by KwarK, and Waxangel
This week's content
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Results and Battle Reports
Semifinal Preview
A Moment for Losers
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Results and Battle Reports
Semifinal Preview
A Moment for Losers
Yes, yes, we're late! The OSL team cuts it awfully close to the deadline yet again to bring you another Korean Air OnGameNet Starleague II report. This week, the results from the quarterfinals, and as you might expect, some semi-final predictions. In a new feature, we give the losers some face time as well. After all, they did play pretty hard to get this far!
We must mention that Motbob has departed from the OSL team, as the start of the semester now prevents him from devoting as much time to TL. We enjoyed your company motbob, especially when you brought us brownies and cookies. Hopefully we will be back when he has more time, to write about the wonderful world of e-Sports.
Speaking of e-Sports, apparently Kwark and I will be gloating very soon as the poor PL and MSL teams look for places to work. The future is grim for KeSPA and MBCGame, with only OnGameNet having made a deal to continue their league legally. Well, I guess there's always room for more Starcraft II writers. We promise not to lose any respect for our colleagues if they start writing about an inferior game. Promise!
The Quarterfinals
![[image loading]](http://www.teamliquid.net/staff/SilverskY/KOSLRo8Bracket.jpg)
![[image loading]](http://www.teamliquid.net/staff/SilverskY/KOSLRo8Bracket.jpg)
Quick Results and Standings
+ Show Spoiler [Results] +
![Zerg (Z)](https://tl.net/tlpd/images/Zicon_small.png)
![Zerg (Z)](https://tl.net/tlpd/images/Zicon_small.png)
![Zerg (Z)](https://tl.net/tlpd/images/Zicon_small.png)
![Zerg (Z)](https://tl.net/tlpd/images/Zicon_small.png)
![Zerg (Z)](https://tl.net/tlpd/images/Zicon_small.png)
![Protoss (P)](https://tl.net/tlpd/images/Picon_small.png)
![Terran (T)](https://tl.net/tlpd/images/Ticon_small.png)
![Protoss (P)](https://tl.net/tlpd/images/Picon_small.png)
![Terran (T)](https://tl.net/tlpd/images/Ticon_small.png)
![Protoss (P)](https://tl.net/tlpd/images/Picon_small.png)
![Protoss (P)](https://tl.net/tlpd/images/Picon_small.png)
![Zerg (Z)](https://tl.net/tlpd/images/Zicon_small.png)
![Protoss (P)](https://tl.net/tlpd/images/Picon_small.png)
![Zerg (Z)](https://tl.net/tlpd/images/Zicon_small.png)
![Protoss (P)](https://tl.net/tlpd/images/Picon_small.png)
![Terran (T)](https://tl.net/tlpd/images/Ticon_small.png)
![Terran (T)](https://tl.net/tlpd/images/Ticon_small.png)
![Terran (T)](https://tl.net/tlpd/images/Ticon_small.png)
![Terran (T)](https://tl.net/tlpd/images/Ticon_small.png)
![Terran (T)](https://tl.net/tlpd/images/Ticon_small.png)
Battle Reports
Quarterfinal A:
![Zerg (Z)](https://tl.net/tlpd/images/Zicon_small.png)
![Zerg (Z)](https://tl.net/tlpd/images/Zicon_small.png)
Game One - Eye of the Storm - VOD
+ Show Spoiler [Battle Report] +
by Kwark
Jaedong spawned in white at 1 while Action took purple at 5 on Eye of the Storm. Both of them chose to scout vertically which made everything symmetrical. Action went for a twelve pool, eleven gas while Jaedong went twelve expansion, eleven pool, ten gas which gave him a slight edge. Action quickly added his own expansion to make them mirrored but Jaedong had an extra drone.
Both players headed immediately for lair and Action's slightly faster gas didn't make much difference. As they headed to lair tech both players made the standard transition into pure speedling while waiting on the spire as there was nothing to be gained by producing more drones. Jaedong hid his first few lings near Action's base and was able to net himself a pair of drone kills for few losses with some very nice timing and a bit of poor micro from Action.
The completion of the spire largely concluded the matter with Jaedong having more zerglings and more mutalisks. Action's attempt at the same speedling counterattack Jaedong used against him was easily predicted and blocked leaving Jaedong free to cross the map. Jaedong attacked and won. GG.
This was horribly one sided. The build order advantage didn't change much but the nice speedling runthrough did more damage than it should have and Jaedong just played an all round stronger game. Not much more to say, Jaedong was in Tyrant mode.
Action 2/5
Jaedong >3/5
Overall: 1/5
Jaedong spawned in white at 1 while Action took purple at 5 on Eye of the Storm. Both of them chose to scout vertically which made everything symmetrical. Action went for a twelve pool, eleven gas while Jaedong went twelve expansion, eleven pool, ten gas which gave him a slight edge. Action quickly added his own expansion to make them mirrored but Jaedong had an extra drone.
Both players headed immediately for lair and Action's slightly faster gas didn't make much difference. As they headed to lair tech both players made the standard transition into pure speedling while waiting on the spire as there was nothing to be gained by producing more drones. Jaedong hid his first few lings near Action's base and was able to net himself a pair of drone kills for few losses with some very nice timing and a bit of poor micro from Action.
The completion of the spire largely concluded the matter with Jaedong having more zerglings and more mutalisks. Action's attempt at the same speedling counterattack Jaedong used against him was easily predicted and blocked leaving Jaedong free to cross the map. Jaedong attacked and won. GG.
This was horribly one sided. The build order advantage didn't change much but the nice speedling runthrough did more damage than it should have and Jaedong just played an all round stronger game. Not much more to say, Jaedong was in Tyrant mode.
Action 2/5
Jaedong >3/5
Overall: 1/5
Game Two - Grand Line SE - VOD
+ Show Spoiler [Battle Report] +
by Kwark
Action spawned at 1 in yellow while Jaedong took 5 in red on Grand Line SE. Both players sent their overlords vertically again and both opted for 12 pool starts. Both quickly added gas, Jaedong slightly earlier, and followed it with an eleven hatchery at their natural. Jaedong had gone for zergling speed before lair, and it turned out to be quite useful as he sent four zerglings running past Action's four zerglings into the main where they killed a drone. However when the spires finished thirty seconds later they were still both on the same supply.
Jaedong sent two more zerglings running in which got past Action and were ignored as Action refused to chase them and instead sent his army at Jaedong. Although his drones microed and killed the zerglings, that distraction could have been what allowed Jaedong to stop Action's main army so easily. As Action's speedlings streamed down the map they naturally formed a line whereas Jaedong anticipated this and created a concave for Action to run into. He got several easy kills and as more of Action's zerglings piled in he disengaged, pulled back to his reinforcements and then blocked them.
As mutalisks came out Jaedong's supply started creeping ahead and he used his zerglings to lure Action's mutalisks away. As Action's mutalisks started killing the zerglings Jaedong hit the natural with mutalisks and zerglings. Action was being outmicroed in the air and his zerglings were on hold position, which he didn't have time to stop, and thus killed a total of no zerglings. With his mutalisks dying in the air and Jaedong's zerglings massacring his own Action GGed.
Action was just outplayed in this game despite macroing perfectly for the first part. His multitasking let him down at several points and allowed Jaedong to take control of the game and play it the way he wanted to. No massive errors on his part in my opinion, he just got Jaedonged.
4/5 Jaedong
3/5 Action
2/5 Overall
Action spawned at 1 in yellow while Jaedong took 5 in red on Grand Line SE. Both players sent their overlords vertically again and both opted for 12 pool starts. Both quickly added gas, Jaedong slightly earlier, and followed it with an eleven hatchery at their natural. Jaedong had gone for zergling speed before lair, and it turned out to be quite useful as he sent four zerglings running past Action's four zerglings into the main where they killed a drone. However when the spires finished thirty seconds later they were still both on the same supply.
Jaedong sent two more zerglings running in which got past Action and were ignored as Action refused to chase them and instead sent his army at Jaedong. Although his drones microed and killed the zerglings, that distraction could have been what allowed Jaedong to stop Action's main army so easily. As Action's speedlings streamed down the map they naturally formed a line whereas Jaedong anticipated this and created a concave for Action to run into. He got several easy kills and as more of Action's zerglings piled in he disengaged, pulled back to his reinforcements and then blocked them.
As mutalisks came out Jaedong's supply started creeping ahead and he used his zerglings to lure Action's mutalisks away. As Action's mutalisks started killing the zerglings Jaedong hit the natural with mutalisks and zerglings. Action was being outmicroed in the air and his zerglings were on hold position, which he didn't have time to stop, and thus killed a total of no zerglings. With his mutalisks dying in the air and Jaedong's zerglings massacring his own Action GGed.
Action was just outplayed in this game despite macroing perfectly for the first part. His multitasking let him down at several points and allowed Jaedong to take control of the game and play it the way he wanted to. No massive errors on his part in my opinion, he just got Jaedonged.
