6 groups down, 2 more to go! It is hard to believe that it has only been about three weeks since the Ro32 started. While group E ended up having some rather close matches, group F was the complete opposite with players showcasing rather erratic strategies which resulted in some bizzare games.
Looking at the upcoming groups, group G is a must watch as Sea and hero look to wage a full out war while another amateur player, Nabi, makes his debut. Group H seems a bit contestable with the addition of By.Spire to a star-studded lineup. Who will emerge victorious as the Ro32 draws to a close?
With that said, let's sit back, relax and watch some of the finest BW on the planet with group G set to be casted in both Korean and English in .
Looking at the upcoming groups, group G is a must watch as Sea and hero look to wage a full out war while another amateur player, Nabi, makes his debut. Group H seems a bit contestable with the addition of By.Spire to a star-studded lineup. Who will emerge victorious as the Ro32 draws to a close?
With that said, let's sit back, relax and watch some of the finest BW on the planet with group G set to be casted in both Korean and English in .
Table of contents
Olympus vs Sharp and Mind vs MajoR
The first set featured two players formerly from Sonic's team BBARAS. They opted to secure three expansions before Olympus played aggressive to cover his fourth expansion. Olympus ended up squandering all of his dragoons for a few tank kills which allowed Sharp to wreak havoc with vultures. Continuing to take expansions, Olympus was not able to stop Sharp's main army from destroying his three expansions, in turn handing Sharp the game. Mind versus MajoR saw Mind trying to overtake MajoR's economic lead off of 14cc with aggressive tank placement. MajoR teched to wraiths and abused Mind with surgical precision allowing him to win the game despite inferior wraith counts for almost the entire game.
Winners' Match: Sharp vs MajoR and Losers' Match: Mind vs Olympus
In the Winners' match, Sharp used dropship tactics to secure an extra expansion between their bases at the far side of map. The way the tank lines where laid out allowed Sharp to crush MajoR's tank army which started at the top and went downwards. It eventually became a fight for the bottom left expansions where Sharp's tank pushes squeezed the life out of MajoR. In the losers' game, Olympus' reaver tactics severely delayed Mind's third expansion. Mind committed to three base play but was unable to kill Olympus. The game then entered a low economy phase with both players playing with one mining base. At one point, Olympus seemed one step away from eliminating Mind but Mind outlasted Olympus.
Final Match: Mind vs MajoR
The rematch opened with Mind forcing MajoR to take his mineral only to match Mind's gas expansion. MajoR brought wraiths into play to try and establish air dominance but the advantage was neutralized by valkyries. Owing to a larger tank count and air superiority, Mind was able to catch MajoR out of position twice, spelling the end to a potential upset.
The first set featured two players formerly from Sonic's team BBARAS. They opted to secure three expansions before Olympus played aggressive to cover his fourth expansion. Olympus ended up squandering all of his dragoons for a few tank kills which allowed Sharp to wreak havoc with vultures. Continuing to take expansions, Olympus was not able to stop Sharp's main army from destroying his three expansions, in turn handing Sharp the game. Mind versus MajoR saw Mind trying to overtake MajoR's economic lead off of 14cc with aggressive tank placement. MajoR teched to wraiths and abused Mind with surgical precision allowing him to win the game despite inferior wraith counts for almost the entire game.
Winners' Match: Sharp vs MajoR and Losers' Match: Mind vs Olympus
In the Winners' match, Sharp used dropship tactics to secure an extra expansion between their bases at the far side of map. The way the tank lines where laid out allowed Sharp to crush MajoR's tank army which started at the top and went downwards. It eventually became a fight for the bottom left expansions where Sharp's tank pushes squeezed the life out of MajoR. In the losers' game, Olympus' reaver tactics severely delayed Mind's third expansion. Mind committed to three base play but was unable to kill Olympus. The game then entered a low economy phase with both players playing with one mining base. At one point, Olympus seemed one step away from eliminating Mind but Mind outlasted Olympus.
Final Match: Mind vs MajoR
The rematch opened with Mind forcing MajoR to take his mineral only to match Mind's gas expansion. MajoR brought wraiths into play to try and establish air dominance but the advantage was neutralized by valkyries. Owing to a larger tank count and air superiority, Mind was able to catch MajoR out of position twice, spelling the end to a potential upset.
