Jangbi are awful in SC2, and EG-TL got their full Korean lineup, 4-1 or 4-2 for EG-TL next round.


I wouldn't be so confident if I were you.
WombaT
Profile Blog Joined May 2010
Northern Ireland27207 Posts
December 16 2012 10:20 GMT
#3011
On December 16 2012 19:10 Talin wrote:
Show nested quote +
On December 16 2012 19:08 opterown wrote:
[image loading]

+ Show Spoiler +
+ Show Spoiler [Game 1] +
Both open with fast expands on Tal'Darim Altar (cross spawns). Jaedong goes for a roach warren on two bases against Bbyong's reactored hellions into 3rd inbase CC. Jaedong surprised Bbyong by catching the first two hellions as they leave the base, and Bbyong looks kinda screwed right now. Jaedong busts past the choke between natural and main, and Bbyong has to pull SCVs. Jaedong does some pretty solid damage despite marauder reinforcements. Supply is 58-32 or something along those lines.

Bbyong follows up with a second factory, siege mode and an armory, while Jaedong continues into roach speed and +1 range upgrade. Jaedong builds a nydus and ten more roaches! Bbyong throws about ten hellions into Jaedong's natural, does minimal damage but manages to scout the nydus. Jaedong attacks with a bunch of roaches, taking out some tanks and forcing SCVs off the line again. Bbyong holds, but is still down in supply. Wave three arrives and forces a lift on the natural OC. Jaedong has a semi-contain on Bbyong and in the meantime has taken his 3rd. He backs off, and is up 102-75 supply as Bbyong relands his natural.

Jaedong takes his fourth and poops on Bbyong's 3rd. Jaedong goes for mutas as Bbyong finally gets his mech production started in earnest. Mutalisks hit the natural and bounce around Bbyong's bases, doing some nice damage to SCVs. In the meantime, Jaedong holds off several attempts at hellion runbys. He's up 175 to 101 supply.

Thors do manage to stave off further mutalisk damage. Bbyong has a nice defensive tank line but it's otherwise looking bad. Roach runby kills Bbyong's third as Jaedong takes a 5th base, researches pathogen glands and builds a hive. Hellions do minimal damage, and Bbyong tries to move out at ~130 supply. He does catch a bunch of free roaches, but Jaedong's greater spire is almost done. Cute tank placement over Jaedong's natural and 4th starve mining there, but roaches and zerglings clear them up before the bases sustain too much damage..

From there, brood lords clear up the army with ease, as Bbyong only has about 2 thors for anti-air. Jaedong begins the deathpush across the map and is doubling Bbyong's supply. 4 vikings aren't enough and Bbyong has to gg!

It was a fairly standard game, nothing special. Jaedong did play pretty well, and there wasn't much in terms of infestor abuse or turtle, so worth a watch I guess.

+ Show Spoiler [Game 2] +
Wow the scouting pathways on this map are strange. Both play pretty standard, getting gas after rax/gate. TaeJa goes for a reaper expand into fast stim and ebay while Bong goes for 1-gate expo into robo gate gate. TaeJa's reaper does token damage before stalkers drive it off. Bong gets a warp prism and blink, while TaeJa techs up to starport. Suddenly a stimmed marine scouts the twilight and some gateways. After it's killed, Bong adds more gates and it seems like he's going for a 7gate blink allin with warp prism.

TaeJa moves out with a small force to clear pylons and scouts, but eventually returns to base in a defensive position. Bong can't seem to do very much with his (sizable) force and falls behind in upgrades, army and workers. He does end up teching to storm, but TaeJa's 2/2 is done against 0/0. While Bong gets a few lucky medivac snipes, TaeJa's advantage is too much and he steamrolls Bong after a number of engagements.

Not a particularly good game; TaeJa played well and got a bit lucky on his scout. Bong did what he could, but there is only so much you can do with a failed all-in.

+ Show Spoiler [Game 3] +
HuK opens with a slightly faster gateway than herO (didn't catch supply), but doesn't scout in exchange. Seems like herO is using the HuK probe against him, haha, doing some mineral-line harrassment. HuK's first gas is faster, as is his core, but his second gas is a bit slower. HuK's going three-stalker rush into blink while herO goes for a robo gate gate.

herO builds up a pretty high immortal count, and HuK blinks up into herO's ramp. He takes some pretty serious damage in return for 2 immortals, and has to blink out against superior stalker number. herO starts blink as HuK starts a Nexus and his own robo. herO warps a few zealots into HuK's main with a lowground pylon, and gets a few kills before HuK clears it up.

HuK has to cancel his nexus and herO looks to apply pressure. I think herO is up in supply (63-57) but not sure. As HuK is contained for a short time, hero's expansion is halfway done. HuK eventually builds up a decent force and herO backs off, allowing HuK to start his nexus (about the same time herO's completes). Small skirmishes occur, and herO blinks stalkers into HuK's main. HuK again takes damage before driving them off, and is down 96-72 (?) supply. Apparently herO has killed 17 workers this game, and HuK has 19 probes only.

A strange base-trade situation occurs as HuK engages herO at his natural while 4 stalkers ravage HuK's main. HuK does decently at herO's base, though herO has a collosus out. herO bides his time to get out as many units as he can before engaging, pulling probes and HuK has to GG out.

A decent game overall, worth a watch I guess since it wasn't laser wars. Slight poor control from HuK though.

