GSL Super Tournament - Midway Report
By b_unnies, confusedcrib, TreeHugger, and WaxAngel
By b_unnies, confusedcrib, TreeHugger, and WaxAngel
First things first, read this if you haven't already. Hopefully this guy doesn't do those every week, or I think we're out of a job here.
In this report, we recap the RO32 and RO16, offering up some of our opinions on what we thought were the most interesting games of the week, and what went on inside those games that caught our attention.
Overall, the RO32 and 16 were a vast improvement over the RO64. It's hardly a surprise though – Isn't that what Code-A has taught us to expect? The players were much more evenly matched than in the preceeding round, with only a handful of series ending 2-0.
There were some truly impressive displays of skill, which elevated even the more one-sided games to a form of art. The way some of the players could meticulously pick apart their opponents with precision and finesse was like watching a master craftsman. And when two players managed to play at that virtuoso level at the same time; we were treated to some epic games.
Results and Ratings
Brackets
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Group A
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RO32
IMMvp vs SlayerS_GanZi
Game One: Dual Sight - 4/5
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Game Two: Terminus SE - - 3/5
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Game Three: Xel'Naga Caverns - 4/5
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oGs.SuperNoVa vs SlayerS_MMA
Game One: Crevasse - 2.5/5
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Game Two: Xel'Naga Fortress - 3/5
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Game Three: Crossfire SE - 3/5
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SlayerS_Ryung vs MVP_ viOlet
Game One: Terminus SE - 1/5
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Game Two: Xel'Naga Caverns - 2.5/5
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Game Three: Bel'Shir Beach - 3/5
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MVP_Keen vs oGsJookTo
Game One: Bel'Shir Beach - 1/5
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Game Two: Xel'Naga Fortress - 3/5
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Game Three: Crevasse - 1.5/5
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RO16
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GanZi vs. MMA
Game One: Terminus RE - 3.5/5
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Game Two: Crevasse - 3.5/5
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Game Three: Dual Sight - 2/5
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SlayerS_Ryung vs oGsJookTo
Game One: Xel'Naga Caverns - 1.5/5
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Game Two: Bel'Shir Beach - 4/5
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Game Three: Crevasse - 2/5
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IMMvp vs SlayerS_GanZi
Game One: Dual Sight - 4/5
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MVP > Ganzi
Seeing that Ganzi intended to play mech style, MVP countered by going heavy marauders. The sprawling nature of Dual Sight with its many important points to cover allowed MVP to exploit his superior mobility to the fullest. He would move his army around the map forcing Ganzi to constantly redeploy, upon which he would exploit any mistakes made, like pouncing on isolated groups of siege tanks.
Ganzi kept a respectable core of siege tanks, and did a good job using blue flame hellions to semi-counter MVP's ability to expand everywhere on the map. Still, MVP never really lost the lead, and Ganzi's GG was inevitable.
MVP: 4.5/5
Excellent utilization of mobility and map control.
Ganzi: 3.5/5
Knew what he needed to do given his unit comp, but his execution just wasn't as good as MVP's. Still, his hellion use was a constant thorn in MVP's side.
Seeing that Ganzi intended to play mech style, MVP countered by going heavy marauders. The sprawling nature of Dual Sight with its many important points to cover allowed MVP to exploit his superior mobility to the fullest. He would move his army around the map forcing Ganzi to constantly redeploy, upon which he would exploit any mistakes made, like pouncing on isolated groups of siege tanks.
Ganzi kept a respectable core of siege tanks, and did a good job using blue flame hellions to semi-counter MVP's ability to expand everywhere on the map. Still, MVP never really lost the lead, and Ganzi's GG was inevitable.
MVP: 4.5/5
Excellent utilization of mobility and map control.
Ganzi: 3.5/5
Knew what he needed to do given his unit comp, but his execution just wasn't as good as MVP's. Still, his hellion use was a constant thorn in MVP's side.
Game Two: Terminus SE - - 3/5
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Ganzi > MVP
Off a fast cloak banshee start, Ganzi played himself into a fairly even mid-game position by employing decent harass against MVP's 1 rax CC opening.
Afterwards, there was a moderate period of building up and posturing with marine-medivac-tank in the middle, until both players entered into the game-ending sequence.
Instead of ending their center-of-the-map posturing with a big battle, both players attacked each other's naturals and went for a base-trade. MVP and GanZi both managed to survive each other's attacks, but had their armies and economies decimated in the process.
It was pretty much a start over from scratch situation on either side, but GanZi had a handful of SCVs and an entire orbital command more leftover than MVP. It was an unsurmountable advantage, and it led to an eventual victory for GanZi.
MVP: 2.5/5
He didn't play the base trade that badly, given how frantic and hectic those situations can be. It just turned out that Ganzi did a slightly better job.
Ganzi: 3.5/5
It's hard to prioritize correctly when you're fighting on two fronts, but GanZi somehow managed the situation correctly so he would have a stronger economy left, while damanging MVP's at the same time.
Off a fast cloak banshee start, Ganzi played himself into a fairly even mid-game position by employing decent harass against MVP's 1 rax CC opening.
Afterwards, there was a moderate period of building up and posturing with marine-medivac-tank in the middle, until both players entered into the game-ending sequence.
Instead of ending their center-of-the-map posturing with a big battle, both players attacked each other's naturals and went for a base-trade. MVP and GanZi both managed to survive each other's attacks, but had their armies and economies decimated in the process.
It was pretty much a start over from scratch situation on either side, but GanZi had a handful of SCVs and an entire orbital command more leftover than MVP. It was an unsurmountable advantage, and it led to an eventual victory for GanZi.
MVP: 2.5/5
He didn't play the base trade that badly, given how frantic and hectic those situations can be. It just turned out that Ganzi did a slightly better job.
Ganzi: 3.5/5
It's hard to prioritize correctly when you're fighting on two fronts, but GanZi somehow managed the situation correctly so he would have a stronger economy left, while damanging MVP's at the same time.
Game Three: Xel'Naga Caverns - 4/5
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Ganzi > MVP
For the final game, Ganzi reverted to his mech style, while MVP countered again with mass marauders.
There were a few points of interest in the early game, such as Ganzi countering MVP's marine + siege push with mass blue flame hellions, or a little skirmish as Ganzi tried to ferry into MVP's base, but the game steadily steered itself towards a stand-off between mass tanks and marauders.
In contrast to the very open Dual Sight, MVP found far fewer opportunities to exploit his mobility on the cramped Xel'Naga caverns. When Ganzi started pushing down with a dangerous tank army, MVP's found only the backdoor to GanZi's natural to be a viable counterattack option.
However, Ganzi completely saw through MVP's intent to counterattack and divided his army near perfectly into offensive and defensive duties. MVP did not notice the defending tanks until a few critical volleys had already been fired, which crippled his counter-attacking force. Meanwhile, GanZi simply rolled through all three of MVP's bases and collected the GG.
MVP: 2.5/5
Couldn't play the super mobile style he used so effectively on dual sight.
Ganzi: 4/5
Excellent read on MVP's backdoor attack.
For the final game, Ganzi reverted to his mech style, while MVP countered again with mass marauders.
There were a few points of interest in the early game, such as Ganzi countering MVP's marine + siege push with mass blue flame hellions, or a little skirmish as Ganzi tried to ferry into MVP's base, but the game steadily steered itself towards a stand-off between mass tanks and marauders.
In contrast to the very open Dual Sight, MVP found far fewer opportunities to exploit his mobility on the cramped Xel'Naga caverns. When Ganzi started pushing down with a dangerous tank army, MVP's found only the backdoor to GanZi's natural to be a viable counterattack option.
However, Ganzi completely saw through MVP's intent to counterattack and divided his army near perfectly into offensive and defensive duties. MVP did not notice the defending tanks until a few critical volleys had already been fired, which crippled his counter-attacking force. Meanwhile, GanZi simply rolled through all three of MVP's bases and collected the GG.
MVP: 2.5/5
Couldn't play the super mobile style he used so effectively on dual sight.
Ganzi: 4/5
Excellent read on MVP's backdoor attack.
oGs.SuperNoVa vs SlayerS_MMA
Game One: Crevasse - 2.5/5
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SuperNova > MMA
MMA went for a gas first, fast cloaked banshee build while SuperNova went for a standard rax expansion.
After seeing MMA's wall-in and hellion, SuperNova was able to correctly guess MMA's build and went for a powerful 2 reactor, 1 tech lab marine build while rushing for combat shields (while also getting well timed turrets to be immune to banshee harass). Unfortunately for MMA, he didn't use his harassing banshee to scout the interior of SuperNova's base, and was unaware of the impending attack. He was obliviously expanding when SuperNova attacked with his mass shield marines, and lost a massive amount of SCVs in a desperate defensive effort.
After that, the game was all but over. MMA found himself with a skeleton army, and more than 20 SCVs behind as well. SuperNova played it extremely safe, by taking expansions to stay ahead economically and engaging in safe harassment when the opportunity presented itself. Eventually he built up a large enough lead to feel comfortable attacking with, and received the GG from MMA.
SuperNova: 3.5/5
He made a semi-blind read of MMA and countered it strongly with his mass marines.
MMA: 2/5
MMA's recent tendency of going banshees in TvT backfired on him.
MMA went for a gas first, fast cloaked banshee build while SuperNova went for a standard rax expansion.
After seeing MMA's wall-in and hellion, SuperNova was able to correctly guess MMA's build and went for a powerful 2 reactor, 1 tech lab marine build while rushing for combat shields (while also getting well timed turrets to be immune to banshee harass). Unfortunately for MMA, he didn't use his harassing banshee to scout the interior of SuperNova's base, and was unaware of the impending attack. He was obliviously expanding when SuperNova attacked with his mass shield marines, and lost a massive amount of SCVs in a desperate defensive effort.
After that, the game was all but over. MMA found himself with a skeleton army, and more than 20 SCVs behind as well. SuperNova played it extremely safe, by taking expansions to stay ahead economically and engaging in safe harassment when the opportunity presented itself. Eventually he built up a large enough lead to feel comfortable attacking with, and received the GG from MMA.
SuperNova: 3.5/5
He made a semi-blind read of MMA and countered it strongly with his mass marines.
MMA: 2/5
MMA's recent tendency of going banshees in TvT backfired on him.
