Banner by disciple.
By ]343[, flamewheel, Waxangel, swanized and nbaker
Another season, another MSL. Though the logo of ABCMart makes it quite hard to design anything innovative in terms of a banner, I'm sure that as the tournament progresses we'll be able to make many jokes related to the name.
With that being said, this MSL excites me way more than the last one. The race distribution is quite nice with 11 Terran, 12 Zerg, and 9 Protoss, and the experience distribution is also quite pleasing: the strong, the new, and the veteran (ACE players!) are all here, and I hope they're ready to show us some great matches. Looking at the players, there's nobody that I would say "doesn't belong", and that leaves me excited for the upcoming Round of 32 and future rounds. Will the proven best move on? Are the newcomers going to cause upsets? Will firebathero perform some ridiculous ceremony? Only time will tell.
In this jam-packed post, you'll find battle reports, a recap of the always-hilarious Group Selection Ceremony, map analysis (focusing on the new map Monte Cristo), Round of 32 predictions, and a short history lesson into the rivalries between the members of a very special MSL group. Read on, read on!
Survivor Tournament Results
+ Show Spoiler [Quick Results] +
Group 1: (3/10 17:00 KST)
Light 2-0 ► Advances to Round of 32
Grape 2-1 ► Advances to Round of 32
Killer 1-2 Eliminated
n.Die_soO 0-2 Eliminated
[VOD] Light < Circuit Breaker > n.Die_soO
[VOD] Grape < Circuit Breaker > Killer
[VOD] Light < Empire of the Sun > Grape
[VOD] n.Die_soO < Empire of the Sun > Killer
[VOD] Grape < Dante's Peak SE > Killer
Group 2: (3/10 1930 KST)
Horang2 2-0 ► Advances to Round of 32
Shine 2-1 ► Advances to Round of 32
Paralyze 1-2 Eliminated
HiyA 0-2 Eliminated
[VOD] Shine < Circuit Breaker > Horang2
[VOD] Paralyze < Circuit Breaker > HiyA
[VOD] Horang2 < Empire of the Sun > Paralyze
[VOD] Shine < Empire of the Sun > HiyA
[VOD] Paralyze < Dante's Peak SE > Shine
Group 3: (3/12 1700 KST)
Flash 2-0 ► Advances to Round of 32
Hyuk 2-1 ► Advances to Round of 32
Midas 1-2 Eliminated
Food5 0-2 Eliminated
[VOD] Midas < Circuit Breaker > Hyuk
[VOD] Food5 < Circuit Breaker > Flash
[VOD] Midas < Empire of the Sun > Flash
[VOD] Food5 < Empire of the Sun > Hyuk
[VOD] Midas < Dante's Peak SE > Hyuk
Group 4: (3/17 1700 KST)
free 2-0 ► Advances to Round of 32
Tyson 2-1 ► Advances to Round of 32
Where 1-2 Eliminated
Canata 0-2 Eliminated
[VOD] free < Circuit Breaker > Canata
[VOD] Tyson < Circuit Breaker > Where
[VOD] free < Empire of the Sun > Where
[VOD] Canata < Empire of the Sun > Tyson
[VOD] Where < Dante's Peak SE > Tyson
Group 5: (3/17 1930 KST)
Really 2-0 ► Advances to Round of 32
Classic 2-1 ► Advances to Round of 32
HoeJJa 0-1 Eliminated
BeSt 0-2 Eliminated
[VOD] Classic < Circuit Breaker > BeSt
[VOD] HoeJJa < Circuit Breaker > Really
[VOD] Classic < Empire of the Sun > Really
[VOD] HoeJJa < Empire of the Sun > BeSt
[VOD] HoeJJa < Dante's Peak SE > Classic
Group 6: (3/19 1700 KST)
Dear 2-0 ► Advances to Round of 32
Sea 2-1 ► Advances to Round of 32
s2 0-1 Eliminated
Shuttle 0-2 Eliminated
[VOD] Sea < Circuit Breaker > Dear
[VOD] Shuttle < Circuit Breaker > s2
[VOD] Dear < Empire of the Sun > s2
[VOD] Sea < Empire of the Sun > Shuttle
[VOD] Sea < Dante's Peak SE > s2
Group 7: (3/24 1700 KST)
Fantasy 2-0 ► Advances to Round of 32
ggaemo 2-1 ► Advances to Round of 32
Trap 1-2 Eliminated
sHy 0-2 Eliminated
[VOD] Fantasy < Circuit Breaker > Trap
[VOD] ggaemo < Circuit Breaker > sHy
[VOD] Fantasy < Empire of the Sun > ggaemo
[VOD] Trap < Empire of the Sun > sHy
[VOD] ggaemo < Dante's Peak SE > Trap
Group 8: (3/24 1930 KST)
Bisu 2-0 ► Advances to Round of 32
HyuN 2-1 ► Advances to Round of 32
PerfectMan 1-2 Eliminated
Sharp 0-2 Eliminated
[VOD] Bisu < Circuit Breaker > Sharp
[VOD] HyuN < Circuit Breaker > PerfectMan
[VOD] Bisu < Empire of the Sun > PerfectMan
[VOD] Sharp < Empire of the Sun > HyuN
[VOD] PerfectMan < Dante's Peak SE > HyuN
Group 9: (3/29 1700 KST)
Reality 2-0 ► Advances to Round of 32
hero 2-1 ► Advances to Round of 32
Ssak 1-2 Eliminated
Stats 0-2 Eliminated
[VOD] Ssak < Circuit Breaker > hero
[VOD] Reality < Circuit Breaker > Stats
[VOD] Ssak < Empire of the Sun > Reality
[VOD] hero < Empire of the Sun > Stats
[VOD] Ssak < Dante's Peak SE > hero
Group 10: (3/29 1930 KST)
Mind 2-0 ► Advances to Round of 32
RuBy 2-1 ► Advances to Round of 32
JangBi 1-2 Eliminated
Action 0-2 Eliminated
[VOD] Action < Circuit Breaker > RuBy
[VOD] JangBi < Circuit Breaker > Mind
[VOD] RuBy < Empire of the Sun > Mind
[VOD] JangBi < Empire of the Sun > Action
[VOD] RuBy < Dante's Peak SE > JangBi
Group 11: (3/31 1700 KST)
Leta 2-0 ► Advances to Round of 32
Neo.G_Soulkey 2-1 ► Advances to Round of 32
M18M 1-2 Eliminated
Pure 0-2 Eliminated
[VOD] Neo.G_Soulkey < Circuit Breaker > M18M
[VOD] Pure < Circuit Breaker > Leta
[VOD] Neo.G_Soulkey < Empire of the Sun > Leta
[VOD] M18M < Empire of the Sun > Pure
[VOD] Neo.G_Soulkey < Dante's Peak SE > M18M
Group 12: (3/31 1930 KST)
firebathero 2-0 ► Advances to Round of 32
RorO 2-1 ► Advances to Round of 32
By.Sun 1-2 Eliminated
Jaehoon 0-2 Eliminated
[VOD] RorO < Circuit Breaker > By.Sun
[VOD] firebathero < Circuit Breaker > Jaehoon
[VOD] By.Sun < Empire of the Sun > firebathero
[VOD] RorO < Empire of the Sun > Jaehoon
[VOD] By.Sun < Dante's Peak SE > RorO
Qualified for MSL Round of 32
Terran:
Light, Flash, Really, Classic, Sea, Fantasy, Reality, Mind, RuBy, Leta, firebathero
Zerg:
Shine, Hyuk, ggaemo, HyuN, hero, Neo.G_Soulkey, RorO
Protoss:
Grape, Horang2, free, Tyson, Dear, Bisu
Light 2-0 ► Advances to Round of 32
Grape 2-1 ► Advances to Round of 32
[VOD] Light < Circuit Breaker > n.Die_soO
[VOD] Grape < Circuit Breaker > Killer
[VOD] Light < Empire of the Sun > Grape
[VOD] n.Die_soO < Empire of the Sun > Killer
[VOD] Grape < Dante's Peak SE > Killer
Group 2: (3/10 1930 KST)
Horang2 2-0 ► Advances to Round of 32
Shine 2-1 ► Advances to Round of 32
[VOD] Shine < Circuit Breaker > Horang2
[VOD] Paralyze < Circuit Breaker > HiyA
[VOD] Horang2 < Empire of the Sun > Paralyze
[VOD] Shine < Empire of the Sun > HiyA
[VOD] Paralyze < Dante's Peak SE > Shine
Group 3: (3/12 1700 KST)
Flash 2-0 ► Advances to Round of 32
Hyuk 2-1 ► Advances to Round of 32
[VOD] Midas < Circuit Breaker > Hyuk
[VOD] Food5 < Circuit Breaker > Flash
[VOD] Midas < Empire of the Sun > Flash
[VOD] Food5 < Empire of the Sun > Hyuk
[VOD] Midas < Dante's Peak SE > Hyuk
Group 4: (3/17 1700 KST)
free 2-0 ► Advances to Round of 32
Tyson 2-1 ► Advances to Round of 32
[VOD] free < Circuit Breaker > Canata
[VOD] Tyson < Circuit Breaker > Where
[VOD] free < Empire of the Sun > Where
[VOD] Canata < Empire of the Sun > Tyson
[VOD] Where < Dante's Peak SE > Tyson
Group 5: (3/17 1930 KST)
Really 2-0 ► Advances to Round of 32
Classic 2-1 ► Advances to Round of 32
[VOD] Classic < Circuit Breaker > BeSt
[VOD] HoeJJa < Circuit Breaker > Really
[VOD] Classic < Empire of the Sun > Really
[VOD] HoeJJa < Empire of the Sun > BeSt
[VOD] HoeJJa < Dante's Peak SE > Classic
Group 6: (3/19 1700 KST)
Dear 2-0 ► Advances to Round of 32
Sea 2-1 ► Advances to Round of 32
[VOD] Sea < Circuit Breaker > Dear
[VOD] Shuttle < Circuit Breaker > s2
[VOD] Dear < Empire of the Sun > s2
[VOD] Sea < Empire of the Sun > Shuttle
[VOD] Sea < Dante's Peak SE > s2
Group 7: (3/24 1700 KST)
Fantasy 2-0 ► Advances to Round of 32
ggaemo 2-1 ► Advances to Round of 32
[VOD] Fantasy < Circuit Breaker > Trap
[VOD] ggaemo < Circuit Breaker > sHy
[VOD] Fantasy < Empire of the Sun > ggaemo
[VOD] Trap < Empire of the Sun > sHy
[VOD] ggaemo < Dante's Peak SE > Trap
Group 8: (3/24 1930 KST)
Bisu 2-0 ► Advances to Round of 32
HyuN 2-1 ► Advances to Round of 32
[VOD] Bisu < Circuit Breaker > Sharp
[VOD] HyuN < Circuit Breaker > PerfectMan
[VOD] Bisu < Empire of the Sun > PerfectMan
[VOD] Sharp < Empire of the Sun > HyuN
[VOD] PerfectMan < Dante's Peak SE > HyuN
Group 9: (3/29 1700 KST)
Reality 2-0 ► Advances to Round of 32
hero 2-1 ► Advances to Round of 32
[VOD] Ssak < Circuit Breaker > hero
[VOD] Reality < Circuit Breaker > Stats
[VOD] Ssak < Empire of the Sun > Reality
[VOD] hero < Empire of the Sun > Stats
[VOD] Ssak < Dante's Peak SE > hero
Group 10: (3/29 1930 KST)
Mind 2-0 ► Advances to Round of 32
RuBy 2-1 ► Advances to Round of 32
[VOD] Action < Circuit Breaker > RuBy
[VOD] JangBi < Circuit Breaker > Mind
[VOD] RuBy < Empire of the Sun > Mind
[VOD] JangBi < Empire of the Sun > Action
[VOD] RuBy < Dante's Peak SE > JangBi
Group 11: (3/31 1700 KST)
Leta 2-0 ► Advances to Round of 32
Neo.G_Soulkey 2-1 ► Advances to Round of 32
[VOD] Neo.G_Soulkey < Circuit Breaker > M18M
[VOD] Pure < Circuit Breaker > Leta
[VOD] Neo.G_Soulkey < Empire of the Sun > Leta
[VOD] M18M < Empire of the Sun > Pure
[VOD] Neo.G_Soulkey < Dante's Peak SE > M18M
Group 12: (3/31 1930 KST)
firebathero 2-0 ► Advances to Round of 32
RorO 2-1 ► Advances to Round of 32
[VOD] RorO < Circuit Breaker > By.Sun
[VOD] firebathero < Circuit Breaker > Jaehoon
[VOD] By.Sun < Empire of the Sun > firebathero
[VOD] RorO < Empire of the Sun > Jaehoon
[VOD] By.Sun < Dante's Peak SE > RorO
Qualified for MSL Round of 32
Terran:
Light, Flash, Really, Classic, Sea, Fantasy, Reality, Mind, RuBy, Leta, firebathero
Zerg:
Shine, Hyuk, ggaemo, HyuN, hero, Neo.G_Soulkey, RorO
Protoss:
Grape, Horang2, free, Tyson, Dear, Bisu
Check out the full R&S standings thread for the Survivor Tournament and the MSL R&S standings thread to catch up on anything missed or to simply stay informed.