+ Show Spoiler [Game 4] +
The two spawn in cross-positions. SonGDuri goes for hatch first into pool, while ThorZaIN goes 1rax CC into 2gas and starts working on the tumour. ThorZaIN gets a reaper and makes a 3rd CC. He goes for two starports. SonGDuri gets an ugly supply block at 52, which is about when he starts his lair.

Seems like our spoon terran is going 2port banshee after getting a viking. SonGDuri has double evo by this time though, and starst his spores straight away. ThorZaIN's single viking goes overlord hunting and they look to be on even supply, as SonGDuri gets supply blocked again at 70. SonGDuri's tech of choice seems to be muta, while ThorZaIN looks to be going marine-tank. ThorZaIN is leading 111-95 supply I think, SonGDuri's supply blocks don't help (although his upgrades are good).

ThorZaIN pushes out at about 130 supply and clears some creep on SonGDuri's side while dropping his third. Muta-ling-bane clears up the drop and both are even at about 170 supply. SonGDuri's play is kinda sloppy as he almost lets a medivac flying on top of his mutas. Some smart turrets stave off the mutalisk harrassment as ThorZaIN sets up his siege line in the middle of the map. SonGDuri's still on three base. ThorZaIN is a bit sloppy on muta defense and loses a few workers. A zergling runby with mutas does significant damage, so ThorZaIN decides to move in.

Some wasteful banelings from SonGDuri do manage to clear ThorZaIN's push as ThorZaIN finally stabilises at home. He's down 90 supply to 164 (?). Some cute micro near the end is not quite enough, and ThorZaIN has to GG out.

Pretty fun game I guess. ThorZaIN had a big lead but the smart runby took him out pretty much.

+ Show Spoiler [Game 5] +
HerO goes for a nexus-first FFE (forge in main) against pool-hatch for Hydra. Hydra actually stays on two base for a while, making 30 lings against an incomplete wall-off (the force was in the main). HerO is pretty stuffed, as his gateway and a lot of probes get taken down

Not a good game, HerO played too greedy and paid the price.

+ Show Spoiler [Game 6] +
JYP looks to go for nexus-first FFE (walling off this time) while EffOrt goes for pool first into hatch, getting speed off two base. EffOrt's 3rd is pylon-blocked, so he makes a lair off 2 base as JYP moves into stargate play. EffOrt is sneaky and makes a hidden spire and hydralisk den. JYP's phoenixes do decent damage and supply block EffOrt for a while, but 7 mutas are on the way. The two are pretty even on supply ~90.

JYP is getting blink and +1/+1, and some fancy phoenix micro takes out most of the mutalisks, preventing any damage. Investor pit, hydralisks and +1 range are on the way for EffOrt as JYP starts +2/+2, colossus bay and a 3rd base. JYP is researching investor glands and getting a fourth in the middle of Antiga. He brings out his overlords to make a creepy highway as JYP tries to harrass with a warp prims. Roaches warren, thermal lance and investors start building.

EffOrt engages with hydras outside of JYP's base but he gets out a colossus in time to defend. Both are pretty even at ~130 supply. Things stagnate for a bit as both continue to tech up. EffOrt is getting hive, +2 ranged and +1 carapace, as well as corruptors. JYP researches charge, gets a templar archive and is close to +3/+3.

An engagement happens near the middle, which JYP takes pretty decisively. Manner nexus is made as JYP rolls through EffOrt, all the while harassing the main with warp-prism zealot warpins. EffOrt is not quite dead yet and is still making investors. He doesn't invest quite enough and has to GG out!

Better than the average PvZ.

+ Show Spoiler [Ace] +
Both open pretty standard, with gate-cycore-2gas-nexus for herO and rax-CC for TaeJa. TaeJa follows up with 2 more rax and his refineries, while herO adds 2 gates and a robo. TaeJa starts stim while herO assembles outside TaeJa's base with a sentry-heavy army. TaeJa has a bunker set up, but it's busted down. TaeJa does stabilise and get up another bunker.

herO gets double forge and twilight, and TaeJa's stim nears completion. herO adds three gates and researches +1/+1 and charge, while TaeJa gets his double ebay and combat shields upgrades rolling. herO adds a templar archives and starts +2/+2 while still on 2 base, and TaeJa starts a ghost academy and third CC. Storm and ghost energy are researched.

I missed some action, but herO busts up TaeJa's ramp with 2/2 and storms while TaeJa unsuccessfully tries to drop herO. TaeJa drops pretty heavily in supply, seems to stabilise and stay in the game, but he's down 141 to 94 supply. TaeJa has to restart 2/2 (ebays lost during the bust) and actually manages to take out herO's 4th. However, he gets caught out during the retreat, and deadja has to GG out.

Pretty good PvT, not a bad watch since TaeJa almost looked like he could come back.



what do you guys think of this section? i might do this for the days when we can't get a full LR running (I find it hard to manage multiple things and LR too). too biased/bad/suggestions/etc?


I prefer something like that to the full LR really.

Seconded, seems a nice concise way to do these things.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Talin
Profile Blog Joined September 2010
Montenegro10532 Posts
Last Edited: 2012-12-16 10:22:25
December 16 2012 10:21 GMT
#3012
On December 16 2012 19:14 booksmartguy wrote:
Next series for EG-TL is pretty much in bag. Stork and Jangbi are awful in SC2, and EG-TL got their full Korean lineup, 4-1 or 4-2 for EG-TL next round. Samsung Khan is not a team with lots of money like SKT, KT and CJ.