4/5 Jaedong
3/5 Action
2/5 Overall
Game Three - Flight-Dreamliner - VOD
+ Show Spoiler [Battle Report] +
Quarter Final B:
![Protoss (P)](https://tl.net/tlpd/images/Picon_small.png)
![Terran (T)](https://tl.net/tlpd/images/Ticon_small.png)
Game One - Flight-Dreamliner - VOD
+ Show Spoiler [Battle Report] +
by Kwark
Sea got brown at 6 while Stork got yellow at 3 on Dreamliner. Both players took entirely standard openings although Stork's rapidly became interesting. He made an immediate core and walled his ramp with probes, using the gas for a fast robotics facility. His gateway made the best it could with leftover resources, first a zealot and then two rangeless dragoons. As Stork flew a probe to the island Sea did an early push with a tank and six marines, cleverly drawing a dragoon out of position with an scv.
His old FD (fake double, a legacy from when one base expo was rare, look it up) style push looked strangely dangerous as Stork's investment in the reaver had not yet paid off. After some micro on the ramp, in which Sea came out on top, the reaver arrived to end the matter. Both players took their expansion and Sea rushed out a wraith while Stork decided to try reaver harass anyway. Stork killed more scvs than he deserved to for a play so predictable but Sea definitely got the better of the exchange leaving Stork with just gateways and robotics tech while they shared two bases apiece.
Stork was faced with a difficult choice of how to tech and decided to forgo citadel with zealot speed and eventually arbiters in favour of reavers and a stargate, making use of the tech he had. He loaded a shuttle with two reavers and despite dropping one on a mine, placed them in position to delay a push.
Meanwhile Sea was doing a slow siege advance towards his third with a command centre already completed and ready to occupy the space. A spinning armoury and machine shops suggested he knew about the carrier threat leaving the question of how well he would counter it. Stork finally took his own third at 12, moving them towards parity on base count. He also almost killed Sea's expansion at 9 with a sudden dragoon reaver attack from nowhere which killed several scvs as they repaired under reaver fire. Sea responded with a massive push, fueled by pure tanks and goliaths against a toothless Protoss army. The reavers' shuttle refused to go near the range upgraded goliaths and the carriers lacked sufficient numbers. Rather than face his opponent head on without stasis, storm, speedlots, reavers or indeed anything but dragoons Stork decided to go for a base trade. After all he had carriers on the way and could take the island. Stork briefly lost control of his natural and third but as Sea retreated his army to block the counterattack Stork was able to save his natural.
Meanwhile the dragoons at 9 were being smashed by tanks and only some nice reaver micro made the efforts worthwhile, sniping the odd tank and a lot of scvs. The reaver and dragoon threat kept pulling Sea's forces back, despite Sea's much stronger army and the growing carrier count. Stork used them to buy time and when he was finally able to push the carriers were in sufficient numbers to use the terrain and deny Sea.
Sea took 8, continuing his economic advantage that he'd held all game, but now the carriers were claiming free kills everywhere and Sea's army was too small to resist mass dragoons and carriers. GG.
Stork played this really nicely from the midgame onwards. What he was doing was absolutely horribly weak for a massive timing window and both players knew it. Sea spent the entire midgame and early lategame desperately trying to do a push that he knew would win and Stork simply would not let him. Both players knew Sea's tanks would destroy pure mass dragoon but if both players lost their main bases the guy with the island and carriers would win. Stork denied Sea an opportunity to take the win his tanks deserved, controlling the game flow with a lopsided and hard countered army. The midgame reaver use was extremely nice too. What Stork did doesn't work on paper, you need other units than dragoons and reavers in the early lategame to survive until the carriers are done, otherwise a pure tank push simply kills you. Stork made it work by being awesome. Don't try it at home because you don't have the game sense but appreciate Stork doing it as the work of art it is.
Stork 5/5
Sea 3/5
Overall 4/5
Sea got brown at 6 while Stork got yellow at 3 on Dreamliner. Both players took entirely standard openings although Stork's rapidly became interesting. He made an immediate core and walled his ramp with probes, using the gas for a fast robotics facility. His gateway made the best it could with leftover resources, first a zealot and then two rangeless dragoons. As Stork flew a probe to the island Sea did an early push with a tank and six marines, cleverly drawing a dragoon out of position with an scv.
His old FD (fake double, a legacy from when one base expo was rare, look it up) style push looked strangely dangerous as Stork's investment in the reaver had not yet paid off. After some micro on the ramp, in which Sea came out on top, the reaver arrived to end the matter. Both players took their expansion and Sea rushed out a wraith while Stork decided to try reaver harass anyway. Stork killed more scvs than he deserved to for a play so predictable but Sea definitely got the better of the exchange leaving Stork with just gateways and robotics tech while they shared two bases apiece.
Stork was faced with a difficult choice of how to tech and decided to forgo citadel with zealot speed and eventually arbiters in favour of reavers and a stargate, making use of the tech he had. He loaded a shuttle with two reavers and despite dropping one on a mine, placed them in position to delay a push.
Meanwhile Sea was doing a slow siege advance towards his third with a command centre already completed and ready to occupy the space. A spinning armoury and machine shops suggested he knew about the carrier threat leaving the question of how well he would counter it. Stork finally took his own third at 12, moving them towards parity on base count. He also almost killed Sea's expansion at 9 with a sudden dragoon reaver attack from nowhere which killed several scvs as they repaired under reaver fire. Sea responded with a massive push, fueled by pure tanks and goliaths against a toothless Protoss army. The reavers' shuttle refused to go near the range upgraded goliaths and the carriers lacked sufficient numbers. Rather than face his opponent head on without stasis, storm, speedlots, reavers or indeed anything but dragoons Stork decided to go for a base trade. After all he had carriers on the way and could take the island. Stork briefly lost control of his natural and third but as Sea retreated his army to block the counterattack Stork was able to save his natural.
Meanwhile the dragoons at 9 were being smashed by tanks and only some nice reaver micro made the efforts worthwhile, sniping the odd tank and a lot of scvs. The reaver and dragoon threat kept pulling Sea's forces back, despite Sea's much stronger army and the growing carrier count. Stork used them to buy time and when he was finally able to push the carriers were in sufficient numbers to use the terrain and deny Sea.
Sea took 8, continuing his economic advantage that he'd held all game, but now the carriers were claiming free kills everywhere and Sea's army was too small to resist mass dragoons and carriers. GG.
Stork played this really nicely from the midgame onwards. What he was doing was absolutely horribly weak for a massive timing window and both players knew it. Sea spent the entire midgame and early lategame desperately trying to do a push that he knew would win and Stork simply would not let him. Both players knew Sea's tanks would destroy pure mass dragoon but if both players lost their main bases the guy with the island and carriers would win. Stork denied Sea an opportunity to take the win his tanks deserved, controlling the game flow with a lopsided and hard countered army. The midgame reaver use was extremely nice too. What Stork did doesn't work on paper, you need other units than dragoons and reavers in the early lategame to survive until the carriers are done, otherwise a pure tank push simply kills you. Stork made it work by being awesome. Don't try it at home because you don't have the game sense but appreciate Stork doing it as the work of art it is.
Stork 5/5
Sea 3/5
Overall 4/5
Game Two - Polaris Rhapsody - VOD
+ Show Spoiler [Battle Report] +
by Kwark
Stork spawned at 11 in white while Sea got 5 in red. Stork opened pylon gas steal with a lot of probe harass on multiple scvs which is just cute (and helpful if he goes reaver harass later because reavers do fifty damage against units on the outer part of their splash). Sea reacted the way Flash showed players to on Heartbreak Ridge whenever he was gas stolen, scvs attacking the assimilator while expanding with marines to bunker. Unfortunately Stork was abusing the standard response with his own quick expansion. By making just two zealots Stork had money to spare on his own gas, which was significantly faster than Sea's, and tech. So although they both started off with a free second base Stork was ahead in tech.
Without much scouting information Stork went for a very fast robotics and two gateways pumping a fair sized army with observers for scouting and a potential reaver for marines and medics. With four gateways he retained flexibility and waited for the observer to tell him what to do. Things then got interesting as Sea pushed out going around the bridges, and Stork used his observer to go around them and counter into Sea's base, getting a number of free kills on recently produced units that were very much outnumbered. Stork's superior production and the fact he anticipated the attack allowed him to take a few kills on the near bridge and slow the Terran push down to a crawl as Sea bunkered. Both players broke into their opponents natural at around the same time though.
However Stork created this situation and played it to his advantage while Sea's decisions became absolutely horrible. Stork simply evacuated his natural while grouping units on his ramp and taking a hidden expansion, he wouldn't lose his main, his probe count remained very strong and he could ferry his probes out to 9 whenever he wanted. Sea on the other hand was torn between saving his natural and holding his main and kept trying to push back the dragoons with tank range. Unfortunately his two factories with machine shops had absolutely no hope of creating enough tanks to do that and every time he moved one forwards Stork was more than happy to kill it. His scv count suffered hugely as they tried to mass repair a command centre taking a lot of damage.
![[image loading]](/staff/KwarK/Sea.jpg)
one tank simply isn't enough covering fire to make this worthwhile and Sea should know that
He didn't lose a single dragoon killing one of Sea's only two tanks and Sea promptly reacted by unsieging the second and pushing it in to die as well. Sea then sent a newly produced third tank and that died too. The fourth and fifth both moved in together and were gunned down together as Sea lost five tanks as well as dozens of scvs to around seven dragoons. Although the sixth and seventh tank secured his natural he simply didn't have the scvs to make it worthwhile anymore and he'd fallen thirty five supply behind Stork.
Stork then broke out easily enough because he'd been not throwing units away or wasting minerals on repairing and losing half his workers.
