Hi, I'm Tyral, I'm 26 and study physics. I follow the scene since WoL Beta. Currently I'm in diamond with Terran in Heart of the Swarm. I like to watch GSL and other big tourneys like, IEM, Dreamhack, etc.
I managed a thread like this before (GSL 2012 S5) , but got caught up in real life for a while.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=382426
I hope you are as excited as I am for the first GSL individual league featuring Heart of the Swarm. Yes we had some events already (MLG winter championship, GSTL preseason, GSTL) and saw a glimpse of how HotS will look like, but the true competition lies in GSL individual league. Will we see the same players dominate? Will there be new rising stars? Which unit compositions will be viable in heart of the swarm. What cool new builds will the pros invent?
There are two main goals that I want to archive with this thread:
Helping people
- find build-orders which are successful at the highest level of play
- decide which gsl games are worth watching
Therefore the analyzed games will be organized in two categories. One will be sorted by build-order, the other by gsl appearance.
Old System
Two seasons ago I tried to cover as many games as possible by myself. As it turns out this is quite a lot of work
. Though I managed to analyze 70 of 117 Code S Terran games, it was very exhausting and time consuming. This is why we will have a new system this time.The Deal
For every two analyzed games you submit I will submit one of my own. Same holds for partly analyzed games.
In terms of points which are introduced later. Per two points you earn I will analyze one part of a game. A completely analyzed game consists of six parts (build order, army composition, game-plan of each player).
An example how this could work:
Let’s assume there are 10 people who regularly submit analyzed games. Furthermore let’s say every person submits 5 games. This means:
- 5 games analyzed by each person
- 25 games analyzed by myself
- 75 games in total
Advantages of the new method:
- Possibility to analyze a lot more games with relatively low participation
- I will not die in trying to analyze all those games
- People can analyze what suits them, for example only build orders, only army compositions or only game plans
- better race distribution of analyzed games
- You want to contribute to the community but don't know how or don't have much time. Analyzing some games can be done while watching or with minimal additional effort.
- if a lot of people submit minimal amounts of games a large amount of games can be covered. Additionally I will submit one analyzed game for each two submitted analyzed games as a little incentive.
- If more games in total are analyzed there is a higher possibility for you to find games that suit your style.
- you like zvp, zvz or pvp which I will not analyze.
- This will be the first GSL season featuring Heart of the Swarm. There will be a period of experimenting, a lot of new crazy strategies, all-ins and new solid macro-builds. Additionally there will be a new ladder season, where you can get an edge by using the builds the pros refined.
- You want to see your name on top of the contributer list.

Community
There is a starcraft 2 group for this thread. It's named
GSL Build Order Project.
You may want to join if at least one of the following is true:
- you want to meet other contributers of this thread
- you like to talk about seen VoDs
- you like to analyze games
- you want to talk about a really cool or really strange game you have seen
I will try to be there from time to time, too. Probably around 6-8pm (gmt +2) My SC-ID is Syen#341.
Announcement
If you already know which games you want to analyze, you can make a small post in this thread to avoid that someone else submits the same analyzed games. Please remember to announce which parts of the game you are analyzing, too.
Submitting
There are two possible ways. You can send me a pm or you can post directly in this thread. If you do the later please use spoilers. I will than add the game to the OP.
Content
You can submit a combination of build-orders, army compositions and game-plans of one or two players. You should however always include the game-ID, meaning which game you analyzed.
Point Value
You get 1 point for:
- army composition
- build-order
- game-plan
Since there are two players in each game you can gain a maximum of 6 points per game, 1 for each submitted part. Points have two uses. Firstly they are a score-keeping system to compare peoples contributions. Secondly they determine how many games I myself will analyze. Per two points you earn I will analyze one part of a game. (See “the Deal” above)
Format
- Use full description which game you analyzed (game-ID).
(Example: [Season 5 - Code S - Round of 16 - Group B - Match 3 - Set 1] [Prime]MarineKing vs [TSL]Symbol
or abbreviated [S5-S-16-B-M3-S1] [Prime]MarineKing vs [TSL]Symbol) - You should use a consistent notation. It would be easier for me if you use my proposed notation, but you don’t have to.
- Please use separators between each build-order step. Unfortunately line-breakings as separators do not help me at the moment, but you can use nearly any unique symbols. (example: ->,>>) Use + to connect build-order steps which are happening at the same time
- You do not have to include: coloring, square brackets, underscores, TLPD-ized names, TLPD-ized teams, a suggestion for build-order sorting. There are a lot of possibilities were you do not have to use parenthesis. However there are some cases were it would really help me if you would use those. (see below)
- You do not have to use lists
- If you write comments behind build-order steps, please put those in round brackets.
Format (optional)
+ Show Spoiler +
Underscores
You do not have to include underscores when Add-ons are constructed (example: use RaxT instead of Rax_T)
Square brackets
You do not have to use square brackets for locations. You can either write the location index directly after the building or parted with spaces. (example: use CC n or CCn instead of CC[n])
Round brackets
There are quite a lot of cases were you do not have to use parenthesis. If you are omitting round brackets, the timing has to be before build-order keywords and there has to be a separation space before the build-order part. (See example 1)
- A supply number before a build-order keyword with a space between those (example: 13 Rax)
- If you use a single word after an @ (example: @RaxT)
- This can be followed by a percentage number (example: @RaxT 50%)
- There can be 1st/2nd/3rd/4th/5th before this (examples: @2nd Rax 99% ,@2nd gas)
- If you use a ingame time with or without @ (example: @15:00, @9:36, 15:00, 9:36)
- @ followed by a quantitative upgrade (examples: @1/0, @1/1/0)
- A number followed by a ressource. There can be a space between those (examples: @100 gas, @50minerals)
- There can be 'next' before this (example: @next 100gas)
- Or 'total' behind this(example: @100minerals total)
Analysis Tips
General+ Show Spoiler +
How to analyze games?
Just watch the production-tab and write down when things are starting ignoring pylons, supply depots and units. If you want to analyze both build-orders, you will usually have to watch the first part of the VoD twice, once for each race. For army compositions you obviously can use the unit-tab additionally, which is used more often in the later stages of GSL games. Game-plans can for example be done after watching the game completely.
You can use a dual monitor setup, a tablet, watch in window mode or write everything down on paper or use something else that works for you.
Build-orders+ Show Spoiler +
How long should I keep track of build-orders?
My personal breaking point is about 10 ingame-minutes. Therefore the 10m00s or 10m at the end of build-orders which I analyzed. In most games this is about the point, where the 3rd base is getting operational for Terran and Protoss and the 4th for Zerg. After that general game-plans and which structures you should have, are most of the time more useful than a detailed build-order. Often times a lot of fights happen after that point anyway and the GSL observers set more emphasis on the unit-tab. Both make watching the production-tab really hard.
Gas Timings
Sometimes it's difficult to notice all gas-timings, especially if there are fights before 10m. What I like to do is to pause the game at 10m and check if my noted gases match the ones, which are taken on the minimap. Obviously this is only necessary if you noted less than 4 gas on 2bases or less than 6 on 3bases.
Units and build-orders
Sometimes it's important to mention what units to built and when. You can just add those to the normal build order flow. Additionally you can note when to start production of a certain unit type. (compare [S2-S-32-D-M3-S2] or [S2-S-32-C-M2-S2])
Army Compositions+ Show Spoiler +
Changing army compositions
There are some ways you can handle those. You can just add units which are added with a plus sign. (compare: [S2-S-32-A-M2-S1]). You can remove units which are no longer used in the army composition with a minus sign. (compare: [S2-S-32-D-M3-S2]) Or you can write out the new composition connecting units with + or / (compare: [S2-S-32-F-M3-S1]).
Unit numbers and army compositions
In some cases it may be interesting to know how many units of a given type have been built. Examples are
- the 1collosus → Templar Tech (compare [S2-S-32-C-M2-S2])
- how many hellions are built in the early game by Terran before they switch into bio (compare [S2-S-32-D-M4-S3])
- early game ling production of Zerg (compare [S2-S-32-D-M4-S1])
Optional Upgrades and army compositions
There are some upgrades that should be noted in the army composition. These are either upgrades, which aren't used regularly or which indicate a certain playstyle. Sometimes even the order of upgrades can make a notable difference in playstyles. This especially holds for blink or charge first in PvT. While the first often times indicates more collosus-heavy-play the later hints to more emphasis on HT-play. Then there is the possibility to play a style where you get templar-tech for feedback and archons but don't get storm for quite a while. (compare [S2-S-32-F-M3-S2])
- Charge, Blink, Burrow, Storm, Overlord Drop, Neural
Obligatory Upgrades and army compositions
Those should not be mentioned in the army composition. It's obvious that you will get those if you are using the corresponding units in your army composition. Examples are:
- stim, shields, shells, ling speed, bane speed, roach speed, hydra range, …
Protoss+ Show Spoiler +
Core ambiguity
Since the addition of the Mothership-Core to the Protoss arsenal the description Core is unfortunately not unambiguous anymore. Therefore try to use CCore and MCore for Cypercore and Mothership-Core respectively.
Mothership-Core Timing
Since there are a lot of possibilities when to get this exactly, mothership-core should be mentioned in build-orders (compare [S2-S-32-F-M5-S1])
Early Gateway production
If you want to decide if a Protoss player is playing aggressive in the early game or defensive, there are a few indicators. Most notably chronoboost, but that one is near impossible to catch when analyzing from VoDs. Therefore we have to look at how many and which units are produced out of the first gateway, before expand or further teching. This helps in identifying if the Protoss puts on pressure in the early game or how greedy he expands. (compare [S2-S-32-F-M5-S1])
Terran+ Show Spoiler +
CC landing timings
Often times CCs are built in the Terran main and are only later flown to their expansion place. Since the exact moment when to take a 3rd determines when there is an income spike, which is necessary for the build-order to work, those moments should be noted.