Game Two: Xel'Naga Fortress - 3/5
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MMA > SuperNova
SuperNova opened with a proxy factory + starport for an extremely fast three blue flame hellion drop. Combined with a small frontal marine attack, SuperNova caused a lot of trouble for MMA's one rax expand strategy. He dealt what initially looked like game ending damage, but the economic power of two orbital command centers was not to be underestimated. By the time SuperNova stopped harassing and consolidated his own expansion, the game situation was surprisingly even.
In the first aggressive move involving marine-tank armies, SuperNova tried a low ground siege into MMA's base. In true MMA style, the response was a double drop into SuperNova's bases, instead of using the 16 marines in a defensive effort. This worked out pretty well for MMA, as SuperNova only killed a few buildings and add-ons, while MMA was doing a fair amount of economic damage.
However, MMA threw away his slight advantage right away, when he misjudged his situation for but a second and tried to remove some of SuperNova's tanks with far too few marines. This allowed SuperNova to keep up his low ground siege, but in yet another change of fortune, he over-committed to this attack while MMA was investing in the future with a third orbital command. SuperNova was unable to deal much damage with his low ground attack, and MMA instantly took the lead after he forced SuperNova out and landed his orbital command.
This was the only lasting lead of the game, as SuperNova couldn't find a way back in after. Inferior economy led to an inferior troop count, and soon after MMA thwarted SuperNova's attempt at his own third base, GG was declared.
SuperNova: 3/5
Very cute proxy fact-starport build.
MMA: 3.5/5
It almost feels like a waste of talent when MMA is playing defensive, but he does do it pretty well.
SuperNova opened with a proxy factory + starport for an extremely fast three blue flame hellion drop. Combined with a small frontal marine attack, SuperNova caused a lot of trouble for MMA's one rax expand strategy. He dealt what initially looked like game ending damage, but the economic power of two orbital command centers was not to be underestimated. By the time SuperNova stopped harassing and consolidated his own expansion, the game situation was surprisingly even.
In the first aggressive move involving marine-tank armies, SuperNova tried a low ground siege into MMA's base. In true MMA style, the response was a double drop into SuperNova's bases, instead of using the 16 marines in a defensive effort. This worked out pretty well for MMA, as SuperNova only killed a few buildings and add-ons, while MMA was doing a fair amount of economic damage.
However, MMA threw away his slight advantage right away, when he misjudged his situation for but a second and tried to remove some of SuperNova's tanks with far too few marines. This allowed SuperNova to keep up his low ground siege, but in yet another change of fortune, he over-committed to this attack while MMA was investing in the future with a third orbital command. SuperNova was unable to deal much damage with his low ground attack, and MMA instantly took the lead after he forced SuperNova out and landed his orbital command.
This was the only lasting lead of the game, as SuperNova couldn't find a way back in after. Inferior economy led to an inferior troop count, and soon after MMA thwarted SuperNova's attempt at his own third base, GG was declared.
SuperNova: 3/5
Very cute proxy fact-starport build.
MMA: 3.5/5
It almost feels like a waste of talent when MMA is playing defensive, but he does do it pretty well.
Game Three: Crossfire SE - 3/5
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MMA > SuperNova
A long game of many details, but in the end it boiled down to a few key moments. Early game shenanigans caused damage on both sides, but with inconclusive results as to who was actually ahead (as often happens in recent TvTs).
It looked like perhaps SuperNova was pulling ahead as he performed effective blue flame hellion harass while massing tanks, but he made the common mech mistake of spreading his tank line out too early. MMA pounced on a weak side of SuperNova's defensive line, denting the tank count and putting SuperNova on the backfoot during a critical period of the game.
The player going mech actually found himself contained, as MMA was adding a fair amount of tanks to his marauder army as well. SuperNova would eventually gather up enough tanks to make some forward progress, but by then MMA had exploited his map control by expanding several times.
SuperNova didn't even wait for a final showdown to GG; he read the situation, saw it was hopeless, and surrended the game.
SuperNova: 2.5/5
Good hellion harass, but made a costly mistake of losing tanks too early as mech.
MMA: 3.5/5
Had the precise amount of marauders and tanks when he needed them in order to thwart SuperNova progress and contain him for a sufficiently long time.
A long game of many details, but in the end it boiled down to a few key moments. Early game shenanigans caused damage on both sides, but with inconclusive results as to who was actually ahead (as often happens in recent TvTs).
It looked like perhaps SuperNova was pulling ahead as he performed effective blue flame hellion harass while massing tanks, but he made the common mech mistake of spreading his tank line out too early. MMA pounced on a weak side of SuperNova's defensive line, denting the tank count and putting SuperNova on the backfoot during a critical period of the game.
The player going mech actually found himself contained, as MMA was adding a fair amount of tanks to his marauder army as well. SuperNova would eventually gather up enough tanks to make some forward progress, but by then MMA had exploited his map control by expanding several times.
SuperNova didn't even wait for a final showdown to GG; he read the situation, saw it was hopeless, and surrended the game.
SuperNova: 2.5/5
Good hellion harass, but made a costly mistake of losing tanks too early as mech.
MMA: 3.5/5
Had the precise amount of marauders and tanks when he needed them in order to thwart SuperNova progress and contain him for a sufficiently long time.
SlayerS_Ryung vs MVP_ viOlet
Game One: Terminus SE - 1/5
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Ryung > Violet
An ineffective reaper expand build from Ryung allowed Violet go up to three bases mostly unscathed. The game went to a typical two base terran vs three base zerg scenario, with Violet going for the most standard muta + doubleling composition versus the never-varying marine medivac tanks from Ryung.
Violet timed a very good attack on Ryung as the Terran player expanded to take his third, but it ended up being a blown opportunity to seize the advantage due to poor follow-up attacks. Otherwise, the game progressed to 3 base vs 4 base uneventfully.
There were a few big skirmishes in which the two players traded forces, and you might say they were sort of exciting if you enjoy mostly inconclusive battles. Still, Ryung seemed to gain a little bit more momentum each time, and eventually he had a strong force knocking dangerously close to Violet's bases.
The final battle was an anti-climax, where Violet couldn't set his army up quite in time. He enganged Ryung's force before he had spent all his money, and probably due to a hotkey mistake, he forgot to bring some 20 + banelings to the fight. He may have felt pressured with his central expansion in immediate danger, but responding to pressure with outright panic made him lose the game.
Ryung: 3/5
Played decent to get into a marginally advantageous situation, and was then gifted a victory.
Violet: 1/5
Terrible mistake to forget 20 banelings in the game ending battle.
An ineffective reaper expand build from Ryung allowed Violet go up to three bases mostly unscathed. The game went to a typical two base terran vs three base zerg scenario, with Violet going for the most standard muta + doubleling composition versus the never-varying marine medivac tanks from Ryung.
Violet timed a very good attack on Ryung as the Terran player expanded to take his third, but it ended up being a blown opportunity to seize the advantage due to poor follow-up attacks. Otherwise, the game progressed to 3 base vs 4 base uneventfully.
There were a few big skirmishes in which the two players traded forces, and you might say they were sort of exciting if you enjoy mostly inconclusive battles. Still, Ryung seemed to gain a little bit more momentum each time, and eventually he had a strong force knocking dangerously close to Violet's bases.
The final battle was an anti-climax, where Violet couldn't set his army up quite in time. He enganged Ryung's force before he had spent all his money, and probably due to a hotkey mistake, he forgot to bring some 20 + banelings to the fight. He may have felt pressured with his central expansion in immediate danger, but responding to pressure with outright panic made him lose the game.
Ryung: 3/5
Played decent to get into a marginally advantageous situation, and was then gifted a victory.
Violet: 1/5
Terrible mistake to forget 20 banelings in the game ending battle.
Game Two: Xel'Naga Caverns - 2.5/5
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Violet > Ryung
Though there were some small differences, the overarching story began similarly to game one. Minor reaper harass into expand, ending up in a two base vs three base scenario. Muta + Doubleling defeated the first marine tank army, but could not finish the game.
After that, the game was rather different. Violet managed to build a lot more stuff for the second major engagement, and convincingly crushed Ryung one more time when he tried to take his gold expansion while also taking his own.
Two major defeats and no third base to show for it doomed the game for Ryung, who had one last go at it before being forced to GG by massive amounts of mutas and doubleling.
Ryung: 2/5
Very ordinary play.
Violet: 4/5
Also ordinary, but better! How he should have played during game one.
Though there were some small differences, the overarching story began similarly to game one. Minor reaper harass into expand, ending up in a two base vs three base scenario. Muta + Doubleling defeated the first marine tank army, but could not finish the game.
After that, the game was rather different. Violet managed to build a lot more stuff for the second major engagement, and convincingly crushed Ryung one more time when he tried to take his gold expansion while also taking his own.
Two major defeats and no third base to show for it doomed the game for Ryung, who had one last go at it before being forced to GG by massive amounts of mutas and doubleling.
Ryung: 2/5
Very ordinary play.
Violet: 4/5
Also ordinary, but better! How he should have played during game one.
Game Three: Bel'Shir Beach - 3/5
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Ryung > Violet
Ryung opened with a pretty flimsy 1 rax expansion build, teching straight into reactor hellions while landing his orbital at his natural under the protection of a single bunker. Violet had pushed out a quick four roaches for light pressure, but ended up giving Ryung quite the headache. After killing a decent amount of SCVs and delaying everything Ryung wanted to do, Violet safely took his third base and teched up to muta-doubleling. Unable to do much else, Ryung simply sat back on his two bases and turtled with M&M tank for all he was worth.
Now, I'm sure Sheth is correct when he says 3 bases and eighty something drones is all Zerg mathematically needs, but come on, Violet! You coulda expanded a million more times with your map control. I mean, Terran still could have killed your bases, and the minerals at your main and natural might've run out some day. Both of which happened, actually.
When Ryung finished turtling and pushed out with his near-max army, Violet did handle it pretty well. But not until Ryung was already done focusing down Violet's third base and quietly taking his own third and fourth. The guy who was behind with almost no map presence was expanding more recklessly than the ZERG player who was ahead!
Anyway, Violet did have a trump card in brood lords, but it turned out that Ryung had a couple of vikings too, and Violet had no anti-air at all. Suddenly it was 3 base vs 1 base (the mains did run out), which quickly accelerated into a loss for Violet.
Ryung: 3/5
If you stick around for long enough, sometimes your opponents will forfeit through their play.
Violet: 0/5
There's definitely a lot of raw skill here, but the decision making was extremely regrettable.