With l10f deciding to take a season off to enjoy the time he has left before he heads off to college, we had to fill the void left by that cute little B- Korean Zerg. Luckily for us, the amazing nbaker has stepped up to the challenge, and he'll be our new Battle Report writer / analyst! ]343[ remains as well, since he can't seem to get away from teamliquid at all. Together, they've brought you what they've deemed the "five best games of the MST". Well, perhaps it's hard to judge that quantitatively. Let's just say the games coming up are interesting, to say the least.
Survivor: ABCMart Highlights
By ]343[, flamewheel and nbaker
By ]343[, flamewheel and nbaker
Group 2 Set 2: Paralyze < Circuit Breaker > HiyA
+ Show Spoiler +
By flamewheel
Sometimes, we write Battle Reports on nondescript games for no real reason. Perhaps the rest of the games just weren't that good. Perhaps this is just the first game I laid my eyes on, and being lazy I just decided to write that.
Sometimes, a single moment is enough to define a game. as Youtube commenter kreternal says, "16:56 was like the orgasm to the extremely long foreplay."
On Circuit Breaker, HiyA the teal Terran opens up in the bottom left, and Paralyze the Afroninjabonjwatoss warps in cross-positions at top right. Some opening builds are made, but those aren't important.
An afro is worth a thousand pictures.
No, but really, Afro opens with 1gate core, skipping the zealot and going for goon first, and HiyA prepares to wall off with factory-(shop)-rax-depot. Both players scout toward bottom right first, and after seeing each other head off in the correct direction. Paralyze's probe doesn't even get up to the ramp before it's driven off by four marines. HiyA is a bit luckier with his scouting, but his sCV is quickly taken out by the dragoon, allowing Paralyze to expand without HiyA knowing.
Of course, as we know HiyA doesn't actually care what his opponent does. As he starts a starport in the corner of his base, he moves out with a small force of seven marines, one SCV, and one tank to pressure Afro. However, with some very nice micro Paralyze is able to take out all the marines while only losing one of four goons. But remember: HiyA doesn't care. His dropship and vultures are ready to go.
Aigoo~
The good thing for Paralyze is that he does care about what his opponent is doing. With his fast observatory, even though HiyA gets into the base and kills a good number of probes, the damage is slightly mititaged in the fact that no dragoons were lost to mines because of observers, and the rampaging vultures are taken care of quickly enough. Unperturbed by this, HiyA tries again with a drop on the natural, but Paralyze defends marvelously.
HiyA pretends to back off, and Paralyze moves out. HiyA then decides it's a good idea to try going for the main again...
Through the natural... What?
...And proceeds to lose his forces and the dropship as well. Well done, Magikarp.
Meanwhile, Paralyze is enjoying better success. He manages to take out a bunker at the natural and its inhabitants, but is then driven away by tanks. Okay, perhaps it's not that successful, but it's certainly better than what HiyA was doing.
Both players decide to macro up for a bit. Paralyze takes a third at the mineral-only, adding more gateways and teching to Arbiters at the same time. Scouting the third, HiyA decides it's time to take his third as well, and adds three more factories. The next couple minutes pass without much incident. The most meaningful moment was around the 13 minute mark, when HiyA lost yet another dropship to Afro's watchful goons.
Dude you should have just made wraiths. They make PvTs interesting.
Unfortunately, this PvT is as of yet not that interesting, though Afro is going to turn this around. As he takes his fourth, Paralyze prepares to move out. After a minute of posturing, he engages HiyA's tank line, opening with some nice zealot bombs. With that deployed and a few stasies nicely placed, HiyA's forces fall in no time. The third lifts, and Paralyze heads toward the natural, though at this point what remains of his army is mostly dead as well.
And here's where commentators start screaming. With an incoming stream of zealots, the last few tanks are wiped out. And with that, Paralyze goes for the SCV line!
Dude when is it ever a good idea to put so many mines in your SCV line?
HiyA, distraught over the loss of miner life, taps out. Clearly, that superb mine daebak won the game.
But no, really, in actuality Paralyze played quite well that game. Before the massive engagement at the end, I don't think he had let a single Dragoon get hit with a mine--at least, I didn't catch any mines creating blue goo while perusing this VOD. His defense of HiyA's drops was very solid as well, and he definitely deserved to win this game.
I feel completely unsatisfied after writing this BR, but it really wasn't that bad of a game.
I leave you with this awesome shot of HiyA's booth.
Sometimes, we write Battle Reports on nondescript games for no real reason. Perhaps the rest of the games just weren't that good. Perhaps this is just the first game I laid my eyes on, and being lazy I just decided to write that.
Sometimes, a single moment is enough to define a game. as Youtube commenter kreternal says, "16:56 was like the orgasm to the extremely long foreplay."
On Circuit Breaker, HiyA the teal Terran opens up in the bottom left, and Paralyze the Afroninjabonjwatoss warps in cross-positions at top right. Some opening builds are made, but those aren't important.
An afro is worth a thousand pictures.
No, but really, Afro opens with 1gate core, skipping the zealot and going for goon first, and HiyA prepares to wall off with factory-(shop)-rax-depot. Both players scout toward bottom right first, and after seeing each other head off in the correct direction. Paralyze's probe doesn't even get up to the ramp before it's driven off by four marines. HiyA is a bit luckier with his scouting, but his sCV is quickly taken out by the dragoon, allowing Paralyze to expand without HiyA knowing.
Of course, as we know HiyA doesn't actually care what his opponent does. As he starts a starport in the corner of his base, he moves out with a small force of seven marines, one SCV, and one tank to pressure Afro. However, with some very nice micro Paralyze is able to take out all the marines while only losing one of four goons. But remember: HiyA doesn't care. His dropship and vultures are ready to go.
Aigoo~
The good thing for Paralyze is that he does care about what his opponent is doing. With his fast observatory, even though HiyA gets into the base and kills a good number of probes, the damage is slightly mititaged in the fact that no dragoons were lost to mines because of observers, and the rampaging vultures are taken care of quickly enough. Unperturbed by this, HiyA tries again with a drop on the natural, but Paralyze defends marvelously.
HiyA pretends to back off, and Paralyze moves out. HiyA then decides it's a good idea to try going for the main again...
Through the natural... What?
...And proceeds to lose his forces and the dropship as well. Well done, Magikarp.
Meanwhile, Paralyze is enjoying better success. He manages to take out a bunker at the natural and its inhabitants, but is then driven away by tanks. Okay, perhaps it's not that successful, but it's certainly better than what HiyA was doing.
Both players decide to macro up for a bit. Paralyze takes a third at the mineral-only, adding more gateways and teching to Arbiters at the same time. Scouting the third, HiyA decides it's time to take his third as well, and adds three more factories. The next couple minutes pass without much incident. The most meaningful moment was around the 13 minute mark, when HiyA lost yet another dropship to Afro's watchful goons.
Dude you should have just made wraiths. They make PvTs interesting.
Unfortunately, this PvT is as of yet not that interesting, though Afro is going to turn this around. As he takes his fourth, Paralyze prepares to move out. After a minute of posturing, he engages HiyA's tank line, opening with some nice zealot bombs. With that deployed and a few stasies nicely placed, HiyA's forces fall in no time. The third lifts, and Paralyze heads toward the natural, though at this point what remains of his army is mostly dead as well.
And here's where commentators start screaming. With an incoming stream of zealots, the last few tanks are wiped out. And with that, Paralyze goes for the SCV line!
Dude when is it ever a good idea to put so many mines in your SCV line?
HiyA, distraught over the loss of miner life, taps out. Clearly, that superb mine daebak won the game.
But no, really, in actuality Paralyze played quite well that game. Before the massive engagement at the end, I don't think he had let a single Dragoon get hit with a mine--at least, I didn't catch any mines creating blue goo while perusing this VOD. His defense of HiyA's drops was very solid as well, and he definitely deserved to win this game.
I feel completely unsatisfied after writing this BR, but it really wasn't that bad of a game.
I leave you with this awesome shot of HiyA's booth.
Group 5 Final Set: HoeJJa < Dante's Peak SE > Classic
+ Show Spoiler +
By nbaker
Here's Classic vs Hoejja. To be honest, it's probably not the best game, but it was the most interesting TvZ game I found and I'll admit I was looking for a slightly shorter game after doing Leta vs Pure
The map is Dante's Peak, Special Edition. Classic spawns in the top left position and Hoejja spawns in the top right position. Classic builds a forward 8 rax while Hoejja goes for the standard 12 hatch.
Coming off of two fairly long TvPs, Classic decides to open aggressively in game 5.
Classic brings out a second scv as his barracks completes so that he can double scout both adjacent positions so that he can get his bunker started as soon as possible. He finds Hoejja and starts the bunker, bringing his other scv to the 1 o’clock main. Critically, when Hoejja sends out his drones to defend the bunker rush, Classic’s second scv blocks their pathing, causing them to glitch, allowing his two marines to pick two of them off as the bunker finishes.
Classic’s excellent marine and scv micro prevents Hoejja from picking off a marine
with drones and allows him to finish the bunker.
Left with 3 drones that cannot hold their own against marines, Hoejja is forced to send them out, where all but one is killed by rallied marines.Hoejja cancels his natural hatchery and starts another one in his main. He mines 100 gas while building up a zergling force and researches speed. His one drone outside of the contain finds Classic, and Hoejja runs his speedlings past the contain towards Classic’s main.
Hoejja goes all in.
Classic is able to finish a bunker in time and floats his forward barracks in front of it as a buffer. Unable to get into Classic’s mineral line, Hoejja runs his zerglings to the back of Classic’s base where he is able to pick off an academy and refinery.
Hoejja needs to get enough lings to kill off the bunker before Classic gets firebats out.
Classic restarts his academy next to his bunker. In this position, it further protects the bunker and is protected by it. Classic knows that if he can get firebats out, the game will end, but all of his attempts to re-start his gas are thwarted by the constant stream of zerglings that Hoejja keeps sending to Classic’s main. At Hoejja’s natural, Classic’s wall-in of a barracks, bunker and supply depot is broken by a nice zergling surround, but the real story is Hoejja’s economy.
With 5 drones mining, Hoejja cannot hope to do anything but keep producing zerglings
in the hopes of getting a lucky surround on the bunker in Classic’s main.
The academy finishes and Classic has enough gas saved to get a few firebats out. Hoejja micros nicely to pick them off without losing too many zerglings, but Classic takes the opportunity to build another refinery while the zerglings are distracted.
Although they got picked off, Classic’s firebats served their true purpose of giving him
access to more gas.
Now able to mine gas, Classic pumps out more firebats and is able to kill off Hoejja’s zerglings by forcing them to attack into narrow chokes and demolishing them with splash damage. Hoejja, with five drones and no tech, has no way of affecting a meaningful follow up and must leave the game.
Remember kids, real men go all-in.
Here's Classic vs Hoejja. To be honest, it's probably not the best game, but it was the most interesting TvZ game I found and I'll admit I was looking for a slightly shorter game after doing Leta vs Pure
The map is Dante's Peak, Special Edition. Classic spawns in the top left position and Hoejja spawns in the top right position. Classic builds a forward 8 rax while Hoejja goes for the standard 12 hatch.
Coming off of two fairly long TvPs, Classic decides to open aggressively in game 5.
Classic brings out a second scv as his barracks completes so that he can double scout both adjacent positions so that he can get his bunker started as soon as possible. He finds Hoejja and starts the bunker, bringing his other scv to the 1 o’clock main. Critically, when Hoejja sends out his drones to defend the bunker rush, Classic’s second scv blocks their pathing, causing them to glitch, allowing his two marines to pick two of them off as the bunker finishes.
Classic’s excellent marine and scv micro prevents Hoejja from picking off a marine
with drones and allows him to finish the bunker.
Left with 3 drones that cannot hold their own against marines, Hoejja is forced to send them out, where all but one is killed by rallied marines.Hoejja cancels his natural hatchery and starts another one in his main. He mines 100 gas while building up a zergling force and researches speed. His one drone outside of the contain finds Classic, and Hoejja runs his speedlings past the contain towards Classic’s main.
Hoejja goes all in.
Classic is able to finish a bunker in time and floats his forward barracks in front of it as a buffer. Unable to get into Classic’s mineral line, Hoejja runs his zerglings to the back of Classic’s base where he is able to pick off an academy and refinery.
Hoejja needs to get enough lings to kill off the bunker before Classic gets firebats out.
Classic restarts his academy next to his bunker. In this position, it further protects the bunker and is protected by it. Classic knows that if he can get firebats out, the game will end, but all of his attempts to re-start his gas are thwarted by the constant stream of zerglings that Hoejja keeps sending to Classic’s main. At Hoejja’s natural, Classic’s wall-in of a barracks, bunker and supply depot is broken by a nice zergling surround, but the real story is Hoejja’s economy.
With 5 drones mining, Hoejja cannot hope to do anything but keep producing zerglings
in the hopes of getting a lucky surround on the bunker in Classic’s main.
The academy finishes and Classic has enough gas saved to get a few firebats out. Hoejja micros nicely to pick them off without losing too many zerglings, but Classic takes the opportunity to build another refinery while the zerglings are distracted.
Although they got picked off, Classic’s firebats served their true purpose of giving him
access to more gas.
Now able to mine gas, Classic pumps out more firebats and is able to kill off Hoejja’s zerglings by forcing them to attack into narrow chokes and demolishing them with splash damage. Hoejja, with five drones and no tech, has no way of affecting a meaningful follow up and must leave the game.
Remember kids, real men go all-in.