Add-ons and corresponding structures
Since there is no note in the production-tab that indicates to which structures add-ons are added, there is no easy way to determine the building type, on which it is constructed. But there are some techniques that can help you in identifying the building type.
- If you keep track of which production buildings were constructed until this point and there is only one type, than you can be sure. (compare [S2-S-32-A-M2-S3])
- Secondly if you know that a Tech-Lab is researching an upgrade, you know that it is tied to the corresponding building and that this building is not constructing an add-on. (compare: [S2-S-32-F-M4-S1])
- You can look at unit production. For example if there is only one factory and it is producing hellions, it obviously can't construct an add-on.
- The production-tab gives additional information, if the same add-on type is constructed on different production buildings. In this case there will be two separated add-on symbols. This can help in excluding a building-type.
When to mention add-ons
Those should be mentioned in the build-order exactly at the moment were they are constructed and are not merely a note what future add-ons a building will have. This is the case because otherwise there would be no way to decide, if for example you should get stim first in a TvP or if you should get the add-ons first.
Comparison between add-on and production building notation
2Rax means there are 2 Barracks constructed, Rax4T2R means there are 4 tech-labs and 2 reactors constructed at bare raxes. Add-on quantities are always noted directly before the add-on abbreviation, building-quantities are noted before the building abbreviation.
Cases like +2RaxT are not used in this notation to avoid confusion, even though they would be unambiguous (+2RaxT means +2Rax+RaxT), but one could in theory think this would mean that there are 2Techlabs constructed on Raxes which is not the case.
Zerg+ Show Spoiler +
Queen number
Queens are very important for Zerg, while some conclusions can be drawn from gas timings its really hard to know the exact number you should build in the early game if those are not noted in the analysis
Unit production
As far as possible unit production should be noted in the early game, since its so important for Zerg to balance between drone and unit production. You do not have to use exact numbers if a lot of units are produced. (compare [S2-S-32-D-M4-S1])
Example of a submitted game (6 points)
This game is from GSL 2012 S5 in case you were wondering.
Game ID (mandatory): [S5-S-32-B-M2-S1] [StarTale]Hack vs [IM]Happy
+ Show Spoiler +
Army composition - player A (1 point):
->marines->+hellions->+1 banshee->-marines-> 1Raven->+tanks->+vikings-> blue flame-> - raven-> +ravens->+thors->+ scv
Army composition - player B (1 point):
->marines-> +marauders+medivacs-> conc shells-> +vikings->+banshees-> +battle cruiser-> - banshees->+yamato cannon
Opening build order - player A (1 point):
->gas->13 Rax->Fac+OC->RaxT->port->CCn+R->+gas->+CCm-> +2Facs->bunker+OC->OC+Fac2T-> +gas->chaos->+gas+siege->10m
Opening build-order - player B (1 point):
->CCm->15Rax->+Rax->2OCs->+Rax->+gas->RaxT+bunker-> shields->ebay->Fac->chaos->+1/0->Port+FacR-> +Rax2R+gas->stim->CC natural->+Rax->RaxT->10m
Gameplan - player A (1 point):
Use hellions for scouting the map. Hit with banshee 3 hellions and 4 marines @6min 40s. Don't overcommit and remember spreading against the hellions
Gameplan - player B (1 point):
Play defensively in the early game. Move-out @8min10s when the banshees are no longer a threat. Be careful with committing
Winner
Happy
Map
Daybreak
Gamelength (ingame)
00:24:38
Short Description
+ Show Spoiler +
Build Order Step Formating
Build Orders a listed in the following way:
- Build Order step 1
- Build Order step 2
- …
Color
Red == army production buildings
Blue == unlocking unit tech
Green == upgrade research
General Building Format
(optional supply number) {quantity}{building name}_{add-on slot 1}_{add-on slot 2}[location]
{} curved brackets are only used here to increase clearness and will not be used in the descriptions below.
Examples:
(11 11) 2Rax[p] == 2 new barracks are built at 11 supply in a proxy location
Rax_3T_R == 3 tech-labs and 1 reactor are added to barracks
(14) CC[n] == 1 command center is built at 14 supply at the natural
Fac_R+Port == 1 starport is built and simultaneously a reactor on a factory is built
Special Cases:
Rax->(1d) CC[n] == depot->Rax->CC[n]
Rax->(2d) CC[m] == depot->Rax->depot->CC[m]
General Upgrade Format
1/2a == Air Upgrades for P, T, Z (Weapon / Armor)
2/1/0 == Ground Upgrades for P (Weapon / Armor / Shield)
1/2 == Infantry Upgrades for T (Weapon / Armor)
2/0m == Mech Upgrades for T (Weapon / Armor)
2/1/0 == Ground Upgrades for Z (Melee / Ranged / Armor)
Keywords
Cancel == Last built structure was canceled
Cancel Rax == A Barracks was canceled
Chaos == The planed build order is interrupted. This can for example be due to a necessary worker-pull to defend or by loosing workers to harassment.
End == If this appears at the end of Build Orders, this means that the game did end before 10 ingame minutes.
10m == Indicates that the Build Order represents only the first 10 ingame minutes and that the game continues afterwards.
List of all abbreviations
+ Show Spoiler +
units+ Show Spoiler +
Protoss:
zealot, stalker, sentry, DT, HT, MCore (Mothership Core), collosus, Immo (Immortal), warp prism, phoenix, oracle, voidray, carrier, tempest
Terran:
marine, marauder, reaper, ghost, hellion, mine, tank, thor, medivac, viking, banshee, raven, BC
Zerg:
OV (overlord), ling, bane, roach, muta, corruptor, infestor, swarm host, hydra, viper, ultra, broodlord
buildings+ Show Spoiler +
Protoss:
Archiv, Cannon, CCore, Fleet Beacon, Forge, Gate, Nexus, Robo, Robo Bay, Shrine, Star Gate, Twilight
Terran:
Academy, Armory, bunker, CC, Depot, Ebay, Fac, Fusion Core, OC, PF, Port, Rax, Sensor, Turret
Zerg:
Bane Nest, Evo, Gr Spire (Greater Spire), Hatch, Hive, Hydra Den, Inf Pit (Infestation Pit), Lair, Nydus, Pool, Roach Warren, Spine, Spire, Spore, Ultra Cavern
qualitative upgrade research+ Show Spoiler +
Protoss:
blink, charge, hallu, (collosus) range, storm, WT (Warp Tech)
Terran:
BF(Blue Flame), cloak, shells (concussive shells), cloak (Banshee cloak), fake cloak (canceled Banshee cloak), ghost cloak, shields, stim, drilling claws
Zerg:
burrow, bane speed, neural parasite, roach burrow, roach speed, speed (ling speed)
numerical upgrade research+ Show Spoiler +
General:
1/2a == +1 air weapons, +2 air armor is upgraded
Protoss:
2/1/0 == +2 ground weapons, +1 ground armor, +0 shields is upgraded
Terran:
2/1 == +2 infantry weapons, +1 infantry armor is upgraded
2/1m == +2 mech weapons, +1 mech armor is upgraded
Zerg:
2/1/0 == +2 melee weapons, +1 ranged weapons, +0 armor is upgraded
color+ Show Spoiler +
General:
- Red = army production buildings
- Blue = unlocking unit tech
- Green = upgrade research
Protoss:
- gate, robo, stargate
- core, twilight, shrine, archive, robo bay
- charge, blink, storm, WT
Terran:
- Fac, Port, Rax
- RaxT, PortR, fusion core
- stim, shields, shells, BF (blue flame), yamato
Zerg:
- hatch, lair, hive
- Bane Nest, Gr Spire, Hydra Den, Inf Pit (Infestation Pit), Pool, Roach Warren, Spire, Ultra Cavern
- speed, roach burrow
simultaneously constructed structures of different type+ Show Spoiler +
General:
- listed in same line
- separated by a plus sign
simultaneously constructed structures of the same type+ Show Spoiler +
General:
- right before constructed building or add-on
- colored
- no brackets
Examples:
Stand-alone buildings: 3Rax, 4Gate, 2Hatch
Add-ons: Rax_2T, Rax_T, Rax_4R, Rax_T_R,Rax_2R_4T
supply numbers+ Show Spoiler +
General:
- before complete build order part
- parted with space
- no color
- parenthesis
(14) Gate, (15 16) 2Rax, (17) Hatch
timings+ Show Spoiler +
General:
- before complete build order part
- parted with space
- no color
- parenthesis
- @ before ingame-time, finished building, trained unit, minerals or gas mined
(3rd gas @90%), (7:59), (@100 gas), (@reaper), (@Rax_T)
comments+ Show Spoiler +
General:
- after complete build order part
- parted with space
- no color
- parenthesis
FacR (swap with starport), gas (pullout after first 100gas), ebay (probably a mistake)
location+ Show Spoiler +
General:
- at the end of a build-order part
- in square brackets
- no color
CC[m] == CC built in main,
CC[n] == CC built at natural,
Nexus[3rd] == nexus built at the 3rd mining base.
Rax[Maka] == a defensively placed barracks which isn’t in the main base but for example at the natural or third of the Terran.