Khan isn't really relying on Stork and Jangbi much, more so on RorO and Reality. But if they don't get anyone else to perform, they may easily be the most likely last rank candidate based on performance so far. Their other players seem so underwhelming at this point (I'm looking at you Shine -_-)
Sawamura
Profile Blog Joined August 2010
Malaysia7602 Posts
December 16 2012 10:24 GMT
#3013
CJ such a bad ass even in sc2 .....
BW/KT Forever R.I.P KT.Violet dearly missed ..
ACrow
Profile Joined October 2011
Germany6583 Posts
December 16 2012 10:24 GMT
#3014
On December 16 2012 19:16 foxmeep wrote:
Show nested quote +
On December 16 2012 19:08 Exarl25 wrote:
On December 16 2012 19:02 chosenkerrigan wrote:
On December 16 2012 18:57 Exarl25 wrote:
On December 16 2012 18:52 chosenkerrigan wrote:
On December 16 2012 18:38 ceaRshaf wrote:
They need Stephano to manage a win. Taeja only brought it to Ace.


I can't wait to see what other excuses they bring up after sending out Stephano and lose.


But if they had Stephano tonight then they wouldn't have lost. Him in place of HuK or Thorzain + as Ace if necessary and it would have been a sure win.


You made it sound like Stephano is a player far superior to Hero/Taeja when in fact he isn't. And no there is no such thing as "sure win" in SC2. Stephano, even in ZvP, is as vulnerable as anyone else nowadays. It just took too long for his fans to realize and accept this.


The thing about Stephano is that he never gets nervous. He never chokes, ever. Having a rock like that who simply will not crumble under pressure is massive. In an ace match situation he is far superior to Hero or Taeja just because of that, neither played anywhere close to their best tonight.


Maybe Stephano doesn't "choke" per se, but I've certainly seen him fall apart in games. If you want to send your most solid player, the answer is obviously Jaedong - the guy who literally carried his team to Proleague victory.

Literally? Wow, the guy must be more buff than he looks from the outside. Do you have a link to the VOD, I'd like to see that
Get off my lawn, young punks
d6Mesh
Profile Joined March 2011
Netherlands445 Posts
December 16 2012 10:27 GMT
#3015
On December 16 2012 19:08 opterown wrote:
[image loading]

+ Show Spoiler +
+ Show Spoiler [Game 1] +
Both open with fast expands on Tal'Darim Altar (cross spawns). Jaedong goes for a roach warren on two bases against Bbyong's reactored hellions into 3rd inbase CC. Jaedong surprised Bbyong by catching the first two hellions as they leave the base, and Bbyong looks kinda screwed right now. Jaedong busts past the choke between natural and main, and Bbyong has to pull SCVs. Jaedong does some pretty solid damage despite marauder reinforcements. Supply is 58-32 or something along those lines.

Bbyong follows up with a second factory, siege mode and an armory, while Jaedong continues into roach speed and +1 range upgrade. Jaedong builds a nydus and ten more roaches! Bbyong throws about ten hellions into Jaedong's natural, does minimal damage but manages to scout the nydus. Jaedong attacks with a bunch of roaches, taking out some tanks and forcing SCVs off the line again. Bbyong holds, but is still down in supply. Wave three arrives and forces a lift on the natural OC. Jaedong has a semi-contain on Bbyong and in the meantime has taken his 3rd. He backs off, and is up 102-75 supply as Bbyong relands his natural.

Jaedong takes his fourth and poops on Bbyong's 3rd. Jaedong goes for mutas as Bbyong finally gets his mech production started in earnest. Mutalisks hit the natural and bounce around Bbyong's bases, doing some nice damage to SCVs. In the meantime, Jaedong holds off several attempts at hellion runbys. He's up 175 to 101 supply.

Thors do manage to stave off further mutalisk damage. Bbyong has a nice defensive tank line but it's otherwise looking bad. Roach runby kills Bbyong's third as Jaedong takes a 5th base, researches pathogen glands and builds a hive. Hellions do minimal damage, and Bbyong tries to move out at ~130 supply. He does catch a bunch of free roaches, but Jaedong's greater spire is almost done. Cute tank placement over Jaedong's natural and 4th starve mining there, but roaches and zerglings clear them up before the bases sustain too much damage..

From there, brood lords clear up the army with ease, as Bbyong only has about 2 thors for anti-air. Jaedong begins the deathpush across the map and is doubling Bbyong's supply. 4 vikings aren't enough and Bbyong has to gg!

It was a fairly standard game, nothing special. Jaedong did play pretty well, and there wasn't much in terms of infestor abuse or turtle, so worth a watch I guess.

+ Show Spoiler [Game 2] +
Wow the scouting pathways on this map are strange. Both play pretty standard, getting gas after rax/gate. TaeJa goes for a reaper expand into fast stim and ebay while Bong goes for 1-gate expo into robo gate gate. TaeJa's reaper does token damage before stalkers drive it off. Bong gets a warp prism and blink, while TaeJa techs up to starport. Suddenly a stimmed marine scouts the twilight and some gateways. After it's killed, Bong adds more gates and it seems like he's going for a 7gate blink allin with warp prism.

TaeJa moves out with a small force to clear pylons and scouts, but eventually returns to base in a defensive position. Bong can't seem to do very much with his (sizable) force and falls behind in upgrades, army and workers. He does end up teching to storm, but TaeJa's 2/2 is done against 0/0. While Bong gets a few lucky medivac snipes, TaeJa's advantage is too much and he steamrolls Bong after a number of engagements.

Not a particularly good game; TaeJa played well and got a bit lucky on his scout. Bong did what he could, but there is only so much you can do with a failed all-in.