![[image loading]](/staff/KwarK/sea2.jpg)
To be honest Sea should have known he no longer had the forces to contain and withdrawn because Stork had been building up for the last minute, but he didn't and was massacred. That left Stork's massive army heading towards Sea's base where there were nine tanks missing due to stupid losses. Sea promptly died. GG.
Stork's opener was really cool, manipulating the predictability of the Terran response to rush to tech while fast expanding for the bargain price of one hundred minerals in an assimilator. However you really have to question what Sea was thinking. Stork simply pulled back, took a hidden expansion and held his ramp while massing with a very high probe count. That would have been even easier for Sea to do, as a Terran he has tanks which are great for this stuff and can build a second command centre in his main so he can instantly retake his natural the moment he has five tanks to clear it. That would have meant he retook his natural a full minute before Stork even started rebuilding his natural nexus. For that matter he could have just flown his first command centre back if he wanted, losing some scvs on repair but nowhere near the number he lost leaving it where he was. His refusal to accept the reality of the situation left him unable to see that the solutions really were very simple. There is absolutely no reason why Sea couldn't have come out of that base exchange ahead, he had all the tools he needed to do so. Instead he made a series of incredibly stupid decisions and threw the game away. I hate to be the one to say it but this is why Sea has a reputation as a starleague failure, he's an incredible player everywhere else but he can't seem to bring his A-game here. Absolutely awful.
Stork 4/5
Sea 1/5
Overall 4/5
Stork spawned at 11 in white while Sea got 5 in red. Stork opened pylon gas steal with a lot of probe harass on multiple scvs which is just cute (and helpful if he goes reaver harass later because reavers do fifty damage against units on the outer part of their splash). Sea reacted the way Flash showed players to on Heartbreak Ridge whenever he was gas stolen, scvs attacking the assimilator while expanding with marines to bunker. Unfortunately Stork was abusing the standard response with his own quick expansion. By making just two zealots Stork had money to spare on his own gas, which was significantly faster than Sea's, and tech. So although they both started off with a free second base Stork was ahead in tech.
Without much scouting information Stork went for a very fast robotics and two gateways pumping a fair sized army with observers for scouting and a potential reaver for marines and medics. With four gateways he retained flexibility and waited for the observer to tell him what to do. Things then got interesting as Sea pushed out going around the bridges, and Stork used his observer to go around them and counter into Sea's base, getting a number of free kills on recently produced units that were very much outnumbered. Stork's superior production and the fact he anticipated the attack allowed him to take a few kills on the near bridge and slow the Terran push down to a crawl as Sea bunkered. Both players broke into their opponents natural at around the same time though.
However Stork created this situation and played it to his advantage while Sea's decisions became absolutely horrible. Stork simply evacuated his natural while grouping units on his ramp and taking a hidden expansion, he wouldn't lose his main, his probe count remained very strong and he could ferry his probes out to 9 whenever he wanted. Sea on the other hand was torn between saving his natural and holding his main and kept trying to push back the dragoons with tank range. Unfortunately his two factories with machine shops had absolutely no hope of creating enough tanks to do that and every time he moved one forwards Stork was more than happy to kill it. His scv count suffered hugely as they tried to mass repair a command centre taking a lot of damage.
![[image loading]](/staff/KwarK/Sea.jpg)
one tank simply isn't enough covering fire to make this worthwhile and Sea should know that
He didn't lose a single dragoon killing one of Sea's only two tanks and Sea promptly reacted by unsieging the second and pushing it in to die as well. Sea then sent a newly produced third tank and that died too. The fourth and fifth both moved in together and were gunned down together as Sea lost five tanks as well as dozens of scvs to around seven dragoons. Although the sixth and seventh tank secured his natural he simply didn't have the scvs to make it worthwhile anymore and he'd fallen thirty five supply behind Stork.
Stork then broke out easily enough because he'd been not throwing units away or wasting minerals on repairing and losing half his workers.
![[image loading]](/staff/KwarK/sea2.jpg)
To be honest Sea should have known he no longer had the forces to contain and withdrawn because Stork had been building up for the last minute, but he didn't and was massacred. That left Stork's massive army heading towards Sea's base where there were nine tanks missing due to stupid losses. Sea promptly died. GG.
Stork's opener was really cool, manipulating the predictability of the Terran response to rush to tech while fast expanding for the bargain price of one hundred minerals in an assimilator. However you really have to question what Sea was thinking. Stork simply pulled back, took a hidden expansion and held his ramp while massing with a very high probe count. That would have been even easier for Sea to do, as a Terran he has tanks which are great for this stuff and can build a second command centre in his main so he can instantly retake his natural the moment he has five tanks to clear it. That would have meant he retook his natural a full minute before Stork even started rebuilding his natural nexus. For that matter he could have just flown his first command centre back if he wanted, losing some scvs on repair but nowhere near the number he lost leaving it where he was. His refusal to accept the reality of the situation left him unable to see that the solutions really were very simple. There is absolutely no reason why Sea couldn't have come out of that base exchange ahead, he had all the tools he needed to do so. Instead he made a series of incredibly stupid decisions and threw the game away. I hate to be the one to say it but this is why Sea has a reputation as a starleague failure, he's an incredible player everywhere else but he can't seem to bring his A-game here. Absolutely awful.
Stork 4/5
Sea 1/5
Overall 4/5
Game Three - Eye of the Storm - VOD
+ Show Spoiler [Battle Report] +
Quarterfinal C:
![Protoss (P)](https://tl.net/tlpd/images/Picon_small.png)
![Zerg (Z)](https://tl.net/tlpd/images/Zicon_small.png)
Game One - Grand Line SE - VOD
+ Show Spoiler [Battle Report] +
by WaxAngel
Going into their undesirable team-kill match, both Free and Zero looked unusually nervous in their booths. Zero spawned at 10:00, and Free started off at 8:00. With his first overlord going the correct way, Zero opened with a direct nine pool build which opened up early pressure opportunities.
Free ended up playing right into Zero’s hands, going for a very risky 14 nexus before forge without probe scouting at all. As Kwark has mentioned before, that is really a stupid risky to take. Zero was visibly smiling as he arrived at Free’s base where not a single cannon was complete.
Free actually ended up defending relatively well, at least compared to losing the game outright. He had several probes surround the warping cannons, which Zero focused fired down. As the cannon was about to complete, Zero tried to move his zerglings up Free’s ramp into the main, but Free used some excellent mineral-clicking micro with his probes to completely entangle Zero’s zerglings. Zero ended up getting three very low HP zerglings into the Protoss main, which were soon killed off. In the meanwhile, Zero had not been producing extra zerglings, instead going for the standard three hatch at his natural and the 2:00 natural, content with having killed a few probes.
Expecting Zero to lay off on lings for a while, Free sent his first zealot to harass the zerg main, and his second zealot to bother the 2:00 natural expansion. Free failed to do much drone damage, succeeding only at distracting Zero. It ended up being too much aggression on Free’s part, as the lack of zealots let Zero slip 6 speedlings into Free’s main for some additional probe kills.
In the big picture, Zero’s 9 pool opening had left him a little drone starved, but he was still barely running five hatch lair. Although Free had taken a small hit to his probe count, pulling off the 14 nexus meant that on the whole, he was in a pretty decent situation. His tech was considerably faster than Zero's, allowing him to have one or two more sairs than usual.
Zero decided to apply some pressure with hydralisks and speedlords while Free was relying on sairs and DTs to defend, but it turned out there was barely any window of opportunity at all. Free was racing up the tech tree untroubled, and he had psionic storm done before the hydralisks could even bring down a single building at his wall.
At this point, Zero was in quite a difficult spot. Protoss had pretty much done everything he wanted without trouble all game, racing up the tech tree and now assembling his hanbang army. Zero would have to delicately balance drone production, tech, and troop production so that he could survive the first major protoss attack and have enough left in the tank to be competitive in the late game.
With a few rounds of dragoons left until he could break out with force, Free passed the time by serving Zero with some 2007 Chateau de Bisu (one of the finest PvZ vintages).
Two DTs were parked outside the 2:00 expansion, but the well-prepared Zero had overlords and hydralisks in place to stop any unwanted intruders. Free played Zero like a fiddle, by smartly faking a zealot templar break-out which drew every hydralisk to the center of the map. The protoss troops casually retreated back to safety, while corsairs flew into 10:00 to shred the overlords to pieces. DTs hacked away at drones as Zero’s simcity worked against him to prevent the drones' escape. Free also made a good decision to suicide a few of his corsairs to kill arriving overlords, allowing him to prolong Zero’s misery.
![[image loading]](http://www.teamliquid.net/staff/Waxangel/zerofree3.jpg)
![[image loading]](http://www.teamliquid.net/staff/Waxangel/zerofree4.jpg)
There hasn't been this much sair/DT ownage since Bisu destroyed Savior's soul in 2007.
Free had Zero dazed and on the ropes, and it showed as Zero was unable to properly chase down the offending DTs with hydralisks with overlords. This immediately came back to haunt him, as they snuck right back into the 2:00 natural while a devastating storm drop at the 10:00 natural distracted Zero.
Much of Zero’s vulnerability to these attacks was due to the concentration of his troops in front of the protoss base, as he feared the hanbang army. However, by leaving his other bases so undefended, his economy took such a blow that he didn’t have enough troops to defend the hanbang when it came.