Rax[Proxy] == proxy Barracks is built somewhere on the map, offensively used.
bunker[Off] == an offensively placed bunker.
bunker[Def] == a defensively placed bunker.
bunker == a defensively placed bunker.
number of depots before CC+ Show Spoiler +
General:
- before complete build order part
- parted with space
- no color
- parenthesis
- followed by a d for depot
Examples:
Rax->(1d) CC[n] == depot->Rax->CC[n]
Rax->(2d) CC[m] == depot->Rax->depot->CC[m]
Example Build-Order
+ Show Spoiler +
- [start]
- (12 13) Rax[maka]
- OC
- bunker[off]
- CC[n]
- CC[m]
- 2gas+OC
- Rax
- 2gas
- Rax_T_R
- OC
- 2ebay
- stim
- Rax
- bunker
- 1/1
- Fac
- Rax_R
- Rax
- [10m00s]
Below you find the list of games which were already analyzed. Besides army composition and Build Order for the first 10 minutes, you will find the winner of the set, the map and the ingame time when the loser gg-ed.
Sorted by Appearance (41)
You will find the actual analysis here.
+ Show Spoiler +
GSL Code S:
[32-Group-A](7) + Show Spoiler +
[S2-S-32-A-M1-S1](6/6)
Unit compositions+ Show Spoiler +
Build-Order
- (15) Hatch
- (16) gas (rally 15 drone to gas)
- (16) Pool
- (17) Overlord
- 2xQueen + 2 lings
- (26) Overlord
- Ling Speed
- Bane Nest
- drone to (42)(2 additional lings when scouting lings died)
- (42)(6:00) 2nd gas +Lair
- (@2nd gas 75%) 3rd + 4th gas
- (@Scouted ling aggression) +2 banes + Spine + ling production
- (@ lair) Spire
- (@ aggression held) drone to (50) drones
- (8:35) take Hatch[3rd]
- 0/1a + muta + ling
- 2nd air armour before attack !!
Build-Order
- (15) Hatch
- (16) gas
- (15) Pool
- (16) Overlord
- (17) 2xQueen + 2 lings
- Ling Speed
- Bane Nest
- 2 lings
- (28) Overlord
- (35) 4 lings
- (45) 2 banes
- Mass lings
- (6:30) 2nd gas
- (@2nd gas) 3rd gas + 4th gas
- (45) drones++
- (48)(6:48) Lair
- Spire
- (63)(9:15) take Hatch[3rd]
- 0/1a + muta
Gameplan
Fast expand while using very few lings to consistently poke scout. Drone heavily until aggression is scouted and take early lair ( 6:00 ) , take 3rd when aggression is held and use superior economy to win muta game. Go for 2nd carapace before attack - a wise move if you don't engage in the time delta between the tier 2 time and tier 1 time, as expected this led to initially defensive muta positioning. Constantly use ling backstabs.
Gameplan
Fast expand and go for ling/bane aggression off two base on 6:00. Not as an all-in, taking gases and lair and droning behind the poke. Go into muta / ling. In this game the aggression was held with insufficient damage leading to an earlier lair and 3rd by opponent. Attempt to rebalance by taking a very early 4th.
Winner+ Show Spoiler +
Map: Star Station
Gamelength (ingame): 00:21:50
[S2-S-32-A-M2-S1](4/6)
Unit Compositions + Show Spoiler +
Build-Order
- (12) Rax
- (12) gas
- OC
- 1 reaper
- (@100 total) pull out of gas
- (17) CC[n]+Rax_R
- (18) depot
- (19) Rax + bunker[n]
- (@just before 2nd rax finishes) put back in gas
- Rax_T+OC
- Stim (asap)
- (@100gas) Fac+2nd gas+ebay
- 2bunkers
- (@ebay) 3rd gas
- 1/0
- cancel bunkers
- (@Fac) Port+Fac_R(swap with Port) +Rax +4th gas
- (@Port) +2Rax
- Rax_T+Shield
- Rax_T_R
- 10m
- Third CC when you can afford it
- get +1/1 when +1/0 finish
The end result is 3 OC's 5 rax (3 techlab 2 reactor) , 1 unused Fac, and 1 Port (reactor)
Game-plan
Small harass/attack with first 2 medivacs. At ~170 supply pull scv's and push.
Winner+ Show Spoiler +
Map: Daybreak
Gamelength (ingame): ~00:15:30
[S2-S-32-A-M2-S2](4/6)
Unit Compositions + Show Spoiler +
Build-Order
- (12) Rax
- (12) gas
- OC
- 1 reaper
- (@100 total) pull out of gas
- (17) CC[n]+Rax_R
- (18) depot
- (19) Rax + bunker[n]
- (@Just before 2nd rax finishes) put back in gas
- Rax_T+OC
- Rax
- Stim
- (@100gas) Fac+2nd gas+ebay
- (@ebay) 3rd gas
- 1/0
- (@Fac) Port+Fac_R(swap with Port) +4th gas
- (@Port) +2Rax
- Rax_T
- 10m
- Third CC when you can afford it
- (@1/0) +1/1
The end result is 3 OC's 5 rax (3 techlab 2 reactor) , 1 unused Fac, and 1 Port (reactor)
Game-plan
Small harass/attack with first 2 medivacs. At ~170 supply pull scv's and push.
Winner+ Show Spoiler +
Map: Star Station
Gamelength (ingame): ~15m
[S2-S-32-A-M2-S3](4/6)
Unit Compositions + Show Spoiler +
Build-Order
- (12) Rax
- OC
- (16) CC[n]
- bunker[off]
- (@2nd marine)(~21) +2Rax
- bunker[def]
- OC
- (2nd Rax (@50) %) gas
- Rax_T
- (@RaxT) 2nd gas +ebay
- Stim (asap)
- turret
- bunker
- Fac+3rd gas
- +1/0
- (@Fac) Port+Fac_R+2Rax
- 4th gas
- Rax_T_R
- Shield
- CC[n]
- Rax_T_R+Shells
- 10m
- +1/1
The end result is 3 OC's 5 rax (3 techlab 2 reactor) , 1 unused Fac, and 1 Port (reactor)
Game-plan
Push/poke/harass with first 2 medivacs. Pull SCV's at ~170 food for big push
[S2-S-32-A-M5-S1](3/6)
Unit compositions+ Show Spoiler +
Build-Order
- (12) Rax
- (12) gas (pullout after first 100gas)
- OC
- CC+Rax_R
- Rax
- bunker
- Rax_T+OC
- Stim
- ebay
- gas
- Fac
- gas
- turret
- 1/0
- 2bunkers+Port
- bunker
- Fac_R
- bunker
- Shells
- Rax
- CC[n]
- 2Rax
- gas
- [10m]
Winner+ Show Spoiler +
Map: Whirlwind
Gamelength (ingame): ~ 00:20:00
[S2-S-32-A-M5-S2](3/6)
Unit Compositions + Show Spoiler +
Build-Order
- (11) Rax
- (12) gas (pullout after first 100gas)
- OC
- CC[n] +Rax_R
- Rax
- bunker
- put scvs back in gas
- Rax_T
- OC
- ebay (probably an error)
- gas
- Fac
- ebay
- gas
- Port+Fac_R+Rax
- gas
- 2Rax
- Stim
- 2bunkers
- +2bunkers
- 1/0
- chaos
- [10m]
Winner+ Show Spoiler +
Map: Akilon Wastes
Gamelength (ingame): 00:12:05
[S2-S-32-A-M5-S3](3/6)
Unit Compositions+ Show Spoiler +
Build-Order
- (12) Rax
- (12) gas (pullout after first 100gas)
- OC
- CC[n]
- depot
- Rax_R
- Rax
- fill gas
- OC
- bunker
- Rax_T
- Stim
- gas+Fac
- ebay
- gas
- Port+Fac_R
- bunker
- turret
- Rax
- chaos
- bunker
- 1/0
- Shield
- 10m
Winner+ Show Spoiler +
Map: Daybreak
Gamelength (ingame): 00:18:35
[32-Group-B](5)+ Show Spoiler +
[S2-S-32-B-M1-S1](6/6)
Unit Compositions+ Show Spoiler +
Build-order
- Only first few pylons and units are listed.
- pylon
- Gate
- gas
- gas
- pylon
- Ccore
- zealot
- pylon
- stalker
- Twilight
- Gate
- sentry
- Dt Shrine
- Gate
- nexus[n]
- Blink
- Robo
- 2Stargate
- nexus[3rd]
- Charge
- Robo Bay
- forge
- +1/0/0
- Robo
- Collosus Range
Build-order
- Only first few pylons and units are listed.
- pylon
- Gate
- gas
- pylon
- Ccore
- gas
- zealot
- pylon
- stalker
- Stargate
- 2Gate
- oracles
- nexus[n]
- Robo
- Robo Bay
- forge
- +1/0/0
- Collosus Range
- (canceled later)
- nexus[3rd]
- Twilight
- Blink
- 3Gate
- Ht Archives
- Dt Shrine
- +2/0/0
- Storm
- Charge
- 4Gate
Game-plan
Defend and harass with DTs. Get double stargate phoenix production. Suicide blink stalkers into his main to kill workers. Harass with phoenix while teching to colossus/void ray. Add on tempests. Slowly overwhelm him with a stronger army.
Game-plan
Do a Small Poke at the front to force
Winner:+ Show Spoiler +
Map: Red City
Gamelength (ingame): ~00:30:00
[S2-S-32-B-M1-S2](6/6)
Unit Compositions+ Show Spoiler +
Build-Order
- Pylon
- Gate
- Gas
- Pylon
- Ccore
- Gas
- Gate
- Stalker
- Pylon
- Stalker
- Stalker
- Mothership Core
- Sentry
- Sentry
- Robo (canceled)
- Nexus (canceled)
- Twilight
- Dt Shrine
- Gate
- Gate
- Gate
Build-Order
- Pylon
- Gate
- Gas
- Pylon
- Ccore
- Gas
- Zealot
- Pylon
- Stalker
- Stargate
- Stalker
- Gate
- Gate
- Oracle
- Nexus
- Robo
- Robo Bay
game-plan
- 2-gate Robo FE, use a DT Shrine to try and come back from falling way behind
game-plan
- Poke with units at the front while harassing with oracles at the back.