Group 7 Final Set: ggaemo < Dante's Peak SE > Trap
+ Show Spoiler +
By nbaker
Trap spawns at the bottom left on Dante's Peak as Protoss while Ggaemo spawns in the cross position at top right. Trap sends out a probe and fast expands and Ggaemo chooses to overpool. Ggaemo sends out his drone to expand and sees Trap's probe in the natural. He positions the drone at the top of the ramp to keep Trap from scouting while he waits until he has enough minerals to contest the area. When Ggaemo sends his drone down to take his natural, Trap decides to sacrifice scouting information to delay the hatchery. He knows that if Ggaemo makes zerglings he will be able to see them as they move out and since they are cross position he will have time to set up cannons before they reach his base, so this is a very safe decision. Maybe anticipating a pylon block or just wanting to force another cannon from Trap, Ggaemo decides to make 6 zerglings even though he knows they cannot damage Trap immediately. He comes out ahead if Trap makes an extra cannon in response because zerglings are mobile and can be used to kill scouts and keep map control whereas cannons are only useful for defense. Ggaemo manages to kill off the scouting probe with his drone and plants down his expo.
Ggaemo shows good drone micro, able to kill the probe without even using his zerglings
Trap, in turn, goes cannon-nexus-cannon as a compromise between economy and safety. Rather than taking the natural of another main as is standard on four player maps ZvP, Ggaemo takes the gas expansion very near his natural, indicating that he will be going for aggressive hydra play off 3 base rather than using lurkers and zerglings to secure hive tech and a fourth base.
A close third is easier to defend, but does not naturally lend itself to taking a
fourth the way another natural would.
Trap scouts Ggaemo's base, giving him an inclination of what the zerg is up to, but he still has not gotten into Ggaemo's main, so he is feeling a bit uneasy…
With good reason. Ggaemo plants down his hydralisk den before starting his lair, choosing to put on pressure and possibly kill Trap in the early game.
Trap does not know if ggaemo is going 3 hatch spire or 3 hatch hydra, so he is forced
to play safe and prepare for both possibilities.
Ggaemo continues droning up while he researches speed and range on his hydralisk den. On top of ensuring that he will have a solid economy when he wants to start getting aggressive, droning keeps Trap in the dark, ensuring he won't see hydralisks until he is ready to attack with them. Meanwhile, Trap is playing standard up to this point. He is teching to stargate in his main and researching +1 weapons at his forge. He is still on one gateway and is likely planning to put on pressure with corsairs and +1 zealots. The extra droning ggameo has been doing allows him to make a fourth hatchery outside of his natural.
This is something Shine would not do.
However, the 300 minerals needed for this are taken out of his potential hydralisk force, meaning he ggaemo has four fewer to be aggressive with when he decides to move out. Clearly, he is planning to use the hydralisks for pressure rather than to deal a killing blow to Trap.
Trap realizes that ggaemo went for fast hydralisks and has to respond by adding 3 cannons.
450 minerals that are not being used on gateways.
Instead of attacking into Trap’s newly made cannons, Ggaemo cuts more hydralisks and makes his 5th hatchery at his third and gets his lair started to get lurkers and a spire. He can tech and build infrastructure because he forced Trap to make static defense and by cutting hydralisks he is effectively causing that money to go to waste.
Ggaemo leaves six hydralisks and zerglings to chill out in front of Trap's natural, threatening but not actually trying to bust in.
No hurry.
Eventually, he attacks Trap’s gateway without adding any more units to his force and manages to take the gateway down. With his second gateway nearing completion, Trap finds himself in the uncomfortable position of being unable to make any army units.
Trap's response is to get a robo and reavers. He can use the shuttle reaver combination to damage Ggaemo's economy even if he is contained and if need be he can leave the reaver at his natural to ensure that it does not get breached. Ggaemo drones up while Trap techs. Satisfied with delaying Trap's army and third base, he does not make an effort to reinforce his contain. Trap leaves his reaver at the natural for defense, using his shuttle to drop DTs around the map.
At best, the DT can find a hole in Ggaemo's defense and kill a bunch of drones and at
worst it will afford him some map control and let him keep track of Ggaemo's expansions.
Aware of Trap's choice to go for shuttle play, Ggaemo decides to take his 6th hatchery at his 3rd, which keeps his area tightly compact and easy to defend from shuttle play with hydralisks, which is necessary as Ggaemo does not yet have a shuttle for scourge. At home, Trap amasses a sizeable army of gateway units to take control of the middle and set up his third base.
Ggaemo expands to his fourth base, once again choosing to take a base close to his other expansions to minimize the amount of space he needs to control. Trap's dark templar still has 0 kills and Trap, getting impatient, sends the DT in at ggaemo's third. It gets two kills but is quickly dealt with.
Ggaemo’s expos are too tightly defended for Trap’s harassment
Ggaemo continues to fortify his bases with lurkers while Trap pumps out units from all his gateways, possibly looking to hit a timing window before hive and defilers finish.
Both players are staying out of the middle, Ggaemo because he is trying to protect all his expansions and Trap because he is waiting until he has enough units to not die to a good flank. Once he has his fourth base started, Ggaemo decides it is time to start his spire at his third.
After a standoff that would make any cowboy jealouse, Ggaemo decides to take an offensive posture. Rather than set up a lurker field in the middle, he sends a bunch of hydras and lurkers with overlords to the bottom left. He's going for drops!
Massing here...
ggaemo is disciplined about scouting for expansions. He spots Trap's third and quickly snipes it with zerglings.
The drop lands on an unsuspecting Trap. Trap has been focusing on gateway units so he has no corsairs to help defend. Lurkers burrow around the probes and gateways and start shredding Trap’s economy while hydras pick off the units as they try to defend.
Killing there.
Trap knows that he cannot force his way up a ramp with lurkers and hydras so he moves out to attack ggaemo, hoping to cripple him and then slowly retake control of his main, but ggaemo is well set up to defend, able to reinforce quickly from all his hatcheries and already set up with sunkens and lurkers.
Trap might have been able to win this fight in the middle, but Ggaemo’s sim city and
sunkens tip the battle in his favor.
His counter deflected, Trap has no choice but to try to force his army up his main ramp, but there is little hope of success. Trap knows ggaemo's units are either in his main or defending his bases, so he can safely take his third base. At this point, though, it won't be of much help. Ggaemo, meanwhile, gets his hive up. With this, he can halt any army compositions with dragoons and use adrenal upgraded zerglings as a very mobile raiding unit.
With excellent storms, Trap is able to win a battle in the center but with all his gaeways destroyed, he has no hope of winning against ggaemo's stream of reinforcements. Trap concedes the game.
Admiral Ackbar sighs in relief.
Trap spawns at the bottom left on Dante's Peak as Protoss while Ggaemo spawns in the cross position at top right. Trap sends out a probe and fast expands and Ggaemo chooses to overpool. Ggaemo sends out his drone to expand and sees Trap's probe in the natural. He positions the drone at the top of the ramp to keep Trap from scouting while he waits until he has enough minerals to contest the area. When Ggaemo sends his drone down to take his natural, Trap decides to sacrifice scouting information to delay the hatchery. He knows that if Ggaemo makes zerglings he will be able to see them as they move out and since they are cross position he will have time to set up cannons before they reach his base, so this is a very safe decision. Maybe anticipating a pylon block or just wanting to force another cannon from Trap, Ggaemo decides to make 6 zerglings even though he knows they cannot damage Trap immediately. He comes out ahead if Trap makes an extra cannon in response because zerglings are mobile and can be used to kill scouts and keep map control whereas cannons are only useful for defense. Ggaemo manages to kill off the scouting probe with his drone and plants down his expo.
Ggaemo shows good drone micro, able to kill the probe without even using his zerglings
Trap, in turn, goes cannon-nexus-cannon as a compromise between economy and safety. Rather than taking the natural of another main as is standard on four player maps ZvP, Ggaemo takes the gas expansion very near his natural, indicating that he will be going for aggressive hydra play off 3 base rather than using lurkers and zerglings to secure hive tech and a fourth base.
A close third is easier to defend, but does not naturally lend itself to taking a
fourth the way another natural would.
Trap scouts Ggaemo's base, giving him an inclination of what the zerg is up to, but he still has not gotten into Ggaemo's main, so he is feeling a bit uneasy…
With good reason. Ggaemo plants down his hydralisk den before starting his lair, choosing to put on pressure and possibly kill Trap in the early game.
Trap does not know if ggaemo is going 3 hatch spire or 3 hatch hydra, so he is forced
to play safe and prepare for both possibilities.
Ggaemo continues droning up while he researches speed and range on his hydralisk den. On top of ensuring that he will have a solid economy when he wants to start getting aggressive, droning keeps Trap in the dark, ensuring he won't see hydralisks until he is ready to attack with them. Meanwhile, Trap is playing standard up to this point. He is teching to stargate in his main and researching +1 weapons at his forge. He is still on one gateway and is likely planning to put on pressure with corsairs and +1 zealots. The extra droning ggameo has been doing allows him to make a fourth hatchery outside of his natural.
This is something Shine would not do.
However, the 300 minerals needed for this are taken out of his potential hydralisk force, meaning he ggaemo has four fewer to be aggressive with when he decides to move out. Clearly, he is planning to use the hydralisks for pressure rather than to deal a killing blow to Trap.
Trap realizes that ggaemo went for fast hydralisks and has to respond by adding 3 cannons.
450 minerals that are not being used on gateways.
Instead of attacking into Trap’s newly made cannons, Ggaemo cuts more hydralisks and makes his 5th hatchery at his third and gets his lair started to get lurkers and a spire. He can tech and build infrastructure because he forced Trap to make static defense and by cutting hydralisks he is effectively causing that money to go to waste.
Ggaemo leaves six hydralisks and zerglings to chill out in front of Trap's natural, threatening but not actually trying to bust in.
No hurry.
Eventually, he attacks Trap’s gateway without adding any more units to his force and manages to take the gateway down. With his second gateway nearing completion, Trap finds himself in the uncomfortable position of being unable to make any army units.
Trap's response is to get a robo and reavers. He can use the shuttle reaver combination to damage Ggaemo's economy even if he is contained and if need be he can leave the reaver at his natural to ensure that it does not get breached. Ggaemo drones up while Trap techs. Satisfied with delaying Trap's army and third base, he does not make an effort to reinforce his contain. Trap leaves his reaver at the natural for defense, using his shuttle to drop DTs around the map.
At best, the DT can find a hole in Ggaemo's defense and kill a bunch of drones and at
worst it will afford him some map control and let him keep track of Ggaemo's expansions.
Aware of Trap's choice to go for shuttle play, Ggaemo decides to take his 6th hatchery at his 3rd, which keeps his area tightly compact and easy to defend from shuttle play with hydralisks, which is necessary as Ggaemo does not yet have a shuttle for scourge. At home, Trap amasses a sizeable army of gateway units to take control of the middle and set up his third base.
Ggaemo expands to his fourth base, once again choosing to take a base close to his other expansions to minimize the amount of space he needs to control. Trap's dark templar still has 0 kills and Trap, getting impatient, sends the DT in at ggaemo's third. It gets two kills but is quickly dealt with.
Ggaemo’s expos are too tightly defended for Trap’s harassment
Ggaemo continues to fortify his bases with lurkers while Trap pumps out units from all his gateways, possibly looking to hit a timing window before hive and defilers finish.
Both players are staying out of the middle, Ggaemo because he is trying to protect all his expansions and Trap because he is waiting until he has enough units to not die to a good flank. Once he has his fourth base started, Ggaemo decides it is time to start his spire at his third.
After a standoff that would make any cowboy jealouse, Ggaemo decides to take an offensive posture. Rather than set up a lurker field in the middle, he sends a bunch of hydras and lurkers with overlords to the bottom left. He's going for drops!
Massing here...
ggaemo is disciplined about scouting for expansions. He spots Trap's third and quickly snipes it with zerglings.
The drop lands on an unsuspecting Trap. Trap has been focusing on gateway units so he has no corsairs to help defend. Lurkers burrow around the probes and gateways and start shredding Trap’s economy while hydras pick off the units as they try to defend.
Killing there.
Trap knows that he cannot force his way up a ramp with lurkers and hydras so he moves out to attack ggaemo, hoping to cripple him and then slowly retake control of his main, but ggaemo is well set up to defend, able to reinforce quickly from all his hatcheries and already set up with sunkens and lurkers.
Trap might have been able to win this fight in the middle, but Ggaemo’s sim city and
sunkens tip the battle in his favor.
His counter deflected, Trap has no choice but to try to force his army up his main ramp, but there is little hope of success. Trap knows ggaemo's units are either in his main or defending his bases, so he can safely take his third base. At this point, though, it won't be of much help. Ggaemo, meanwhile, gets his hive up. With this, he can halt any army compositions with dragoons and use adrenal upgraded zerglings as a very mobile raiding unit.
With excellent storms, Trap is able to win a battle in the center but with all his gaeways destroyed, he has no hope of winning against ggaemo's stream of reinforcements. Trap concedes the game.
Admiral Ackbar sighs in relief.
Group 11 Set 2: Pure < Circuit Breaker > Leta
+ Show Spoiler +
By nbaker
Leta and Pure spawn cross positions on Circuit Breakers, Leta as the Terran in top left and Pure as the Protoss in bottom right. Leta Leta takes advantage of the huge rush distances on Circuit Breaker to open with a command center after his first barracks, while Pure goes for the more conservative one gateway with gas and a cybernetics core before he places a nexus at his natural expo. Leta scouts clockwise and passes Pure’s zealot as he heads to his main and sets up a bunker to secure his natural from any early harassment.