Ryung opened with a pretty flimsy 1 rax expansion build, teching straight into reactor hellions while landing his orbital at his natural under the protection of a single bunker. Violet had pushed out a quick four roaches for light pressure, but ended up giving Ryung quite the headache. After killing a decent amount of SCVs and delaying everything Ryung wanted to do, Violet safely took his third base and teched up to muta-doubleling. Unable to do much else, Ryung simply sat back on his two bases and turtled with M&M tank for all he was worth.
Now, I'm sure Sheth is correct when he says 3 bases and eighty something drones is all Zerg mathematically needs, but come on, Violet! You coulda expanded a million more times with your map control. I mean, Terran still could have killed your bases, and the minerals at your main and natural might've run out some day. Both of which happened, actually.
When Ryung finished turtling and pushed out with his near-max army, Violet did handle it pretty well. But not until Ryung was already done focusing down Violet's third base and quietly taking his own third and fourth. The guy who was behind with almost no map presence was expanding more recklessly than the ZERG player who was ahead!
Anyway, Violet did have a trump card in brood lords, but it turned out that Ryung had a couple of vikings too, and Violet had no anti-air at all. Suddenly it was 3 base vs 1 base (the mains did run out), which quickly accelerated into a loss for Violet.
Ryung: 3/5
If you stick around for long enough, sometimes your opponents will forfeit through their play.
Violet: 0/5
There's definitely a lot of raw skill here, but the decision making was extremely regrettable.
MVP_Keen vs oGsJookTo
Game One: Bel'Shir Beach - 1/5
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Keen > JookTo
Besides a cute reactor hellion open from Keen there was little of note in the early game, and the two players took their expansions and built up their mid-game armies without incident. As it so happened, Keen was much better at it than JookTo, and his mid-game force made JookTo's look rather paltry.
JookTo decided that he would counter-attack Keen instead of fighting him head on (which would have been the less bad decision). Predictably, the force with more firepower did better at the base trade, and Keen wiped JookTo from the face of the earth while clinging on to his main.
Keen: 3/5
Executed the simplest SC II strat: Make more stuff.
JookTo: 1/5
Objectively, he would have been facing long odds going head on with Keen's army, but base trading with half your opponent's firepower is iffy, especially when a lot of it is invested in banelings.
Besides a cute reactor hellion open from Keen there was little of note in the early game, and the two players took their expansions and built up their mid-game armies without incident. As it so happened, Keen was much better at it than JookTo, and his mid-game force made JookTo's look rather paltry.
JookTo decided that he would counter-attack Keen instead of fighting him head on (which would have been the less bad decision). Predictably, the force with more firepower did better at the base trade, and Keen wiped JookTo from the face of the earth while clinging on to his main.
Keen: 3/5
Executed the simplest SC II strat: Make more stuff.
JookTo: 1/5
Objectively, he would have been facing long odds going head on with Keen's army, but base trading with half your opponent's firepower is iffy, especially when a lot of it is invested in banelings.
Game Two: Xel'Naga Fortress - 3/5
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JookTo > Keen
Playing the 'safest' ZvT opening in gas-pool expand, JookTo still managed to lose five drones to Keen's 2 barracks pressure. It looked like it was gonna be a miserable game for JookTo, but fortunately for him, Keen followed up with an expand and four barracks instead of tech.
As ThorZain was kind enough to mention to a few of us over the weekend, expanding vs Zerg will get you killed by baneling busts. Thanks ThorZain, we wouldn't have known that unless a pro-gamer told us (although, I suppose MMA didn't know, since he let Losira do that exactly...).
Anyhow, JookTo went for a baneling bust which was hugely successful, evening the game up for the most part. It really knocked Keen off kilter as well, with JookTo's follow-up mutas causing him a lot more trouble than one would expect. JookTo really had his stuff together compared to the previous game, trying to assert map control with muta-doubleling.
Keen would eventually put together a marine medivac tank push, but was totally annihilated by JookTo's superior army. After that, it didn't take long for JookTo to collect the GG.
Keen: 1.5/5
Just.. meh. There was something just not crisp about his play.
JookTo: 3.5/5
Asides from losing five drones early on due to mismicro, he played this one quite well.
Playing the 'safest' ZvT opening in gas-pool expand, JookTo still managed to lose five drones to Keen's 2 barracks pressure. It looked like it was gonna be a miserable game for JookTo, but fortunately for him, Keen followed up with an expand and four barracks instead of tech.
As ThorZain was kind enough to mention to a few of us over the weekend, expanding vs Zerg will get you killed by baneling busts. Thanks ThorZain, we wouldn't have known that unless a pro-gamer told us (although, I suppose MMA didn't know, since he let Losira do that exactly...).
Anyhow, JookTo went for a baneling bust which was hugely successful, evening the game up for the most part. It really knocked Keen off kilter as well, with JookTo's follow-up mutas causing him a lot more trouble than one would expect. JookTo really had his stuff together compared to the previous game, trying to assert map control with muta-doubleling.
Keen would eventually put together a marine medivac tank push, but was totally annihilated by JookTo's superior army. After that, it didn't take long for JookTo to collect the GG.
Keen: 1.5/5
Just.. meh. There was something just not crisp about his play.
JookTo: 3.5/5
Asides from losing five drones early on due to mismicro, he played this one quite well.
Game Three: Crevasse - 1.5/5
+ Show Spoiler +
JookTo > Keen
Keen attempted to banshee expand, which JookTo punished by simply breaking the rocks at Keen's ramp and flooding speedlings into Keen's base. It was pretty bad on Keen's part, as he saw the speedlings breaking the rocks for quite some time, and his response appeared to be "eh, how bad could a runby be?" the answer to which was "kinda bad?"
It did some minor damage, but combined with Keen's ineffective banshee harass, it gave JookTo a window to take his third and drone up heavily. When Keen made another ill-advised move by trying a one medivac drop well after he knew mutalisks were on the field, it swung the game completely in JookTo's favor.
With a strong three base economy, JookTo had something along the lines of 50 banelings and 50 zerglings when Keen mustered the courage to move out and take his third base with a handful of tanks and marines. It didn't end well for Keen, and JookTo completed the minor upset.
Keen: 1.5/5
A few mistakes allowed his opponent to snowball out of control.
JookTo: 3.5/5
Didn't have to do anything incredible, but he finished the game decisively instead of pulling some half-assed attack that would let Terran linger on for a few more minutes.
Keen attempted to banshee expand, which JookTo punished by simply breaking the rocks at Keen's ramp and flooding speedlings into Keen's base. It was pretty bad on Keen's part, as he saw the speedlings breaking the rocks for quite some time, and his response appeared to be "eh, how bad could a runby be?" the answer to which was "kinda bad?"
It did some minor damage, but combined with Keen's ineffective banshee harass, it gave JookTo a window to take his third and drone up heavily. When Keen made another ill-advised move by trying a one medivac drop well after he knew mutalisks were on the field, it swung the game completely in JookTo's favor.
With a strong three base economy, JookTo had something along the lines of 50 banelings and 50 zerglings when Keen mustered the courage to move out and take his third base with a handful of tanks and marines. It didn't end well for Keen, and JookTo completed the minor upset.
Keen: 1.5/5
A few mistakes allowed his opponent to snowball out of control.
JookTo: 3.5/5
Didn't have to do anything incredible, but he finished the game decisively instead of pulling some half-assed attack that would let Terran linger on for a few more minutes.
RO16
+ Show Spoiler +
GanZi vs. MMA
Game One: Terminus RE - 3.5/5
+ Show Spoiler +
MMA > Ganzi
Both players go for harassment focused expansions, Ganzi going blue flame hellions into a mech style TvT while MMA goes for a marine maurader tank composition against it. MMA gets a faster third base and is able to engage Ganzi out of positioning and ends up forcing Ganzi to cancel his third base. After this, MMA is on 4 base against Ganzi's two and is simply able to overwhelm him.
MMA: 4/5
Ganzi: 3/5
Both players go for harassment focused expansions, Ganzi going blue flame hellions into a mech style TvT while MMA goes for a marine maurader tank composition against it. MMA gets a faster third base and is able to engage Ganzi out of positioning and ends up forcing Ganzi to cancel his third base. After this, MMA is on 4 base against Ganzi's two and is simply able to overwhelm him.
MMA: 4/5
Ganzi: 3/5
Game Two: Crevasse - 3.5/5
+ Show Spoiler +
MMA > Ganzi
This game basically goes exactly the same way as game one did, except this time both players' harass do damage as opposed to last game where neither player did damage. MMA was again able to get superior positioning to shut down the third base of Ganzi and then just out=macro him and take the game.
MMA: 4/5
Ganzi: 3/5
This game basically goes exactly the same way as game one did, except this time both players' harass do damage as opposed to last game where neither player did damage. MMA was again able to get superior positioning to shut down the third base of Ganzi and then just out=macro him and take the game.
MMA: 4/5
Ganzi: 3/5
Game Three: Dual Sight - 2/5
+ Show Spoiler +
MMA 2:0 Ganzi
SlayerS_Ryung vs oGsJookTo
Game One: Xel'Naga Caverns - 1.5/5
+ Show Spoiler +
Ryung > JookTo
A pretty standard 2 vs 3 base scenario evolved into a pretty standard 3 v 4 base scenario. Because JookTo was unwilling engage Ryung's army, he gave up two of his bases while he waited for brood lords.
Once Brood Lords were out, Ryung initiated a base trade to see how JookTo would respond, which turned out to be by making the worst possible decision and agreeing to a base trade race, but with less bases and DPS. Not surprisingly, Ryung won.
Ryung: 3/5
The three base macro game on a cramped map Terrans dream of playing.
JookTo: 1.5/5
Poor base trade, but fighting would probably have hurt just as much.
A pretty standard 2 vs 3 base scenario evolved into a pretty standard 3 v 4 base scenario. Because JookTo was unwilling engage Ryung's army, he gave up two of his bases while he waited for brood lords.
Once Brood Lords were out, Ryung initiated a base trade to see how JookTo would respond, which turned out to be by making the worst possible decision and agreeing to a base trade race, but with less bases and DPS. Not surprisingly, Ryung won.
Ryung: 3/5
The three base macro game on a cramped map Terrans dream of playing.
JookTo: 1.5/5
Poor base trade, but fighting would probably have hurt just as much.
Game Two: Bel'Shir Beach - 4/5
+ Show Spoiler +
JookTo > Ryung
Quite an interesting macro game, where the game didn't come down to one maxed army vs maxed army fight. JookTo exploited the huge diagonal distances between the top right and bottom left corners of the map, forcing Ryung to chase new hatcheries all around the map and generally waste lots of time.