Winner:+ Show Spoiler +
Map: Daybreak
Gamelength (ingame): 00:12:26
[S2-S-32-B-M2-S1](3/6)
Unit Compositions+ Show Spoiler +
Build-Order
- (12) Rax
- (12) gas
- OC
- CC[n]
- Fac
- Rax_R
- CC[m]
- OC
- Rax_T
- OC
- gas
- Stim
- bunker
- 2ebay
- 1/1
- 2Rax
- Rax
- Port
- 2gas
- Fac_R+Rax
- bunker
- Rax_2R
- armory+Rax_R
- 10m
Winner:+ Show Spoiler +
Map: Bel'Shir Vestige
Gamelength (ingame): 27:51
[S2-S-32-B-M2-S2](3/6)
Unit Compositions+ Show Spoiler +
Build-Order
- CC[m]
- Rax
- gas
- OC
- bunker
- OC
- Fac
- Rax_R
- CC[m]
- Port
- gas
- Rax_T
- OC
- 2ebay
- 2Rax
- 2Rax+1/1
Winner:+ Show Spoiler +
Map: Whirlwind
Gamelength (ingame): 00:19:59
[S2-S-32-B-M3-S1](6/6)
Unit Compositions+ Show Spoiler +
Build-Order
- CC
- Rax
- Rax (lots of marines from these 2)
- OC
- Bunker
- Rax (constant marines)
- Gas
- Gas
- Rax_T
- Stim
- Fac
- Gas
- ebay
- Turret
- Rax_T
- Turret
- Rax_R
- +1/0
- Port
- Shield
- Shells
- +1/1
Build-Order
- Gate
- Gas
- Gas
- Ccore
- Nexus
- Mothership Core
- Warpgate
- Robo
- Twilight
- Stalker
- Warp Prism
- Dt Shrine
- Gate
- Sentry
- Gas
- Gas
- Forge
- Gate
- Gate
- Gate
- Gate
- +1/0/0
- Charge
- Gate
Game-plan
- Go CC first and defend; push out when first 2 medivacs finish
Game-plan
- Get fast DTs and a Warp Prism for early attack
Follow-up with lots of Gate and Rely on Counter Attacks to win
Winner:+ Show Spoiler +
Map: DF-Atlas
Gamelength (ingame): 00:14:15
[32-Group-C](2) + Show Spoiler +
[S2-S-32-C-M2-S1](6/6+3)
Unit Compositions+ Show Spoiler +
Build-Order
- Rax
- gas
- OC
- Rax_R
- CC[m]
- 2Rax
- bunker
- OC
- Rax_2T
- Stim
- gas
- Fac
- Shield
- Fac_R+Port
- ebay
- Shells
- gas
- chaos
- 10m
- +1/0 (attack)
- CC
Build-Order
- Gate
- Gas
- Gas
- Ccore
- Zealot
- Nexus
- Mothership Core
- Warpgate
- Stalker
- Robo
- Gas
- Gas
- Forge
- Twilight
- +1/0/0 (Attack)
- Gate
- Gate
- Dt Shrine
- Charge
- Gate
- Gate
- Gate
- Cannon
- +1/1/0 (Armor)
Nexus (canceled)
Game-plan
Push out when Medivacs finish to try and do damage, then just keep on applying pressure.
Game-plan
Do a slightly later but stronger economy DT drop with lots of gateways for defense.
Winner:+ Show Spoiler +
Map: StarStation
Gamelength (ingame): 00:14:33
[S2-S-32-C-M2-S2](4/6)
Unit compositions+ Show Spoiler +
- 1marine
- 1reaper
- mmm
- +ghosts+vikings
- Gate-units
- hallu warp prism
- +1collosus
- +Blink
- +immos
- +Charge
- +hts+Storms+archons
- +collosi
Build-Order
- Rax
- gas
- OC
- Rax_R+CC[n]
- bunker
- chaos
- OC
- CC[m]
- chaos
- 2Rax+ebay
- gas
- 1/0
- OC
- Fac
- Rax_2T
- gas
- gas
- 2turrets
- Fac_R+Port
- Stim+Shield
- 10m
Build-Order
- (12) Gate
- (14) gas
- (17) Ccore
- (17) gas
- zealot
- Mothership Core
- 2Stalkers
- Nexus[n]
- stalker
- Warp Tech+Robo
- 2sentries
- Twilight
- start observer production
- 2gas
- Nexus[3rd]
- forge
- Robo Bay
- 2Gate
- 0/1/0
- sentry
- 2Gate
- collosus
- zealot
- Blink
- 10m
Winner+ Show Spoiler +
Map: Bel'Shir Vestige
Gamelength (ingame): 00:20:25
[32-Group-D](5) + Show Spoiler +
[S2-S-32-D-M3-S1](3/6)
Unit Compositions+ Show Spoiler +
Build-Order
- CC[n]
- Rax
- gas
- OC
- OC
- Fac
- Rax_R
- CC[m]
- bunker
- Rax_T
- Stim
- 2ebay
- OC
- 3gas+1/0
- 2Rax
- Port+Fac_R
- 1/1
- 2Rax
- Rax_2R
- armory
- Rax_2R
- 10m
Winner:+ Show Spoiler +
Map: Whirlwind
Gamelength (ingame): 00:30:55
[S2-S-32-D-M3-S2](3/6)
Unit Compositions+ Show Spoiler +
Build-Order
- Rax
- gas
- OC
- 2Reapers
- CC[n]
- Fac
- Rax_R
- CC[m]
- Fac
- gas
- OC
- (@FacT) +1tank
- bunker
- start hellion production
- OC+Stim
- 2ebay
- 1/1
- 2gas
- 3Rax
- Port
- Shield
- armory
- 10m
Winner:+ Show Spoiler +
Map: Bel'Shir Vestige
Gamelength (ingame): 00:29:30
[S2-S-32-D-M3-S3](3/6)
Unit Compositions+ Show Spoiler +
Build-Order
- Rax
- gas
- OC
- 2Reapers
- CC[n]
- Fac
- Rax_R
- CC[m]
- Fac
- OC
- (@RaxR) +4marines
- (@FacT) +1tank
- gas
- chaos
- start hellion production
- Stim
- OC
- 2ebay
- 1/1
- 2gas
- 3Rax
- Port
- Shield
- Rax
- armory
- 10m
Winner:+ Show Spoiler +
Map: Akilon Wastes
Gamelength (ingame): 00:18:58
[S2-S-32-D-M4-S1](5/6)
Unit Compositions+ Show Spoiler +
Build-Order
- CC[m]
- (15) Rax
- gas
- OC
- bunker
- OC
- Fac+Rax_R
- gas
- Port
- CC[m]
- Rax_T
- Stim
- 2ebay
- 2gas
- OC
- 1/0
- Rax
- Rax
- bunker
- Shield
- Rax_2R
- 10m
Build-Order
- (15) Overlord
- (16) gas
- (16) Pool
- (16) Overlord
- (18) queen X 2
- Ling Speed + drones off gas
- (no lings)
- (25) Overlord
- (27) 2lings
- (32) 3rd queen + Overlord (@ 2nd queen)
- (44) 3rd Hatch + Overlord + 2nd gas (drones back on 1st gas)
- (50) Overlord + 3rd + 4th gas
- (6:45) Lair+2evo
- Bane Nest
- ++ Lings (34 lings then back to drones)
- +1/0/1 (Melee/Carpace)
- Bane Speed
- Drones
- (9:45) macro Hatch
- Burrow
- (11:30) MASS BANE ling attack with bane burrow!!
- take third behind constant ling/bane aggression
Game-plan
Exploit Whirlwind to open insanely greedy then go for a 2base ling+bane+burrow attack ( bane mines ) @ 11:30.
follow with relentless bane+ling aggression while taking 3rd. Then go muta+bane+ling.
Winner:+ Show Spoiler +
Map: Whirlwind
Gamelength (ingame):~00:40:00
[S2-S-32-D-M4-S3](5/6)
Unit Compositions+ Show Spoiler +
- 2reapers
- +6marines+1tank
- +6hellions
- 4M
- 1viking
- +vikings+ravens
- ling
- +Roach
- + nydus
- + bane
- + muta (> 20)
- + infestors (just 3? )
- + Broodlords (just 4)
- + tons of ling/bane + late game nydus play
- + Ultralisk
- Final comp: ling/bane/ultra/broodlord/infestor
- (~30:00)(56) lings 10muta 36banes 4broodlords 3corruptors 6ultras 3infestors 5queen
- (~40:00)(62) lings 5 broodlords 32banes 3 corruptors 4 ultras 9 infestors 5 queens
Build-Order
- Rax
- gas
- CC[n]
- Fac
- Rax_R
- CC[m]
- gas
- Rax_T
- OC
- bunker
- OC
- Stim
- 2ebay
- bunker
- Rax+1/1
- Rax
- chaos
- 10m
Build-Order
- (15) Hatch
- (16) gas
- (16) Pool
- (16) Overlord
- queen + 4 lings +Ling Speed+drones off gas
- (23) 2nd queen
- Micro drones and lings to avoid losing drones (make drones to spores if you have too) ;
- (26) Overlord
- (30) Overlord
- (speed (@75) %) drones back on gas
- (30) 8 lings
- >> (44) drones
- (44) Lair
- (44) Overlord
- 2nd gas
- (52) Overlord
- Roach Warren+ 3rd + 4th gas
- Overlord + ling to (63)
- 5 drones
- (7:45)(Roach Warren 95%) Nydus + 4 Overlord
- ROACHES
- (8:35) Nydus the main!