Grades:
Sharp: Sharp displayed initiative in his games and was quick to seize advantage when his opponents blundered. I was especially impressed with his plays against MajoR using a combination of dropship plays and quick army movements to outmaneuver him.
Mind: Mind looked very mortal against competition considered to be a class below him. In the first game against MajoR, he played a man on fire with wraith usage but during the times that he had air control, he could not take advantage of this. He did a good job managing the low economy late game against Olympus and he finally rebounded in the rematch against MajoR.
MajoR: MajoR, what a surprise! He was absolutely great abusing wraiths in the first game. He played rather well in a losing effort against Sharp. However, he was out of position quite a few times vs Mind. In TvT, it seems that he has a hard time recognizing tactical blunders but he earned his grade playing as well as he did.
Olympus: Olympus' macro seemed quite lacking in both of the games he played but he played rather well in other areas. I can not really explain why he donated all of his goons in his first attack against Sharp (a shuttle vs Mind too) and his push break mechanics lacked a lot versus Mind. He needs to improve his decision making and push breaking to make the leap and become a more threatening opponent.
You mix the most random Protoss, a watermelon of a Zerg who is way past his prime, a super tall Terran that uses wacky builds and a Zerg player that no one knows about and what do you get? The Circus that was group F. Let’s break down the hilarity of this group.
July > Jeco
Jeco opened up with an overgas at the 11 o’clock while July opened up with a more traditional overpool. Jeco opted to go for Lair first, positioning himself to be more defensive. July went for a very quick expand off the overpool and also goes for Lair first. This is where the game got a bit weird. Jeco decided to build a hatchery in base and followed it up with a creep colony to catch up on July’s larva advantage before building another creep colony. July built an evolution chamber at his natural and seemed content to wait out for his mutas. Jeco then decided that he should probably build a hatchery at his natural instead.
Zerg experts are confused by this one simple trick!
He then followed up with an attack with his zerglings into July’s well fortified natural, lost it badly and was forced to retreat to delay for his mutas. July had too many zerglings at this point and just overran Jeco’s natural. Jeco lost all of his mutas to July’s scourges and was forced to tap out after seeing July already having a healthy stack of mutas himself.
Jaehoon > Shinee.
Second game of the day had Jaehoon spawning in cross spawns against Shinee. Shinee went for the 14cc down at the 7 o’clock location while Jaehoon opened with a simple gateway expand. Jaehoon scouted Shinee early enough to see the 14cc build going down and made the smart decision to pump zealots out to pressure the greedy build. Intense micro battles started to escalate between the two players but Shinee lost crucial marines early on and was unable to stabilize due to the onslaught of zealots, having lost too many SCVs. Eventually, Shinee managed to deflect the attack, but Jaehoon already had an expansion down and added more gateways alongside reavers coming in. Jaehoon mustered up a Dragoon force to burn down the bunker while Shinee went for a risky position with his first tank. Jaehoon seized this moment and sniped the first tank, spiraling Shinee down even further into the hole of being behind. Jaehoon followed this up with reaver harassment and Shinee tapped out, having no forces to deal with it.
Jaehoon > July
Jaehoon spawned in the 7 o’clock position on fighting spirit while July spawned in the 5 o’clock. The game looked pretty normal until a certain gateway was spawned at the natural instead of the normal, boring forge.
Amazingxkcd and Bisudagger’s casting reactions when the Gateway was spotted
July scouted this in due time and prepared for the imminent attack on his natural, while taking his third at the 3 o’clock. A zealot and a probe charged in, but fantastic snipes by July to get the probe right off the bat, forced Jaehoon to hide his zealot in the mineral line at the natural. July immediately threw down a hydra den. The question now was whether or not Jaehoon scouts this in time. Jaehoon’s second scouting probe got killed mid map which kept him in the darkness. However, this was where everyone got confused. Instead of opting for mass hydras for a normal hydra bust, July stacked up on zerglings instead.
Jaehoon’s second force of zealots evenly traded with zerglings and now Jaehoon knew the bust was coming. Moments after, the stream of zerglings and two hydras charged into the natural and Jaehoon pulled all his probes to defend. Problem was that July cannot get any of his zerglings past the sim city which had key zealots blocking the chokes. July tapped out shortly after, deciding in his infinite wisdom that he cannot play that far behind.