Pure scouts counterclockwise and, seeing the command center, opts to get dragoon range. He sends 3 dragoons to Leta’s natural and attacks the bunker, forcing Leta to pull scvs off mining to keep the bunker up until his tank finishes. While he is pressuring Leta’s front, Pure expands to the nearby mineral only at 5:30 and starts his robo and second gateway.
Leta’s tank finishes, but he waits until siege mode finishes before using it to repel the dragoons, not willing to risk having the dragoons run up and snipe it. Siege finishes and Pure backs off without sustaining casualties.
Pure feels he should put some pressure on Leta for going Rax-FE, but can’t do much
cross position on Circuit Breaker.
Pure plays standard, getting an observatory after his robotics facility finishes. He doesn’t like his chances of harassing with a shuttle and reavers cross position on Circuit Breakers, which is huge. Leta, meanwhile, guesses where Pure put his 3rd and sends two vultures along a sneaky route, managing to snipe two probes before Pure is able to defend with his dragoons.
Just the beginning of Leta’s illustrious vulture play.
Pure warps in a stargate and arbiter tribunal at his natural expansion, not liking his chances with carriers on a map with a center that’s basically a giant flat square. Circuit Breakers lends itself quite well to recalls as Terran mech will take a long time to get to where it needs to be for defense.
Pure hopes to keep Leta in the dark a bit longer by building his tech at his natural
rather than his main.
Having finished building another command center, Leta decides to attack while he floats it to his 3rd. His main force of tanks and vultures move across the center.
Pure spots the army with his observer, allowing him to set up to defend it
in the middle rather than at one of his expos.
Pure sends his army of dragoons and zealots/high templar in shuttles to halt Leta’s advance. Leta sieges up. Both players are posturing like they are willing to attack, but ultimately neither feels comfortable with doing so. If Leta unsieges and attacks Pure, his army will be ripped apart, but if Pure attacks into a siege line, he will fare no better.
Leta, however, has something else in mind. While the two main armies stare each other down, Leta sends a control group of vultures to 6 o’clock and finds Pure has started his 4th nexus. Pure needs his army to hold his ground in the center, so he has no choice but to let it fall.
Even though he cannot damage Pure’s main army, he can use his own army as a
distraction while he harasses with vultures.
Satisfied with delaying Pure’s 4th and taking his 3rd, Leta backs off with his central army. Pure smells blood and takes chase, but is thwarted once he gets to Leta’s bridges, wisely choosing not to send his dragoons to cross under siege tank fire. However, the attack proves not to be a failure as it buys Pure the time he needed to take his fourth base at 3 o’clock.
Both players are posturing to attack, but both also know it would be suicide to go through with it.
With arbiters and recall finished, Pure sends his first arbiter up and then horizontally across, finding a gaping hole in Leta’s turret defenses. His arbiter only takes fire from one turret as it flies into Leta’s main base and recalls dragoons and zealots right on top of Leta’s buildings.
Leta does not expect a recall so early and is caught with his pants down.
Although the recall is eventually cleaned up by Leta’s tanks and vultures, it more than paid for itself, severely supply blocking Leta and killing off the starport and science facility.
Losing the starport and science facility means Leta will have to fight arbiters with no vessels.
He won’t be able to EMP the arbiters and will need to scan for detection in every battle.
Figuring that since most of Pure’s army is in his main, Leta feels that now is a safe time to float his 4th command center to 12 o’clock. However, Leta soon finds that he has miscalculated! Pure predicted Leta’s move and preempted it by sending dragoons to 12, forcing Leta to retreat the command center.
Pure doesn’t manage to pick off the command center, but Leta’s economy is still
severely delayed.
Meanwhile, Leta has about 6 vultures patrolling the map, laying mines and keeping Pure honest with his expansions. However, they are not enough to keep Pure from going up 5 bases to 3, with his 6th base starting at 6. Leta uses tanks to secure 12 and floats his 4th command center into place. Pure temporarily moves his forces down to his half of the map where they can catch stray vultures and clear out mines, but then snakes back up to 12 and attacks into it after stasising four vultures. Leta manages to hold, but loses a lot of siege tanks and scvs to Pure’s storms and zealots.
Pure strategically chooses to stasis vultures rather than tanks.
Leta’s vultures keep him in the game. He sends a control group up to Pure’s 1 o’clock base, killing probes and delaying mining and delaying mining. Pure manages to defend 1 with only a few zealots and cannons, countering at Leta’s 3rd with his larger army, but is unable to make progress against the well-entrenched Terran. Meanwhile, Pure is greedily expanding to 6:30 and the 7 o’clock main and natural, but is unable to defend all of them as Leta sends another control group of vultures to 7 o’clock, forcing Pure to cancel both of the nexuses he was warping in there.
Having pulled Pure’s forces down and to the left, Leta decides now is a good time to attack Pure’s 1 o’clock main and natural, which is all the way across the map. He moves in siege tanks and vultures and manages to take them both down before Pure can affect any kind of defense.
Pure has nothing in position to fight Leta’s army.
Pure starts a fleet beacon and a second cybernetics core for a carrier switch. Leta tries to take control of the top half of the map, expanding the 1 o’clock natural where he recently picked off one of Pure’s expansions. Pure responds by being aggressive, attacking and killing the 1 o’clock natural and recalling at 12, where he once more deals damage, but is once more unable to kill off.
Pure’s arbiters are flying around the map totally unchecked.
Leta’s vultures once more keep him alive. Faced with the prospect of fighting an 8 base Protoss with only 4 bases, 3 of which are getting thin on resources, Leta sends his vultures to the bottom side of the map and manages to kill off 6:30 and 6 o’clock with pure vultures.
Not satisfied with his victories, Leta presses the offensive, sending vultures with tank
support to once more take out the main and natural at 7 o’clock.
Pure got too greedy with his expansions. He probably planned on losing one,
but his gamble fails and he loses 3.
But Pure senses that Leta has over-extended himself and counters at 12 o’clock, this time succeeding in finishing the job and killing off the command center.
Third time’s the charm.
The carnage continues as Leta’s army heads to Pure’s 3 o’clock base and takes it down. He tries to float another command center back to the 12 o’clock position, but Pure has left an arbiter there and recalls dragoons, which are able chase the command center down and kill it off. Having finished his work at 3, Leta moves his army up to 1 and once more takes out Leta’s expansion there. He also sends vultures to Pure’s 6 o’clock bae, which manage to kill some probes and a cannon before dragoons force them to retreat. At the end of all the chaos, Pure is left with two mining bases and Leta is left with none, but he does seem to have the superior army.
Neither army has actually attacked the other head on. They both keep killing
each other’s bases rather than try to defend.
Both players take a breath and try to rebuild their crippled economies. Pure re-expands to 1 o’clock and 7 o’clock, while Leta loyally sends yet another command center to 12 o’clock. Leta makes use of his army advantage to attack down the map and take out Pure’s 6:30 base. He sends a few vultures to kill of 6 o’clock while committing his main army to killing off 7 o’clock.
Once more, Pure loses 3 bases in a minute and a half.
Pure’s response is to recall at 12 o’clock (again), gambling that if he can take it out and defend his 1 o’clock base, then Leta will not be mining and he will be able to pull ahead. He succeeds in killing off the command center, and predicts Leta’s response of sending a cc to the 9 o’clock, sending an arbiter that recalls dragoons and forces Leta’s scvs to retreat.
Rather than attacking the four dragoons Pure has left at 3, Leta rolls across the map and attacks Pure’s bases at 1. Pure comes up way short in defense when Leta moves across the map to attack it and easily takes out both the natural and main expansion. Now neither player has any bases with resources.
Leta needs to kill all of Pure’s bases to stay in the game. Fortunately, when one
stasised dragoon is the only thing in his way, that isn’t too hard.
With Leta’s entire army at 1 o’clock, Pure can walk right into Leta’s main base and manages to kill off almost all of Leta’s buildings. Leta manages to lift a few factories and an engineering bay over to his main army where he can defend them and avoid being eliminated.
Pure goes for the quick elimination…
But Leta gets away.
Leta is left with no command centers to receive resources and Pure is left with a few probes. He tries to distance mine with them, but Leta finds them with scouting vultures and kills them off, making this a no income game. Leta sets up in the middle and sieges up. Pure repeatedly tries to sneak an arbiter in to stasis the science vessels, which will allow him to attack with a cloaked army and end the game, but Leta keeps on his toes and EMPs the arbiters before the can cast stasis. Leta attacks Pure’s main and kills it off, sieging up there. Pure still has buildings around the map and Leta has a factory and engineering bay floating over his army. Neither player dares attack the other.
Pure gets one big shot as he dances an arbiter into the main, dodging two EMPs and stasising both of Leta’s science vessels. However, he doesn’t account for the goliath that Leta has cleverly hidden under his engineering bay, which prevents him from bee-lining back to the ramp and leaves the zealots he sent to run to their death without any cloak. Leta chases the arbiter down with his goliath and kills it off.
Without the goliath, Pure would have been able to get his arbiter back to the
zealots and cloak them, allowing them to kill the siege tanks
After a long period of time with neither player doing anything, the game is paused and a Kespa referee declares the game a stalemate and calls for a regame, which Leta wins.
GG?
Leta and Pure spawn cross positions on Circuit Breakers, Leta as the Terran in top left and Pure as the Protoss in bottom right. Leta Leta takes advantage of the huge rush distances on Circuit Breaker to open with a command center after his first barracks, while Pure goes for the more conservative one gateway with gas and a cybernetics core before he places a nexus at his natural expo. Leta scouts clockwise and passes Pure’s zealot as he heads to his main and sets up a bunker to secure his natural from any early harassment.
Pure scouts counterclockwise and, seeing the command center, opts to get dragoon range. He sends 3 dragoons to Leta’s natural and attacks the bunker, forcing Leta to pull scvs off mining to keep the bunker up until his tank finishes. While he is pressuring Leta’s front, Pure expands to the nearby mineral only at 5:30 and starts his robo and second gateway.
Leta’s tank finishes, but he waits until siege mode finishes before using it to repel the dragoons, not willing to risk having the dragoons run up and snipe it. Siege finishes and Pure backs off without sustaining casualties.
Pure feels he should put some pressure on Leta for going Rax-FE, but can’t do much
cross position on Circuit Breaker.
Pure plays standard, getting an observatory after his robotics facility finishes. He doesn’t like his chances of harassing with a shuttle and reavers cross position on Circuit Breakers, which is huge. Leta, meanwhile, guesses where Pure put his 3rd and sends two vultures along a sneaky route, managing to snipe two probes before Pure is able to defend with his dragoons.
Just the beginning of Leta’s illustrious vulture play.
Pure warps in a stargate and arbiter tribunal at his natural expansion, not liking his chances with carriers on a map with a center that’s basically a giant flat square. Circuit Breakers lends itself quite well to recalls as Terran mech will take a long time to get to where it needs to be for defense.
Pure hopes to keep Leta in the dark a bit longer by building his tech at his natural
rather than his main.
Having finished building another command center, Leta decides to attack while he floats it to his 3rd. His main force of tanks and vultures move across the center.
Pure spots the army with his observer, allowing him to set up to defend it
in the middle rather than at one of his expos.
Pure sends his army of dragoons and zealots/high templar in shuttles to halt Leta’s advance. Leta sieges up. Both players are posturing like they are willing to attack, but ultimately neither feels comfortable with doing so. If Leta unsieges and attacks Pure, his army will be ripped apart, but if Pure attacks into a siege line, he will fare no better.
Leta, however, has something else in mind. While the two main armies stare each other down, Leta sends a control group of vultures to 6 o’clock and finds Pure has started his 4th nexus. Pure needs his army to hold his ground in the center, so he has no choice but to let it fall.
Even though he cannot damage Pure’s main army, he can use his own army as a
distraction while he harasses with vultures.
Satisfied with delaying Pure’s 4th and taking his 3rd, Leta backs off with his central army. Pure smells blood and takes chase, but is thwarted once he gets to Leta’s bridges, wisely choosing not to send his dragoons to cross under siege tank fire. However, the attack proves not to be a failure as it buys Pure the time he needed to take his fourth base at 3 o’clock.
Both players are posturing to attack, but both also know it would be suicide to go through with it.
With arbiters and recall finished, Pure sends his first arbiter up and then horizontally across, finding a gaping hole in Leta’s turret defenses. His arbiter only takes fire from one turret as it flies into Leta’s main base and recalls dragoons and zealots right on top of Leta’s buildings.
Leta does not expect a recall so early and is caught with his pants down.
Although the recall is eventually cleaned up by Leta’s tanks and vultures, it more than paid for itself, severely supply blocking Leta and killing off the starport and science facility.
Losing the starport and science facility means Leta will have to fight arbiters with no vessels.
He won’t be able to EMP the arbiters and will need to scan for detection in every battle.
Figuring that since most of Pure’s army is in his main, Leta feels that now is a safe time to float his 4th command center to 12 o’clock. However, Leta soon finds that he has miscalculated! Pure predicted Leta’s move and preempted it by sending dragoons to 12, forcing Leta to retreat the command center.
Pure doesn’t manage to pick off the command center, but Leta’s economy is still
severely delayed.
Meanwhile, Leta has about 6 vultures patrolling the map, laying mines and keeping Pure honest with his expansions. However, they are not enough to keep Pure from going up 5 bases to 3, with his 6th base starting at 6. Leta uses tanks to secure 12 and floats his 4th command center into place. Pure temporarily moves his forces down to his half of the map where they can catch stray vultures and clear out mines, but then snakes back up to 12 and attacks into it after stasising four vultures. Leta manages to hold, but loses a lot of siege tanks and scvs to Pure’s storms and zealots.