- Nydus failed nydus side
- Overlorderseer!
- More Roaches
- Nydus main again
- More Nydus!!
- More Nydus
- Terran falls to 1 base
- double evo + macro Hatch + 3rd + drones +Bane Nest
- (Roach Speed , Bane Speed, burrow, +1Melee/carpace)
- Spire
-
Gameplan Zerg:+ Show Spoiler +
Fast expand into quick lair for roach+nydus attack off 2base, get two overlords near Terrans base so you can nydus both main and expo. Even if inital nydus is killed keep attacking and nydusing both bases to stretch the terran out (make overlord into overseer to help with mines), in this game terran takes enough damage to transition to macro game ( falls to one base with many scv's lost ) so transition to 3base ling/bane/roach/muta mid game. Get burrow for bane mines and combine muta harass with nydus. Get a few infestors to help with medivac harasss and then a few corruptors. Go hive for broodlords ( Just 4 to clear mines ) then go for ling/bane/ultra/infestor.
Comment by IcemanAsi+ Show Spoiler +
This game was ASTOUNDING! The attack was completely scouted and initally looked completely held, but tenacious nydus attacks eventually wore the terran multitasking down to where he took enough damage to go mid game. Late game was an amazing zerg balanced composition focusing on ling/bane/ultra then later infestors with just a few corruptors and broodlords to handle speicalized threats (mines & drops ). Combined with astounding burrow play. Stunning stuff.
Winner:+ Show Spoiler +
Map: Akilon Wastes
Gamelength (ingame): ~00:45:00
[32-Group-E](6) + Show Spoiler +
[S2-S-32-E-M1-S1](6/6)
Unit Compositions+ Show Spoiler +
Build-Order
- (10) Pool
- (10) Gas
- (13) Bane Nest
Game-plan
Apply pressure with initial zerglings then follow with an all-in ling/baneling attack to win the game.
Game-plan
Build-Order
- (14) Hatch
- (16) Gas
- (16) Pool
- (17) Hatch Cancel
- 2Spines
Winner:+ Show Spoiler +
Map: Daybreak
Gamelength (ingame): 00:05:00
[S2-S-32-E-M1-S2](6/6)
Unit Compositions+ Show Spoiler +
Build-Order
- (10) Pool
- (10) Gas
- (16) Ling Speed
- (20) Bane Nest
- (27) Hatch
- (32) Roach Warren
Build-Order
- (10) Pool
- (10) Gas
- (14) Bane Nest
- (18) Ling Speed
- (23) Hatch
- (35) Extractor
- (42) Roach Warren
Game-plan
Apply early pressure and defend against early pressure with speedlings. Attempt to cause serious economic damage, then use the economy lead to build an army the opponent cannot afford to defend against.
Game-plan
Apply early pressure with lings and banelings in the hope of causing serious game-ending economic damage.
Winner:+ Show Spoiler +
Map: Akilon Wastes
Gamelength (ingame): 00:14:20
[S2-S-32-E-M3-S1](5/6)
Unit Compositions+ Show Spoiler +
Build-Order
- CC[m]
- (15) Rax
- gas
- 2OC
- Fac
- Rax_R
- CC[m]
- Fac
- start hellion production
- Rax_T
- gas
- Blue Flame
- bunker
- OC
- Rax_T
- ebay
- chaos
- end
Build-Order
- (15) Hatch
- (16) Pool
- (17) Overlord
- (19) queen x2 + 2 lings
- (25) Overlord
- (32)(@ Overlord) pop) 2gas
- (30)(@ queens) pop) 2queens
- (35) Overlord
- (@100 gas)(5:45) Lair
- 3rd gas
- (47)(@ 3rd gas (@90) %)(6:10) +Roach Warren
- (52) Overlord
- (52)(6:55) Double Evo - to help block entrance to base.
- (@ Lair) Nydus+Roach Speed+5 Overlords
- (nydus is constructed to the side of the main using Overlord creep drop to avoid scans!!!)
- (53) ROACHES++
- (7:59) Nydus in main
Game-plan
Fast expand into quick lair for roach+nydus attack off 2base. Deny scouting with queens.
A very clean and well timed version of the roach nydus all-in. I especially like the double gas at 4:35, great timing. And using creep drop to build the Nydus outside the scan area. Cool stuff.
Winner:+ Show Spoiler +
Map: Red City
Gamelength (ingame): 00:08:50
[S2-S-32-E-M3-S2](5/6)
Unit Compositions+ Show Spoiler +
Build-Order
- (12) Rax
- (12) gas
- OC
- 2reapers
- CC[n]
- Fac
- Rax_R
- CC[m]
- OC
- start hellion production
- Rax_T
- Stim
- OC
- 2Rax
- 2ebay+gas
- gas
- 1/1
- Rax_R
- Shield
- gas
- 2Rax
- 10m
Build-Order
- (15) Hatch
- (16) Pool
- (17) gas
- (17) Overlord
- *scout reaper
- (17) double queen + 8 lings
- Ling Speed
- 3rd queen
- (33) Overlord
- (42) Overlord
- (42)(6:10) Hatch[3rd]
- (46) 4th queen
- (52)(6:50) 2nd gas + retake 1st
- Spine Crawler
- (52) Overlord x 3
- (60) 5th queen??
- (60)(7:40) double evo
- (8:00) 3rd + 4th gas
- 1/0/1 (Melee/Carapace)
- Lair
- 5th + 6th gas
- Bane Nest
- Macro Hatch
- Lings
- Spire
Game-plan
Fast expand with a slight over production on lings to hold reapers then going into a quickish third ( 6:10) into ling/bane/muta mid and a quick transtion to Ultra/ling/bane with a little nydus use to send the ultras int terrans main.
Winner:+ Show Spoiler +
Map: Akilon Wastes
Gamelength (ingame): 00:18:00
[S2-S-32-E-M5-S1](3/6)
Unit Compositions+ Show Spoiler +
Build-Order
- (12) Rax
- (12) gas
- OC
- 2reapers
- CC[n]
- Fac
- Rax_R
- 2Rax
- OC
- Rax_T+start hellion production
- cancel 2Rax (after been scouted)
- CC[m]
- Stim
- gas+2ebay+bunker
- OC
- 1/1
- 2gas
- 2Rax
- Port
- Shield
- 2Rax
- armory
- Rax_R
- 10m
Winner:+ Show Spoiler +
Map: Bel'Shir Vestige
Gamelength (ingame): 00:24:45
[S2-S-32-E-M5-S2](3/6)
Unit Compositions+ Show Spoiler +
Build-Order
- Rax
- OC+1marine
- CC[n]
- gas
- chaos
- cancel CC[n]
- Rax
- cancel
- CC[m]
- 2Rax
- Rax_R
- Fac
- OC
- start marine production again
- bunker+Rax_T
- Shield
- start hellion production
- Rax_2R
- CC[m]
- gas
- Stim
- gas
- 10m
Winner:+ Show Spoiler +
Map: Star Station
Gamelength (ingame): 00:36:38
[32-Group-F](9) + Show Spoiler +
[S2-S-32-F-M1-S1](6/6)
Unit Compositions+ Show Spoiler +
- MMM (Marine/Marauder/Medivac) + 2-4 Vikings (for Collosi) + ghosts +scv-all-in
- Early Zealot/Sentry/MsC for Def.
- Scouting Observers
- Zealot/Sentry/Blink Stalkers/Collosi (4)
- +Charge+archons
Build-Order
- (15) CC[n]
- (16) 2Rax
- OC
- bunker
- OC
- (26) Rax
- (28) 2gas
- Rax_T
- (38) ebay
- (42) gas
- Stim
- (46) 1/0
- (50) Fac
- Rax_T_R
- (54)(7:25) CC[3rd]
- gas
- (62) Port+Fac_R(Swap w/ Port)
- (@stim) Shield
- OC
- 1/1
- 2Rax
- Shells
- 10m
- +...
- (110) Ebay
- (10:30) armory
- (12:30) add ghosts
Build-Order
- (16) Nexus
- (17) Gate
- (18) 2xGas
- (31) Mothership Core
- (36) Robo
- (45) 2xGas
- (48) 2xGate
- (57) 2xForge +Robo Bay
- 1/1 + (62) Twilight
- (70) 3xGate
- (@TCouncil Done) Blink +Collosus Range
- (Blink Done) Charge
- (12m00s) Nexus +Ht Archives
- Storm
Game-plan
Turtle in the early game then push out with 1/1, planning to hit right before storm is completed. Innovation pulls most of his SCVs with this push, making it all-in.
Game-plan
Stay very defensive early game, never venturing outside of base with anything but the initial Zealot and observers, while teching up and upgrading. Very heavy on observer spread and activity to always be aware of Terran movement. Would likely have pushed out once maxed with 2/2 and storm.
Winner:+ Show Spoiler +
Map: Whirlwind
Gamelength (ingame): ~00:18:00
[S2-S-32-F-M1-S2](6/6)
Unit Compositions+ Show Spoiler +
- 1reaper
- Marine/Medivac/Tank/1viking defense
- 1mine drop
- MMM+some tanks + 2 Vikings
- Blink stalker/MsC-All-in
- Gate/DT/warp prism
- +Charge+immortals
- +HTs+Storm
Build-Order
- (12) Rax
- (13) gas
- OC+1reaper
- Rax_R
- (18) CC[m]
- bunker[m]
- (22) Fac
- (28) gas
- OC
- Fac
- (32) Port
- bunker[m]
- start tank production
- chaos
- (9m00s) ebay
- Port_T
- 1/0
- 2Rax+turret
- 10m
- (10m) Ebay
- +...