Jeco < Shinee
The poor man’s Fantasy vs Calm, Jeco vs Shinee kicked off on Fighting Spirit. Shinee spawned in the 11 o’clock position and went right away for a wall-off at his ramp, while Jeco went for an overpool into 2 hatchery build.
Shinee nabbed himself a quick refinery off the one base and immediately got to work teching up to his starport. Quick lair followed for Jeco while Shinee added 3 supply depots to his wall at the ramp. New meta game incoming? Spire was started for Jeco while Shinee used his first vulture to try to get into Jeco’s main which was then deflected by zerglings and the sunken colony at the natural. Shinee added a control tower to his starport after getting his first wraith out which went overlord hunting. Valkyries were in production for Shinee while Jeco used his mutalisks to try and chase away the vulture and the wraith loitering about. Jeco added a macro hatchery to his main and Shinee started adding barracks and a cc. This is going to be important folks, pay attention! While skirmishes took place all over the map, Jeco took a third at his 6 o’clock and transitioned to a hydra lurker army, confusing the viewers while Shinee macroed out a Valkonic army. Shinee pushed with his army backed by 3 tanks and melted Jeco’s hydra lurker army, prompting him to GG out. Remember kids, Bio > Hydras!
July > Shinee
With the final match being on Match Point, Shinee spawned at the 1 o’clock while July occupied the 7 o’clock. Shinee went for a wall-off at his main choke point, indicating that he is going for the same build as he did before. July expanded normally while Shinee tried to go for a sneaky proxy factory outside July’s base. Too bad it was scouted almost immediately and that factory did not do much at all. Shinee still tried for the factory float but this was easily taken care of by July’s zerglings. A wraith came out for Shinee but July was already on top of that with hydras. July used his many zerglings to take down the barracks at Shinee’s choke and that was all she wrote. Shinee was unable to defend against the swarm of zerglings and hydras and tapped out, giving July a ticket to the Ro16.
Grades: July > Jeco
Jeco opened up with an overgas at the 11 o’clock while July opened up with a more traditional overpool. Jeco opted to go for Lair first, positioning himself to be more defensive. July went for a very quick expand off the overpool and also goes for Lair first. This is where the game got a bit weird. Jeco decided to build a hatchery in base and followed it up with a creep colony to catch up on July’s larva advantage before building another creep colony. July built an evolution chamber at his natural and seemed content to wait out for his mutas. Jeco then decided that he should probably build a hatchery at his natural instead.
Zerg experts are confused by this one simple trick!
He then followed up with an attack with his zerglings into July’s well fortified natural, lost it badly and was forced to retreat to delay for his mutas. July had too many zerglings at this point and just overran Jeco’s natural. Jeco lost all of his mutas to July’s scourges and was forced to tap out after seeing July already having a healthy stack of mutas himself.
Jaehoon > Shinee.
Second game of the day had Jaehoon spawning in cross spawns against Shinee. Shinee went for the 14cc down at the 7 o’clock location while Jaehoon opened with a simple gateway expand. Jaehoon scouted Shinee early enough to see the 14cc build going down and made the smart decision to pump zealots out to pressure the greedy build. Intense micro battles started to escalate between the two players but Shinee lost crucial marines early on and was unable to stabilize due to the onslaught of zealots, having lost too many SCVs. Eventually, Shinee managed to deflect the attack, but Jaehoon already had an expansion down and added more gateways alongside reavers coming in. Jaehoon mustered up a Dragoon force to burn down the bunker while Shinee went for a risky position with his first tank. Jaehoon seized this moment and sniped the first tank, spiraling Shinee down even further into the hole of being behind. Jaehoon followed this up with reaver harassment and Shinee tapped out, having no forces to deal with it.
Jaehoon > July
Jaehoon spawned in the 7 o’clock position on fighting spirit while July spawned in the 5 o’clock. The game looked pretty normal until a certain gateway was spawned at the natural instead of the normal, boring forge.