+ Show Spoiler [Game 3] +
HuK opens with a slightly faster gateway than herO (didn't catch supply), but doesn't scout in exchange. Seems like herO is using the HuK probe against him, haha, doing some mineral-line harrassment. HuK's first gas is faster, as is his core, but his second gas is a bit slower. HuK's going three-stalker rush into blink while herO goes for a robo gate gate.

herO builds up a pretty high immortal count, and HuK blinks up into herO's ramp. He takes some pretty serious damage in return for 2 immortals, and has to blink out against superior stalker number. herO starts blink as HuK starts a Nexus and his own robo. herO warps a few zealots into HuK's main with a lowground pylon, and gets a few kills before HuK clears it up.

HuK has to cancel his nexus and herO looks to apply pressure. I think herO is up in supply (63-57) but not sure. As HuK is contained for a short time, hero's expansion is halfway done. HuK eventually builds up a decent force and herO backs off, allowing HuK to start his nexus (about the same time herO's completes). Small skirmishes occur, and herO blinks stalkers into HuK's main. HuK again takes damage before driving them off, and is down 96-72 (?) supply. Apparently herO has killed 17 workers this game, and HuK has 19 probes only.

A strange base-trade situation occurs as HuK engages herO at his natural while 4 stalkers ravage HuK's main. HuK does decently at herO's base, though herO has a collosus out. herO bides his time to get out as many units as he can before engaging, pulling probes and HuK has to GG out.

A decent game overall, worth a watch I guess since it wasn't laser wars. Slight poor control from HuK though.

+ Show Spoiler [Game 4] +
The two spawn in cross-positions. SonGDuri goes for hatch first into pool, while ThorZaIN goes 1rax CC into 2gas and starts working on the tumour. ThorZaIN gets a reaper and makes a 3rd CC. He goes for two starports. SonGDuri gets an ugly supply block at 52, which is about when he starts his lair.

Seems like our spoon terran is going 2port banshee after getting a viking. SonGDuri has double evo by this time though, and starst his spores straight away. ThorZaIN's single viking goes overlord hunting and they look to be on even supply, as SonGDuri gets supply blocked again at 70. SonGDuri's tech of choice seems to be muta, while ThorZaIN looks to be going marine-tank. ThorZaIN is leading 111-95 supply I think, SonGDuri's supply blocks don't help (although his upgrades are good).

ThorZaIN pushes out at about 130 supply and clears some creep on SonGDuri's side while dropping his third. Muta-ling-bane clears up the drop and both are even at about 170 supply. SonGDuri's play is kinda sloppy as he almost lets a medivac flying on top of his mutas. Some smart turrets stave off the mutalisk harrassment as ThorZaIN sets up his siege line in the middle of the map. SonGDuri's still on three base. ThorZaIN is a bit sloppy on muta defense and loses a few workers. A zergling runby with mutas does significant damage, so ThorZaIN decides to move in.

Some wasteful banelings from SonGDuri do manage to clear ThorZaIN's push as ThorZaIN finally stabilises at home. He's down 90 supply to 164 (?). Some cute micro near the end is not quite enough, and ThorZaIN has to GG out.

Pretty fun game I guess. ThorZaIN had a big lead but the smart runby took him out pretty much.

+ Show Spoiler [Game 5] +
HerO goes for a nexus-first FFE (forge in main) against pool-hatch for Hydra. Hydra actually stays on two base for a while, making 30 lings against an incomplete wall-off (the force was in the main). HerO is pretty stuffed, as his gateway and a lot of probes get taken down

Not a good game, HerO played too greedy and paid the price.

+ Show Spoiler [Game 6] +
JYP looks to go for nexus-first FFE (walling off this time) while EffOrt goes for pool first into hatch, getting speed off two base. EffOrt's 3rd is pylon-blocked, so he makes a lair off 2 base as JYP moves into stargate play. EffOrt is sneaky and makes a hidden spire and hydralisk den. JYP's phoenixes do decent damage and supply block EffOrt for a while, but 7 mutas are on the way. The two are pretty even on supply ~90.

JYP is getting blink and +1/+1, and some fancy phoenix micro takes out most of the mutalisks, preventing any damage. Investor pit, hydralisks and +1 range are on the way for EffOrt as JYP starts +2/+2, colossus bay and a 3rd base. JYP is researching investor glands and getting a fourth in the middle of Antiga. He brings out his overlords to make a creepy highway as JYP tries to harrass with a warp prims. Roaches warren, thermal lance and investors start building.

EffOrt engages with hydras outside of JYP's base but he gets out a colossus in time to defend. Both are pretty even at ~130 supply. Things stagnate for a bit as both continue to tech up. EffOrt is getting hive, +2 ranged and +1 carapace, as well as corruptors. JYP researches charge, gets a templar archive and is close to +3/+3.

An engagement happens near the middle, which JYP takes pretty decisively. Manner nexus is made as JYP rolls through EffOrt, all the while harassing the main with warp-prism zealot warpins. EffOrt is not quite dead yet and is still making investors. He doesn't invest quite enough and has to GG out!

Better than the average PvZ.

+ Show Spoiler [Ace] +
Both open pretty standard, with gate-cycore-2gas-nexus for herO and rax-CC for TaeJa. TaeJa follows up with 2 more rax and his refineries, while herO adds 2 gates and a robo. TaeJa starts stim while herO assembles outside TaeJa's base with a sentry-heavy army. TaeJa has a bunker set up, but it's busted down. TaeJa does stabilise and get up another bunker.

herO gets double forge and twilight, and TaeJa's stim nears completion. herO adds three gates and researches +1/+1 and charge, while TaeJa gets his double ebay and combat shields upgrades rolling. herO adds a templar archives and starts +2/+2 while still on 2 base, and TaeJa starts a ghost academy and third CC. Storm and ghost energy are researched.