- (11m00s) Stim+Shield
- (13m00s) +1/1
- Push (@ Stim) Completion
Build-Order
- (13) Gate
- (16) 2xGas
- (18) Stalker Prod. Start
- (21) Twilight
- (@TCouncil Finish) 2Gate +Blink
- (31) Mothership Core
- Push
- (9m30s) Nexus
- (10m) Robo +Dshrine
- (12m00s) Charge +Temparchive+3Gate
Game-plan
Get an early reaper to scout and react to opponent. Upon scouting early twilight council the game-plan becomes survival. Innovation immediately starts getting tanks and setting up 2 bunkers in base while producing marines. After defending the push, techs up a little then pushes with MMM before toss can get storms and recover.
Note: During the blink stalker attack he targets the MsC very quickly, removing high-ground vision and essentially ruining the push at that moment.
Game-plan
All-in push with blink stalkers to end the game quickly. When the push fails, goal is to survive long enough to get storms and recover. The crucial step to delay Terrans counter-push is to attack his main with a DT drops and warp-ins from a Warp prism
Winner:+ Show Spoiler +
Map: Star Station
Gamelength (ingame): 19:45
[S2-S-32-F-M1-S3](6/6)
Unit Compositions+ Show Spoiler +
- MMM
- + Pulled SCVs for defense
- +some vikings
- gateway-units
- 3 Collosus/GatewayUnits/MsC All-in
Build-Order
- (15) CC[n]
- (16) Rax
- (17) Rax
- OC
- OC
- (22) Rax
- (28) 2gas
- Rax_T
- (38) ebay
- gas
- Stim
- 1/0
- (50) Fac
- Rax_T_R
- (7:40) CC[3rd]
- gas
- (60) Port+Fac_R
- (64) armory
- (80) 2Rax
- (71) ebay
- OC
- (10:00) 2/1
- 10m
- +...
- Rax_2R
Build-Order
- (13) Gate
- (14) Gas
- (22) Nexus
- +Gas
- (35) Robo
- (40) 2Gas
- (48) RoboBay
- (50) 2Gate
- (62) 3Gate
- +Collosus Range
Game-plan
Survive. Hard to tell (for me at least) what the plan would have been if protoss hadn’t pushed.
Game-plan
6 Gate, 3 Collosus push before 1/1 complete for Terran. The push hit at about 10:30.
Winner:+ Show Spoiler +
Map: Daybreak
Gamelength (ingame): 00:12:15
[S2-S-32-F-M3-S1](6/6)
Unit Compositions+ Show Spoiler +
Build-Order
- (10) Depot
- (12) Gas
- (14) Rax[p]
- (16) Fac[p] +Rax_R[p]
- (22) WindowMine + Marines +Port
- bunker[m]
- (6:35) CC[m]
- (6:45) Fac_R(Rax Swap)
- Hellions
- (8:00) StarT
- Banshee
- 10m
Build-Order
- 9 Pylon
- (13) Gate
- (15) Gas
- (18) Ccore
- (@CCore) WarpResearch + Stalker
- (29) 2Gate+Gas
- (30) Robo
- (6:25) Nexus
- (8:20) Mothership Core
- (13:00) RoboBay +Twilight+ Forge
Game-plan
Early all-inish proxy window mine/marine push. When this is scouted and failes, continues to apply constant pressure through drops and frontal pokes. Keeps protoss turtled in base, denies 3rd and pushes in @2/2.
Game-plan
Defend the initial pressure, and continue to play defensive to deny the constant drops.
Winner:+ Show Spoiler +
Map: Bel’Shir Vestige LE
Gamelength (ingame): 00:24:10
[S2-S-32-F-M3-S2](6/6)
Unit Compositions+ Show Spoiler +
Build-Order
- (10) Depot
- (12) Rax
- (13) Gas
- 1Reaper
- (18) Rax_R
- (19) CC[n]
- (22) Fac
- bunker[n]
- (30) Port + WMines
- (32) Rax_T+Fac_R(Rax Swap)
- (41) Gas
- (7:20) Stim
- (8:20) 2Rax + Ebay
- (@Ebay) 1/0 +2Rax + 2Gas
- (9:00) CC[3rd]
- (9:30) Rax_T_R
- turret
- Port_R
- 10m
Build-Order
- 9 Pylon
- (13) Gate
- (15) Gas
- (18) Ccore
- (@CCore) WarpResearch + Stalker
- (4:30) Nexus
- (30) Gas + Mothership Core
- (32) Robo
- (37) 2Gate
- (47) 2Gas
- (7:30) 2Forge
- (9:00) RoboBay +1/1/0
- (9:30) Twilight
- 10m
Game-plan
Apply constant pressure with random hellion and marine drops. Poke the front to apply pressure and bait Photon Overcharge out @ Stim completion. Full all-in push before photon is back and 3 collosi is out.
Game-plan
Very standard opening, was likely planning a ¾ collosi push if hadn’t been kept on defensive.
Winner:+ Show Spoiler +
Map: Daybreak
Gamelength (ingame): 00:16:30
[S2-S-32-F-M4-S1](6/6)
Unit Compositions+ Show Spoiler +
- 1reaper
- 6Hellions
- +2WidowMines asap
- 4M (Marine/Medivac+WidowMine+Marauders (@17) m, when scouting ultras)
- Ling/Bane/Muta
- Burrow
- +ultras+1viper
Build-Order
- (10) Depot
- (12) Rax
- (13) Gas
- 1Reaper
- (19) CC[n] +Fac
- (20) Rax_R
- (22) CC[m]
- (@Factory) Fac_R(Rax Swap)
- hellions
- (28) Rax_T
- (@TechLab) Stim + Gas
- (7:20) 2Ebay
- (@Ebay) Fac_R+2Rax +bunker +1/1
- (8:50) 2Rax + 2Gas
- (9:00) Fac_R+Port
- (9:15) Shieldhield
- (9:40) Armory
- 10m
Build-Order
- 9 Overlord
- (14) Hatch
- (15) Pool
- (21) 2Queen
- (33) Queen
- (6:00) Hatch + 2Gas
- (36) Queen
- (50) Queen
- (7:00) 2Evo
- (7:30) Ling Speed
- (8:20) 1/0/1
- (8:50) Lair
- (9:15) Gas
- (9:40) Hatch + BaneNest + 2Gas
- 10m
Game-plan
Early 4 hellion + widow mine pressure in the natural, then apply constant pressure throughout the game while denying the 4th base. Get 5th base while containing zerg on 3. Slowly choke the zerg and cause even more damage by harassing the economy with drops.
Game-plan
Likely planned for early ling pressure into ling/bane/muta attack but was kept defensive the entire game.
Winner:+ Show Spoiler +
Map: Bel’Shir Vestige LE
Gamelength (ingame): 00:21:25
[S2-S-32-F-M4-S2](6/6)
Unit Compositions+ Show Spoiler +
- 2Reapers
- 6hellions
- Marine+Marauders (after scouting roaches) +WidowMines>4M (marauders (@20) , when scouting ultra tech)
- +SCV-all-in
- Ling/Roach-All-in
- Ling/Bane/Roach
- Ling/Bane/Muta
- Burrow
Build-Order
- 10 Depot
- (12) Rax + Gas
- 2Reapers
- (20) CC[n] +Fac
- (20) Rax_R
- (24) CC[m]
- (5:30) Fac_R(Rax Swap)
- (6:00) Rax_T
- (@TechLab) Stim
- 2bunkers
- (8:15) 2Ebay + Gas
- (8:50) 2Rax +Fac_R
- (9:15) 1/1 +2Rax + 2Gas
- Fac_R+Port10m
Build-Order
- 9 Overlord
- (15) Hatch
- (16) Pool+ Gas
- (@Pool) 2Queen +Ling Speed
- (32) RoachWarren
- (7:15) Hatch
- (8:20) 3Gas + Queen
- (9:10) 2Evo +Lair
- (9:50) Hatch +1/0/1 + Queen
- 10m
Game-plan
Scout with early reaper, then into macro game. Occasional pressure via drops, take out the 3rd and all-in with scv’s @ 3/3.
Game-plan
Early attack with ling/bane/roach into ling/bane/muta.
Winner:+ Show Spoiler +
Map: Akilon Wastes
Gamelength (ingame): 00:20:00
[S2-S-32-F-M5-S1](4/6)
Unit compositions+ Show Spoiler +
Build-Order
- (12) gas
- (13) Rax
- OC
- Fac
- Port+2WM
- chaos
- CC[m]
- Rax_R
- Rax+bunker
- Rax
- Port_T+Fac
- gas
- OC
- Shield+Stim
- gas+Fac_R
- chaos
- end
Build-Order
- (10) Gate
- (10) gas
- Ccore
- zealot
- Mothership Core
- 2Stalker
- Warp Tech
- stalker
- gas
- Robo
- Nexus[n]
- chaos
- start observer production
- Gate
- Gate
- mass stalkers
- (9:30) start attack
- 10m
Winner+ Show Spoiler +
Map: DF-Atlas
Gamelength (ingame): 00:10:42
[S2-S-32-F-M5-S2](4/6)
Unit compositions+ Show Spoiler +
- 1reaper
- marine/mine/medivacs
- MMM
- +vikings
- +hellbats
- +scv-all-in
- Gate-units
- +collosi
- +Blink
- +Charge
Build-Order
- Rax
- gas
- OC
- 1reaper
- Rax_R
- CC[m]
- Fac
- OC+Port
- 2Rax
- 2gas
- bunker
- Fac+Port
- ebay
- Stim+Shield
- Fac_R
- 1/0
- 10m
- CC[3rd]
- +...
Build-Order
- (13) Gate
- (14) gas
- Ccore
- zealot
- Warp Tech
- Mothership Core
- Nexus[n]
- gas
- Robo
- sentry
- 2Gate
- start observers
- 2gas
- up to 6 stalkers
- 2forges
- Robo Bay
- 1/1/0
- 10m
- 2cannons+collosus+Twilight
- +...