Amazingxkcd and Bisudagger’s casting reactions when the Gateway was spotted
July scouted this in due time and prepared for the imminent attack on his natural, while taking his third at the 3 o’clock. A zealot and a probe charged in, but fantastic snipes by July to get the probe right off the bat, forced Jaehoon to hide his zealot in the mineral line at the natural. July immediately threw down a hydra den. The question now was whether or not Jaehoon scouts this in time. Jaehoon’s second scouting probe got killed mid map which kept him in the darkness. However, this was where everyone got confused. Instead of opting for mass hydras for a normal hydra bust, July stacked up on zerglings instead.
Hydra busting with Zerglings only
Jaehoon’s second force of zealots evenly traded with zerglings and now Jaehoon knew the bust was coming. Moments after, the stream of zerglings and two hydras charged into the natural and Jaehoon pulled all his probes to defend. Problem was that July cannot get any of his zerglings past the sim city which had key zealots blocking the chokes. July tapped out shortly after, deciding in his infinite wisdom that he cannot play that far behind.
Jeco < Shinee
The poor man’s Fantasy vs Calm, Jeco vs Shinee kicked off on Fighting Spirit. Shinee spawned in the 11 o’clock position and went right away for a wall-off at his ramp, while Jeco went for an overpool into 2 hatchery build.
Shinee nabbed himself a quick refinery off the one base and immediately got to work teching up to his starport. Quick lair followed for Jeco while Shinee added 3 supply depots to his wall at the ramp. New meta game incoming? Spire was started for Jeco while Shinee used his first vulture to try to get into Jeco’s main which was then deflected by zerglings and the sunken colony at the natural. Shinee added a control tower to his starport after getting his first wraith out which went overlord hunting. Valkyries were in production for Shinee while Jeco used his mutalisks to try and chase away the vulture and the wraith loitering about. Jeco added a macro hatchery to his main and Shinee started adding barracks and a cc. This is going to be important folks, pay attention! While skirmishes took place all over the map, Jeco took a third at his 6 o’clock and transitioned to a hydra lurker army, confusing the viewers while Shinee macroed out a Valkonic army. Shinee pushed with his army backed by 3 tanks and melted Jeco’s hydra lurker army, prompting him to GG out. Remember kids, Bio > Hydras!
July > Shinee
With the final match being on Match Point, Shinee spawned at the 1 o’clock while July occupied the 7 o’clock. Shinee went for a wall-off at his main choke point, indicating that he is going for the same build as he did before. July expanded normally while Shinee tried to go for a sneaky proxy factory outside July’s base. Too bad it was scouted almost immediately and that factory did not do much at all. Shinee still tried for the factory float but this was easily taken care of by July’s zerglings. A wraith came out for Shinee but July was already on top of that with hydras. July used his many zerglings to take down the barracks at Shinee’s choke and that was all she wrote. Shinee was unable to defend against the swarm of zerglings and hydras and tapped out, giving July a ticket to the Ro16.
Jaehoon: In this weird and magical group, Jaehoon had the most normal gameplay of all the four players, but at the same time, did not really do anything; His opponents defeated themselves for him so he really did not have to do much. It is still a sign of promise for Jaehoon. Maybe the failhoon has been locked away?
July: Barring the weird game against Jaehoon where his build order made no sense, July played alright for a player being way past his prime. His builds and his aggression were enough to take down the lower tier players, but will not work against the Ro16 players, who actually know how to play the game.
Shinee: Well, Shinee tried. I applaud his risky play by going for the 14cc and he would have made it work had his micro been better. His habit to go for unorthodox terran builds is exciting, but at the same time he is still very open to counters. He also did not take the map into account for his build nor the players that he was facing which is something that a player can not overlook if they want to succeed at major tournaments such as this one
Jeco: The SOSPA scene is doomed if amateur players like this guy can actually make it into the Ro32 of a major tournament. His lack of game sense and actual game knowledge was exposed in this group and was easily torn apart by lackluster players. Coach Park does not approve!
Clash of the Titans:
A group with the best Terran and the best Zerg will definitely make for an intense and exciting Group G. Meanwhile, two lesser skilled Protosses in GuemChi and Ever)P(Nabi (I’m just going to call him Nabi) will be put to the test to play spoilers against these two legends.
