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PvP@Destination: Dica vs SungMooJin
Runtime 7:34m
Description: The game starts off with an in game 1 gate proxy gateway rush. Since it’s a visible proxy, it will most likely be taken down unless he had some nice building placement in which the gateway blocked the pylon from being taken down. In this case, it was a plain proxy not intended to do any real damage. He followed this up with a 2 gate build, getting the second gateway because the other Protoss had gone for a 2 gateway rush. SungMooJin also tried to go for a manner pylon, because there wasn’t an anti-manner pylon around.
Teching up into mid game, he chooses to go for dark templars followed up by cannons+fast expansion. This is a viable tactic on this map because of the small chokes that funnel units into the natural. Having cannons and dark templar out sets you up very nicely to take a safe natural expansion, one of the many different tactics in starcraft. He sent in a suicide Dragoon to scout the number of units the other player had and to see if he had goon range or not. I can’t actually tell half the time if the other player has dragoon range or not, but I think that is a viable way of helping to analyze the other opponent if you can tell the difference between ranged and unranged dragoons. The other protoss player lost because his cannon timing was off. Cannon placement is also very important to fend off against dt rush’s. You want the dark templar’s to have the least mobility possible to try to snipe buildlings+probes. The best case scenario would be to stop the dark templar from getting into your main base causing you not to worry about them running around your base.
Runtime 7:34m
Description: The game starts off with an in game 1 gate proxy gateway rush. Since it’s a visible proxy, it will most likely be taken down unless he had some nice building placement in which the gateway blocked the pylon from being taken down. In this case, it was a plain proxy not intended to do any real damage. He followed this up with a 2 gate build, getting the second gateway because the other Protoss had gone for a 2 gateway rush. SungMooJin also tried to go for a manner pylon, because there wasn’t an anti-manner pylon around.
Teching up into mid game, he chooses to go for dark templars followed up by cannons+fast expansion. This is a viable tactic on this map because of the small chokes that funnel units into the natural. Having cannons and dark templar out sets you up very nicely to take a safe natural expansion, one of the many different tactics in starcraft. He sent in a suicide Dragoon to scout the number of units the other player had and to see if he had goon range or not. I can’t actually tell half the time if the other player has dragoon range or not, but I think that is a viable way of helping to analyze the other opponent if you can tell the difference between ranged and unranged dragoons. The other protoss player lost because his cannon timing was off. Cannon placement is also very important to fend off against dt rush’s. You want the dark templar’s to have the least mobility possible to try to snipe buildlings+probes. The best case scenario would be to stop the dark templar from getting into your main base causing you not to worry about them running around your base.
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Runtime 14:16m
Recorded Runtime: 10:05m
Description: Jejusi goes for a sair/reaver build. He gets air weapons right after he puts down the robo bay. After the robo bay is done, he starts researching shuttle speed then builds a reaver. Although it is a sair/reaver build, Jejusi chose to start off with it because the reaver gives Protoss enough power to fend off most early hydra/zergling snipes of an early third base going up. The only worrying Protoss has to do is against mutalisks. That’s what the +1 air weapons is for and a continuous amount of corsairs must be built to have a critical mass against mutalisks or for reaver harassing.
With the first several corsairs, Jejusi scouted 2 gas and a spire. That meant that the zerg was going for a 3 hatch muta build or an all-in muta build because the third gas was spotted at the third expansion which might have been built instead of at the natural for scouting purposes or for a gas heavy build. Cannon timing in this situation was very good. They were up safely before the mutalisks were up. He chose not to over cannon though because of the amount of sairs already out. Several cannons and that group of corsairs is enough to defend against any standard muta harass.
Recorded Runtime: 10:05m
Description: Jejusi goes for a sair/reaver build. He gets air weapons right after he puts down the robo bay. After the robo bay is done, he starts researching shuttle speed then builds a reaver. Although it is a sair/reaver build, Jejusi chose to start off with it because the reaver gives Protoss enough power to fend off most early hydra/zergling snipes of an early third base going up. The only worrying Protoss has to do is against mutalisks. That’s what the +1 air weapons is for and a continuous amount of corsairs must be built to have a critical mass against mutalisks or for reaver harassing.