Free busted out in a fury, and threw in a simultaneous storm drop for good measure. Zero had been so battered down by then he could only put up some token resistance. He GG’d out as Protoss troops flooded into his natural.
![[image loading]](/staff/Waxangel/zerofree5.jpg)
Gratuitous storm shot
Match Rating: 7/10
Clinical PvZ destruction from Free, using a sair/DT style we haven’t seen so much as of late.
Free: 8/10
Great multitasking to harass Zerg all over. Not enough resistance from Zero for Free to be able to show more.
Zero: 5/10
Like we learned back in 2007, Zerg is going to struggle with the DTs if they can’t keep corsair count under control.
Going into their undesirable team-kill match, both Free and Zero looked unusually nervous in their booths. Zero spawned at 10:00, and Free started off at 8:00. With his first overlord going the correct way, Zero opened with a direct nine pool build which opened up early pressure opportunities.
Free ended up playing right into Zero’s hands, going for a very risky 14 nexus before forge without probe scouting at all. As Kwark has mentioned before, that is really a stupid risky to take. Zero was visibly smiling as he arrived at Free’s base where not a single cannon was complete.
Free actually ended up defending relatively well, at least compared to losing the game outright. He had several probes surround the warping cannons, which Zero focused fired down. As the cannon was about to complete, Zero tried to move his zerglings up Free’s ramp into the main, but Free used some excellent mineral-clicking micro with his probes to completely entangle Zero’s zerglings. Zero ended up getting three very low HP zerglings into the Protoss main, which were soon killed off. In the meanwhile, Zero had not been producing extra zerglings, instead going for the standard three hatch at his natural and the 2:00 natural, content with having killed a few probes.
Expecting Zero to lay off on lings for a while, Free sent his first zealot to harass the zerg main, and his second zealot to bother the 2:00 natural expansion. Free failed to do much drone damage, succeeding only at distracting Zero. It ended up being too much aggression on Free’s part, as the lack of zealots let Zero slip 6 speedlings into Free’s main for some additional probe kills.
In the big picture, Zero’s 9 pool opening had left him a little drone starved, but he was still barely running five hatch lair. Although Free had taken a small hit to his probe count, pulling off the 14 nexus meant that on the whole, he was in a pretty decent situation. His tech was considerably faster than Zero's, allowing him to have one or two more sairs than usual.
Zero decided to apply some pressure with hydralisks and speedlords while Free was relying on sairs and DTs to defend, but it turned out there was barely any window of opportunity at all. Free was racing up the tech tree untroubled, and he had psionic storm done before the hydralisks could even bring down a single building at his wall.
At this point, Zero was in quite a difficult spot. Protoss had pretty much done everything he wanted without trouble all game, racing up the tech tree and now assembling his hanbang army. Zero would have to delicately balance drone production, tech, and troop production so that he could survive the first major protoss attack and have enough left in the tank to be competitive in the late game.
With a few rounds of dragoons left until he could break out with force, Free passed the time by serving Zero with some 2007 Chateau de Bisu (one of the finest PvZ vintages).
Two DTs were parked outside the 2:00 expansion, but the well-prepared Zero had overlords and hydralisks in place to stop any unwanted intruders. Free played Zero like a fiddle, by smartly faking a zealot templar break-out which drew every hydralisk to the center of the map. The protoss troops casually retreated back to safety, while corsairs flew into 10:00 to shred the overlords to pieces. DTs hacked away at drones as Zero’s simcity worked against him to prevent the drones' escape. Free also made a good decision to suicide a few of his corsairs to kill arriving overlords, allowing him to prolong Zero’s misery.
![[image loading]](http://www.teamliquid.net/staff/Waxangel/zerofree3.jpg)
![[image loading]](http://www.teamliquid.net/staff/Waxangel/zerofree4.jpg)
There hasn't been this much sair/DT ownage since Bisu destroyed Savior's soul in 2007.
Free had Zero dazed and on the ropes, and it showed as Zero was unable to properly chase down the offending DTs with hydralisks with overlords. This immediately came back to haunt him, as they snuck right back into the 2:00 natural while a devastating storm drop at the 10:00 natural distracted Zero.
Much of Zero’s vulnerability to these attacks was due to the concentration of his troops in front of the protoss base, as he feared the hanbang army. However, by leaving his other bases so undefended, his economy took such a blow that he didn’t have enough troops to defend the hanbang when it came.
Free busted out in a fury, and threw in a simultaneous storm drop for good measure. Zero had been so battered down by then he could only put up some token resistance. He GG’d out as Protoss troops flooded into his natural.
![[image loading]](/staff/Waxangel/zerofree5.jpg)
Gratuitous storm shot
Match Rating: 7/10
Clinical PvZ destruction from Free, using a sair/DT style we haven’t seen so much as of late.
Free: 8/10
Great multitasking to harass Zerg all over. Not enough resistance from Zero for Free to be able to show more.
Zero: 5/10
Like we learned back in 2007, Zerg is going to struggle with the DTs if they can’t keep corsair count under control.
Game Two - Flight-Dreamliner - VOD
+ Show Spoiler [Battle Report] +
by WaxAngel
Free started at 3:00 while Zero started at 6:00 on Flight-Dreamliner. Zero opened with overpool 3 hatch (with a hatchery at the 9:00 expansion first) while Free opened forge-nexus-cannon. The early game went by uneventfully, with Zero droning up while Free let his opponent see a +1 upgrade going on his forge.
It looked like it could be a fast 3~4 gate +1 speedzealot push from Free, and he certainly tried to make Zero think so by moving out with his first six zealots. However, he did not commit to any action against Zero’s simcity, and was actually teching very quickly to dark templar drops at home. On Zero’s part, he did not overreact to anything, and he built cost effective defenses with simcity while he continued to power.
With his shuttle out, Free first dropped a probe to take the corner island expansion, and then picked up two DTs in his main. Zero had some hydralisks and speed upgraded overlords, but without scourge it was not a pretty proposition against Free’s sair/DT. Free correctly decided it would be worth it to sacrifice a sair or two to kill Zero’s four overlords which led to a lengthy blackout in the Zerg main. Free tried to perform simultaneous zealot attacks during his drop, but the defenses were more solid at Zero’s other bases. Even so, it shifted the balance solidly towards Free, as he had dealt Zerg some damage while he took his third base undeterred.
![[image loading]](http://www.teamliquid.net/staff/Waxangel/zerofree6.jpg)
I haven't seen such sair/DT ownage since Bisu made Savior lose hope and turn to evil in 2007
If things played out without any twists, Free was certainly going to win. Unfortunately for Zero, he had nothing he could try to change the flow of the game. He managed to drop Free’s isle expand and take it out, but Free’s hanbang army was already at a fearsome state.
Everything ended up playing out predictably, with Free’s superior army utterly crushing Zero. Zero had no tricks to bail him out, and he GG’d out of the quarterfinals.
![[image loading]](http://www.teamliquid.net/staff/Waxangel/zerofree8.jpg)
More storm porn
Match rating: 7/10
Pretty much identical to the first game. Sair/DT damages zerg econ early, which prevents Zerg from having enough troops to defend against the hanbang rush.
Free: 7/10
Same as game one, except he didn’t perform as many cute simultaneous attack tactics.
Zero: 3/10
Defended the DT drop extremely poorly, despite the fact that he seemed to expect it.
Free started at 3:00 while Zero started at 6:00 on Flight-Dreamliner. Zero opened with overpool 3 hatch (with a hatchery at the 9:00 expansion first) while Free opened forge-nexus-cannon. The early game went by uneventfully, with Zero droning up while Free let his opponent see a +1 upgrade going on his forge.
It looked like it could be a fast 3~4 gate +1 speedzealot push from Free, and he certainly tried to make Zero think so by moving out with his first six zealots. However, he did not commit to any action against Zero’s simcity, and was actually teching very quickly to dark templar drops at home. On Zero’s part, he did not overreact to anything, and he built cost effective defenses with simcity while he continued to power.
With his shuttle out, Free first dropped a probe to take the corner island expansion, and then picked up two DTs in his main. Zero had some hydralisks and speed upgraded overlords, but without scourge it was not a pretty proposition against Free’s sair/DT. Free correctly decided it would be worth it to sacrifice a sair or two to kill Zero’s four overlords which led to a lengthy blackout in the Zerg main. Free tried to perform simultaneous zealot attacks during his drop, but the defenses were more solid at Zero’s other bases. Even so, it shifted the balance solidly towards Free, as he had dealt Zerg some damage while he took his third base undeterred.
![[image loading]](http://www.teamliquid.net/staff/Waxangel/zerofree6.jpg)
I haven't seen such sair/DT ownage since Bisu made Savior lose hope and turn to evil in 2007
If things played out without any twists, Free was certainly going to win. Unfortunately for Zero, he had nothing he could try to change the flow of the game. He managed to drop Free’s isle expand and take it out, but Free’s hanbang army was already at a fearsome state.
Everything ended up playing out predictably, with Free’s superior army utterly crushing Zero. Zero had no tricks to bail him out, and he GG’d out of the quarterfinals.
![[image loading]](http://www.teamliquid.net/staff/Waxangel/zerofree8.jpg)
More storm porn
Match rating: 7/10
Pretty much identical to the first game. Sair/DT damages zerg econ early, which prevents Zerg from having enough troops to defend against the hanbang rush.