Pure strategically chooses to stasis vultures rather than tanks.
Leta’s vultures keep him in the game. He sends a control group up to Pure’s 1 o’clock base, killing probes and delaying mining and delaying mining. Pure manages to defend 1 with only a few zealots and cannons, countering at Leta’s 3rd with his larger army, but is unable to make progress against the well-entrenched Terran. Meanwhile, Pure is greedily expanding to 6:30 and the 7 o’clock main and natural, but is unable to defend all of them as Leta sends another control group of vultures to 7 o’clock, forcing Pure to cancel both of the nexuses he was warping in there.
Having pulled Pure’s forces down and to the left, Leta decides now is a good time to attack Pure’s 1 o’clock main and natural, which is all the way across the map. He moves in siege tanks and vultures and manages to take them both down before Pure can affect any kind of defense.
Pure has nothing in position to fight Leta’s army.
Pure starts a fleet beacon and a second cybernetics core for a carrier switch. Leta tries to take control of the top half of the map, expanding the 1 o’clock natural where he recently picked off one of Pure’s expansions. Pure responds by being aggressive, attacking and killing the 1 o’clock natural and recalling at 12, where he once more deals damage, but is once more unable to kill off.
Pure’s arbiters are flying around the map totally unchecked.
Leta’s vultures once more keep him alive. Faced with the prospect of fighting an 8 base Protoss with only 4 bases, 3 of which are getting thin on resources, Leta sends his vultures to the bottom side of the map and manages to kill off 6:30 and 6 o’clock with pure vultures.
Not satisfied with his victories, Leta presses the offensive, sending vultures with tank
support to once more take out the main and natural at 7 o’clock.
Pure got too greedy with his expansions. He probably planned on losing one,
but his gamble fails and he loses 3.
But Pure senses that Leta has over-extended himself and counters at 12 o’clock, this time succeeding in finishing the job and killing off the command center.
Third time’s the charm.
The carnage continues as Leta’s army heads to Pure’s 3 o’clock base and takes it down. He tries to float another command center back to the 12 o’clock position, but Pure has left an arbiter there and recalls dragoons, which are able chase the command center down and kill it off. Having finished his work at 3, Leta moves his army up to 1 and once more takes out Leta’s expansion there. He also sends vultures to Pure’s 6 o’clock bae, which manage to kill some probes and a cannon before dragoons force them to retreat. At the end of all the chaos, Pure is left with two mining bases and Leta is left with none, but he does seem to have the superior army.
Neither army has actually attacked the other head on. They both keep killing
each other’s bases rather than try to defend.
Both players take a breath and try to rebuild their crippled economies. Pure re-expands to 1 o’clock and 7 o’clock, while Leta loyally sends yet another command center to 12 o’clock. Leta makes use of his army advantage to attack down the map and take out Pure’s 6:30 base. He sends a few vultures to kill of 6 o’clock while committing his main army to killing off 7 o’clock.
Once more, Pure loses 3 bases in a minute and a half.
Pure’s response is to recall at 12 o’clock (again), gambling that if he can take it out and defend his 1 o’clock base, then Leta will not be mining and he will be able to pull ahead. He succeeds in killing off the command center, and predicts Leta’s response of sending a cc to the 9 o’clock, sending an arbiter that recalls dragoons and forces Leta’s scvs to retreat.
Rather than attacking the four dragoons Pure has left at 3, Leta rolls across the map and attacks Pure’s bases at 1. Pure comes up way short in defense when Leta moves across the map to attack it and easily takes out both the natural and main expansion. Now neither player has any bases with resources.
Leta needs to kill all of Pure’s bases to stay in the game. Fortunately, when one
stasised dragoon is the only thing in his way, that isn’t too hard.
With Leta’s entire army at 1 o’clock, Pure can walk right into Leta’s main base and manages to kill off almost all of Leta’s buildings. Leta manages to lift a few factories and an engineering bay over to his main army where he can defend them and avoid being eliminated.
Pure goes for the quick elimination…
But Leta gets away.
Leta is left with no command centers to receive resources and Pure is left with a few probes. He tries to distance mine with them, but Leta finds them with scouting vultures and kills them off, making this a no income game. Leta sets up in the middle and sieges up. Pure repeatedly tries to sneak an arbiter in to stasis the science vessels, which will allow him to attack with a cloaked army and end the game, but Leta keeps on his toes and EMPs the arbiters before the can cast stasis. Leta attacks Pure’s main and kills it off, sieging up there. Pure still has buildings around the map and Leta has a factory and engineering bay floating over his army. Neither player dares attack the other.
Pure gets one big shot as he dances an arbiter into the main, dodging two EMPs and stasising both of Leta’s science vessels. However, he doesn’t account for the goliath that Leta has cleverly hidden under his engineering bay, which prevents him from bee-lining back to the ramp and leaves the zealots he sent to run to their death without any cloak. Leta chases the arbiter down with his goliath and kills it off.
Without the goliath, Pure would have been able to get his arbiter back to the
zealots and cloak them, allowing them to kill the siege tanks
After a long period of time with neither player doing anything, the game is paused and a Kespa referee declares the game a stalemate and calls for a regame, which Leta wins.
GG?
Group 12 Set 2: firebathero < Circuit Breaker > Jaehoon
+ Show Spoiler +
By ]343[
Jaehoon vs Firebathero is a matchup famous for its lulz (a la this game), and all hope for it to deliver as Firebathero spawns as the blue Terran at 1.5, opposite Jaehoon the orange Protoss at 7.5, on Circuit Breaker.
Jaehoon opens with a Nexus before gateway while Firebathero opens with a barracks and marine before expansion, even being forced to begin a refinery from the threat of a gas steal.
Jaehoon begins a Templar Archives and Stargate around the time range finishes, aiming for a fast 2 base arbiter build. Firebathero builds a very early academy for scan, and repels the goons hitting his bunker when siege finishes.
Firebathero adds an armory, 2nd factory with addon, and engineering bay, starting a turret at his natural when the first DT arrives. Jaehoon trades the DT for a tank, but scan finishes it off. Meanwhile, Jaehoon has taken a 3rd at 10.5, making the Arbiter Tribunal part of the pylon wall there and adding a forge as well.
After the DT is dealt with, FBH builds a second CC, starport and science facility, 3rd factory, and 2nd armory; Jaehoon has 5 gateways and adds a surprising 2nd stargate. He scouts FBH taking his 3rd at his mineral only, and Jaehoon responds with a 4th at his mineral only.
FBH drops four vultures in Jaehoon's 3rd, killing a zealot, DT, and later even a dragoon but getting no probes due to cannons. The arbiter moves out for a potential recall, but a floating ebay and four turrets deter him from carrying out his mission. Jaehoon's army moves around trying to clear mines without an observer with some success while FBH establishes a strong turret/tank line near his bases, looking to take a 4th. Jaehoon pumps arbiters from two stargates and builds a surprising 3rd forge while taking his 5th at 4.5 (a mine blocks the 6 o'clock base).
Jaehoon's strategy is in response to FBH's turtling on 4 base: he will take every other base on the map and ride the incredible macro advantage to victory. He just needs to maintain map control, keep FBH on his toes, and trade armies until he wins.
The first real action of the game is a recall at FBH's heavily turreted natural. He succeeds in killing 5 turrets and a handful of SCVs, but this recall is quickly followed by another at FBH's 4th at 12 o'clock, forcing a lift. Jaehoon then decides to give away the bulk of his recall force for no reason despite the existence of a retreat path.
Hi tanks! Melt us please!
Jaehoon increases his gateway count to 14 off his 5 bases and applies some more pressure on the 4th of FBH, but fails to do much damage. FBH executes a mildly successful vulture raid on 4.5, laying mines, denying an expansion to the natural, and killing a cannon and dragoon while delaying mining.
Jaehoon dances his army around the middle, looking for weaknesses in FBH's position, but FBH is turtling hard. He begins his push at 3/1, but Jaehoon has 2/1/1 upgrades of his own. Jaehoon does his best to slow the push despite populating his 5th with unrallied goons; FBH appears to be heading south to bottom right, but establishes a position in the center instead. Jaehoon flies an arbiter into five turrets and loses it, amusing the commentators to no end.
Though Jaehoon manages some decent stasis on the tanks in the center, his army is nowhere near large enough to engage; instead, he has been contenting himself with expanding even more, increasing his base count to 7 mining. The +2 mech armor upgrade finishes as FBH powers his way toward Jaehoon's main; a small force sieges the non-mining nat of 4.5 while Jaehoon sacrifices a number of probes into FBH's army.
FBH takes the ridge above Jaehoon's min only, killing the min only while stopping mining at 6. Jaehoon's army continues to attempt to clear mines while making a weak effort to save the natural at 4.
Jaehoon attempts to engage and successfully loses 3 arbiters for nothing, and FBH takes out 4 and 6 while taking his own 5th base; Jaehoon is left with only 6 bases himself.
Hi goliaths! Shoot us please!
Jaehoon finally tries to redeem himself by destroying, with a far superior force, the arbiter-killing goliaths and their comrades on the ridge, and then using zealots to remove the annoying tanks at 4.
Oh look,the arbiter Jaehoon did something right for once.
But while Jaehoon surrounds the four stasised tanks left, FBH attack-moves into 4.5 with little resistance. Jaehoon goes for FBH's 5th, taking out the defenders and forcing a lift; he retakes 6 and 7 o'clock, loses another arbiter to turrets, and barges in with a large goon force to save the 1 gateway remaining at 4.5; incidentally, he stops FBH from expanding there as well.
Wow, he's actually killing FBH's units!
But FBH is on a roll with his expo-killing. He sieges 9 and attacks the nat at 10 simultaneously. Jaehoon hurriedly sends his army back to defend, but suddenly, mines!
Jaehoon: PvX enigma?
After this classic Jaehoon blunder, what little chance he had of remaining the game was over. Firebathero had a huge 3/3 mech army, while Jaehoon's many bases were somehow unable to churn out enough units to defend, especially when he threw away so many units earlier. After a pitiful attempt at defending 10.5, a deftly EMP-ed recall attempt on 12, and a great stasis backed up by a melted army at 3, Jaehoon gg's out.
It looks so pretty! But I have no units!
Though Jaehoon had the right idea with the mass expansions and fast upgrades in response to FBH's 4-base turtling, his battle micro and multitask were woefully deficient, and for some reason he never seemed to have enough units to hold FBH off. A solid game by firebathero, and an embarrassing one by Jaehoon, but that's what we expected, right?
Jaehoon vs Firebathero is a matchup famous for its lulz (a la this game), and all hope for it to deliver as Firebathero spawns as the blue Terran at 1.5, opposite Jaehoon the orange Protoss at 7.5, on Circuit Breaker.
Jaehoon opens with a Nexus before gateway while Firebathero opens with a barracks and marine before expansion, even being forced to begin a refinery from the threat of a gas steal.
Jaehoon begins a Templar Archives and Stargate around the time range finishes, aiming for a fast 2 base arbiter build. Firebathero builds a very early academy for scan, and repels the goons hitting his bunker when siege finishes.
Firebathero adds an armory, 2nd factory with addon, and engineering bay, starting a turret at his natural when the first DT arrives. Jaehoon trades the DT for a tank, but scan finishes it off. Meanwhile, Jaehoon has taken a 3rd at 10.5, making the Arbiter Tribunal part of the pylon wall there and adding a forge as well.
After the DT is dealt with, FBH builds a second CC, starport and science facility, 3rd factory, and 2nd armory; Jaehoon has 5 gateways and adds a surprising 2nd stargate. He scouts FBH taking his 3rd at his mineral only, and Jaehoon responds with a 4th at his mineral only.
FBH drops four vultures in Jaehoon's 3rd, killing a zealot, DT, and later even a dragoon but getting no probes due to cannons. The arbiter moves out for a potential recall, but a floating ebay and four turrets deter him from carrying out his mission. Jaehoon's army moves around trying to clear mines without an observer with some success while FBH establishes a strong turret/tank line near his bases, looking to take a 4th. Jaehoon pumps arbiters from two stargates and builds a surprising 3rd forge while taking his 5th at 4.5 (a mine blocks the 6 o'clock base).
Jaehoon's strategy is in response to FBH's turtling on 4 base: he will take every other base on the map and ride the incredible macro advantage to victory. He just needs to maintain map control, keep FBH on his toes, and trade armies until he wins.
The first real action of the game is a recall at FBH's heavily turreted natural. He succeeds in killing 5 turrets and a handful of SCVs, but this recall is quickly followed by another at FBH's 4th at 12 o'clock, forcing a lift. Jaehoon then decides to give away the bulk of his recall force for no reason despite the existence of a retreat path.
Hi tanks! Melt us please!
Jaehoon increases his gateway count to 14 off his 5 bases and applies some more pressure on the 4th of FBH, but fails to do much damage. FBH executes a mildly successful vulture raid on 4.5, laying mines, denying an expansion to the natural, and killing a cannon and dragoon while delaying mining.
Jaehoon dances his army around the middle, looking for weaknesses in FBH's position, but FBH is turtling hard. He begins his push at 3/1, but Jaehoon has 2/1/1 upgrades of his own. Jaehoon does his best to slow the push despite populating his 5th with unrallied goons; FBH appears to be heading south to bottom right, but establishes a position in the center instead. Jaehoon flies an arbiter into five turrets and loses it, amusing the commentators to no end.