Winner+ Show Spoiler +
Map: Akilon Wastes
Gamelength (ingame): ~00:18:00
[32-Group-G](1) + Show Spoiler +
[S2-S-32-G-M1-S1](5/6)
Unit Compositions+ Show Spoiler +
Build-Order
- (10) depot
- (12) Rax
- (12) gas
- (15) OC
- (15) 1Reaper
- depot
- Ebay[p] (block expansion)
- Rax_R
- (20) CC[m]
- 2Marine (continued)
- Bunker
- (25) Fac
- depot
- Mine (continued)
- OC
- CC[3rd]
- 2Rax
- 2Bunker
- Rax_2T
- OC
- 2Marauder
- (9:28)
Game-plan
Reaper harass FE into quick 3rd CC -> defend vs all-in.
Game-plan
4Gate Blink Stalker all-in.
Winner:+ Show Spoiler +
Map: Akilon Wastes
Gamelength (ingame): 00:09:28
[32-Group-H](5) + Show Spoiler +
[S2-S-32-H-M2-S1](5/6)
Unit Compositions+ Show Spoiler +
- 2 Marines
- 6 Hellions
- +2 Marines
- 4M (Widow Mines, Marines, Medivacs, add Marauders (@14) m)
- Ling/Queen/Spine
- Ling/Bane/Muta
Build-Order
- (14) CC[n]
- (16) Rax
- (17) Gas
- 2OC
- Bunker
- (22) Fac
- depot
- Rax_R(after 2 Marines, switch w/ Fac for 6 Hellions, then constant Widow Mine production)
- CC[m]
- gas
- Rax_T(after 2 more Marines)
- OC
- 2Ebay
- Stim
- 1/1
- (8:00) take 3rd
- 2Rax
- Bunker[3rd]
- 2gas
- Port
- 2Rax
- Rax_2R
- gas
- Armory (probably too late)
- Port_R
- 10m
Game-plan
Eco-heavy CC 1st into fast 3rd OC with reactor Hellion → Relentless Marine/Medivac/Widow Mine "rally push" with a few Marauders mixed in and double upgrades going. The goal of this push is to kill the 4th.
Game-plan
Fast 3rd → Ling/Bane/Muta midgame with double ups (melee) and muta attack ups → try to survive.
Winner:+ Show Spoiler +
Map: Bel'Shir Vestige
Gamelength (ingame): 00:19:32
[S2-S-32-H-M2-S2](5/6)
Unit Compositions+ Show Spoiler +
- 2 Marines
- 6 Hellions
- +2 Marines
- 4M (Widow Mines, Marines, Medivacs, add Marauders (13:30) m)
- Ling/Queen/Spine
- Ling/Bane/Muta
Build-Order
- (14) CC[m]
- (15) Rax
- (16) Gas
- 2OC
- Bunker
- (20) Fac
- depot
- Rax_R(after 2 Marines, switch w/ Fac for 6 Hellions, then constant Widow Mines production)
- CC[m]
- gas
- Rax_T
- Stim
- OC
- 2Ebay
- 2Rax
- 1/1
- 2Gas
- 2Rax
- Port
- Rax_2R
- Bunker
- (9:30) take 3rd
- Shield
- Armory
- Bunker
- gas
- Port_R
- Rax_R
- 10m
Game-plan
Eco-heavy CC 1st into fast 3rd OC with reactor Hellion, double bio upgrades → Marine/Medivac/Widow Mine push of 4th base → constant MMMW push and drops.
Game-plan
Fast 3rd → Ling/Bane/Muta midgame with double ups (melee) and muta attack ups → try to survive
Winner:+ Show Spoiler +
Map: Whirlwind
Gamelength (ingame): 19:03
[S2-S-32-H-M5-S1](3/6)
Unit compositions+ Show Spoiler +
Build-Order
- CC[m]
- gas
- Rax
- Fac+2OC
- Rax_R
- gas
- Port
- start hellions
- Rax_T+CC
- bunker
- 2ebay
- Stim+1/0
- OC
- 2Rax
- 2gas
- 1/1
- chaos
- Rax_2R
- 10m
Winner+ Show Spoiler +
Map: RedCity
Gamelength (ingame): ~00:33:00
[S2-S-32-H-M5-S2](3/6)
Unit compositions+ Show Spoiler +
Build-Order
- 8 Rax[proxy]
- 8 gas
- reapers
- off bunker
- OC
- CC[n]
- CC[m]
- end
Winner+ Show Spoiler +
Map: Akilon Wastes
Gamelength (ingame): 00:08:14
[S2-S-32-H-M5-S3](3/6)
Unit compositions+ Show Spoiler +
Build-Order
- (11) gas
- (13) Rax
- Fac
- OC
- Rax_R
- Port
- start hellions
- CC[m]
- armory
- gas
- OC
- Fac
- 1/0m
- gas
- lost
- gas
- Fac
- ebay
- 10m
Winner+ Show Spoiler +
Map: Whirlwind
Gamelength (ingame): 00:19:45
GSL Challenger League:
GSTL:
[Pennant Race-Week 2](1)+ Show Spoiler +
[S1-PR-W2-M2-S2](4/6+2)
Unit Compositions+ Show Spoiler +
Build-Order
- (9) supply
- (12) Rax (with walloff)
- (12) gas (must skip SCV for a few moments)
- (16) reaper+OC
- (16) supply
- (@reaper) Rax_T
- Go scout
- (18) CC (on low ground if you feel safe)
- (@RaxT) Stim +produce marines constantly
- (23) ebay
- (@ebay) +1/0 (attack)
- (26) +2Rax (as soon as you can afford it upon starting ebay)
- (@CC) 2nd OC
- (@next 100 minerals) supply depot (can use to help bunker on low ground)
- (@next 100 minerals) bunker (on low ground)
- 2nd gas (Saturate it)
- (@2nd and 3rd Rax) Rax_2R
- Should be at around 33/46 supply assuming no dead units.
- Float OC to natural
- (@100 gas) after reactors) Fac
- (@stim) Shield
- (@Fac) Fac_R+Port (right next to Fac)
- (@1/0) +1/1 (armor)
- 2nd bunker
- 2Rax
- Rax_2T(add marauders)
- +armory+Ebay (to start 2/2 if you wish. Be sure to get your 3rd and 4th gas for that.)
- Start making vikings if you plan on engaging the protoss at this time, or more medivacs if you want to keep prowling the map.
Game-plan
He takes map presence at this time (first medivacs) and then does a GODLY marine drop at 10:30 w/ 2 medivacs which kills 3 zealots, a collosus, and a few probes despite being scouted.
He picks up and boosts into the natural, while running up another 20 or so marines with the 3rd and 4th medivac to maul the units trying to run down the ramp. At this point he has done irreparable damage.
Build branches
- With this quick Ebay, you can add a turret with your bunker down at the nat, especially if you scout quick council (dark templars) . Keep the reaper alive as long as you can, don't worry about killing any probes really. The bunker at the nat is vital for holding off 1 gate Mothership Core aggression, so be sure to start that early if you suspect aggression. Look for any signs of aggression or tech.
ByuN kept his alive and kept scouting past the 8 minute mark. - Against Stargate openers, put your marines in your mineral line and run the scvs away if the marines all die. They might, as the oracle can kill at least 4 of them. However, it wont have much energy to kill any more scvs after that. Make a turret and rebuild your marine count. Consider an additional turret at the natural. Beware of void ray all ins, scout to see if they don't transition.
- Most terrans I've seen in the GSL doing a variation of this will generally add reactored Firebros to counter chargelots.
- Additionally, many have been following this up with an SCV all in with all but 20 of their scvs and with 2 to 4 firebats. If the SCVs connect with the stalkers and not the zealots, you're golden. Hellbats and your few added marauders being healed will hold the line against zealots really well. Without great storms and collosus focus firing, they tend to die to this. Try if if you like.
- Against anything that is not an FE from T/P or 3 base play from zerg, add bunkers and play defensive. Get a good arc to maximize the DPS of dem marines. They are very squishy at this point, as long as they don't melted they should vaporize most anything at this point with quick stim and +1.
Winner:+ Show Spoiler +
Map: Bel'Shir Vestige
Gamelength (ingame): 00:12:30
Sorted by Build Order (83)
This is just an overview. Not all the games you find here were actually analyzed. A star indicates further analysis, which you can find above in the section 'Sorted by Appearance'.