Free: 7/10
Same as game one, except he didn’t perform as many cute simultaneous attack tactics.
Zero: 3/10
Defended the DT drop extremely poorly, despite the fact that he seemed to expect it.
Game Three - Polaris Rhapsody - VOD
+ Show Spoiler [Battle Report] +
Quarterfinal D:
![Terran (T)](https://tl.net/tlpd/images/Ticon_small.png)
![Terran (T)](https://tl.net/tlpd/images/Ticon_small.png)
Game One - Polaris Rhapsody - VOD
+ Show Spoiler [Battle Report] +
by WaxAngel
Flash started bottom while Leta started top on Polaris Rhapsody to open the series. Leta put a small twist on his opening build, building his barracks in a forward position where he could try to pressure a 14 CC or get a quicker floating rax scout against safer builds. As it turned out, both players ended up going for 1 fact expand builds, so Leta simply floated his rax to scout after making two marines.
The two Terrans diverged in their plans after their command centres finished. Flash went straight for tanks and goliaths as tends to be his preference, while Leta went for heavy vulture production. Leta would only have a short window where vultures would be effective against Flash’s unit combination, so he pursued it very aggressively.
Leta first sent four vultures at Flash’s natural, which did little damage before being cleaned up by tanks. Flash decided to move out immediately after with a small force, which may have been a miscalculation as Leta was continuing to commit to vultures. While Flash’s force traversed the central path of Polaris Rhapsody, Leta cleverly sent another four vultures around the eastern route into Flash’s now unguarded natural. Flash’s troops were already at the halfway point on the map, and it would be pointless to return to defend. He continued to press on with his attack, while his newly produced troops did well to defend his natural without taking much damage. Leta mined the path leading out of Flash’s base to cut off reinforcements, and turned his attention to defending himself. Flash showed a lot of skill microing his three tanks and goliath against Leta’s vultures, but rapid reinforcements from Leta cleared them out nonetheless.
As the early aggression came to an end on both sides, the advantage of going early vultures was quickly made apparent for Leta as he had been able to go up to five factories. Flash, who had spent money on tanks since the beginning, was only just getting his third factory. This allowed Leta to pump vultures and resume his aggression immediately, which worked to great effect. Flash had over extended himself by moving some of his troops into position around his mineral only natural, which meant vultures were able to hit Flash on many fronts. This delayed Flash’s mineral only, while Leta was taking his own easily while keeping up the pressure.
![[image loading]](http://www.teamliquid.net/staff/Waxangel/flashleta1.jpg)
One...
Now tanks began to get mixed into Leta’s forces, and they moved on Flash’s spread out positions. Leta concentrated a small force of four tanks and vultures on Flash’s natural, who had split his forces in half to cover both his mineral natural and his regular natural. It looked like Flash would be in for some serious grief as Leta ploughed into the natural, but Flash did well to immediately bring his remaining forces back to defend.
![[image loading]](http://www.teamliquid.net/staff/Waxangel/flashleta2.jpg)
Two...
Leta would not let up however, and he continued exploit the attacker’s advantage of being able to choose the battlefield. This time he concentrated his attacks towards the left side of the map on Flash’s mineral only natural, though Flash was able to hold yet again. Having drawn Flash to the left side of the map, Leta again shifted his focus to the right side of the map with another attack on Flash’s natural. Flash’s high ground tanks allowed him to save his natural, but Leta was still camped outside his base in containment.
![[image loading]](http://www.teamliquid.net/staff/Waxangel/flashleta3.jpg)
Three...
![[image loading]](http://www.teamliquid.net/staff/Waxangel/flashleta4.jpg)
Four...
So far Flash had been able to prevent himself from taking any economical damage, despite the dizzying series of attacks from Leta. However, Leta had been constantly engaging Flash at very advantageous locations, frequently outnumbering Flash 2 to 1. This had slow built up into a 20 food advantage for Leta, which meant he finally had the extra numbers to take down a base for good. With all of Flash’s forces distracted yet again, Leta rolled into Flash’s mineral only natural and destroyed the CC. Flash was so flustered, he could not even remember to lift his CC as tanks railed away.
![[image loading]](http://www.teamliquid.net/staff/Waxangel/flashleta5.jpg)
FIVE HIT COMBO!
Leta had played the early-mid game brilliantly, exploiting the fact that siege tank positions are very much attackable before they reach critical mass. As a reward, he had all four north side bases: his main, natural, mineral natural, and double-gas expansion. On the other hand, Flash had his main, natural, and a non-mining CC he had managed to get finished at the 8:00 double-gas during the chaos. With such a huge advantage accumulated, it was time for Leta to sit back and take a breather.
Flash’s respite was very brief, as Leta knew that aggression was what was winning him this game. Although he had chased Leta around all game, Flash had still managed to build and maintain a fair sized army. Now with critical mass tanks for defense, Flash set up two strong defensive positions. One large position covered the entrance to his natural from the right side path and the central path, while the other major position was just below the 9:00 natural and protected his double gas expansion. Leta wasn’t going to be able to take either position head on, but it was no great worry. He had transitioned into dropships far ahead of Flash.
As Flash scrambled to get the bases on his side of the map working again, Leta executed a textbook expand-and-attack by taking the neutral base at 3:00 while dropping Flash’s main. Leta got his aggressive rhythm going again, with a powerful follow-up drop at Flash’s double-gas expansion after Flash’s attention had been directed towards the right side of the map. The expansion went down, and now it appeared that Leta had an unassailable 6 to 3 base advantage.
![[image loading]](http://www.teamliquid.net/staff/Waxangel/flashleta6.jpg)
![[image loading]](http://www.teamliquid.net/staff/Waxangel/flashleta7.jpg)
Float like a butterfly, sting like a bee-suit
Only a miracle was going to stop Leta from riding his resource advantage to an easy victory, so Flash must have been praying pretty damn hard to have gotten one.
In one of the most inexplicably bad moves in history, Leta instantly lost 50 supply worth of units in a horrendous drop attempt. It looked like it would be a routine drop from Leta to maintain pressure, with six dropships flying to the north side of Flash’s main. There were a decent amount of turrets there, but not enough to stop a drop. It looked like Leta would see the turrets and fall back right away or just drop anyway understanding that the dropships would be sacrificed. Instead, Leta did the absolutely worst thing possible. He flew in with the decision to drop, then changed his mind and decided to retreat while he was right above the turrets, changed his mind and decided to drop again, then changed his mind again and decided to fly away. Leta never got to make up his mind as the turrets did the deciding for him by killing all of his units.
![[image loading]](http://www.teamliquid.net/staff/Waxangel/flashleta8.jpg)
I hope to see a similar reversal of fortune once they ship Savior to jail
With a huge chunk of Leta’s units dead, Flash immediately pushed up across the left side of the map in order to take the 9:00 expansion. The game was suddenly half map vs half map, possibly Flash’s favorite position in the world.
For the first time in the game, there was a real break in the action as the players massed units and tried to figure out what to do next. Several bases had run out of minerals by now, leaving only the double gas expands and the neutral expansions across the middle band of the map with any resources left. Leta took the mineral expansion on the right side of the map first, while keeping a small group of troops to prevent Flash from taking the mineral expansion on the left.
Flash broke the silence with a massive drop on 3:00 which failed to kill the expansion and ended up being a wash on both sides, and there was another period of massing as population counts remained very close. Leta began to make battlecruisers at this point, but was only able to slowly produce them out of two starports. With the double-gas expansions holding only 2500 gas at each geyser, they had been depleted a long time ago. With four depleted geysers and one regular geyser, both players were effectively running on two gas.
Flash broke the deadlock again with a big drop in Leta’s main, which navigated a complicated path to get there. The drop nullified Leta’s BC production and killed some supply depots, but without any resources to defend, Leta didn’t really mind that Flash was camping out in a remote corner of his main. When Flash made an overoptimistic push deeper into Leta’s main, Leta cleaned it up then. Leta tried a strong push down the central path of the map, but was stalemated midway by Flash’s army. Overall, it was still very much a wash as no one was gaining a real material advantage and the supply counts stayed even. What was very perplexing was that Leta had managed to stockpile over four thousand minerals by this point, although he was running very low on gas. With over ten factories in his main, he could have easily made mass vultures to max out his supply within a few minutes, but he seemed to have forgotten that unit entirely. On the other hand, Flash was wisely supplementing his army with vultures in a gas scarce situation.
![[image loading]](http://www.teamliquid.net/staff/Waxangel/flashleta9.jpg)
![[image loading]](http://www.teamliquid.net/staff/Waxangel/flashleta10.jpg)
Pictures of scenes that had no effect on the overall narrative. Like a children's book!
Flash made what would be the final decisive move of the game by sacrificing many redundant SCVs in order to push up into the left side mineral only expansions. Neither player had made a truly effective attack during the half map vs half map stage, but resources had run out around the map nonetheless. Leta has begun mining the right side mineral expansions much earlier, so now the left side expansion was the only one left.