Before I begin this article, I am going to apologize in advance because you will see my bias towards hero. Anyways, moving on. If 2015 belonged to any one player, it has to be hero. He has been consistently performing and destroying competitors left and right. While he did have a minor slump in the middle of the year, I’m going to list his achievements this year:
4th Kongdoo Starz
2nd HoSic BJ SL 2
3rd/4th Terror TEMPTS SL
1st Seaside Super
1st SSL 11
Top 8 KDS SL 2 and Spotimes Starleague
Ever since hero’s tragic defeat to Mind 1-4 at the HoSic BJ, he decided to create a new and more aggressive ZvT playstyle to transform his previously mediocre vT matchup to one that has become feared by many. Before I began following hero and commentating his matches, I remember his vT winrate was in the low 40s. Since then, he has miraculously brought it up to a near 50% and he’s constantly improving. His ZvP has also not missed a step since the KeSPA era. He dropped a single vP game in the SSL 11 where he smashed Bisu 3-0 in the finals. There is no doubt that hero is arguably the best Starcraft: Brood War player right now and there is no doubt that he is going to advance easily...
My man!
As much as I give credit to hero for being such a god in 2015, Sea has also had an impeccable year as well. If it was not for Sea randomly getting knocked out of SSL11 by Olympus, there was a chance that he could have won the whole thing. To give you some insight on how Sea’s 2015 has been, here is his incredible resume:
1st KDS SL2
1st Draemong SL
4th 41 Maki SL
2nd Terror TEMPTS
2nd Seaside Super
As you can see, it is definitely the battle of the powerhouses. Sea did manage to beat hero in a small online tournament recently, so as good as hero has been looking, I would not put it past Sea to beat him in a Bo1. Look for possible cheese play from Sea in their game. However, it should be mentioned that if I expect an upset from someone in this group, it is going to come from Sea. It all depends on how seriously he is taking this tournament and how hard he has been practicing. I am sure he does not want another challenge day repeat, so I fully expect him to advance.
I'm ready!
GuemChi has been playing like garbage. He is nowhere near his old BW days where he was considered a decent protoss player. He has fallen, and he has fallen extremely hard. He has not put up a single decent result all year and I am beginning to worry for the veteran. Has he just given up? Because I do enjoy GuemChi as I have a soft spot for every ex-KeSPA player, but I really need to see him show me some results. We will see if he can make some noise in this Bo1 format with two of the best players in the world in his group.
Nabi is a complete enigma to me. He is not even listed in TLPD, but since he is a complete rookie, I’ll give him some hope; since after all, he did qualify for this tournament. I shall watch this young one closely and see how he manages. Maybe he will pull an Olympus and knockout Sea from the group. Otherwise, I do not expect Nabi to do anything.
hero and Sea to advance with hero beating Sea.
50/50:
The last group of the Ro32 features one of the toughest lineups for the current era of BW with Mong, free, Last and By.Spire, the group's punching bag.
free is in a tough position in this group. He has not been doing well in the tournament scene since his Ro4 exit from SSL11 dropping games against tough opponents in leagues like KDS Starleague S2 and Spicy Rice Cake S2. His big threats Mong and Last both have a 4:4 and 2:2 head-to-head ratio in tournament games. This is going to be tough but protoss needs a win and free needs to show that he can be as consistent as Bisu and show play worthy of being called a dragon.
Watching this clip should fill free with D E T E R M I N A T I O N
Mong has been showing great improvements and focus as a player since his Ro8 finish in the SSL11 coming second in the KDS Starleague Season 2. In Spicy Rice Cake S1, he showed a decisive 2-1 victory over Last in the Ro4 which shows his improving prospects of making it out of this Group; if not in first spot, definitely second spot then.
Cashing in his HONEYNCHIPs
Last has fantastic TvT and a rising TvZ but his TvP is what his advancement relies on. Yes, he is 2:2 against free but the last time he played free in a tournament was back in March in the Terror Starleague and since then, he has only played against Jaehoon and Olympus. If Last can beat free, then there is no doubt that he can make it through the group.
The deck is super stacked against by.Spire in this group. His opponents either have or are gaining a reputation of being good in the vZ matchup and it is going to take a lot of hard work and good play from him to really turn this group in his favor.
Mong and free to Advance