Though Jaehoon manages some decent stasis on the tanks in the center, his army is nowhere near large enough to engage; instead, he has been contenting himself with expanding even more, increasing his base count to 7 mining. The +2 mech armor upgrade finishes as FBH powers his way toward Jaehoon's main; a small force sieges the non-mining nat of 4.5 while Jaehoon sacrifices a number of probes into FBH's army.
FBH takes the ridge above Jaehoon's min only, killing the min only while stopping mining at 6. Jaehoon's army continues to attempt to clear mines while making a weak effort to save the natural at 4.
Jaehoon attempts to engage and successfully loses 3 arbiters for nothing, and FBH takes out 4 and 6 while taking his own 5th base; Jaehoon is left with only 6 bases himself.
Hi goliaths! Shoot us please!
Jaehoon finally tries to redeem himself by destroying, with a far superior force, the arbiter-killing goliaths and their comrades on the ridge, and then using zealots to remove the annoying tanks at 4.
Oh look,
But while Jaehoon surrounds the four stasised tanks left, FBH attack-moves into 4.5 with little resistance. Jaehoon goes for FBH's 5th, taking out the defenders and forcing a lift; he retakes 6 and 7 o'clock, loses another arbiter to turrets, and barges in with a large goon force to save the 1 gateway remaining at 4.5; incidentally, he stops FBH from expanding there as well.
Wow, he's actually killing FBH's units!
But FBH is on a roll with his expo-killing. He sieges 9 and attacks the nat at 10 simultaneously. Jaehoon hurriedly sends his army back to defend, but suddenly, mines!
Jaehoon: PvX enigma?
After this classic Jaehoon blunder, what little chance he had of remaining the game was over. Firebathero had a huge 3/3 mech army, while Jaehoon's many bases were somehow unable to churn out enough units to defend, especially when he threw away so many units earlier. After a pitiful attempt at defending 10.5, a deftly EMP-ed recall attempt on 12, and a great stasis backed up by a melted army at 3, Jaehoon gg's out.
It looks so pretty! But I have no units!
Though Jaehoon had the right idea with the mass expansions and fast upgrades in response to FBH's 4-base turtling, his battle micro and multitask were woefully deficient, and for some reason he never seemed to have enough units to hold FBH off. A solid game by firebathero, and an embarrassing one by Jaehoon, but that's what we expected, right?
I wish I could understand Korean. There I am sitting in front of my laptop at some random hour in the morning watching 32 Korean men dressed in assorted clothing do stuff. I laugh at the obviously funny antics, but when they actually start talking... I can't understand half of it! Luckily, TL is populated by other non-Chinese Asians, so here's Saint Snorlax to the rescue, helping us understand just exactly what happened that night.
Group Selection Ceremony Report
By Waxangel
By Waxangel
The ceremony opens with the realization that, yes, Kim Dong Jun ([NC]Rookie) is back on the MSL announcing team. Kim Dong Jun was one of MBCGame's original announcers, and people soon came to consider him a built-in part of the MSL institution. However, Rookie would go through a controversial parting of ways with MBCGame as military service approached, though the details were never made public. The fans were understandably displeased at the time, but it appears to be a case of "all's well that ends well" as Rookie has wrapped up his military service and returned to his rightful place. Let bygones be bygones, and everyone is feeling right at home once more.
The MSL Group Selection format, for those who are unfamiliar.
+ Show Spoiler [The ins and outs] +
First, the top eight players from the previous tournament are seeded into eight different groups. These eight players cannot be moved. Beyond 1st and 2nd place, the players are given a seed order through an arcane formula MBCGame has devised based on their recent and historic pro-gaming performances. The remaining players 24 players who qualified through the Survivor Tournament are also ranked using the same formula.
Players ranked 9th through 16th are then automatically placed into the groups, following the format of 1 vs 16, 2 vs 15, etc. until there are two players per group. This is just preliminary placement; more on this shortly.
Players ranked 17th and 32nd place are the first to act. In descending order of rank, they choose their positions in the remaining spots on the bracket. The player ranked 17th has the most options, while the 32nd place player is forced to take the last remaining spot.
Players ranked 9th through 16th are then allowed to make a single one-for-one player swap in the bracket, which involves either themselves or their immediate opponents in the bracket. This is done in ascending order of rank (16th->9th).
Players ranked 3rd through 8th also receive a single swap opportunity. While they cannot move themselves, they can make a player swap anywhere in the bracket. Unlike the 9th-16th players, they can make swaps that have no relevance to themselves.
The second place player receives two of the above swaps.
The first place player receives three of the above swaps.
Players ranked 9th through 16th are then automatically placed into the groups, following the format of 1 vs 16, 2 vs 15, etc. until there are two players per group. This is just preliminary placement; more on this shortly.
Players ranked 17th and 32nd place are the first to act. In descending order of rank, they choose their positions in the remaining spots on the bracket. The player ranked 17th has the most options, while the 32nd place player is forced to take the last remaining spot.
Players ranked 9th through 16th are then allowed to make a single one-for-one player swap in the bracket, which involves either themselves or their immediate opponents in the bracket. This is done in ascending order of rank (16th->9th).
Players ranked 3rd through 8th also receive a single swap opportunity. While they cannot move themselves, they can make a player swap anywhere in the bracket. Unlike the 9th-16th players, they can make swaps that have no relevance to themselves.
The second place player receives two of the above swaps.
The first place player receives three of the above swaps.
Selections for 17th-32nd ranked players and Player Entrances
+ Show Spoiler [Selections] +
Initial Bracket (players in each group at opposite sides of the bracket)
A: Hydra(1)* and RuBy(16)
B: great(2)* and firebathero(15)
C: ZerO(3)* and Fantasy(14)
D: Jaedong(4)* and Light(13)
E: Stork(8)* and free(9)
F: Calm(7)* and Bisu(10)
G: Snow(6)* and Flash(11)
H: Kal(5)* and Sea(12)
*Position fixed.
#17: Mind - Group G, vs Stork
#18: Leta - Group C, vs Zero
#19: Hyuk - Group E, vs Free
#20: Hero - Group G, vs Snow
#21: Roro - Group F, vs Calm
#22: Horang2 - Group G, vs Flash
Lack of logic prize
Horang2 "Well, Snow was in the group so i went there.... I'm sure Snow will take me out of the group though."
#23: Classic - Group B, vs Great
#24: Shine - Group B, vs FBH
#25: Really - Group H, vs Kal
#26: Soulkey - Group H, vs Sea
#27: Hyun - Group A, vs Hydra
#28: Han - Group D, vs Light
#29: Reality - Group D, vs Jaedong
#30: GGaemo - Group F, vs Bisu
#31: Grape - Group A, vs Ruby
#32: Dear - Group C, vs Fantasy
Brackets after selection:
A: Hydra* vs HyuN and RuBy vs Grape
B: great* vs Classic and firebathero vs Shine
C: ZerO* vs Leta, and Fantasy vs Dear
D: Jaedong* vs Reality and Light vs Han
E: Stork* vs Mind,and free vs Hyuk
F: Calm* vs RorO and Bisu vs ggaemo
G: Snow* vs hero and Flash vs Horang2
H: Kal* vs Really and Sea vs SoulKey
*Fixed position
A: Hydra(1)* and RuBy(16)
B: great(2)* and firebathero(15)
C: ZerO(3)* and Fantasy(14)
D: Jaedong(4)* and Light(13)
E: Stork(8)* and free(9)
F: Calm(7)* and Bisu(10)
G: Snow(6)* and Flash(11)
H: Kal(5)* and Sea(12)
*Position fixed.
#17: Mind - Group G, vs Stork
#18: Leta - Group C, vs Zero
#19: Hyuk - Group E, vs Free
#20: Hero - Group G, vs Snow
#21: Roro - Group F, vs Calm
#22: Horang2 - Group G, vs Flash
Lack of logic prize
Horang2 "Well, Snow was in the group so i went there.... I'm sure Snow will take me out of the group though."
#23: Classic - Group B, vs Great
#24: Shine - Group B, vs FBH
#25: Really - Group H, vs Kal
#26: Soulkey - Group H, vs Sea
#27: Hyun - Group A, vs Hydra
#28: Han - Group D, vs Light
#29: Reality - Group D, vs Jaedong
#30: GGaemo - Group F, vs Bisu
#31: Grape - Group A, vs Ruby
#32: Dear - Group C, vs Fantasy
Brackets after selection:
A: Hydra* vs HyuN and RuBy vs Grape
B: great* vs Classic and firebathero vs Shine
C: ZerO* vs Leta, and Fantasy vs Dear
D: Jaedong* vs Reality and Light vs Han
E: Stork* vs Mind,and free vs Hyuk
F: Calm* vs RorO and Bisu vs ggaemo
G: Snow* vs hero and Flash vs Horang2
H: Kal* vs Really and Sea vs SoulKey
*Fixed position
As usual, player entrances kicked off the festivities. Once considered to be a dull and overly time consuming part of the ceremonies, this problem was overcome when MBCGame economists made a key breakthrough and discovered the price at which pro-gamers would sell their dignity. Now, with prizes of $500 and upwards for best entrance, the fans are guaranteed a taste of delicious, delicious progamer shame.
Not surprisingly, the gamers with some of the wealthier contracts refrained from humiliating themselves. As the MBCGame announcers would point out, established stars like Flash and Jaedong looked like politicians on the campaign trail, with tired smiles and mechanically waving hands.
Snow was the first bring a little entertainment to the ceremonies, while simultaneously revealing the depths of poverty reached during one's rookie contract. I'll let the picture do most of the
talking:
It was a move taken straight out of Midas's playbook, who came out has a hoola-hooping bear last year. It just goes to show that ever since MBCGame introduced their monetary incentive, entrance ceremonies became a real arms-race. Though animal suits and full body costumes might have been the nuclear option last year, rapid escalation in competition has already relegated them to mere conventional arms. Snow's costume, while humiliating, was already rather passe.
Leta was another victim of the ceremony arms race, coming out dressed in a yellow Bruce Lee exercise suit and going through some weak martial arts motions (though he did do a sweet handspring backflip). Puh-leeze. We've already seen Rain and Osama Bin Laden on this stage. If you're gonna play a character, you've gotta do much better than that.
The worst (or best) part of Leta's costume was actually its odd fit, being too tight or too loose in all the wrong places. Perhaps in an effort to accentuate his masculinity after last season's cross-dressing episode, Leta's bulge was clearly visible through his pants. No, there is no screenshot, you perverts.
If Snow and Leta could be faulted for their lack of originality, RorO's mistake was that he was too avant-garde. The lights went out and came back on to reveal Roro playing an accoustic guitar while wearing a skirt. After strumming out a few chords, Roro lifted the guitar high in the air and slammed it on the ground. There was a studio-wide reaction of "What the hell just happened?"
Still, one of the better modern art pieces I've seen.
Thankfully, there was one great performance that should serve as an inspiration for future ceremonies. After a year long absence from the MSL, the long time hit-maker Hyun returned with another smashing success.
HyuN stumbled in with a bottle of scandalous cloudy liquid (milk or rice wine, you decide), collapsing several times along the way. After laboriously making his way to the podium, and tossing aside several articles of clothing, he gave the following rant:
(Throughout this article, I liberally skip between accurately translating, and just paraphrasing as I please. Bear with me here)
"Ugh.. it was so hard to get here! You know I got knocked out 0-2 last time, right? Anyway, let's see who made it this time..." *Unfolds a piece of paper* "The hell, Taekbaengleessang? You guys are all still here? HOW HAS NOTHING CHANGED IN A YEAR? God, my head.... Hey, 'taek' of Taekbaengleessang. You with the big nose! If you had played me this time around, it woulda been in the final match! You think of yourself as lucky. Hey, this time, I'm not gonna go out 0-2. Watch out, let's have a good fight.... VICTORY!!!!!"
It was a truly virtuoso performance from Hyun, with spot-on delivery and acting chops superior to actual Korean 'actors.' Though he had clearly locked up the award for best ceremony, Hyun decided to please the the fans (and himself) by doing an embarrassing K-pop dance to end his bit.
Ceremony Awards
3rd: RorO
2nd: Snow
1st: HyuN
First Interlude: Vignettes
For the transitions between commercial breaks and also just for general entertainment, MBCGame filmed a few backstage bits during the previous week's MSL photo shoot. The style of filming included a few hilariously un-anonymous mosaics and voice filters:
Some unscrupulous editing from MBCGame yields us this quote from Sea "If you put me in a TaekBaengLeeSsang group, I'll punch your lights out!"
The trollish director was obvious having some fun:
Director: "Don't worry, I won't use this cut."
Dear: "Okay... Everything except Jaedong, COME AT ME!"
The highlight of these little segments was a piece that involved the Woongjin Stars players...
+ Show Spoiler [I agree with Soulkey] +
Selections for players ranked 3rd through 16th, and minor storylines
+ Show Spoiler [Selections] +
Starting brackets:
A: Hydra* vs HyuN and RuBy vs Grape
B: great* vs Classic and firebathero vs Shine
C: ZerO* vs Leta, and Fantasy vs Dear
D: Jaedong* vs Reality and Light vs Han
E: Stork* vs Mind,and free vs Hyuk
F: Calm* vs RorO and Bisu vs ggaemo
G: Snow* vs hero and Flash vs Horang2
H: Kal* vs Really and Sea vs SoulKey
*Fixed position
(text in bold are the CHANGED positions)
#16: Ruby - No Change
#15: FBH - Switches himself with Mind. Stork vs FBH <---> Mind vs Shine
#14: Fantasy - No Change
#13: Light - Switches himself with Hyun. Hydra vs Light <---> Hyun vs Han
Tautology award
Light: I'll either get to the next round, or I won't get to the next round.