![[image loading]](http://www.teamliquid.net/staff/Waxangel/flashleta11.jpg)
Amusingly enough, that was basically how the game fizzled out. Just like that, Flash had the only remaining mining base on the map, and Leta couldn’t do anything about it. It was particularly infuriating considering that Leta had been camping that one base for pretty much the entire game until Flash decided to casually take it once it became the most important position in the game. Not to mention that Leta should have seen it coming for miles when he noticed every blue spot on the map was starting to disappear. There was a final push from Leta which was big in terms of scale, but small in terms of drama. Flash held the high ground at the mineral natural, and more to the point, he had money and Leta didn’t. Leta inevitably lost all his troops trying to attack, and GG’d out.
![[image loading]](http://www.teamliquid.net/staff/Waxangel/flashleta12.jpg)
![[image loading]](http://www.teamliquid.net/staff/Waxangel/flashleta13.jpg)
"I can't believe I won/lost that game"
Match Rating: 7/10
This was a dynamic TvT that went through a lot of phases, but most of the effective plays were performed in the first half. The latter half of the game slowed down a good deal, with neither player able to achieve much with their movements.
Flash: 7/10
Started the game playing in the palm of Leta’s hand, but had excellent crisis management skills to make a long term comeback. He did need an incredible gift to win in the end, but his solid execution of his plan to play defensively for resources deserves credit.
Leta: 7/10
Leta was incredible early on, taking the initiative and exploiting the attacker’s advantage brilliantly. He made Flash look absurd as he danced to Leta’s tune, always a step too late against Leta’s incisive attacks. It was terribly disappointing when Leta made his dropship blunder, and he seemed to be mentally crushed afterwards. There was no coherent gameplan from Leta from that point, which led to the inevitable loss.
Flash started bottom while Leta started top on Polaris Rhapsody to open the series. Leta put a small twist on his opening build, building his barracks in a forward position where he could try to pressure a 14 CC or get a quicker floating rax scout against safer builds. As it turned out, both players ended up going for 1 fact expand builds, so Leta simply floated his rax to scout after making two marines.
The two Terrans diverged in their plans after their command centres finished. Flash went straight for tanks and goliaths as tends to be his preference, while Leta went for heavy vulture production. Leta would only have a short window where vultures would be effective against Flash’s unit combination, so he pursued it very aggressively.
Leta first sent four vultures at Flash’s natural, which did little damage before being cleaned up by tanks. Flash decided to move out immediately after with a small force, which may have been a miscalculation as Leta was continuing to commit to vultures. While Flash’s force traversed the central path of Polaris Rhapsody, Leta cleverly sent another four vultures around the eastern route into Flash’s now unguarded natural. Flash’s troops were already at the halfway point on the map, and it would be pointless to return to defend. He continued to press on with his attack, while his newly produced troops did well to defend his natural without taking much damage. Leta mined the path leading out of Flash’s base to cut off reinforcements, and turned his attention to defending himself. Flash showed a lot of skill microing his three tanks and goliath against Leta’s vultures, but rapid reinforcements from Leta cleared them out nonetheless.
As the early aggression came to an end on both sides, the advantage of going early vultures was quickly made apparent for Leta as he had been able to go up to five factories. Flash, who had spent money on tanks since the beginning, was only just getting his third factory. This allowed Leta to pump vultures and resume his aggression immediately, which worked to great effect. Flash had over extended himself by moving some of his troops into position around his mineral only natural, which meant vultures were able to hit Flash on many fronts. This delayed Flash’s mineral only, while Leta was taking his own easily while keeping up the pressure.
![[image loading]](http://www.teamliquid.net/staff/Waxangel/flashleta1.jpg)
One...
Now tanks began to get mixed into Leta’s forces, and they moved on Flash’s spread out positions. Leta concentrated a small force of four tanks and vultures on Flash’s natural, who had split his forces in half to cover both his mineral natural and his regular natural. It looked like Flash would be in for some serious grief as Leta ploughed into the natural, but Flash did well to immediately bring his remaining forces back to defend.
![[image loading]](http://www.teamliquid.net/staff/Waxangel/flashleta2.jpg)
Two...
Leta would not let up however, and he continued exploit the attacker’s advantage of being able to choose the battlefield. This time he concentrated his attacks towards the left side of the map on Flash’s mineral only natural, though Flash was able to hold yet again. Having drawn Flash to the left side of the map, Leta again shifted his focus to the right side of the map with another attack on Flash’s natural. Flash’s high ground tanks allowed him to save his natural, but Leta was still camped outside his base in containment.
![[image loading]](http://www.teamliquid.net/staff/Waxangel/flashleta3.jpg)
Three...
![[image loading]](http://www.teamliquid.net/staff/Waxangel/flashleta4.jpg)
Four...
So far Flash had been able to prevent himself from taking any economical damage, despite the dizzying series of attacks from Leta. However, Leta had been constantly engaging Flash at very advantageous locations, frequently outnumbering Flash 2 to 1. This had slow built up into a 20 food advantage for Leta, which meant he finally had the extra numbers to take down a base for good. With all of Flash’s forces distracted yet again, Leta rolled into Flash’s mineral only natural and destroyed the CC. Flash was so flustered, he could not even remember to lift his CC as tanks railed away.
![[image loading]](http://www.teamliquid.net/staff/Waxangel/flashleta5.jpg)
FIVE HIT COMBO!
Leta had played the early-mid game brilliantly, exploiting the fact that siege tank positions are very much attackable before they reach critical mass. As a reward, he had all four north side bases: his main, natural, mineral natural, and double-gas expansion. On the other hand, Flash had his main, natural, and a non-mining CC he had managed to get finished at the 8:00 double-gas during the chaos. With such a huge advantage accumulated, it was time for Leta to sit back and take a breather.
Flash’s respite was very brief, as Leta knew that aggression was what was winning him this game. Although he had chased Leta around all game, Flash had still managed to build and maintain a fair sized army. Now with critical mass tanks for defense, Flash set up two strong defensive positions. One large position covered the entrance to his natural from the right side path and the central path, while the other major position was just below the 9:00 natural and protected his double gas expansion. Leta wasn’t going to be able to take either position head on, but it was no great worry. He had transitioned into dropships far ahead of Flash.
As Flash scrambled to get the bases on his side of the map working again, Leta executed a textbook expand-and-attack by taking the neutral base at 3:00 while dropping Flash’s main. Leta got his aggressive rhythm going again, with a powerful follow-up drop at Flash’s double-gas expansion after Flash’s attention had been directed towards the right side of the map. The expansion went down, and now it appeared that Leta had an unassailable 6 to 3 base advantage.
![[image loading]](http://www.teamliquid.net/staff/Waxangel/flashleta6.jpg)
![[image loading]](http://www.teamliquid.net/staff/Waxangel/flashleta7.jpg)
Float like a butterfly, sting like a bee-suit
Only a miracle was going to stop Leta from riding his resource advantage to an easy victory, so Flash must have been praying pretty damn hard to have gotten one.
In one of the most inexplicably bad moves in history, Leta instantly lost 50 supply worth of units in a horrendous drop attempt. It looked like it would be a routine drop from Leta to maintain pressure, with six dropships flying to the north side of Flash’s main. There were a decent amount of turrets there, but not enough to stop a drop. It looked like Leta would see the turrets and fall back right away or just drop anyway understanding that the dropships would be sacrificed. Instead, Leta did the absolutely worst thing possible. He flew in with the decision to drop, then changed his mind and decided to retreat while he was right above the turrets, changed his mind and decided to drop again, then changed his mind again and decided to fly away. Leta never got to make up his mind as the turrets did the deciding for him by killing all of his units.
![[image loading]](http://www.teamliquid.net/staff/Waxangel/flashleta8.jpg)
I hope to see a similar reversal of fortune once they ship Savior to jail
With a huge chunk of Leta’s units dead, Flash immediately pushed up across the left side of the map in order to take the 9:00 expansion. The game was suddenly half map vs half map, possibly Flash’s favorite position in the world.
For the first time in the game, there was a real break in the action as the players massed units and tried to figure out what to do next. Several bases had run out of minerals by now, leaving only the double gas expands and the neutral expansions across the middle band of the map with any resources left. Leta took the mineral expansion on the right side of the map first, while keeping a small group of troops to prevent Flash from taking the mineral expansion on the left.
Flash broke the silence with a massive drop on 3:00 which failed to kill the expansion and ended up being a wash on both sides, and there was another period of massing as population counts remained very close. Leta began to make battlecruisers at this point, but was only able to slowly produce them out of two starports. With the double-gas expansions holding only 2500 gas at each geyser, they had been depleted a long time ago. With four depleted geysers and one regular geyser, both players were effectively running on two gas.
Flash broke the deadlock again with a big drop in Leta’s main, which navigated a complicated path to get there. The drop nullified Leta’s BC production and killed some supply depots, but without any resources to defend, Leta didn’t really mind that Flash was camping out in a remote corner of his main. When Flash made an overoptimistic push deeper into Leta’s main, Leta cleaned it up then. Leta tried a strong push down the central path of the map, but was stalemated midway by Flash’s army. Overall, it was still very much a wash as no one was gaining a real material advantage and the supply counts stayed even. What was very perplexing was that Leta had managed to stockpile over four thousand minerals by this point, although he was running very low on gas. With over ten factories in his main, he could have easily made mass vultures to max out his supply within a few minutes, but he seemed to have forgotten that unit entirely. On the other hand, Flash was wisely supplementing his army with vultures in a gas scarce situation.