With the first several corsairs, Jejusi scouted 2 gas and a spire. That meant that the zerg was going for a 3 hatch muta build or an all-in muta build because the third gas was spotted at the third expansion which might have been built instead of at the natural for scouting purposes or for a gas heavy build. Cannon timing in this situation was very good. They were up safely before the mutalisks were up. He chose not to over cannon though because of the amount of sairs already out. Several cannons and that group of corsairs is enough to defend against any standard muta harass.
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Runtime 5:22m
Description: This was a very short game based purely out micro. Dhsmfaksdnfwk simply outmicroed w_p by slowly picking off the marines with the dragoons and pushed in after reinforcements arrived. I don’t understand why he makes 2 zealots after 5 dragoons because he certainly isn’t running low on gas. It is probably a lower level thing he does to help win the game quicker because the zealots can take siege fire and soak up a lot of damage, and ending up for a nice little timing attack there.
10/15 gate build Overview: 10/15 gate build is primarily used in inflicting economic damage upon the Terran player on maps without ramps. Using the flat ground, dragoons don’t have to worry about having a miss rate when firing against a wall/enemy units. That makes them very powerful and a menace until the tank comes out and even when the tank is out, Terran’s have to be careful that the tank isn’t sniped off by 3-5 dragoons. Unit positioning is very important and this is a highly micro based build.
It is also very popular with no ramp maps because very little economic damage is dealt when cutting probes to get that gateway out faster. Despite cutting probes this early in the game, protoss players can often deal equal or more damage than the build does to their economy. 10/15 gate can be followed up by builds often with reaver’s or obs+fast expansion.
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Description: This was a very short game based purely out micro. Dhsmfaksdnfwk simply outmicroed w_p by slowly picking off the marines with the dragoons and pushed in after reinforcements arrived. I don’t understand why he makes 2 zealots after 5 dragoons because he certainly isn’t running low on gas. It is probably a lower level thing he does to help win the game quicker because the zealots can take siege fire and soak up a lot of damage, and ending up for a nice little timing attack there.
10/15 gate build Overview: 10/15 gate build is primarily used in inflicting economic damage upon the Terran player on maps without ramps. Using the flat ground, dragoons don’t have to worry about having a miss rate when firing against a wall/enemy units. That makes them very powerful and a menace until the tank comes out and even when the tank is out, Terran’s have to be careful that the tank isn’t sniped off by 3-5 dragoons. Unit positioning is very important and this is a highly micro based build.
It is also very popular with no ramp maps because very little economic damage is dealt when cutting probes to get that gateway out faster. Despite cutting probes this early in the game, protoss players can often deal equal or more damage than the build does to their economy. 10/15 gate can be followed up by builds often with reaver’s or obs+fast expansion.
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Build Order
8/9 Pylon
10/17 Gateway
11/17 Assimilator
13/17 Cyber core
14/17 Gateway
15/17 Pylon
*Stop probe production at 15*
15/17 Dragoon
17/17 Singularity Charge
17/25 x2 Dragoons
21/25 Pylon (start probe production again)
22/33 x2 Dragoons
27/33 Pylon
28/33 x2 Zealots
33/41 x2 Dragoons
38/41 Pylon
8/9 Pylon
10/17 Gateway
11/17 Assimilator
13/17 Cyber core
14/17 Gateway
15/17 Pylon
*Stop probe production at 15*
15/17 Dragoon
17/17 Singularity Charge
17/25 x2 Dragoons
21/25 Pylon (start probe production again)
22/33 x2 Dragoons
27/33 Pylon
28/33 x2 Zealots
33/41 x2 Dragoons
38/41 Pylon
lol