#12: Sea - Switches himself with Leta. Zero vs Sea <---> Leta vs Soulkey
#11: Flash - No Change
#10: Free - No Change
#9: Bisu - No Change
Brackets after switches:
A: Hydra* vs Light and RuBy vs Grape
B: great* vs Classic and Mind vs Shine
C: ZerO* vs Sea and Fantasy vs Dear
D: Jaedong* vs Reality and HyuN vs Han
E: Stork* vs firebathero and free vs Hyuk
F: Calm* vs RorO and Bisu vs ggaemo
G: Snow* vs hero and Flash vs Horang2
H: Kal* vs Really and Leta vs SoulKey
#8: Calm - Switches Bisu and Soulkey. Calm vs Soulkey <---> Bisu vs Leta
#7: Stork - Switches Hyuk and Mind. Free vs Mind <---> Hyuk vs Shine
#6: Snow: Switches Horang2 and Dear. Fantasy vs Horang2 <---> Dear vs Flash
#5: Kal: Switches Han and Grape. Ruby vs Han <---> Grape vs Hyun.
Kal passed his swap to Han
#4: Jaedong: Switches Ruby was GGaemo. Han vs Ggaemo <---> Ruby vs Soulkey
Jaedong passed his swap to Ggaemo.
#3: Zero: Switches Ruby and Fantasy. Horang2 vs Ruby <---> Fantasy vs Soulkey
A: Hydra* vs HyuN and RuBy vs Grape
B: great* vs Classic and firebathero vs Shine
C: ZerO* vs Leta, and Fantasy vs Dear
D: Jaedong* vs Reality and Light vs Han
E: Stork* vs Mind,and free vs Hyuk
F: Calm* vs RorO and Bisu vs ggaemo
G: Snow* vs hero and Flash vs Horang2
H: Kal* vs Really and Sea vs SoulKey
*Fixed position
(text in bold are the CHANGED positions)
#16: Ruby - No Change
#15: FBH - Switches himself with Mind. Stork vs FBH <---> Mind vs Shine
#14: Fantasy - No Change
#13: Light - Switches himself with Hyun. Hydra vs Light <---> Hyun vs Han
Tautology award
Light: I'll either get to the next round, or I won't get to the next round.
#12: Sea - Switches himself with Leta. Zero vs Sea <---> Leta vs Soulkey
#11: Flash - No Change
#10: Free - No Change
#9: Bisu - No Change
Brackets after switches:
A: Hydra* vs Light and RuBy vs Grape
B: great* vs Classic and Mind vs Shine
C: ZerO* vs Sea and Fantasy vs Dear
D: Jaedong* vs Reality and HyuN vs Han
E: Stork* vs firebathero and free vs Hyuk
F: Calm* vs RorO and Bisu vs ggaemo
G: Snow* vs hero and Flash vs Horang2
H: Kal* vs Really and Leta vs SoulKey
#8: Calm - Switches Bisu and Soulkey. Calm vs Soulkey <---> Bisu vs Leta
#7: Stork - Switches Hyuk and Mind. Free vs Mind <---> Hyuk vs Shine
#6: Snow: Switches Horang2 and Dear. Fantasy vs Horang2 <---> Dear vs Flash
#5: Kal: Switches Han and Grape. Ruby vs Han <---> Grape vs Hyun.
Kal passed his swap to Han
#4: Jaedong: Switches Ruby was GGaemo. Han vs Ggaemo <---> Ruby vs Soulkey
Jaedong passed his swap to Ggaemo.
#3: Zero: Switches Ruby and Fantasy. Horang2 vs Ruby <---> Fantasy vs Soulkey
Normally, an MSL group selection is an agglomeration of minor storylines, with the one that manages to be the loudest and most obnoxious being promoted to the main plot. However, the ABC-Mart group selection was special, because there was actually an overarching main narrative that slowly unfolded throughout the night. But before that, here are some of the more interesting minor talking points.
Military Discipline
Three Air Force players qualified for the MSL this season, and they made a strong effort to put on a strict, disciplined face. RuBy, ggaemo, and firebathero all entered to military songs, their expressions as stern and muted as possible.
Throughout the ceremony there were requests for Ruby to "free" his two subordinates. As we all know, Ruby has quite a bit of seniority on the newer Air Force recruits. Ruby would not relent to the audience requests, however, and kept a very short leash on the two. He did allow Ggaemo to make the following recruiting pitch towards ex-OZ teammate Jaedong:
"No matter how successful you are and how much money you make, everyone has to go to the military one day. If Jaedong will come underneath me, I will make sure he is taken care of."
"We are very strict about discipline here at Air Force Ace, so I cannot let the privates relax just yet. "
Though he was strict, Ruby showed that he really did command the respect of his subordinates. When Tyson delivered a stream of trash talk at his former teammate Ruby, Ggaemo couldn't help but jump to the aid of his commanding officer. With his borrowed bracket swap, Ggaemo placed himself against Han, and had some choice comments for him.
"I wanted to play against Jaedong, but Han was being far too insolent to Ruby... ...I will cleanly separate Han's flesh from his bones. Simply put, he will be owned.
Not Quite at Home
Light had been at MBCGame for a very long time before his recent trade to Woongjin Stars, and he didn't seem all that adjusted, yet.
For starters, he was conspicuously missing from Woongjin's homo-erotic backstage encounter mentioned above.
Second, during his player introduction, he said "Hi, I'm Light from M.. Woongjin Stars."
Third, in the middle of the group ceremony, he somehow relocated himself to the MBCGame bench.
The View at the Top
Flash had a very telling exchange with the MBCGame announcers.
MBC: There are a lot of champions in this MSL, does it feel different from other MSLs?
Flash: Huh, other champions?
MBC: Yeah, other champions, eight combined including you.
Flash: Oh, sure.
Flash: Huh, other champions?
MBC: Yeah, other champions, eight combined including you.
Flash: Oh, sure.
Interlude 2: Pro-gamer Polls
MBCGame knows that you can never, ever have too much filler.
Progamer Polls
+ Show Spoiler [Best Nickname] +
4th place (tie): Final Weapon (Flash), Tyrant (Jaedong), Black-god (FBH, he has dark skin for a Korean)
2nd place (tie): Terrorist (Fantasy), Revolutionist (Bisu)
1st place: Go-berman (Hyun. After the dog, doberman)
2nd place (tie): Terrorist (Fantasy), Revolutionist (Bisu)
1st place: Go-berman (Hyun. After the dog, doberman)
+ Show Spoiler [Babyface] +
3rd place (tie): Horang2, Light (a joke by his teammates)
2nd place: Ruby
1st place: Zero
2nd place: Ruby
1st place: Zero
+ Show Spoiler [Most overrated aka bubble] +
3rd place (tie): Grape, Ggaemo
2nd place: Reality
1st place: Shine
2nd place: Reality
1st place: Shine
+ Show Spoiler [Best dresser] +
3rd place: Bisu (fans booed)
2nd place: Ruby
1st place: Jaedong
And a timely shot of an audience member holding up the following picture.
2nd place: Ruby
1st place: Jaedong
And a timely shot of an audience member holding up the following picture.
+ Show Spoiler [Worst dresser] +
3rd place: Sea, Dear
2nd place: Shine
1st place: Horang2
2nd place: Shine
1st place: Horang2
+ Show Spoiler [The player you really want to face] +
3rd place: Hydra
2nd place: Jaedong
1st place (tie): Flash, Bisu, Fantasy
2nd place: Jaedong
1st place (tie): Flash, Bisu, Fantasy
The Greatest Show on Earth: #2 and #1 picks
Rewind back to the backstage segments. Remember Sea's heavily edited comment?
Sea: Man, if I get put in a TaekBaengLeessang group, I'm gonna punch your lights out!
A few more things were said.
Great: I think it would be fun if TaekBaengLeeSsang were in one group.
Sea: If someone put TBLS in one group, I would respect him.
Great: I plan to make some fun groups.
Hydra: The tournament organizers should be careful not to push our buttons...
Fast forward to Sea's selection.
MBC: Do you really want TBLS in one group as Great said, so it's comfortable for everyone else?
Sea: Well they can't all be in one group right (JD and Stork are immobile seeds)?
MBC: Right, one would have to be missing from the group.
Sea: Yeah, so when I was talking with my teammates, I just thought it would be great as long as I'm not the one guy stuck with them.
MBC: You don't wanna be the guy in that group?
Sea:.... I'll just stay in Group B, if you please.
Fast forward to the second last selection of the night. great gets up from his seat, and steps up to the big tournament board.
"The highlight of the group selection will now commence."
First switch: Jaedong vs Bisu <---> Reality vs Leta
Group D: Jaedong vs Bisu, Hyun vs Grape.
Great: Most players usually dislike having to play against good players in the RO32, and I thought that maybe the good players should have a taste of that. Also, I think it would be a cool point of interest for everyone.
Great: You know, Sea did say that he would respect someone who put TaekBaengLeeSsang in one group... So I wonder if he'll really respect me if I put him in that group...
Sea: I'd respect him... But not if I'm in it. What I really don't know is WHY I'M BEING SINGLED OUT LIKE THIS?!
Great: Well I've lost to Sea a lot, and I think he's a good player, so he sticks out to me.
Sea: If it's already all decided, then there's nothing to say.
Great: I'll still give you a listen, at least.
Sea: I'm more nervous than when I'm negotiating my contract!
Anyway, when the MBC guys asked me last week how I felt about Hydra and Great during the filming, whether or not they're overrated or not. And I said absolutely not, and I respect them a lot...
*Crowd groans*
SCREW IT, I'll JUST PLAY IT. I'LL JUST PLAY IT! Just one condition, at least don't bring Flash over, NOT FLASH."
Second switch Great switches Sea vs Hyun. Zero vs Hyun <---> Sea vs Grape
Group D: Jaedong vs Bisu, Sea vs Grape
Hydra steps up to the plate.
First Switch: Dear vs Grape <---> Flash vs Sea
Group D: Bisu vs JD, Sea vs Flash
*Crowd explosion*
Flash: For the first time in while, I feel really giddy inside. They're the players that I think are the best, but I'm really good at groups of death. I think I can play some fun games.
Sea: Well, I can't do anything about it. I guess in the past it's seemed like I hadn't really focused that much on individual leagues, so maybe I can use this opportunity to prepare like I've never prepared before.
Bisu: I....would like to go to another group. I would be okay with this group if I didn't know these guys, but in this situation, I'm a bit sad... Please switch me out? I really wanna go to the next round this time. Just take me out of Group D.
Jaedong: It's the winner's right, so I can't complain about it.
Second switch: Switches Leta and Shine. Hyuk vs Leta <---> Shine vs Reality
Third switch: Switches Sea with Bisu. Jaedong vs Sea <----> Bisu vs Flash.
And so, the Round of 32 groups are finalized...
MSL staff represent! ]343[, the winner of last season's MSL section Liquibet is here to tell you who you should be clicking on when you go to register your votes. Some groups are pretty weak, others are fairly strong, and then there's that one group...
Round of 32 Predictions
By ]343[
By ]343[
I'll begin with a few preliminaries on the MSL Round of 32 for those who don't know. Two of four advance in each group: two pairs of players play their first match, the winners play each other, then the losers play each other, and finally the two players who are 1-1 play each other. The groups, surprisingly, were decided by the MSL group selection ceremony held a week or so ago.
The order of the groups is a bit strange: they're labelled by seeds from the previous MSL, but for some reason they're being played in the order A, E, B, G, F, C, H, D, though of course there's a good reason for Group A being first and Group D being last...
Anyway, on to the predictions!
Group A: (4/14 17:00 KST)
Hydra < Monte Cristo > Light
Tyson < Circuit Breaker > ggaemo
Light < Dante's Peak SE > ggaemo
Hydra < Dante's Peak SE > Tyson
Hydra < La Mancha > ggaemo
We begin the MSL with Group A, featuring last season's champion Hydra, TvZ extraordinaire Light, up-and-coming MBC Toss Tyson, and scrappy veteran ggaemo. With luck, Light can have it easy with two TvZs, though ggaemo's ZvT seems to be a bit scarier than Hydra's (ouch, MSL champion < ACE player!) Light should have no problem dealing with Hydra bar some tricky build or massive failure (due punishment for Hydra's antics in group selection...), but if Tyson beats ggaemo in Set 2, he might have some trouble making it out 2-0. Still, since there's only one Protoss in this group, Light can squeak byif when he wins his TvZs. On the other hand, Tyson's PvZ is decent but not great, while Hydra and ggaemo are no slouches on the other end; so Tyson's hopes rest on beating ggaemo in his first game, after which he should be able to advance. ggaemo's ZvZ has been... lacking... so if it comes down to ggaemo vs Hydra, I'll take Hydra to not embarrass himself and advance to the Ro32.
Group B: (4/16 13:00 KST)
great < Circuit Breaker >Classic
Leta < Dante's Peak SE > Hyuk
great < La Mancha > Leta
Classic < La Mancha > Hyuk
great < Monte Cristo > Classic
Unfortunately, most of these maps are just terrible for TvZ, and my predictions reflect that. To compound the problem for this group's Zergs, Leta is actually good at TvZ, while Classic isn't too terrible at the matchup despite his humiliation by Hydra last MSL. Hyuk is laughable ZvT, but great may be able to squeak by if he breaks his recent slump.