I missed some action, but herO busts up TaeJa's ramp with 2/2 and storms while TaeJa unsuccessfully tries to drop herO. TaeJa drops pretty heavily in supply, seems to stabilise and stay in the game, but he's down 141 to 94 supply. TaeJa has to restart 2/2 (ebays lost during the bust) and actually manages to take out herO's 4th. However, he gets caught out during the retreat, and deadja has to GG out.

Pretty good PvT, not a bad watch since TaeJa almost looked like he could come back.



what do you guys think of this section? i might do this for the days when we can't get a full LR running (I find it hard to manage multiple things and LR too). too biased/bad/suggestions/etc?


Very nice, much easier to read through then usual LR.
udgnim
Profile Blog Joined April 2009
United States8024 Posts
December 16 2012 10:29 GMT
#3016
Revival can't come soon enough for EG-TL
E-Sports is competitive video gaming with a spectator fan base. Do not take the word "Sports" literally.
andaylin
Profile Joined August 2010
United States10830 Posts
December 16 2012 10:30 GMT
#3017
On December 16 2012 19:08 opterown wrote:
[image loading]

+ Show Spoiler +
+ Show Spoiler [Game 1] +
Both open with fast expands on Tal'Darim Altar (cross spawns). Jaedong goes for a roach warren on two bases against Bbyong's reactored hellions into 3rd inbase CC. Jaedong surprised Bbyong by catching the first two hellions as they leave the base, and Bbyong looks kinda screwed right now. Jaedong busts past the choke between natural and main, and Bbyong has to pull SCVs. Jaedong does some pretty solid damage despite marauder reinforcements. Supply is 58-32 or something along those lines.

Bbyong follows up with a second factory, siege mode and an armory, while Jaedong continues into roach speed and +1 range upgrade. Jaedong builds a nydus and ten more roaches! Bbyong throws about ten hellions into Jaedong's natural, does minimal damage but manages to scout the nydus. Jaedong attacks with a bunch of roaches, taking out some tanks and forcing SCVs off the line again. Bbyong holds, but is still down in supply. Wave three arrives and forces a lift on the natural OC. Jaedong has a semi-contain on Bbyong and in the meantime has taken his 3rd. He backs off, and is up 102-75 supply as Bbyong relands his natural.

Jaedong takes his fourth and poops on Bbyong's 3rd. Jaedong goes for mutas as Bbyong finally gets his mech production started in earnest. Mutalisks hit the natural and bounce around Bbyong's bases, doing some nice damage to SCVs. In the meantime, Jaedong holds off several attempts at hellion runbys. He's up 175 to 101 supply.

Thors do manage to stave off further mutalisk damage. Bbyong has a nice defensive tank line but it's otherwise looking bad. Roach runby kills Bbyong's third as Jaedong takes a 5th base, researches pathogen glands and builds a hive. Hellions do minimal damage, and Bbyong tries to move out at ~130 supply. He does catch a bunch of free roaches, but Jaedong's greater spire is almost done. Cute tank placement over Jaedong's natural and 4th starve mining there, but roaches and zerglings clear them up before the bases sustain too much damage..

From there, brood lords clear up the army with ease, as Bbyong only has about 2 thors for anti-air. Jaedong begins the deathpush across the map and is doubling Bbyong's supply. 4 vikings aren't enough and Bbyong has to gg!

It was a fairly standard game, nothing special. Jaedong did play pretty well, and there wasn't much in terms of infestor abuse or turtle, so worth a watch I guess.

+ Show Spoiler [Game 2] +
Wow the scouting pathways on this map are strange. Both play pretty standard, getting gas after rax/gate. TaeJa goes for a reaper expand into fast stim and ebay while Bong goes for 1-gate expo into robo gate gate. TaeJa's reaper does token damage before stalkers drive it off. Bong gets a warp prism and blink, while TaeJa techs up to starport. Suddenly a stimmed marine scouts the twilight and some gateways. After it's killed, Bong adds more gates and it seems like he's going for a 7gate blink allin with warp prism.

TaeJa moves out with a small force to clear pylons and scouts, but eventually returns to base in a defensive position. Bong can't seem to do very much with his (sizable) force and falls behind in upgrades, army and workers. He does end up teching to storm, but TaeJa's 2/2 is done against 0/0. While Bong gets a few lucky medivac snipes, TaeJa's advantage is too much and he steamrolls Bong after a number of engagements.

Not a particularly good game; TaeJa played well and got a bit lucky on his scout. Bong did what he could, but there is only so much you can do with a failed all-in.

+ Show Spoiler [Game 3] +
HuK opens with a slightly faster gateway than herO (didn't catch supply), but doesn't scout in exchange. Seems like herO is using the HuK probe against him, haha, doing some mineral-line harrassment. HuK's first gas is faster, as is his core, but his second gas is a bit slower. HuK's going three-stalker rush into blink while herO goes for a robo gate gate.

herO builds up a pretty high immortal count, and HuK blinks up into herO's ramp. He takes some pretty serious damage in return for 2 immortals, and has to blink out against superior stalker number. herO starts blink as HuK starts a Nexus and his own robo. herO warps a few zealots into HuK's main with a lowground pylon, and gets a few kills before HuK clears it up.