JookTo managed to wear Ryung down over time, until the point where he had brood lords and a solid army advantage.
Ryung: 3/5
Didn't make many mistakes, but couldn't force the big battle he really needed by threatening anything important.
JookTo: 4/5
Good use of mobility, and overall great decision making in terms of when to retreat, when to give up bases, when to counter attack, when to engage for limited amounts of time, etc.
Quite an interesting macro game, where the game didn't come down to one maxed army vs maxed army fight. JookTo exploited the huge diagonal distances between the top right and bottom left corners of the map, forcing Ryung to chase new hatcheries all around the map and generally waste lots of time.
JookTo managed to wear Ryung down over time, until the point where he had brood lords and a solid army advantage.
Ryung: 3/5
Didn't make many mistakes, but couldn't force the big battle he really needed by threatening anything important.
JookTo: 4/5
Good use of mobility, and overall great decision making in terms of when to retreat, when to give up bases, when to counter attack, when to engage for limited amounts of time, etc.
Game Three: Crevasse - 2/5
+ Show Spoiler +
Ryung > JookTo
JookTo tried an interesting overlord drop assisted roach + baneling bust strategy, but Ryung's decision to make a single viking severely messed it up. Though the viking couldn't actually kill that many overlords, it was able to track JookTo's overlords and units from the second they left JookTo's base, which made JookTo nervous and hasty. This led to a ridiculously hurried drop + bust with poor micro, which Ryung took care of very easily.
Ryung: 3.5/5
Lucky or smart to have a viking out.
JookTo: 2/5
Nothing he could do after failing his bust.
JookTo tried an interesting overlord drop assisted roach + baneling bust strategy, but Ryung's decision to make a single viking severely messed it up. Though the viking couldn't actually kill that many overlords, it was able to track JookTo's overlords and units from the second they left JookTo's base, which made JookTo nervous and hasty. This led to a ridiculously hurried drop + bust with poor micro, which Ryung took care of very easily.
Ryung: 3.5/5
Lucky or smart to have a viking out.
JookTo: 2/5
Nothing he could do after failing his bust.
Group B
+ Show Spoiler [Group B Results] +
RO32
TSL_Trickster vs TheBestfOu
Game One: Crossfire SE - 2/5
+ Show Spoiler +
Game Two: Xel'Naga Caverns - 1.5/5
+ Show Spoiler +
Game Three: Dual Sight- 1/5
+ Show Spoiler +
SlayerS_Min vs MVP_Genius
Game One: Terminus SE - 2/5
+ Show Spoiler +
Game Two: Xel'Naga Fortress - ?/5
+ Show Spoiler +
Game Three: Crevasse - 4/5
+ Show Spoiler +
HongUnPrime vs TSL_RevivaL
Game One: Crossfire SE - 2/5
+ Show Spoiler +
Game Two: Crevasse - 2/5
+ Show Spoiler +
Game Three: Xel'Naga Fortress - 4.5/5
+ Show Spoiler +
ST_Ace vs MarineKing
Game One: Terminus SE - 4/5
+ Show Spoiler +
Game Two: Xel'Naga Caverns - 2/5
+ Show Spoiler +
Game Three: Crossfire SE - 3.5/5
+ Show Spoiler +
RO16
+ Show Spoiler +
MarineKingPrime vs TSL_Revival
Game One: Tal'Darim Altar -
+ Show Spoiler +
Game Two: Crevasse - 2.5/5
+ Show Spoiler +
Game Three: Xel'Naga Caverns - 2/5
+ Show Spoiler +
TheBestfOu vs SlayerS_Min
Game One: Crevasse- 2/5
+ Show Spoiler +
Game Two: Xel'Naga Caverns - 1.5/5
+ Show Spoiler +
Game Three: Crossfire SE - ???/5
+ Show Spoiler +
TSL_Trickster vs TheBestfOu
Game One: Crossfire SE - 2/5
+ Show Spoiler +
TheBest > Trickster
Trickster tried a 1 gate expand -> 3 warpgate build with a twist, putting his nexus at his typical third base location instead of his natural. Meanwhile, TheBest went for a 1/1/1 all-in. Trickster did a pretty interesting move by pressuring with a handful of gateway units almost exactly when TheBest's banshee finished. Intentional or not, it forced thebest to reveal his banshee, and tied it up in case it might have scouted out the "hidden" expansion on its way to harass.
Regardless, TheBest's execution of the 1/1/1 all-in was superior to Trickster's defense, and the game ended.
Trickster: 1.5/5
Though not terribly one-sided, it wasn't a particularly good defensive effort either. Especially considering that TheBest wasn't even pulling that many SCVs for his attack.
TheBest: 3.5/5
Good execution, I guess? Still, surprising to see a player face so little resistance with a 1/1/1 rush that brings only a few SCVs.
Trickster tried a 1 gate expand -> 3 warpgate build with a twist, putting his nexus at his typical third base location instead of his natural. Meanwhile, TheBest went for a 1/1/1 all-in. Trickster did a pretty interesting move by pressuring with a handful of gateway units almost exactly when TheBest's banshee finished. Intentional or not, it forced thebest to reveal his banshee, and tied it up in case it might have scouted out the "hidden" expansion on its way to harass.
Regardless, TheBest's execution of the 1/1/1 all-in was superior to Trickster's defense, and the game ended.
Trickster: 1.5/5
Though not terribly one-sided, it wasn't a particularly good defensive effort either. Especially considering that TheBest wasn't even pulling that many SCVs for his attack.
TheBest: 3.5/5
Good execution, I guess? Still, surprising to see a player face so little resistance with a 1/1/1 rush that brings only a few SCVs.
Game Two: Xel'Naga Caverns - 1.5/5
+ Show Spoiler +
Trickster > TheBest
A few cute early game plays (force fielding ramp to prevent terran from expanding until ghosts), but it was a boring game on the whole. There was a very long period of building up without doing anything, and once those forces were built up on both sides, TheBest disappointed everyone by engaging in a horrible poke, and lost a ton of his units while retreating from speed zealots and blink stalkers. Trickster built some more stuff and won.
Trickster: 3/5
A partial gift victory.
TheBest: 1/5
One slip-up into defeat.
A few cute early game plays (force fielding ramp to prevent terran from expanding until ghosts), but it was a boring game on the whole. There was a very long period of building up without doing anything, and once those forces were built up on both sides, TheBest disappointed everyone by engaging in a horrible poke, and lost a ton of his units while retreating from speed zealots and blink stalkers. Trickster built some more stuff and won.
Trickster: 3/5
A partial gift victory.
TheBest: 1/5
One slip-up into defeat.
Game Three: Dual Sight- 1/5
+ Show Spoiler +
TheBest > Trickster
After mutual fast expand builds, TheBest straight up killed Trickster with a 3 rax + EMP attack. There was a small point of amusement, where Trickster sort of spread his sentries in anticipation, but didn't really do it meticulously enough and lost all his FFs to two EMPs (one of those 'don't even bother if you're not gonna do it right' moments).
Trickster actually did survive, but losing your FE nexus 10 minutes in is pretty much death. They went through the motions of playing a normal game until TheBest decided to run over Trickster for good.
Trickster: 1/5
Like game one, showed surprising vulnerability to a very common Terran strat.
TheBest: 3.5/5
Not hard to win when your opponent doesn't make enough units, but oh well.
After mutual fast expand builds, TheBest straight up killed Trickster with a 3 rax + EMP attack. There was a small point of amusement, where Trickster sort of spread his sentries in anticipation, but didn't really do it meticulously enough and lost all his FFs to two EMPs (one of those 'don't even bother if you're not gonna do it right' moments).
Trickster actually did survive, but losing your FE nexus 10 minutes in is pretty much death. They went through the motions of playing a normal game until TheBest decided to run over Trickster for good.
Trickster: 1/5
Like game one, showed surprising vulnerability to a very common Terran strat.
TheBest: 3.5/5
Not hard to win when your opponent doesn't make enough units, but oh well.
SlayerS_Min vs MVP_Genius
Game One: Terminus SE - 2/5
+ Show Spoiler +
Min > Genius
Genius went for the usual forge expand while Min responded with the standard fast three base Zerg. Genius' follow-up was a 5 gate + 1 stalker "all-in." I'm loath to call something like that an all-in, but considering how economically ahead Min was after Genius failed to do any damage whatsoever, there's nothing else to call it.
It was actually rather pitiful how nonthreatening Genius was with his 5 warpgate stalkers, and Min was up to about max population of burrow-roaches when Genius was on something like 110-120. Anyway, Min attacked, and Genius lost to Min's 'a lot more stuff'.'
Min: 4/5
His macro was tippy top, and he made a really nifty OL creep highway he didn't actually need to win.
Genius: 0.5/5
It was really really bad, how one-sided he made this game. On the other hand, that lends the game some sort of strange comical value.
Genius went for the usual forge expand while Min responded with the standard fast three base Zerg. Genius' follow-up was a 5 gate + 1 stalker "all-in." I'm loath to call something like that an all-in, but considering how economically ahead Min was after Genius failed to do any damage whatsoever, there's nothing else to call it.
It was actually rather pitiful how nonthreatening Genius was with his 5 warpgate stalkers, and Min was up to about max population of burrow-roaches when Genius was on something like 110-120. Anyway, Min attacked, and Genius lost to Min's 'a lot more stuff'.'
Min: 4/5
His macro was tippy top, and he made a really nifty OL creep highway he didn't actually need to win.
Genius: 0.5/5
It was really really bad, how one-sided he made this game. On the other hand, that lends the game some sort of strange comical value.
Game Two: Xel'Naga Fortress - ?/5
+ Show Spoiler +
Min > Genius
What? I don't even know -__-;;
Basically a game where Genius played soooo horrible, it's worth taking a look just for the hell of it.
Min: ?/5
I guess he was good?
Genius: 1/5
WHAT HAPPENED?
What? I don't even know -__-;;
Basically a game where Genius played soooo horrible, it's worth taking a look just for the hell of it.
Min: ?/5
I guess he was good?
Genius: 1/5
WHAT HAPPENED?
Game Three: Crevasse - 4/5
+ Show Spoiler +
Min won 2-0
HongUnPrime vs TSL_RevivaL
Game One: Crossfire SE - 2/5
+ Show Spoiler +
Revival > HongUn
HongUn went for a safe 3 gate expansion, while Revival went for a similarly safe gas-pool expansion. Revival's follow-up plan was to go for a fast tunneling + speed roach attack off two bases, while HongUn wasn't rushing for anything in particular.