![[image loading]](http://www.teamliquid.net/staff/Waxangel/flashleta9.jpg)
![[image loading]](http://www.teamliquid.net/staff/Waxangel/flashleta10.jpg)
Pictures of scenes that had no effect on the overall narrative. Like a children's book!
Flash made what would be the final decisive move of the game by sacrificing many redundant SCVs in order to push up into the left side mineral only expansions. Neither player had made a truly effective attack during the half map vs half map stage, but resources had run out around the map nonetheless. Leta has begun mining the right side mineral expansions much earlier, so now the left side expansion was the only one left.
![[image loading]](http://www.teamliquid.net/staff/Waxangel/flashleta11.jpg)
Amusingly enough, that was basically how the game fizzled out. Just like that, Flash had the only remaining mining base on the map, and Leta couldn’t do anything about it. It was particularly infuriating considering that Leta had been camping that one base for pretty much the entire game until Flash decided to casually take it once it became the most important position in the game. Not to mention that Leta should have seen it coming for miles when he noticed every blue spot on the map was starting to disappear. There was a final push from Leta which was big in terms of scale, but small in terms of drama. Flash held the high ground at the mineral natural, and more to the point, he had money and Leta didn’t. Leta inevitably lost all his troops trying to attack, and GG’d out.
![[image loading]](http://www.teamliquid.net/staff/Waxangel/flashleta12.jpg)
![[image loading]](http://www.teamliquid.net/staff/Waxangel/flashleta13.jpg)
"I can't believe I won/lost that game"
Match Rating: 7/10
This was a dynamic TvT that went through a lot of phases, but most of the effective plays were performed in the first half. The latter half of the game slowed down a good deal, with neither player able to achieve much with their movements.
Flash: 7/10
Started the game playing in the palm of Leta’s hand, but had excellent crisis management skills to make a long term comeback. He did need an incredible gift to win in the end, but his solid execution of his plan to play defensively for resources deserves credit.
Leta: 7/10
Leta was incredible early on, taking the initiative and exploiting the attacker’s advantage brilliantly. He made Flash look absurd as he danced to Leta’s tune, always a step too late against Leta’s incisive attacks. It was terribly disappointing when Leta made his dropship blunder, and he seemed to be mentally crushed afterwards. There was no coherent gameplan from Leta from that point, which led to the inevitable loss.
Game Two - Eye of the Storm - VOD
+ Show Spoiler [Battle Report] +
by WaxAngel
Flash started at 2:00 while Leta started across from him at 11:00. The early game started off with a little bit of intrigue, as both players sent early SCVs towards the middle of the map. However, since both player’s SCVs went to the same spot and saw each other, neither player was able to try whatever cheesy plan they might have been thinking of. Seeing the directions the SCVs had come from, both players simply sent their workers off to get some very quick scouting done.
Playing under each other’s watchful eyes, both players opted to go for fast command centers before barracks. Neither player could build their CC directly on top of the sweet spot at their natural due to harassing SCVs, but Flash got the additional bonus of killing one of Leta’s workers. Flash also built and cancelled an engineering bay at Leta’s natural, to further annoy his opponent. Overall, the harassment didn’t do so much, and both players went on to factory units.
Like their previous game, Leta went for vultures early while Flash focused on tanks. Leta found no holes in Flash’s defense to exploit early on, and was eventually forced to go on the defensive when Flash moved out to contain with a strong combined force of tanks, goliaths, and vultures. Leta attempted to vulture drop in the meanwhile, but Flash was already well prepared for such tactics. Having taken map control early, Flash decided to expand to the 3:00 base.
Leta massed some tanks and broke Flash’s initial containment, which he had not bothered to reinforce. It had already served its goal of delaying Leta’s third, and Flash had moved onto other things. Flash set up new, much wider containment line that roughly covered the upper left third of the map.
Leta noticed how thinly Flash’s line was stretched, and mobilized his troops to attack it at concentrated points. He worked quickly and effectively to break the containment’s south side, which would allow access to the 8:00 expansions.
Instead of trying to continue to deter Leta on the ground, Flash quickly changed his tactics and loaded up his dropships and preemptively established troops at 8:00 in a position where he could prevent both the main and natural expansion. At the same time he was taking the 5:00 main and natural for himself, a dangerous move considering he had committed many units to hold the 8:00 base as well.
Instead of trying to dislodge Flash from 8:00, Leta tried to relieve him of the 5:00 base in return. However, Flash had already established an initial defensive position there, and Leta was only able to force a lift of the 5:00 main CC, while the natural continued to mine unhindered.
Leta now was forced to try remove Flash from the 8:00 bases in order to stay in the game, and he was almost successful with a large drop. However, Flash had somehow predicted or scanned Leta’s movements, and immediately dropped even more troops to cling on to the 8:00 base. The resource advantage now began to kick in, with Flash nearing max supply while Leta remained around 150.
Deciding that unrooting 8:00 to play catch-up would be too little too late, Leta went for a more aggressive move that might rapidly turn the tables. He mobilized his troops to try and take out the 5:00 natural, but once again Flash was able to match Leta’s speed and had ample defenses there in time. Leta was forced to withdraw and ponder what to do with his troops.
It would have to be another attempt to wrest 8:00 from Flash’s hands, but after the failed assault on 5:00, this was obvious to Flash as well. He was quickly on the scene as Leta tried to roll in with tanks and dropships, and got enough troops there so that Leta was only able to establish himself at the 8:00 natural.
Having expended many units to take a base, Leta had to slow down for a breather. Flash exploited this quickly, by taking out the tanks that had prevented him from taking the 5:00 main, while cheekily building a CC at the 8:00 main as well. Leta tried vainly to prevent Flash from taking complete control of 5:00, but only lost units in the process.
With a large unit advantage, Flash felt comfortable enough to attempt a game finishing attack, and he succeeded with a well coordinated land and dropship assault on the 8:00 base.
Match Rating: 7/10
The kind of fast paced TvT you expect to see at the top level, where both players are trying hard to be constantly active. Flash was consistently faster than Leta throughout, so there was not much back and forth.
Player Ratings.
Flash: 8/10
The ideal form of TvT for Flash, where he’s one step ahead of his opponent to every critical location. He was constantly attacking before Leta expected it, and always knew where Leta was going to try to attack.
Leta: 6/10
Leta’s decision making was sound in this game, but he was just too slow to keep up with Flash. Although he may not have enjoyed it, Leta may have just been better off playing a plodding, slow TvT once he knew he was behind. He tried an aggressive solution, but Flash was expecting it and responded easily.
Flash started at 2:00 while Leta started across from him at 11:00. The early game started off with a little bit of intrigue, as both players sent early SCVs towards the middle of the map. However, since both player’s SCVs went to the same spot and saw each other, neither player was able to try whatever cheesy plan they might have been thinking of. Seeing the directions the SCVs had come from, both players simply sent their workers off to get some very quick scouting done.
Playing under each other’s watchful eyes, both players opted to go for fast command centers before barracks. Neither player could build their CC directly on top of the sweet spot at their natural due to harassing SCVs, but Flash got the additional bonus of killing one of Leta’s workers. Flash also built and cancelled an engineering bay at Leta’s natural, to further annoy his opponent. Overall, the harassment didn’t do so much, and both players went on to factory units.
Like their previous game, Leta went for vultures early while Flash focused on tanks. Leta found no holes in Flash’s defense to exploit early on, and was eventually forced to go on the defensive when Flash moved out to contain with a strong combined force of tanks, goliaths, and vultures. Leta attempted to vulture drop in the meanwhile, but Flash was already well prepared for such tactics. Having taken map control early, Flash decided to expand to the 3:00 base.
Leta massed some tanks and broke Flash’s initial containment, which he had not bothered to reinforce. It had already served its goal of delaying Leta’s third, and Flash had moved onto other things. Flash set up new, much wider containment line that roughly covered the upper left third of the map.
Leta noticed how thinly Flash’s line was stretched, and mobilized his troops to attack it at concentrated points. He worked quickly and effectively to break the containment’s south side, which would allow access to the 8:00 expansions.
Instead of trying to continue to deter Leta on the ground, Flash quickly changed his tactics and loaded up his dropships and preemptively established troops at 8:00 in a position where he could prevent both the main and natural expansion. At the same time he was taking the 5:00 main and natural for himself, a dangerous move considering he had committed many units to hold the 8:00 base as well.
Instead of trying to dislodge Flash from 8:00, Leta tried to relieve him of the 5:00 base in return. However, Flash had already established an initial defensive position there, and Leta was only able to force a lift of the 5:00 main CC, while the natural continued to mine unhindered.
Leta now was forced to try remove Flash from the 8:00 bases in order to stay in the game, and he was almost successful with a large drop. However, Flash had somehow predicted or scanned Leta’s movements, and immediately dropped even more troops to cling on to the 8:00 base. The resource advantage now began to kick in, with Flash nearing max supply while Leta remained around 150.
Deciding that unrooting 8:00 to play catch-up would be too little too late, Leta went for a more aggressive move that might rapidly turn the tables. He mobilized his troops to try and take out the 5:00 natural, but once again Flash was able to match Leta’s speed and had ample defenses there in time. Leta was forced to withdraw and ponder what to do with his troops.
It would have to be another attempt to wrest 8:00 from Flash’s hands, but after the failed assault on 5:00, this was obvious to Flash as well. He was quickly on the scene as Leta tried to roll in with tanks and dropships, and got enough troops there so that Leta was only able to establish himself at the 8:00 natural.