HuK has to cancel his nexus and herO looks to apply pressure. I think herO is up in supply (63-57) but not sure. As HuK is contained for a short time, hero's expansion is halfway done. HuK eventually builds up a decent force and herO backs off, allowing HuK to start his nexus (about the same time herO's completes). Small skirmishes occur, and herO blinks stalkers into HuK's main. HuK again takes damage before driving them off, and is down 96-72 (?) supply. Apparently herO has killed 17 workers this game, and HuK has 19 probes only.

A strange base-trade situation occurs as HuK engages herO at his natural while 4 stalkers ravage HuK's main. HuK does decently at herO's base, though herO has a collosus out. herO bides his time to get out as many units as he can before engaging, pulling probes and HuK has to GG out.

A decent game overall, worth a watch I guess since it wasn't laser wars. Slight poor control from HuK though.

+ Show Spoiler [Game 4] +
The two spawn in cross-positions. SonGDuri goes for hatch first into pool, while ThorZaIN goes 1rax CC into 2gas and starts working on the tumour. ThorZaIN gets a reaper and makes a 3rd CC. He goes for two starports. SonGDuri gets an ugly supply block at 52, which is about when he starts his lair.

Seems like our spoon terran is going 2port banshee after getting a viking. SonGDuri has double evo by this time though, and starst his spores straight away. ThorZaIN's single viking goes overlord hunting and they look to be on even supply, as SonGDuri gets supply blocked again at 70. SonGDuri's tech of choice seems to be muta, while ThorZaIN looks to be going marine-tank. ThorZaIN is leading 111-95 supply I think, SonGDuri's supply blocks don't help (although his upgrades are good).

ThorZaIN pushes out at about 130 supply and clears some creep on SonGDuri's side while dropping his third. Muta-ling-bane clears up the drop and both are even at about 170 supply. SonGDuri's play is kinda sloppy as he almost lets a medivac flying on top of his mutas. Some smart turrets stave off the mutalisk harrassment as ThorZaIN sets up his siege line in the middle of the map. SonGDuri's still on three base. ThorZaIN is a bit sloppy on muta defense and loses a few workers. A zergling runby with mutas does significant damage, so ThorZaIN decides to move in.

Some wasteful banelings from SonGDuri do manage to clear ThorZaIN's push as ThorZaIN finally stabilises at home. He's down 90 supply to 164 (?). Some cute micro near the end is not quite enough, and ThorZaIN has to GG out.

Pretty fun game I guess. ThorZaIN had a big lead but the smart runby took him out pretty much.

+ Show Spoiler [Game 5] +
HerO goes for a nexus-first FFE (forge in main) against pool-hatch for Hydra. Hydra actually stays on two base for a while, making 30 lings against an incomplete wall-off (the force was in the main). HerO is pretty stuffed, as his gateway and a lot of probes get taken down

Not a good game, HerO played too greedy and paid the price.

+ Show Spoiler [Game 6] +
JYP looks to go for nexus-first FFE (walling off this time) while EffOrt goes for pool first into hatch, getting speed off two base. EffOrt's 3rd is pylon-blocked, so he makes a lair off 2 base as JYP moves into stargate play. EffOrt is sneaky and makes a hidden spire and hydralisk den. JYP's phoenixes do decent damage and supply block EffOrt for a while, but 7 mutas are on the way. The two are pretty even on supply ~90.

JYP is getting blink and +1/+1, and some fancy phoenix micro takes out most of the mutalisks, preventing any damage. Investor pit, hydralisks and +1 range are on the way for EffOrt as JYP starts +2/+2, colossus bay and a 3rd base. JYP is researching investor glands and getting a fourth in the middle of Antiga. He brings out his overlords to make a creepy highway as JYP tries to harrass with a warp prims. Roaches warren, thermal lance and investors start building.

EffOrt engages with hydras outside of JYP's base but he gets out a colossus in time to defend. Both are pretty even at ~130 supply. Things stagnate for a bit as both continue to tech up. EffOrt is getting hive, +2 ranged and +1 carapace, as well as corruptors. JYP researches charge, gets a templar archive and is close to +3/+3.

An engagement happens near the middle, which JYP takes pretty decisively. Manner nexus is made as JYP rolls through EffOrt, all the while harassing the main with warp-prism zealot warpins. EffOrt is not quite dead yet and is still making investors. He doesn't invest quite enough and has to GG out!

Better than the average PvZ.

+ Show Spoiler [Ace] +
Both open pretty standard, with gate-cycore-2gas-nexus for herO and rax-CC for TaeJa. TaeJa follows up with 2 more rax and his refineries, while herO adds 2 gates and a robo. TaeJa starts stim while herO assembles outside TaeJa's base with a sentry-heavy army. TaeJa has a bunker set up, but it's busted down. TaeJa does stabilise and get up another bunker.

herO gets double forge and twilight, and TaeJa's stim nears completion. herO adds three gates and researches +1/+1 and charge, while TaeJa gets his double ebay and combat shields upgrades rolling. herO adds a templar archives and starts +2/+2 while still on 2 base, and TaeJa starts a ghost academy and third CC. Storm and ghost energy are researched.

I missed some action, but herO busts up TaeJa's ramp with 2/2 and storms while TaeJa unsuccessfully tries to drop herO. TaeJa drops pretty heavily in supply, seems to stabilise and stay in the game, but he's down 141 to 94 supply. TaeJa has to restart 2/2 (ebays lost during the bust) and actually manages to take out herO's 4th. However, he gets caught out during the retreat, and deadja has to GG out.