Revival hit with his double upgrade roaches before HongUn had blink or an observer (though there were a few cannons at the natural), but HongUn had enough forcefields to slow down and repel the first wave. However, without anything coming but five gate stalkers, and his robotics facility unfortunately placed at his natural, HongUn could not hold against the successive waves of roaches.
HongUn: 1.5/5
Too lax on defense, considering that he used a halluciphoenix to find out Revival's plans.
Revival: 3.5/5
Well timed attack.
HongUn went for a safe 3 gate expansion, while Revival went for a similarly safe gas-pool expansion. Revival's follow-up plan was to go for a fast tunneling + speed roach attack off two bases, while HongUn wasn't rushing for anything in particular.
Revival hit with his double upgrade roaches before HongUn had blink or an observer (though there were a few cannons at the natural), but HongUn had enough forcefields to slow down and repel the first wave. However, without anything coming but five gate stalkers, and his robotics facility unfortunately placed at his natural, HongUn could not hold against the successive waves of roaches.
HongUn: 1.5/5
Too lax on defense, considering that he used a halluciphoenix to find out Revival's plans.
Revival: 3.5/5
Well timed attack.
Game Two: Crevasse - 2/5
+ Show Spoiler +
Revival > HongUn
HongUn tried some 6 gate blink stalker attack after expanding, which was essentially all-in given how good Revival's economy was. It turned out that his timing was awful, and Revival held him off with HongUn not even setting foot on creep.
After that Revival made a tone of units with his large amounts of money and won the game.
HongUn: 1/5
Bad two base all-ins are trending this week!
Revival: 3.5/5
Sometimes it's hard to tell if it's the protoss that has bad timing, or if the zerg's defensive timing is that much better.
HongUn tried some 6 gate blink stalker attack after expanding, which was essentially all-in given how good Revival's economy was. It turned out that his timing was awful, and Revival held him off with HongUn not even setting foot on creep.
After that Revival made a tone of units with his large amounts of money and won the game.
HongUn: 1/5
Bad two base all-ins are trending this week!
Revival: 3.5/5
Sometimes it's hard to tell if it's the protoss that has bad timing, or if the zerg's defensive timing is that much better.
Game Three: Xel'Naga Fortress - 4.5/5
+ Show Spoiler +
Revival won 2-0.
ST_Ace vs MarineKing
Game One: Terminus SE - 4/5
+ Show Spoiler +
MKP > Ace
Ace did a blind in-enemy-base pylon build on a four player map and guessed correctly, following with a probe-cut, complete all in double proxy gateway. He attacked after getting 3 zealots, while MKP was going for a gasless expand. MKP then proceeded to win anyway, because he's the goddamn marine king (although, his SCV serfs helped him quite a bit).
Ace: 2/5
Possibly should have waited for 5 zealots?
MKP: 4/5
Hmm, the guy with the ID "MarineKing" had good marine micro. Who woulda thought?
Ace did a blind in-enemy-base pylon build on a four player map and guessed correctly, following with a probe-cut, complete all in double proxy gateway. He attacked after getting 3 zealots, while MKP was going for a gasless expand. MKP then proceeded to win anyway, because he's the goddamn marine king (although, his SCV serfs helped him quite a bit).
Ace: 2/5
Possibly should have waited for 5 zealots?
MKP: 4/5
Hmm, the guy with the ID "MarineKing" had good marine micro. Who woulda thought?
Game Two: Xel'Naga Caverns - 2/5
+ Show Spoiler +
MKP > Ace
Gasless expo versus 1 gate expand turned out slightly better for Ace, who exploited some too-early pressure from MKP to counter-attack and take a small advantage. However, this advantage was largely squandered as he went for an upgraded gateway units style with very late AOE dmg units.
MKP timed a nice attack before storm research was complete, which Ace may have held if he hadn't clumped all his sentries together to get hit by a single EMP (maybe it was more, whatever. They were clumped!). MKP crushed Ace, and proceeded to finish with some manner CCs and /dance.
Ace: 1.5/5
His sentries were too easily EMP'd before the game ending battle.
MKP: 3.5/5
Good, standard infantry + medivac play.
Gasless expo versus 1 gate expand turned out slightly better for Ace, who exploited some too-early pressure from MKP to counter-attack and take a small advantage. However, this advantage was largely squandered as he went for an upgraded gateway units style with very late AOE dmg units.
MKP timed a nice attack before storm research was complete, which Ace may have held if he hadn't clumped all his sentries together to get hit by a single EMP (maybe it was more, whatever. They were clumped!). MKP crushed Ace, and proceeded to finish with some manner CCs and /dance.
Ace: 1.5/5
His sentries were too easily EMP'd before the game ending battle.
MKP: 3.5/5
Good, standard infantry + medivac play.
Game Three: Crossfire SE - 3.5/5
+ Show Spoiler +
MKP won 2-0
RO16
+ Show Spoiler +
MarineKingPrime vs TSL_Revival
Game One: Tal'Darim Altar -
+ Show Spoiler +
Revival > MKP
MKP went for a risky CC first build, followed by an even riskier looking reactor hellion follow-up. Despite being in a terribly risky situation, he decided to go for a stupidly long distance factory-barracks swap at his choke, during which Revival sent a bunch of roaches through the unblocked choke. Revival went up something like 60 to 15 food by the time MKP got done killing off the roaches, which obviously means Revival eventually won the game.
MKP: 0/5
Pure suicide.
Revival: 2.5/5
How much credit do you give the winner when the loser straight up suicides?
MKP went for a risky CC first build, followed by an even riskier looking reactor hellion follow-up. Despite being in a terribly risky situation, he decided to go for a stupidly long distance factory-barracks swap at his choke, during which Revival sent a bunch of roaches through the unblocked choke. Revival went up something like 60 to 15 food by the time MKP got done killing off the roaches, which obviously means Revival eventually won the game.
MKP: 0/5
Pure suicide.
Revival: 2.5/5
How much credit do you give the winner when the loser straight up suicides?
Game Two: Crevasse - 2.5/5
+ Show Spoiler +
MKP > Revival
MKP went for 15 cc yet again, but this time followed up with three rax. Also, Crevasse has a fairly narrow choke without the rocks broken, so he was fairly safe compared to the previous game. Revival responded by making a ton of drones and taking his expansions, but he totally misjudged how long he could safely power up his economy. He died to a 16 marine drop.
MKP: 3/5?
What?
Revival: 0/5
Repaying suicide with one of his own.
MKP went for 15 cc yet again, but this time followed up with three rax. Also, Crevasse has a fairly narrow choke without the rocks broken, so he was fairly safe compared to the previous game. Revival responded by making a ton of drones and taking his expansions, but he totally misjudged how long he could safely power up his economy. He died to a 16 marine drop.
MKP: 3/5?
What?
Revival: 0/5
Repaying suicide with one of his own.
Game Three: Xel'Naga Caverns - 2/5
+ Show Spoiler +
MKP > Revival
MKP did a sorta cheesy (let's call it low-fat cheese, vegan cheese, whatever) 2 rax variation against Revival's hatch first expand, to which Revival was forced to surrender his hatchery without a fight. Though it was an acceptable time to Idra, Revival decided instead to play the game out for another 10+ minutes. This gave MKP the time to dick around with nukes, in typical MKP style.
MKP: 3/5
Bunker rush into win.
Revival: 1/5
Bunker rush into loss.
MKP did a sorta cheesy (let's call it low-fat cheese, vegan cheese, whatever) 2 rax variation against Revival's hatch first expand, to which Revival was forced to surrender his hatchery without a fight. Though it was an acceptable time to Idra, Revival decided instead to play the game out for another 10+ minutes. This gave MKP the time to dick around with nukes, in typical MKP style.
MKP: 3/5
Bunker rush into win.
Revival: 1/5
Bunker rush into loss.
TheBestfOu vs SlayerS_Min
Game One: Crevasse- 2/5
+ Show Spoiler +
Min > TheBest
TheBest opened with a greedy CC first build, because it's Crevasse after all. However, he built a pitiful depot + tech lab wall, despite the fact that he could have stuffed three barracks and a factory at his choke. Min went for a baneling bust, which unsurprisingly, won the game.
TheBest: 1/5
Or a bunker, or anyhting besides a depot + tech lab wall.
Min: 3/5
Too easy.
TheBest opened with a greedy CC first build, because it's Crevasse after all. However, he built a pitiful depot + tech lab wall, despite the fact that he could have stuffed three barracks and a factory at his choke. Min went for a baneling bust, which unsurprisingly, won the game.
TheBest: 1/5
Or a bunker, or anyhting besides a depot + tech lab wall.
Min: 3/5
Too easy.
Game Two: Xel'Naga Caverns - 1.5/5
+ Show Spoiler +
TheBest > Min
TheBest went gas first into tech, pretty indifferent to the scouting drone inside his base. He went for some hellion harass that was ineffectual, then a drop that was ineffectual. In any case, he stayed on one base and put together a pretty fearsome 1/1/1 attack. Min didn't have units, and so he GG'd.
TheBest: 3.5/5
Met surprisingly little resistance.
Min: 1/5
Pretty pitiful defense against the all-in.
TheBest went gas first into tech, pretty indifferent to the scouting drone inside his base. He went for some hellion harass that was ineffectual, then a drop that was ineffectual. In any case, he stayed on one base and put together a pretty fearsome 1/1/1 attack. Min didn't have units, and so he GG'd.
TheBest: 3.5/5
Met surprisingly little resistance.
Min: 1/5
Pretty pitiful defense against the all-in.
Game Three: Crossfire SE - ???/5
+ Show Spoiler +
TheBest > Min
Disaster of a game. And yet it's a must see.
TheBest: ???/5
Moral defeat.
Min: ???/5
Moral and actual defeat.
Disaster of a game. And yet it's a must see.
TheBest: ???/5
Moral defeat.
Min: ???/5
Moral and actual defeat.