Having expended many units to take a base, Leta had to slow down for a breather. Flash exploited this quickly, by taking out the tanks that had prevented him from taking the 5:00 main, while cheekily building a CC at the 8:00 main as well. Leta tried vainly to prevent Flash from taking complete control of 5:00, but only lost units in the process.
With a large unit advantage, Flash felt comfortable enough to attempt a game finishing attack, and he succeeded with a well coordinated land and dropship assault on the 8:00 base.
Match Rating: 7/10
The kind of fast paced TvT you expect to see at the top level, where both players are trying hard to be constantly active. Flash was consistently faster than Leta throughout, so there was not much back and forth.
Player Ratings.
Flash: 8/10
The ideal form of TvT for Flash, where he’s one step ahead of his opponent to every critical location. He was constantly attacking before Leta expected it, and always knew where Leta was going to try to attack.
Leta: 6/10
Leta’s decision making was sound in this game, but he was just too slow to keep up with Flash. Although he may not have enjoyed it, Leta may have just been better off playing a plodding, slow TvT once he knew he was behind. He tried an aggressive solution, but Flash was expecting it and responded easily.
Game Three - Grand Line SE - VOD
+ Show Spoiler [Battle Report] +
Semifinals
September 1st:
![Protoss (P)](https://tl.net/tlpd/images/Picon_small.png)
![Zerg (Z)](https://tl.net/tlpd/images/Zicon_small.png)
This one’s easy. Stork hasn’t played a non-event PvZ since the end of the Proleague, and his round five performances were terribly inconsistent as well. Losses to Yarnc, Hydra, s2, and SoO in Stork’s last ten PvZs makes it really hard to have much confidence in him. While Jaedong hasn’t played much ZvP in recent days either, I would pick him in a ZvP even if he had been retired for a year. So needless to say, JD is going to dominate.
So instead of that boring matchup, let’s talk about the more interesting storyline here, the ‘What if?’ storyline of ‘What if Stork had faced Flash?’ Stork has quietly put together a string of dominating PvT victories this OSL (if you count the RO36), blessed by the map Flight-dreamliner which Sea called ‘the perfect Stork map.’
The most interesting thing about this six game streak from Stork is the manner in which he is winning. He has absolutely no interest in disguising his strategies, and regularly recycles a gas-steal into 1 gate no-gas expand build. Typically, he'll go 2 base reaver into carrier while blatantly building all of his important tech buildings in an easily scanned location. Even after his reaver drop inevitably fails and Terran has a headstart on building goliaths, Stork holds out until he has carriers and somehow they magically win the game for him.
In a nutshell, Stork announces to his opponents that he will use a strategy that was already terrible seven years ago, gives them vision, and then wins anyway because he’s just that much better than his opponents.
Flash is the best TvP player in the world, but he still has things to prove. Let’s put it this way, he’s beating off challenges from the best ZvT player in the world every other day, and he took the best TvT player title a long time ago. It’s never enough for a player to be the best at a matchup. We want him to find his equal on the other side of the ‘v’ and see who kicks who's ass. Two years ago the stars aligned correctly, and Flash faced off against Stork on the highest stage and won. Since then, we’ve been been spoiled for TvZ, but been constantly denied a clash on the summit of TvP.
Damn, I really wanted to see the rematch. (Oh, Jaedong will win 3-0).
September 3rd:
![Protoss (P)](https://tl.net/tlpd/images/Picon_small.png)
![Terran (T)](https://tl.net/tlpd/images/Ticon_small.png)
![[image loading]](http://www.teamliquid.net/staff/Waxangel/bwoslsemi2.jpg)
Official OSL image as placeholder!
Grand Line SE - Flight-Dreamliner - Polaris Rhapsody - Eye of the Storm - Grand Line SE
Free is undefeated this OSL, a particularly impressive way to walk the royal road. He’s faced a fair mix of tough and easy opposition, so there are no caveats to his 9-0 record. It’s rather sad that the ultimate fate of Free’s wave of momentum is to crash headlong into Flash’s B-word invoking fist.
Free’s chances against the other semifinalists were pretty decent, but recent history predicts that he will have a lot of trouble against Flash. Flash alone sits in the top-tier of TvP, and beneath him are many worthy players who are just not quite as good. Free had some very exciting and close games with Hiya in the Hana Daetoo MSL, one of those very good TvPers just under the ‘Flash-tier,’ and ended up winning the series 3-2. His next opponent that tournament was Flash, who was more than happy to demonstrate the difference one of the best, and THE best in a 3-0 drubbing.
The fact that this crushing defeat was Free’s most recent PvT series does not bode very well, as a recent defeat to Hiya shows that Free hasn’t exactly progressed since then. Free can only hope that a Terran and Zerg overload has dulled Flash’s TvP edge, but it seems unlikely for the guy who’s frequently compared to a machine. Same story as the MSL, Flash 3-0.
Quarterfinal Obituaries
Usually we're so excited about who won a match, that we forget about the losers too quickly. So for a change, we've decided to take a look at the progamers who stopped their OSL journey at the quarterfinals.
![[image loading]](http://www.teamliquid.net/staff/Waxangel/bwaction.jpg)
Action: Estro’s new Zerg Ace had a great rookie run through the Starleague, beating veterans like ForGG, Leta, and Effort on his way to quarter-finals. No impressive deed goes unpunished, and he was rewarded for his good showing by drawing the worst opponent possible in Jaedong.
It was always going to be a tough road for Action, but he ended up with the rockiest and most hazardous path of them all. Sea was his best chance to make it to the semis, while Zero would have been a crapshoot. While he certainly wouldn’t have been favored against Flash, it would have at least been a genuine opportunity to impress with a gutsy showing like their memorable meeting in the Proleague. Protoss players of Stork and Free’s caliber would have meant a tough battle, but at least Action could try and do something.
With Jaedong as his opponent, there was literally nothing Action could do. He was outclassed in every way, which was unfortunate considering Action is a really good player. The balance of specialization was simply skewed too far against Action, as he is merely a decent ZvZ player while Jaedong is that matchup’s paragon.
Action has real potential to become a great player, and has shown his dedication towards improving his game during his short but interesting career. Hopefully he has learned some lessons from his first OSL, and returns as a more impressive player.
![[image loading]](http://www.teamliquid.net/staff/Waxangel/leta.jpg)
Leta: Personally I believe Leta is a wonderful player, and I really love watching him play, but I can’t get around the fact that he has now solidified his position as a perennial underachiever.
There’s so much style in Leta, and certainly there’s a good bit of substance. I fear it’s a lack of mental fortitude that’s stopping him from making it any further. Even through he drew a formidable quarter-final opponent in Flash (coming off a ten game TvT winning streak), Leta completely dominated for most of game one. He was making Flash look like an amateur with his some relentlessly aggressive play, until he completely fell apart with one major dropship mistake.
The mistake in itself was inexcusable, a sign of a major mental lapse. But his total lack of composure after he made his mistake was even more telling. After all, losing 50 supply of units in five seconds merely brought the game back to even footing, with Leta maybe even still at a slight advantage. He could have continued to fight it out, earning a tough win despite his one huge blunder. Instead, Leta just collapsed completely. There was no coherent game plan from Leta, just halfhearted attacks that achieved nothing and a weak attempt at battlecruisers while he let over 4000 minerals pile up. Flash didn’t even need to be particularly decisive to pick up the win, it was enough that he was playing with any kind of plan at all.
What’s Leta going to do if he goes 0-2 down in a big series? What if his opponent pulls out a totally unexpected build? Too often, he just doesn’t seem to have the answers.
![[image loading]](http://www.teamliquid.net/staff/Waxangel/sea.jpg)
Sea: No surprises here. Though, if he’s managed to upgrade his plateau from top 16 to top 8, that could be considered progress. Very unfortunate to meet Stork in the semis, but did you really think he was going through versus anyone except maybe fellow choker Zero?
![[image loading]](http://www.teamliquid.net/staff/Waxangel/bwzero.jpg)
Zero: Once again, Zero couldn’t deal with the spotlight. The utter lopsidedness of his losses to Free tells me that team-kill or not, he was going to be hard pressed to beat anyone in this quarterfinal (except perhaps his compatriot Sea as mentioned above). Sea has many more years of experience than Zero at underperforming in solo leagues, but Zero is rapidly becoming a worthy understudy.
It’s actually somewhat of an achievement to have become a Zerg pioneer in the field of proleague bottom-feeding, dubious honor that it is. Proleague-only players tend to be Terran for the most part, but Zero is proving that consistant newb-bashing can be done with Zerg as well. As far as I know, Protoss is still trailing years behind at this art.
Why such an easy let-off for Action and such hard treatment for Leta, Zero, and Sea? It’s true that in the end, they were losers all the same. But Action is a rookie, and we have no idea of knowing what the future holds. There’s no problem being optimistic when every prediction seems as likely as the other. On the other hand, countless trials have told us exactly what to expect from the veterans. As easy as it is to say Leta, Zero, and Sea are excellent players, it’s just as easy to say they’re hard pressed to make a semi-final.
Thanks for reading TeamLiquid's OnGameNet Starleague coverage!
But seriously, MSL and PL writers all-aboard!