Pretty good PvT, not a bad watch since TaeJa almost looked like he could come back.



what do you guys think of this section? i might do this for the days when we can't get a full LR running (I find it hard to manage multiple things and LR too). too biased/bad/suggestions/etc?

i like it.
"Hard work beats talent when talent fails to work hard." - Kevin Durant
Aunvilgod
Profile Joined December 2011
2653 Posts
December 16 2012 10:32 GMT
#3018
Really does seem like EG is the boss in this Alliance. Why send out HuK/Thorzain when you have Zenio and Sea?
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
Talin
Profile Blog Joined September 2010
Montenegro10532 Posts
December 16 2012 10:34 GMT
#3019
On December 16 2012 19:32 Aunvilgod wrote:
Really does seem like EG is the boss in this Alliance. Why send out HuK/Thorzain when you have Zenio and Sea?


Because "omg them foreign teams and they only send full-Korean lineups, nothing worth watching here /tuneout".
Tppz!
Profile Joined October 2010
Germany1449 Posts
December 16 2012 10:36 GMT
#3020
On December 16 2012 19:08 opterown wrote:
[image loading]

+ Show Spoiler +
+ Show Spoiler [Game 1] +
Both open with fast expands on Tal'Darim Altar (cross spawns). Jaedong goes for a roach warren on two bases against Bbyong's reactored hellions into 3rd inbase CC. Jaedong surprised Bbyong by catching the first two hellions as they leave the base, and Bbyong looks kinda screwed right now. Jaedong busts past the choke between natural and main, and Bbyong has to pull SCVs. Jaedong does some pretty solid damage despite marauder reinforcements. Supply is 58-32 or something along those lines.

Bbyong follows up with a second factory, siege mode and an armory, while Jaedong continues into roach speed and +1 range upgrade. Jaedong builds a nydus and ten more roaches! Bbyong throws about ten hellions into Jaedong's natural, does minimal damage but manages to scout the nydus. Jaedong attacks with a bunch of roaches, taking out some tanks and forcing SCVs off the line again. Bbyong holds, but is still down in supply. Wave three arrives and forces a lift on the natural OC. Jaedong has a semi-contain on Bbyong and in the meantime has taken his 3rd. He backs off, and is up 102-75 supply as Bbyong relands his natural.

Jaedong takes his fourth and poops on Bbyong's 3rd. Jaedong goes for mutas as Bbyong finally gets his mech production started in earnest. Mutalisks hit the natural and bounce around Bbyong's bases, doing some nice damage to SCVs. In the meantime, Jaedong holds off several attempts at hellion runbys. He's up 175 to 101 supply.

Thors do manage to stave off further mutalisk damage. Bbyong has a nice defensive tank line but it's otherwise looking bad. Roach runby kills Bbyong's third as Jaedong takes a 5th base, researches pathogen glands and builds a hive. Hellions do minimal damage, and Bbyong tries to move out at ~130 supply. He does catch a bunch of free roaches, but Jaedong's greater spire is almost done. Cute tank placement over Jaedong's natural and 4th starve mining there, but roaches and zerglings clear them up before the bases sustain too much damage..

From there, brood lords clear up the army with ease, as Bbyong only has about 2 thors for anti-air. Jaedong begins the deathpush across the map and is doubling Bbyong's supply. 4 vikings aren't enough and Bbyong has to gg!

It was a fairly standard game, nothing special. Jaedong did play pretty well, and there wasn't much in terms of infestor abuse or turtle, so worth a watch I guess.

+ Show Spoiler [Game 2] +
Wow the scouting pathways on this map are strange. Both play pretty standard, getting gas after rax/gate. TaeJa goes for a reaper expand into fast stim and ebay while Bong goes for 1-gate expo into robo gate gate. TaeJa's reaper does token damage before stalkers drive it off. Bong gets a warp prism and blink, while TaeJa techs up to starport. Suddenly a stimmed marine scouts the twilight and some gateways. After it's killed, Bong adds more gates and it seems like he's going for a 7gate blink allin with warp prism.

TaeJa moves out with a small force to clear pylons and scouts, but eventually returns to base in a defensive position. Bong can't seem to do very much with his (sizable) force and falls behind in upgrades, army and workers. He does end up teching to storm, but TaeJa's 2/2 is done against 0/0. While Bong gets a few lucky medivac snipes, TaeJa's advantage is too much and he steamrolls Bong after a number of engagements.

Not a particularly good game; TaeJa played well and got a bit lucky on his scout. Bong did what he could, but there is only so much you can do with a failed all-in.

+ Show Spoiler [Game 3] +
HuK opens with a slightly faster gateway than herO (didn't catch supply), but doesn't scout in exchange. Seems like herO is using the HuK probe against him, haha, doing some mineral-line harrassment. HuK's first gas is faster, as is his core, but his second gas is a bit slower. HuK's going three-stalker rush into blink while herO goes for a robo gate gate.

herO builds up a pretty high immortal count, and HuK blinks up into herO's ramp. He takes some pretty serious damage in return for 2 immortals, and has to blink out against superior stalker number. herO starts blink as HuK starts a Nexus and his own robo. herO warps a few zealots into HuK's main with a lowground pylon, and gets a few kills before HuK clears it up.

HuK has to cancel his nexus and herO looks to apply pressure. I think herO is up in supply (63-57) but not sure. As HuK is contained for a short time, hero's expansion is halfway done. HuK eventually builds up a decent force and herO backs off, allowing HuK to start his nexus (about the same time herO's completes). Small skirmishes occur, and herO blinks stalkers into HuK's main. HuK again takes damage before driving them off, and is down 96-72 (?) supply. Apparently herO has killed 17 workers this game, and HuK has 19 probes only.