Group C
+ Show Spoiler [Group C Results] +
RO32
Byun vs SlayerS_Alicia
Game One: Crevasse - 1/5
+ Show Spoiler +
Game Two: Xel'Naga Fortress -
+ Show Spoiler +
Game Three: Crossfire SE - 3.5/5
+ Show Spoiler +
MakaPrime vs sCfOu
Game One: Terminus SE - 2.5/5
+ Show Spoiler +
Game Two: Metalopolis - 2.5/5
+ Show Spoiler +
Game Three: Crevasse - 4/5
+ Show Spoiler +
HuK vs Polt
Game One: Crevasse 2.5/5
+ Show Spoiler +
Game Two: Xel'Naga Caverns 2/5
+ Show Spoiler +
Game Three: Dual Sight 3/5
+ Show Spoiler +
Clide vs. Leenock
Game One: Dual Site - 3/5
+ Show Spoiler +
Game Two: Xel'Naga Caverns - 3/5
+ Show Spoiler +
Game Three: Tal'Darim Altar - 2/5
+ Show Spoiler +
RO16
+ Show Spoiler +
PoltPrime vs MakaPrime
Game One: Crossfire SE -
+ Show Spoiler +
Polt opened with a standard fast tech build, while Maka went for one proxy rax and one rax at his main. Maka's attack worked beautifully, cutting deeply into Polt's SCV count before it was stopped.
Polt tried to return the favor with his cloaked banshee, but Maka was sufficiently prepared and didn't suffer much damage. With his faster tech, Polt had a good follow-up option to set up a nice siege tank position to delay Maka's natural, but messed up his micro horribly and allowed Maka to take it without much hassle.
Even though Polt caught up in expansions, Maka still had a big troop and SCV lead. A combined drop + push did the job for Maka, giving him game one.
Polt: 1/5
He had a good opportunity even after he took heavy damage from Maka's 2 rax, but blew it.
Maka: 3.5/5
Reminding people that you still need to make early marines in TvT always earns a commendation from me.
Game Two: Xel'Naga Fortress - 2.5/5
+ Show Spoiler +
Game Three: Crossfire SE - 2/5
+ Show Spoiler +
Leenock vs Alicia
Game One: Crossfire - 2.5/5
+ Show Spoiler +
Game Two: Xel'Naga Caverns - 2.5/5
+ Show Spoiler +
Game Three: Bel'Shir Beach - 4.5/5 TreeHugger's Pick
+ Show Spoiler +
Byun vs SlayerS_Alicia
Game One: Crevasse - 1/5
+ Show Spoiler +
Alicia > Byun
After fast expands on both sides, Alicia went for a 7 gate all-in while Byun was trying to go up to medivac tech off three rax. Despite his three bunkers, Byun still fell to Alicia's mass gateway units.
Byun: 1/5
Knew well enough to prepare, just didn't prepare well enough!
Alicia: 3/5
Whatever credit can be given for a few obvious force fields, and the execution of a common build.
After fast expands on both sides, Alicia went for a 7 gate all-in while Byun was trying to go up to medivac tech off three rax. Despite his three bunkers, Byun still fell to Alicia's mass gateway units.
Byun: 1/5
Knew well enough to prepare, just didn't prepare well enough!
Alicia: 3/5
Whatever credit can be given for a few obvious force fields, and the execution of a common build.
Game Two: Xel'Naga Fortress -
+ Show Spoiler +
Byun > Alicia
Alicia went for some sort of Dark Templar - 3 warpgate expand, while Byun did a gasless fast expand in his main. After he was done taking no damage from Alicia's DT, Byun simply pushed out with some infantry, ghosts, and enough scans to eliminate Alicia's Nexus without any resistance.
Going down one base to two put Alicia at huge disadvantage, but he did give it a good shot before GGing out.
Byun: 3/5
Decent all around.
Alicia: 2.5/5
Pretty good effort from a bad position.
Alicia went for some sort of Dark Templar - 3 warpgate expand, while Byun did a gasless fast expand in his main. After he was done taking no damage from Alicia's DT, Byun simply pushed out with some infantry, ghosts, and enough scans to eliminate Alicia's Nexus without any resistance.
Going down one base to two put Alicia at huge disadvantage, but he did give it a good shot before GGing out.
Byun: 3/5
Decent all around.
Alicia: 2.5/5
Pretty good effort from a bad position.
Game Three: Crossfire SE - 3.5/5
+ Show Spoiler +
Alicia > Byun
Byun went for an early pressure build with two rax (one reactor, one tech), while Alicia responded by going for 3 warpgate + voidrays.
Though Byun followed up by getting an expansion, Alicia instead kept producing troops to go on the attack. Alicia executed a very smart move by drawing all of Byun's troops to the backdoor rocks of the main, then swung around back to Byun's natural and force fielded the ramp before Byun could send his troops back to the correct location. This forced Byun to lift his CC back to his main, and stay contained there for some time. During all this aggression, Alicia had quietly put up a gold expansion, putting him solidly ahead. It didn't take long for Alicia to overwhelm his opponent with voidrays and gateway units.
Byun: 1.5/5
Fell for the bait all too easily.
Alicia: 4/5
It wasn't the most elegant trick, but it was satisfying to see him toy with Byun so easily.
Byun went for an early pressure build with two rax (one reactor, one tech), while Alicia responded by going for 3 warpgate + voidrays.
Though Byun followed up by getting an expansion, Alicia instead kept producing troops to go on the attack. Alicia executed a very smart move by drawing all of Byun's troops to the backdoor rocks of the main, then swung around back to Byun's natural and force fielded the ramp before Byun could send his troops back to the correct location. This forced Byun to lift his CC back to his main, and stay contained there for some time. During all this aggression, Alicia had quietly put up a gold expansion, putting him solidly ahead. It didn't take long for Alicia to overwhelm his opponent with voidrays and gateway units.
Byun: 1.5/5
Fell for the bait all too easily.
Alicia: 4/5
It wasn't the most elegant trick, but it was satisfying to see him toy with Byun so easily.
MakaPrime vs sCfOu
Game One: Terminus SE - 2.5/5
+ Show Spoiler +
Maka > sC
The early stages of the game were pretty cute, with Maka attempting to cut corners on scouting by simply checking the opponent's ramp. He made the dangerous assumption that his opponent would go rax first, which was a bit risky considering the popularity of gas first openings in TvT as of late. Anyhow, sC actually WAS going gas first, which meant he wouldn't have a marine by the time Maka's SCV scout expected it to be there (thanks Wolf, I was kind of just listening to audio for the first 3 mins of the game, I would never have caught it elsewise!). As a result, Maka failed to scout sC's main for a very long time, which was not good considering they were both gas-first banshee rushing.
Oddly enough, things worked out for Maka regardless of his scouting woes. He sent his initial banshee in the incorrect direction, but it wasn't that big a deal since he totally shut down sC's banshee harass with good scans and a viking. Maka skipped cloak and went for a fast expansion off his banshee, while sC went for cloak AND a blue flame hellion drop, neither of which did much damage. By the time banshees had been rendered ineffective on both sides, Maka was 9 SCVs ahead.
It could have been a drawn out game, but sC did that thing vs Terran where you run your low HP units in against siege tanks, despite every inch of your body telling you it's suicide. That accelerated the coming of the ending quite rapidly, and we soon saw Maka receiving the GG.
Maka: 3/5
Good defense early, but did receive a hefty gift of marines to win the game.
sC: 1.5/5
You gotta fault the attacker too sometimes, when the harass is so ineffective.
The early stages of the game were pretty cute, with Maka attempting to cut corners on scouting by simply checking the opponent's ramp. He made the dangerous assumption that his opponent would go rax first, which was a bit risky considering the popularity of gas first openings in TvT as of late. Anyhow, sC actually WAS going gas first, which meant he wouldn't have a marine by the time Maka's SCV scout expected it to be there (thanks Wolf, I was kind of just listening to audio for the first 3 mins of the game, I would never have caught it elsewise!). As a result, Maka failed to scout sC's main for a very long time, which was not good considering they were both gas-first banshee rushing.
Oddly enough, things worked out for Maka regardless of his scouting woes. He sent his initial banshee in the incorrect direction, but it wasn't that big a deal since he totally shut down sC's banshee harass with good scans and a viking. Maka skipped cloak and went for a fast expansion off his banshee, while sC went for cloak AND a blue flame hellion drop, neither of which did much damage. By the time banshees had been rendered ineffective on both sides, Maka was 9 SCVs ahead.
It could have been a drawn out game, but sC did that thing vs Terran where you run your low HP units in against siege tanks, despite every inch of your body telling you it's suicide. That accelerated the coming of the ending quite rapidly, and we soon saw Maka receiving the GG.
Maka: 3/5
Good defense early, but did receive a hefty gift of marines to win the game.
sC: 1.5/5
You gotta fault the attacker too sometimes, when the harass is so ineffective.
Game Two: Metalopolis - 2.5/5
+ Show Spoiler +
Maka > sC
sC opened with a reaper expand, while Maka went for another rax first banshee open. This time however, Maka went for cloak, and did quite a number on sC's marines by picking them off from the edges of their range. His harassment set up a very strong marine + tank push for Maka, one which sC was completely unprepared to deal with.
Maka: 3.5/5
Nice banshee micro to setup the marine tank push.
sC: 1.5/5
Seemed so helpless vs Maka's banshees, when you compare how well Maka held off sC's banshees in the previous game.
sC opened with a reaper expand, while Maka went for another rax first banshee open. This time however, Maka went for cloak, and did quite a number on sC's marines by picking them off from the edges of their range. His harassment set up a very strong marine + tank push for Maka, one which sC was completely unprepared to deal with.
Maka: 3.5/5
Nice banshee micro to setup the marine tank push.
sC: 1.5/5
Seemed so helpless vs Maka's banshees, when you compare how well Maka held off sC's banshees in the previous game.
Game Three: Crevasse - 4/5
+ Show Spoiler +
Maka won 2-0.
HuK vs Polt
Game One: Crevasse 2.5/5
+ Show Spoiler +
Polt > Huk
Huk opened with a nexus first into a 6 warpgate attack against Polt's standard gasless expand. It worked out slightly better for Polt, as both players traded forces but Polt had slightly faster tech.
There was a period of building up off three bases before Polt decided he had enough MMM to attack. Huk made a crucial error, losing one of the three templars he had to focus fire, and then warped in two rounds of zealots off his gateways while he had nearly 1000 gas banked. Polt came out on top by a slim margin, with many red health marauders getting healed by medivacs. Polt built on this lead, and finished Huk off soon after.
Huk: 2/5
Any number of extra storms would have made it a whole different story.
Polt: 3.5/5
Played a solid standard game.
Huk opened with a nexus first into a 6 warpgate attack against Polt's standard gasless expand. It worked out slightly better for Polt, as both players traded forces but Polt had slightly faster tech.
There was a period of building up off three bases before Polt decided he had enough MMM to attack. Huk made a crucial error, losing one of the three templars he had to focus fire, and then warped in two rounds of zealots off his gateways while he had nearly 1000 gas banked. Polt came out on top by a slim margin, with many red health marauders getting healed by medivacs. Polt built on this lead, and finished Huk off soon after.