+ Show Spoiler +
Protoss (10/74):
PvP (4)+ Show Spoiler +
PvT (6)+ Show Spoiler +
1) All-Ins (1)+ Show Spoiler +
2) Fast-Expand (5)+ Show Spoiler +
a) FE →DT drop (3)+ Show Spoiler +
b) FE →8 gate + charge + 1/1 (1)+ Show Spoiler +
c) 1 Collosi → HT chargelot (1)+ Show Spoiler +
PvZ
Terran (64/106):
TvP (23)+ Show Spoiler +
1) All-Ins (1) + Show Spoiler +
2) 111-Expand (1) + Show Spoiler +
3) Fast Expand (17)+ Show Spoiler +
a) FE → 3Rax (8)+ Show Spoiler +
i) CC first → 2Rax (3)+ Show Spoiler +
[S2-S-32-B-M3-S1]
[S2-S-32-C-M2-S3]
[S2-S-32-F-M1-S1]
ii) 1Marine gas-less FE (2)+ Show Spoiler +
iii) Reaper FE →RaxR (2)+ Show Spoiler +
iv) RaxR → 2Reapers (1)+ Show Spoiler +
b) FE → 211 (4)+ Show Spoiler +
c) FE → 111 (5)+ Show Spoiler +
i) 1Reaper FE → RaxR (5)+ Show Spoiler +
[S2-S-32-E-M2-S2]
[S2-S-32-E-M2-S3]
[S2-S-32-F-M1-S2]
[S2-S-32-F-M3-S2]
[S2-S-32-F-M5-S2]
4) Fast 3CC (4)+ Show Spoiler +
a) FE → 3Rax (1)+ Show Spoiler +
b) FE->211->CC->311+ Show Spoiler +
c) FE->110->CC->310+ Show Spoiler +
TvT (6)+ Show Spoiler +
1)All-Ins
2)111 Expand
3)Fast Expand (4)+ Show Spoiler +
a)CC → 111 (3)+ Show Spoiler +
i) 1marine 1Reaper FE → RaxR (1)+ Show Spoiler +
ii) 1marine 1Reaper FE → Fac (2)+ Show Spoiler +
b) CC → 3Rax (1)+ Show Spoiler +
4 Fast 3CC (1)+ Show Spoiler +
5)Failed Builds (1)+ Show Spoiler +
TvZ (35)+ Show Spoiler +
1)All-Ins (4)+ Show Spoiler +
a)Reaper All-Ins (4)+ Show Spoiler +
2)Fast Expand (7) + Show Spoiler +
a) combat-shield marine hellion pressure (1)+ Show Spoiler +
b) Hellion+hellbatdrop aggression (4)+ Show Spoiler +
c) Hellion+hellbat-drop+banshee aggression (1)+ Show Spoiler +
d) Hellion FE → Marine Tank Medivac (1)+ Show Spoiler +
3)Fast 3CC (24)+ Show Spoiler +
a) Hellion 3CC-Build (13)+ Show Spoiler +
i) CC first → Fac (5)+ Show Spoiler +
[S2-S-32-D-M3-S1]
[S2-S-32-H-M2-S1]
[S2-S-32-H-M2-S2]
[S2-S-32-H-M3-S1]
[S2-S-32-H-M3-S2]
ii) 1Reaper FE → Fac (2)+ Show Spoiler +
iii) 1Marine 1Reaper FE → Fac (1)+ Show Spoiler +
iv) 1Reaper FE → 2nd reaper → Fac (1)+ Show Spoiler +
v) 2Reaper FE → Fac (4)+ Show Spoiler +
b) 1Tank Hellion 3CC-Build (5)+ Show Spoiler +
c) 1Tank BF-Hellion 3CC Build (1)+ Show Spoiler +
d) Hellion Drop 3CC-Build (3)+ Show Spoiler +
e) BF-Hellion 3CC-Build (2)+ Show Spoiler +
i) CC first → Fac (1)+ Show Spoiler +
ii) 1Marine gas-less FE → 1gas → CC[m] → Fac (1)+ Show Spoiler +
Zerg (9/120):
ZvP
ZvT (7)+ Show Spoiler +
1)All-Ins (3)+ Show Spoiler +
a)Nydus-Roach-Ling-All-In (1)+ Show Spoiler +
b)2Base-Nydus-Roach-Queen-All-In (1)+ Show Spoiler +
c)3Base Speed Roach All-In (1)+ Show Spoiler +
2)Aggression (4)+ Show Spoiler +
a)10 Pool (1)+ Show Spoiler +
c)ling roach pressure (1)+ Show Spoiler +
c)3 Base Ling Bane Aggression (1)+ Show Spoiler +
ZvZ (2)+ Show Spoiler +
Q1: Where can I watch the games?
You can find the games at:
http://www.gomtv.net
Look for WCS KR Season 1. But you will probably need to get a ticket.
There are only 2 ways to watch GSL for free
- For Code S and Up&Downs only the first set of the day is free. This means that in GSL Group stage you can watch about 1/15 of all games for free and in the later rounds about 1/5. For Code A the first set of every game is free (1/3). You can however not watch complete matches for free without a ticket.
- The live streams are free up to HD quality
Q2: How do I gather the data?
All of the information is gathered by watching GSL VoDs and observing the Production- or Army-Tab while watching the game. I use a Dual monitor setup so that I can easily type while watching GSL in fullscreen. In TvZ and TvP I only observe the Terran Production-Tab but both Players army compositions; in TvT I observe both Players Production- and Army-Tab. I try to type everything without pausing to be maximally efficient, but sometimes in TvT this is not quite possible.
Since I’m just watching VoDs it can happen that the production-tab is not open for quite a while, but this mostly happens after 10 minutes. If it still occurs often times it is possible to reconstruct what was built between this period, by rewatching, because most buildings and upgrades take quite some time to finish. Alternatively I can use the Korean stream, which has a different observer.
Q3: Why only GSL games?
It is widely accepted that Korean Players are the best out there. If I want to mimic a progamer I would want to pick a Korean. I’m not using OSL, Proleague or smaller leagues because I own a GSL-ticket and the VoDs are easily accessible. Aside from that Code S still has the hardest competition out there in my opinion.
Q4: Why do I use 10 ingame minutes as a breaking point?
This is more or less arbitrary. I don’t capture full games because in the later stages of the game there is more action all over the place and more buildings are constructed. Hence it is way harder to follow the production-tab. Furthermore in the later stages of the game the GSL observers set more focus on the army-tab. Finally often times Build Orders aren’t that relevant in the later stages of the game anyway, because you have to adapt how your opponent is playing and the general macro gets worse. For these stages of the game I find it more useful to have general game plans. For example how many Barracks and which army composition do I want to have.
Obviously I could have used ingame timings like for example the 100 supply mark or when the 4th CC is built, but I found it easier to just pick an arbitrary time. If you want to use a specific build-order for your own ladder games, those 10 minutes are enough to pick interesting ones and you can use the VoD to refine the later stages of the build-order.
Which formatting is the most helpful?
+ Show Spoiler +
Timings related to ressources: (@100gas) Port, (@next 150 minerals) Rax, (@100gas total) Fac (1)
Abbreviations: Rax,Gate,Spire (0)
Coloring: [red]Rax[/red], [blue]infestation pit[/blue] [green]charge[/green] (0)
Add-ons: Port_T, Fac_2R, Rax_4R_2T (0)
Locations: Hatch[3rd], bunker[off], Rax[proxy], CC[m] (0)
Total number of structures: 2nd gas (0)
Ingame-timings: (7:00) land CC at 3rd (0)
Timings related to buildings: (@Rax 50%) ebay (0)
Timings related to upgrades: (@Stim 100%) shields (0)
Upgrade formatting: 1/0/1, 1/0, 2/1a, 2/2m (0)
2 total votes
Your vote: Which formatting is the most helpful?
(Vote): Abbreviations: Rax,Gate,Spire
(Vote): Coloring: [red]Rax[/red], [blue]infestation pit[/blue] [green]charge[/green]
(Vote): Add-ons: Port_T, Fac_2R, Rax_4R_2T
(Vote): Locations: Hatch[3rd], bunker[off], Rax[proxy], CC[m]
(Vote): Total number of structures: 2nd gas
(Vote): Supply-numbers: (12) Rax
(Vote): Ingame-timings: (7:00) land CC at 3rd
(Vote): Timings related to buildings: (@Rax 50%) ebay
(Vote): Timings related to upgrades: (@Stim 100%) shields
(Vote): Timings related to ressources: (@100gas) Port, (@next 150 minerals) Rax, (@100gas total) Fac
(Vote): Upgrade formatting: 1/0/1, 1/0, 2/1a, 2/2m
Which formatting should definitely be improved?
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Timings related to ressources: (@100gas) Port, (@next 150 minerals) Rax, (@100gas total) Fac (1)
Abbreviations: Rax,Gate,Spire (0)
Coloring: [red]Rax[/red], [blue]infestation pit[/blue] [green]charge[/green] (0)
Add-ons: Port_T, Fac_2R, Rax_4R_2T (0)
Locations: Hatch[3rd], bunker[off], Rax[proxy], CC[m] (0)
Total number of structures: 2nd gas (0)
Supply-numbers: (12) Rax (0)
Ingame-timings: (7:00) land CC at 3rd (0)
Timings related to upgrades: (@Stim 100%) shields (0)
Upgrade formatting: 1/0/1, 1/0, 2/1a, 2/2m (0)
2 total votes
Your vote: Which formatting should be improved?
(Vote): Abbreviations: Rax,Gate,Spire
(Vote): Coloring: [red]Rax[/red], [blue]infestation pit[/blue] [green]charge[/green]
(Vote): Add-ons: Port_T, Fac_2R, Rax_4R_2T
(Vote): Locations: Hatch[3rd], bunker[off], Rax[proxy], CC[m]
(Vote): Total number of structures: 2nd gas
(Vote): Supply-numbers: (12) Rax
(Vote): Ingame-timings: (7:00) land CC at 3rd
(Vote): Timings related to buildings: (@Rax 50%) ebay
(Vote): Timings related to upgrades: (@Stim 100%) shields
(Vote): Timings related to ressources: (@100gas) Port, (@next 150 minerals) Rax, (@100gas total) Fac
(Vote): Upgrade formatting: 1/0/1, 1/0, 2/1a, 2/2m
Should defensive structures be mentioned in build-orders? (bunkers,turrets,cannons,spines,spores)
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Should CC Upgrades be mentioned in build-orders? (OCs,planetaries)
+ Show Spoiler +
Jeordy 54 points
FlyingBeer 24 points
IcemanAsi 18 points
Cyberdyne 15 points
Rucho 6 points
Samtastic 6 points
Total submitted 123 points
Total earned 61.5 points
Total cashed 59 points
Last added games: 2013.04.29 CET Last cashed games: 2013.04.29 CET Next cashed games: 2013.04.29 CET