A strange base-trade situation occurs as HuK engages herO at his natural while 4 stalkers ravage HuK's main. HuK does decently at herO's base, though herO has a collosus out. herO bides his time to get out as many units as he can before engaging, pulling probes and HuK has to GG out.

A decent game overall, worth a watch I guess since it wasn't laser wars. Slight poor control from HuK though.

+ Show Spoiler [Game 4] +
The two spawn in cross-positions. SonGDuri goes for hatch first into pool, while ThorZaIN goes 1rax CC into 2gas and starts working on the tumour. ThorZaIN gets a reaper and makes a 3rd CC. He goes for two starports. SonGDuri gets an ugly supply block at 52, which is about when he starts his lair.

Seems like our spoon terran is going 2port banshee after getting a viking. SonGDuri has double evo by this time though, and starst his spores straight away. ThorZaIN's single viking goes overlord hunting and they look to be on even supply, as SonGDuri gets supply blocked again at 70. SonGDuri's tech of choice seems to be muta, while ThorZaIN looks to be going marine-tank. ThorZaIN is leading 111-95 supply I think, SonGDuri's supply blocks don't help (although his upgrades are good).

ThorZaIN pushes out at about 130 supply and clears some creep on SonGDuri's side while dropping his third. Muta-ling-bane clears up the drop and both are even at about 170 supply. SonGDuri's play is kinda sloppy as he almost lets a medivac flying on top of his mutas. Some smart turrets stave off the mutalisk harrassment as ThorZaIN sets up his siege line in the middle of the map. SonGDuri's still on three base. ThorZaIN is a bit sloppy on muta defense and loses a few workers. A zergling runby with mutas does significant damage, so ThorZaIN decides to move in.

Some wasteful banelings from SonGDuri do manage to clear ThorZaIN's push as ThorZaIN finally stabilises at home. He's down 90 supply to 164 (?). Some cute micro near the end is not quite enough, and ThorZaIN has to GG out.

Pretty fun game I guess. ThorZaIN had a big lead but the smart runby took him out pretty much.

+ Show Spoiler [Game 5] +
HerO goes for a nexus-first FFE (forge in main) against pool-hatch for Hydra. Hydra actually stays on two base for a while, making 30 lings against an incomplete wall-off (the force was in the main). HerO is pretty stuffed, as his gateway and a lot of probes get taken down

Not a good game, HerO played too greedy and paid the price.

+ Show Spoiler [Game 6] +
JYP looks to go for nexus-first FFE (walling off this time) while EffOrt goes for pool first into hatch, getting speed off two base. EffOrt's 3rd is pylon-blocked, so he makes a lair off 2 base as JYP moves into stargate play. EffOrt is sneaky and makes a hidden spire and hydralisk den. JYP's phoenixes do decent damage and supply block EffOrt for a while, but 7 mutas are on the way. The two are pretty even on supply ~90.

JYP is getting blink and +1/+1, and some fancy phoenix micro takes out most of the mutalisks, preventing any damage. Investor pit, hydralisks and +1 range are on the way for EffOrt as JYP starts +2/+2, colossus bay and a 3rd base. JYP is researching investor glands and getting a fourth in the middle of Antiga. He brings out his overlords to make a creepy highway as JYP tries to harrass with a warp prims. Roaches warren, thermal lance and investors start building.

EffOrt engages with hydras outside of JYP's base but he gets out a colossus in time to defend. Both are pretty even at ~130 supply. Things stagnate for a bit as both continue to tech up. EffOrt is getting hive, +2 ranged and +1 carapace, as well as corruptors. JYP researches charge, gets a templar archive and is close to +3/+3.

An engagement happens near the middle, which JYP takes pretty decisively. Manner nexus is made as JYP rolls through EffOrt, all the while harassing the main with warp-prism zealot warpins. EffOrt is not quite dead yet and is still making investors. He doesn't invest quite enough and has to GG out!

Better than the average PvZ.

+ Show Spoiler [Ace] +
Both open pretty standard, with gate-cycore-2gas-nexus for herO and rax-CC for TaeJa. TaeJa follows up with 2 more rax and his refineries, while herO adds 2 gates and a robo. TaeJa starts stim while herO assembles outside TaeJa's base with a sentry-heavy army. TaeJa has a bunker set up, but it's busted down. TaeJa does stabilise and get up another bunker.

herO gets double forge and twilight, and TaeJa's stim nears completion. herO adds three gates and researches +1/+1 and charge, while TaeJa gets his double ebay and combat shields upgrades rolling. herO adds a templar archives and starts +2/+2 while still on 2 base, and TaeJa starts a ghost academy and third CC. Storm and ghost energy are researched.

I missed some action, but herO busts up TaeJa's ramp with 2/2 and storms while TaeJa unsuccessfully tries to drop herO. TaeJa drops pretty heavily in supply, seems to stabilise and stay in the game, but he's down 141 to 94 supply. TaeJa has to restart 2/2 (ebays lost during the bust) and actually manages to take out herO's 4th. However, he gets caught out during the retreat, and deadja has to GG out.

Pretty good PvT, not a bad watch since TaeJa almost looked like he could come back.



what do you guys think of this section? i might do this for the days when we can't get a full LR running (I find it hard to manage multiple things and LR too). too biased/bad/suggestions/etc?



a lot better than normal lr
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