Huk: 2/5
Any number of extra storms would have made it a whole different story.
Polt: 3.5/5
Played a solid standard game.
Game Two: Xel'Naga Caverns 2/5
+ Show Spoiler +
Polt>HuK
HuK goes for 3gate DT expand and contains Polt in 1 base. Polt goes a the Bio army and after suspecting HuK was teching, he adds 2 starports with tech lab and makes a Raven for the dark templar and pushes at HuK's base. Although HuK barely holds off the first attack, banshee and bio reinforcements finishes the game.
HuK: 2/5
Although he went for a 3gate DT expand, the DT's didn't do any damage and the banshee/ravens meant he had no counters for his push.
Polt: 5/5
Polt suspected a tech build from HuK and plays very safe by scouting the map with both scv and his army as well as checking HuK's ramp to see that HuK's sentry count was lacking so he suspected a tech build. He also goes for fast starports for raven so he didnt need to waste many scans against the dts and as HuK expanded, he didn't have the firepower to deal with the banshees.
HuK goes for 3gate DT expand and contains Polt in 1 base. Polt goes a the Bio army and after suspecting HuK was teching, he adds 2 starports with tech lab and makes a Raven for the dark templar and pushes at HuK's base. Although HuK barely holds off the first attack, banshee and bio reinforcements finishes the game.
HuK: 2/5
Although he went for a 3gate DT expand, the DT's didn't do any damage and the banshee/ravens meant he had no counters for his push.
Polt: 5/5
Polt suspected a tech build from HuK and plays very safe by scouting the map with both scv and his army as well as checking HuK's ramp to see that HuK's sentry count was lacking so he suspected a tech build. He also goes for fast starports for raven so he didnt need to waste many scans against the dts and as HuK expanded, he didn't have the firepower to deal with the banshees.
Game Three: Dual Sight 3/5
+ Show Spoiler +
Polt wins 2:0
Clide vs. Leenock
Game One: Dual Site - 3/5
+ Show Spoiler +
Leenock > Clide
Pretty standard marine tank vs. muta ling baneling play. A "half" base trade is initiated by Leenock as he takes out Clide's third and Clide takes out Leenock's third. Leenock is ahead afterwards though as he already had a fourth base anyways. Afterwards, things are still somewhat even but burrowed banelings get a big hit off on marines and there just simply aren't enough afterwards to deal with Leenock's slowly growing muta numbers. Clide gg's as mutas float over his production facilities.
Leenock: 3/5
Clide: 2.5/5
Pretty standard marine tank vs. muta ling baneling play. A "half" base trade is initiated by Leenock as he takes out Clide's third and Clide takes out Leenock's third. Leenock is ahead afterwards though as he already had a fourth base anyways. Afterwards, things are still somewhat even but burrowed banelings get a big hit off on marines and there just simply aren't enough afterwards to deal with Leenock's slowly growing muta numbers. Clide gg's as mutas float over his production facilities.
Leenock: 3/5
Clide: 2.5/5
Game Two: Xel'Naga Caverns - 3/5
+ Show Spoiler +
Leenock > Clide
Despite opening with a huge failed baneling bust, Leenock is able to inch his way back for the win. Leenock utilized some truly great mutalisk control to come back and take the win. Clide had an extremely late thor timing, and Leenock was able to abuse that.
Leenock: 4/5
Clide: 2/5
Despite opening with a huge failed baneling bust, Leenock is able to inch his way back for the win. Leenock utilized some truly great mutalisk control to come back and take the win. Clide had an extremely late thor timing, and Leenock was able to abuse that.
Leenock: 4/5
Clide: 2/5
Game Three: Tal'Darim Altar - 2/5
+ Show Spoiler +
Leenock 2:0 Clide
RO16
+ Show Spoiler +
PoltPrime vs MakaPrime
Game One: Crossfire SE -
+ Show Spoiler +
Polt opened with a standard fast tech build, while Maka went for one proxy rax and one rax at his main. Maka's attack worked beautifully, cutting deeply into Polt's SCV count before it was stopped.
Polt tried to return the favor with his cloaked banshee, but Maka was sufficiently prepared and didn't suffer much damage. With his faster tech, Polt had a good follow-up option to set up a nice siege tank position to delay Maka's natural, but messed up his micro horribly and allowed Maka to take it without much hassle.
Even though Polt caught up in expansions, Maka still had a big troop and SCV lead. A combined drop + push did the job for Maka, giving him game one.
Polt: 1/5
He had a good opportunity even after he took heavy damage from Maka's 2 rax, but blew it.
Maka: 3.5/5
Reminding people that you still need to make early marines in TvT always earns a commendation from me.
Game Two: Xel'Naga Fortress - 2.5/5
+ Show Spoiler +
Polt > Maka
Maka used a strange SCV cutting build to push out a banshee about 20 seconds earlier than usual, which appeared to be paying off when Polt's turrets looked a little too late. However, Polt had gone banshees as well (with a normal build), and while Maka's attention was distracted dealing with Polt's banshee, he let his own banshee get killed.
Maka's build didn't allow for such errors, as he was actually hugely economically behind compared to a regular banshee build. Polt just played that advantage for a few minutes and crushed Maka with a superior army.
Polt: 3.5/5
Pretty ruthless from his advantageous position. Didn't take him very long to win.
Maka: 1.5/5
It was a cute idea to pull forward his banshee timing, but losing that critical first banshee was a terrible mistake.
Maka used a strange SCV cutting build to push out a banshee about 20 seconds earlier than usual, which appeared to be paying off when Polt's turrets looked a little too late. However, Polt had gone banshees as well (with a normal build), and while Maka's attention was distracted dealing with Polt's banshee, he let his own banshee get killed.
Maka's build didn't allow for such errors, as he was actually hugely economically behind compared to a regular banshee build. Polt just played that advantage for a few minutes and crushed Maka with a superior army.
Polt: 3.5/5
Pretty ruthless from his advantageous position. Didn't take him very long to win.
Maka: 1.5/5
It was a cute idea to pull forward his banshee timing, but losing that critical first banshee was a terrible mistake.
Game Three: Crossfire SE - 2/5
+ Show Spoiler +
Polt > Maka
Maka went for a typical gasless expand build and followed up into banshees, while Polt did a reaper expand build that rushed for medivacs and double upgrade marines out of two reactor barracks. It turned out to be quite the counter to Maka's build, as he didn't have siege mode or any marine upgrades when Polt attacked at his two medivac timing. Polt tore through Maka the way you'd expect with the aforementioned army compositions.
Polt: 3.5/5
Reminded me of SuperNova's build that also rushed double reactor upgrade marines, though SuperNova attacked before medivacs because he noticed an even earlier weakness in his opponent.
Maka: 1.5/5
Hopefully he will learn to stay back from the ridiculously greedy and techy TvT trend.
Maka went for a typical gasless expand build and followed up into banshees, while Polt did a reaper expand build that rushed for medivacs and double upgrade marines out of two reactor barracks. It turned out to be quite the counter to Maka's build, as he didn't have siege mode or any marine upgrades when Polt attacked at his two medivac timing. Polt tore through Maka the way you'd expect with the aforementioned army compositions.
Polt: 3.5/5
Reminded me of SuperNova's build that also rushed double reactor upgrade marines, though SuperNova attacked before medivacs because he noticed an even earlier weakness in his opponent.
Maka: 1.5/5
Hopefully he will learn to stay back from the ridiculously greedy and techy TvT trend.
Leenock vs Alicia
Game One: Crossfire - 2.5/5
+ Show Spoiler +
Alicia opens one gate, stargate expand with a stalker first but does not commit heavily to pressure, and nearly loses to hydra-ling before getting his colossus tech in order. However, now Leenock must commit to hydra-roach in the confined passages of Crossfire, and he is unable to hold on to his fourth expansion at the high yield before his broodlords can turn the tide. Alicia knows he is in a commanding position, and he patiently forces Leenock to expose his broodlords before engaging. Several good instances of positioning, and diligent remaking of sentries allow Alicia to close out the game.
Leenock: 2.5/5
He allowed himself to be put into a disadvantageous position, but he fought well in a losing effort.
Alicia: 4/5
After surviving the most dangerous stage of the game he finished smoothly.
Leenock: 2.5/5
He allowed himself to be put into a disadvantageous position, but he fought well in a losing effort.
Alicia: 4/5
After surviving the most dangerous stage of the game he finished smoothly.
Game Two: Xel'Naga Caverns - 2.5/5
+ Show Spoiler +
Both players employ the same strategies as the previous game, but with some subtle differences. Alicia intends to move out with his early stalkers, but is thwarted by a zergling runby. He has more success with his first void ray, which properly delays Leenock's third. Leenock again follows up with a hydra ling attack, but Alicia has traded a fast colossus tech for a larger stalker sentry army, a he holds easily. Leenock's tech tree is much more advantageous over the short haul in this situation, however and he keeps the pressure up and kills off Alicia's third and army before he can muster a significant colossi presence.
Leenock: 3.5/5
Played essentially the same game but was better assisted by the map and positioning this time around.
Alicia: 2.5/5
Similarly didn't do anything wildly different, but should've in this position. Having already committed to a later tech, his choice to go colossus instead of blink-mass gateway was odd.
Leenock: 3.5/5
Played essentially the same game but was better assisted by the map and positioning this time around.
Alicia: 2.5/5
Similarly didn't do anything wildly different, but should've in this position. Having already committed to a later tech, his choice to go colossus instead of blink-mass gateway was odd.
Game Three: Bel'Shir Beach - 4.5/5 TreeHugger's Pick
+ Show Spoiler +
See Special Recap
Leenock: 3.5/5
Was caught with his pants down early, but battled back and played a smart late game.
Alicia: 4/5
Forge FE seems tremendously stupid on this map, but he got a little lucky and then played very well to take the game home.
Leenock: 3.5/5
Was caught with his pants down early, but battled back and played a smart late game.
Alicia: 4/5
Forge FE seems tremendously stupid on this map, but he got a little lucky and then played very well to take the game home.