Group C: (4/19 18:00 KST)
ZerO < Dante's Peak SE > HyuN
Horang2 < La Mancha > RuBy
ZerO < Monte Cristo > Horang2
HyuN < Monte Cristo > RuBy
HyuN < Circuit Breaker > Horang2
I really like Zero. I really do. I hope he can win his ZvZ, because that's all that's stopping him from advancing in this group--Zero, despite his inconsistency, has been the second best Zerg in the world at ZvT and ZvP ever since EffOrt retired, and now that he's managed to not choke early on last MSL, he should be able to make a deep run again (if the T > Z maps don't stop him first.) On the other hand, Horang2 has been the ascendant PvPer; his PvT is not bad, but his PvZ is a bit shaky. RuBy and HyuN has been mediocre for years now, so even though they're pretty cool guys, I'm picking Zero and Horang2 to advance.
Group D: (4/21 7:30pm KST)
Jaedong< La Mancha> Sea
Flash < Monte Cristo > Bisu
Sea < Circuit Breaker > Flash
Jaedong < Circuit Breaker > Bisu
Jaedong < Dante's Peak SE > Sea
Here we have it folks, the famed Group Of Death™. The best Zerg, the best Terran, the probably-best Protoss in the world duke it out along with a solid veteran Terran. I doubt anyone can really predict this group too well--all these games can go either way, except maybe Flash vs Sea--but I guess I can go out on a limb and take a stab at it.
La Mancha is a terrible, terrible ZvT map. As such, I'm going to predict Sea to upset Jaedong in the first set. Flash is favored against Bisu, but I'm sure both players will have funny builds cooked up on this new map, so it could go either way, but my gut still says Flash is a favorite against anyone. Flash should take out Sea easily in the Winner's match, bringing their head-to-head record to... 9-0 in standard leagues. Bisu vs Jaedong could again go either way, but I feel like the Tyrant will turn on his death stare and power through.
Of course, Bisu did just recently defeat both Flash and Jaedong in the Winner's League playoffs with impeccable play, avenging his earlier WL losses; though it could be argued that these wins were functions of the P-favored maps, the fact still stands that Bisu played really well. But it's precisely because Bisu just defeated both Flash and Jaedong that I think the LeeSsang will step it up and avenge themselves and their teams. Maybe I'll be proven wrong... but I think everyone agrees that we'll expect epic games out of this group. Hopefully we won't be disappointed with cheese!
Group E: (4/14 19:30 KST)
Stork < Monte Cristo > firebathero
Mind < Circuit Breaker > free
Stork < Dante's Peak SE > Mind
firebathero < Dante's Peak SE > free
Mind < La Mancha > firebathero
This group is a story of players seeking to regain their former glory... and Stork. firebathero has been on a ridiculous streak in the last month, while Mind and free have been winning some games as well. Unfortunately, after free's disgusting showing in the MST, I'm loathe to predict him to win any games. Stork will make it out easily on his PvT, but in the end it'll come down to Mind and FBH's TvT; if Mind can play like he did in the first half of his game against Flash on Aztec, he should be able to make it out.
Group F: (4/18 18:00 KST)
Calm < Circuit Breaker > RorO
Fantasy < Dante's Peak SE > Neo.G_Soulkey
Calm < La Mancha > Fantasy
RorO < La Mancha > Neo.G_Soulkey
Calm < Monte Cristo > RorO
Oh, the joys of seeing Fantasy and Calm in one group. Fantasy is on top of his game right now, but who knows what'll happen when he clashes with Calm? On the other hand, Soulkey's level of play has dropped significantly from a few months ago, Calm hasn't been all too impressive except for his win against Flash, and Roro has just been plodding along like the dependableworkhorse anti-team destroyer he is. I still think Calm's ZvZ is strongest here, so I'll pick him to make it out 2-1.
Group G: (4/16 15:30 KST)
Snow < Dante's Peak SE > hero
Dear < La Mancha > Grape
Snow < Monte Cristo > Grape
hero < Monte Cristo > Dear
hero < Circuit Breaker > Grape
This group features some fresh faces, and some even fresher faces (though I guess hero has been playing for quite a while... he still looks pretty young though!). With all the freshness going on, who knows what surprises will be in store? Hopefully Snow shows us some more crazy harass and pulls through, since we all know he's actually good. The rest are... a bit unproven, except hero who is just kind of bad. Grape has impressed me the most in the past few months so I'll pick him to advance second.
Group H: (4/21 17:00 KST)
Kal < La Mancha > Really
Reality < Monte Cristo > Shine
Kal < Circuit Breaker > Reality
Really < Circuit Breaker > Shine
Really < Dante's Peak SE > Reality
Ah, Kal. He's solid as usual, but nothing special has come from... any of these players recently. I guess the special-est thing among these guys is that Shine has been playing like crap. I'm hoping for some new blood, so I'll just pick Reality to make the round of 16! He might actually be good! If that can't happen, we can instead hope for a Shine vs Kal as epic as last season's. Also, Really vs Reality just sounds hilarious.
Hydra < Monte Cristo > Light
Tyson < Circuit Breaker > ggaemo
Light < Dante's Peak SE > ggaemo
Hydra < Dante's Peak SE > Tyson
Hydra < La Mancha > ggaemo
We begin the MSL with Group A, featuring last season's champion Hydra, TvZ extraordinaire Light, up-and-coming MBC Toss Tyson, and scrappy veteran ggaemo. With luck, Light can have it easy with two TvZs, though ggaemo's ZvT seems to be a bit scarier than Hydra's (ouch, MSL champion < ACE player!) Light should have no problem dealing with Hydra bar some tricky build or massive failure (due punishment for Hydra's antics in group selection...), but if Tyson beats ggaemo in Set 2, he might have some trouble making it out 2-0. Still, since there's only one Protoss in this group, Light can squeak by
Group B: (4/16 13:00 KST)
great < Circuit Breaker >Classic
Leta < Dante's Peak SE > Hyuk
great < La Mancha > Leta
Classic < La Mancha > Hyuk
great < Monte Cristo > Classic
Unfortunately, most of these maps are just terrible for TvZ, and my predictions reflect that. To compound the problem for this group's Zergs, Leta is actually good at TvZ, while Classic isn't too terrible at the matchup despite his humiliation by Hydra last MSL. Hyuk is laughable ZvT, but great may be able to squeak by if he breaks his recent slump.
Group C: (4/19 18:00 KST)
ZerO < Dante's Peak SE > HyuN
Horang2 < La Mancha > RuBy
ZerO < Monte Cristo > Horang2
HyuN < Monte Cristo > RuBy
HyuN < Circuit Breaker > Horang2
I really like Zero. I really do. I hope he can win his ZvZ, because that's all that's stopping him from advancing in this group--Zero, despite his inconsistency, has been the second best Zerg in the world at ZvT and ZvP ever since EffOrt retired, and now that he's managed to not choke early on last MSL, he should be able to make a deep run again (if the T > Z maps don't stop him first.) On the other hand, Horang2 has been the ascendant PvPer; his PvT is not bad, but his PvZ is a bit shaky. RuBy and HyuN has been mediocre for years now, so even though they're pretty cool guys, I'm picking Zero and Horang2 to advance.
Group D: (4/21 7:30pm KST)
Jaedong< La Mancha> Sea
Flash < Monte Cristo > Bisu
Sea < Circuit Breaker > Flash
Jaedong < Circuit Breaker > Bisu
Jaedong < Dante's Peak SE > Sea
Here we have it folks, the famed Group Of Death™. The best Zerg, the best Terran, the probably-best Protoss in the world duke it out along with a solid veteran Terran. I doubt anyone can really predict this group too well--all these games can go either way, except maybe Flash vs Sea--but I guess I can go out on a limb and take a stab at it.
La Mancha is a terrible, terrible ZvT map. As such, I'm going to predict Sea to upset Jaedong in the first set. Flash is favored against Bisu, but I'm sure both players will have funny builds cooked up on this new map, so it could go either way, but my gut still says Flash is a favorite against anyone. Flash should take out Sea easily in the Winner's match, bringing their head-to-head record to... 9-0 in standard leagues. Bisu vs Jaedong could again go either way, but I feel like the Tyrant will turn on his death stare and power through.
Of course, Bisu did just recently defeat both Flash and Jaedong in the Winner's League playoffs with impeccable play, avenging his earlier WL losses; though it could be argued that these wins were functions of the P-favored maps, the fact still stands that Bisu played really well. But it's precisely because Bisu just defeated both Flash and Jaedong that I think the LeeSsang will step it up and avenge themselves and their teams. Maybe I'll be proven wrong... but I think everyone agrees that we'll expect epic games out of this group. Hopefully we won't be disappointed with cheese!
Group E: (4/14 19:30 KST)
Stork < Monte Cristo > firebathero
Mind < Circuit Breaker > free
Stork < Dante's Peak SE > Mind
firebathero < Dante's Peak SE > free
Mind < La Mancha > firebathero
This group is a story of players seeking to regain their former glory... and Stork. firebathero has been on a ridiculous streak in the last month, while Mind and free have been winning some games as well. Unfortunately, after free's disgusting showing in the MST, I'm loathe to predict him to win any games. Stork will make it out easily on his PvT, but in the end it'll come down to Mind and FBH's TvT; if Mind can play like he did in the first half of his game against Flash on Aztec, he should be able to make it out.
Group F: (4/18 18:00 KST)
Calm < Circuit Breaker > RorO
Fantasy < Dante's Peak SE > Neo.G_Soulkey
Calm < La Mancha > Fantasy
RorO < La Mancha > Neo.G_Soulkey
Calm < Monte Cristo > RorO
Oh, the joys of seeing Fantasy and Calm in one group. Fantasy is on top of his game right now, but who knows what'll happen when he clashes with Calm? On the other hand, Soulkey's level of play has dropped significantly from a few months ago, Calm hasn't been all too impressive except for his win against Flash, and Roro has just been plodding along like the dependable
Group G: (4/16 15:30 KST)
Snow < Dante's Peak SE > hero
Dear < La Mancha > Grape
Snow < Monte Cristo > Grape
hero < Monte Cristo > Dear
hero < Circuit Breaker > Grape
This group features some fresh faces, and some even fresher faces (though I guess hero has been playing for quite a while... he still looks pretty young though!). With all the freshness going on, who knows what surprises will be in store? Hopefully Snow shows us some more crazy harass and pulls through, since we all know he's actually good. The rest are... a bit unproven, except hero who is just kind of bad. Grape has impressed me the most in the past few months so I'll pick him to advance second.
Group H: (4/21 17:00 KST)
Kal < La Mancha > Really
Reality < Monte Cristo > Shine
Kal < Circuit Breaker > Reality
Really < Circuit Breaker > Shine
Really < Dante's Peak SE > Reality
Ah, Kal. He's solid as usual, but nothing special has come from... any of these players recently. I guess the special-est thing among these guys is that Shine has been playing like crap. I'm hoping for some new blood, so I'll just pick Reality to make the round of 16! He might actually be good! If that can't happen, we can instead hope for a Shine vs Kal as epic as last season's. Also, Really vs Reality just sounds hilarious.
New season, new map as well! On top of its awesome name, Monte Cristo looks exciting as a map. Of course, my first instinct was to think of it as another Polaris Rhapsody... And that shows you what I know about maps. swanized is here to talk about this new factor in the ABCMart MSL. Who's favored? Why? Is Terran imba?
Mapping It Out
By swanized
By swanized
Okay, let's look at our new MSL map, Monte Cristo! It strikes me as a rather straightforward map. There are only two paths to push toward your opponent's natural(marked in red) and another one to push toward the far 3rd expansion (marked in green). It looks a bit like Heartbreak Ridge in that aspect except there are no ridges to help move out in the middle and the middle is closed. A closed middle means there is no possible transition from a push path to another and it also means flanking is near impossible considering a force starting on the highground at area B has to walk around the green path in the following picture to manage a mediocre flank at most.
Defensive plays are therefore going to be favoured on this map. I also think drop plays are going to be essential to late-game success on this map, considering the very short drop path to the main (illustrated by the yellow line on my first picture), the island and the little ridges over the islands for various drop harassment (yellow blob on the picture). Information on the temples' HP currently is inaccessible and I therefore can't really tell if they are going to have any impact on the late-game on this map.
That pretty much covers my predictions as of how play will evolve on the map and whilst I usually live in a utopic world where every map looks somewhat balanced until I get hard stats to prove me wrong, I am highly concerned about TvZ balance on this map. First looking at this, taking a 4th gas for zerg looks rather painful considering how open most all the expansions are except for the far expansions. Meanwhile it seems Terran can take 4 gas off only two chokes (Gas 1-2-3-4 and area A-B). This coupled with the lack of flexibility between push paths and the difficulties in getting a flank make me worried that a bio opening to deny the 4th coupled with a pre-defiler mech switch could be lethal against zergs on this map. Again I hate discussing map balance without a few games being played already and thus am willing to give Monte Cristo a chance but I am extremely worried.
Oh wait, I wanted to write a piece. And then I ran out of time! Perhaps it'll go up in BW General sometime this week...
Until then, let me leave you with this.
Bisu's clearly a Dark Templar.
The MSL starts afresh with a new face! With l10f on leave, nbaker has graciously opted to join together with ]343[ and flamewheel on the MSL team. Special thanks to Waxangel and swanized for their help in this piece! The man with the golden brush, disciple, is back with more graphics. Seriously, what's with that logo?