Group D
+ Show Spoiler [Group D Results] +
RO32
ST_Bomber vs IMNesTea
Game One: Tal'Darim Altar - 3.5/5
+ Show Spoiler +
Game Two: Crossfire SE - 3.5/5
+ Show Spoiler +
Game Three: Terminus SE - 3/5
+ Show Spoiler +
oGsTOP vs Choya
Game One: Metalopolis - 1.5/5
+ Show Spoiler +
Game Two: Crevasse - 2/5
+ Show Spoiler +
Game Three: Xel'Naga Fortress - 1.5/5
+ Show Spoiler +
ZeNEXLine vs ZeNEXKyrix
Game One: Crevasse - 2/5
+ Show Spoiler +
Game Two: Crossfire SE - 2/5
+ Show Spoiler +
Game Three: Xel'Naga Caverns - 2/5
+ Show Spoiler +
NaDa vs Virus
Game One: Metalopolis - 2/5
+ Show Spoiler +
Game Two: Terminus SE - 3/5
+ Show Spoiler +
Game Three: - 1/5
+ Show Spoiler +
RO16
+ Show Spoiler +
ZeNEXLine vs oGsNaDa
Game One: Terminus SE - 3/5
+ Show Spoiler +
Game Two: Crevasse - 2/5
+ Show Spoiler +
Game Three: Dual Sight - 4/5
+ Show Spoiler +
TOP vs. NesTea
Game One: Bel'Shir Beach - 4/5
+ Show Spoiler +
Game Two: Crossfire SE - 5/5 - confusedcrib's Pick
+ Show Spoiler +
Game Three: Xel'Naga Fortress - 4/5
+ Show Spoiler +
ST_Bomber vs IMNesTea
Game One: Tal'Darim Altar - 3.5/5
+ Show Spoiler +
Nestea > Bomber
Bomber had an interesting plan: 'Let Nestea do whatever he wants, as long as I can take a quick three bases and attack with deathball after deathball.'
This seemed like an extremely foolish strategy, when you think about what happened to the last guy who tried this versus Nestea. You know, that guy called sCfOu, who got totally annihilated by a seven base Nestea on very same map, just a few weeks ago?
I was correct to worry, because pretty much the same thing ended up happening for Bomber. To be fair, he was a bit better than sC, but it was still mostly the same deal. Whereas sC got killed after trying only one attack, at least Bomber got to lose several max-out armies to Nestea's infinite resources and production.
The game should have been pretty clear cut, but Nestea introduced an unnecessary complication: ultralisks. Yes, that 200/200 express ticket to losing. The second best way to throw away a lead, asides from pulling a straight up Idra.
Nestea actually could have lost if he had gone ultras earlier, but luckily he produced them as Bomber was running out of money at all three bases. After losing a great many ultralisks in a great many cost inefficient battles, he finally had enough left to batter a depleted Bomber into submission.
Bomber: 2.5/5
Bomber, I know you're supposed to be a top three Terran in the world and I admire your confidence for trying to take on Nestea straight up in a macro game, but come on man.... Baby steps, baby steps!
Nestea: 4/5, minus 3 for making ultras.
Good all around, but dropped his abacus for a sec.
Bomber had an interesting plan: 'Let Nestea do whatever he wants, as long as I can take a quick three bases and attack with deathball after deathball.'
This seemed like an extremely foolish strategy, when you think about what happened to the last guy who tried this versus Nestea. You know, that guy called sCfOu, who got totally annihilated by a seven base Nestea on very same map, just a few weeks ago?
I was correct to worry, because pretty much the same thing ended up happening for Bomber. To be fair, he was a bit better than sC, but it was still mostly the same deal. Whereas sC got killed after trying only one attack, at least Bomber got to lose several max-out armies to Nestea's infinite resources and production.
The game should have been pretty clear cut, but Nestea introduced an unnecessary complication: ultralisks. Yes, that 200/200 express ticket to losing. The second best way to throw away a lead, asides from pulling a straight up Idra.
Nestea actually could have lost if he had gone ultras earlier, but luckily he produced them as Bomber was running out of money at all three bases. After losing a great many ultralisks in a great many cost inefficient battles, he finally had enough left to batter a depleted Bomber into submission.
Bomber: 2.5/5
Bomber, I know you're supposed to be a top three Terran in the world and I admire your confidence for trying to take on Nestea straight up in a macro game, but come on man.... Baby steps, baby steps!
Nestea: 4/5, minus 3 for making ultras.
Good all around, but dropped his abacus for a sec.
Game Two: Crossfire SE - 3.5/5
+ Show Spoiler +
Nestea > Bomber
Surprisingly enough, Nestea went for hatch first expand the second game in a row (I guess going gas - pool in his five last ZvTs made him want to change his style up). Meanwhile, Bomber did a groovy rax-orbital-cc-gas-rax-fact-fact build.
I don't fully understand the purpose of that build, but it did give Bomber an interesting marine + hellion pressure option, and also surprised Nestea with a surprising amount of follow-up blue flame hellions as well. Still, the best player in the world just rolled with the punches, and took his third base and droned up without too much trouble.
Bomber's build allowed him some very strong marine and tank pressure early on, but that would only have been a problem if Nestea had gone for heavy ground. Instead, he switched to mutas before Bomber even suspected it, and from there on it was all downhill for Bomber.
Nestea's mutas allowed him map control for a long period of time, in which he set-up his game winning economy before overrunning Bomber.
Bomber: 2.5/5
Funky "bio-mech" build. Disappointing that he didn't have thors in time for mutas, even though he had two tech lab factories forever. Had maybe 4 of his early tanks been thors instead, he'd have had a very dangerous marine-tank-hellion-thor push in the midgame.
Nestea: 4/5
The first tenet of Zerg is adaptation, and Nestea is one of its masters.
Surprisingly enough, Nestea went for hatch first expand the second game in a row (I guess going gas - pool in his five last ZvTs made him want to change his style up). Meanwhile, Bomber did a groovy rax-orbital-cc-gas-rax-fact-fact build.
I don't fully understand the purpose of that build, but it did give Bomber an interesting marine + hellion pressure option, and also surprised Nestea with a surprising amount of follow-up blue flame hellions as well. Still, the best player in the world just rolled with the punches, and took his third base and droned up without too much trouble.
Bomber's build allowed him some very strong marine and tank pressure early on, but that would only have been a problem if Nestea had gone for heavy ground. Instead, he switched to mutas before Bomber even suspected it, and from there on it was all downhill for Bomber.
Nestea's mutas allowed him map control for a long period of time, in which he set-up his game winning economy before overrunning Bomber.
Bomber: 2.5/5
Funky "bio-mech" build. Disappointing that he didn't have thors in time for mutas, even though he had two tech lab factories forever. Had maybe 4 of his early tanks been thors instead, he'd have had a very dangerous marine-tank-hellion-thor push in the midgame.
Nestea: 4/5
The first tenet of Zerg is adaptation, and Nestea is one of its masters.
Game Three: Terminus SE - 3/5
+ Show Spoiler +
Nestea won 2-0
oGsTOP vs Choya
Game One: Metalopolis - 1.5/5
+ Show Spoiler +
TOP > Choya
Choya went for a 3 gate + 1 stargate void ray rush, with his stargate hidden in another main, while TOP did a fairly standard FE into 3 rax build.
Choya's all-in did pretty well, killing a bunch of SCVs and setting up Choya to pull back and build up normally. But instead, Choya chose to keep being aggressive for some reason. His zeal-dragoon-voidray force did not fair as well when TOP finally got some medivacs and vikings out, and Choya GG'd out after his final all-out attack failed.
Top: 3/5
Stood around and defended, which was good enough for the win. Also had a hilarious double bunker salvage complete just as Choya moved into attack him.
Choya: 1/5
Took a big advantage through his good micro, but threw it away by staying on the offensive for too long.
Choya went for a 3 gate + 1 stargate void ray rush, with his stargate hidden in another main, while TOP did a fairly standard FE into 3 rax build.
Choya's all-in did pretty well, killing a bunch of SCVs and setting up Choya to pull back and build up normally. But instead, Choya chose to keep being aggressive for some reason. His zeal-dragoon-voidray force did not fair as well when TOP finally got some medivacs and vikings out, and Choya GG'd out after his final all-out attack failed.
Top: 3/5
Stood around and defended, which was good enough for the win. Also had a hilarious double bunker salvage complete just as Choya moved into attack him.
Choya: 1/5
Took a big advantage through his good micro, but threw it away by staying on the offensive for too long.
Game Two: Crevasse - 2/5
+ Show Spoiler +
Choya > TOP
Top played a standard FE into 3 rax build, while Choya went for a cute hidden stargate - expand - DTs build. Choya had found a spot on Crevasse where DTs could work in across a chasm into the enemy natural, which voidrays provided the sight for.
Choya caused TOP quite a bit of misery, and was in a good position once his harassment had finally been staved off. However, he teched to AOE units too late and ended up getting into a lot of bad fights with MMM with just zealot sentry stalker, which is almost always a painful ordeal.
In the end, Choya finally added some templars and took the game.
Top: 2/5
Ordinary Terran play.
Choya: 2.5/5
Cute low-fat cheese strat in the beginning, with an expansion mixed in so it wasn't all-in.
Top played a standard FE into 3 rax build, while Choya went for a cute hidden stargate - expand - DTs build. Choya had found a spot on Crevasse where DTs could work in across a chasm into the enemy natural, which voidrays provided the sight for.
Choya caused TOP quite a bit of misery, and was in a good position once his harassment had finally been staved off. However, he teched to AOE units too late and ended up getting into a lot of bad fights with MMM with just zealot sentry stalker, which is almost always a painful ordeal.
In the end, Choya finally added some templars and took the game.
Top: 2/5
Ordinary Terran play.
Choya: 2.5/5
Cute low-fat cheese strat in the beginning, with an expansion mixed in so it wasn't all-in.
Game Three: Xel'Naga Fortress - 1.5/5
+ Show Spoiler +
TOP > Choya
TOP did some sort of cute reactor-barracks expand while Choya did a 6 gate all-in. After some poor force fields and bunker focus micro, Choya lost the game.
Top: 3/5
Again, defend and win.
Choya: 1/5
Not the most dangerous looking 6 gate I've ever seen.
TOP did some sort of cute reactor-barracks expand while Choya did a 6 gate all-in. After some poor force fields and bunker focus micro, Choya lost the game.
Top: 3/5
Again, defend and win.
Choya: 1/5
Not the most dangerous looking 6 gate I've ever seen.
ZeNEXLine vs ZeNEXKyrix
Game One: Crevasse - 2/5
+ Show Spoiler +
Kyrix > Line
The two ZeNEX zergs did a minor base trade of sorts, with Line's pure speedlings racing against Kyrix's zerglings and banes. After the dust settles, Kyrix was left with quite a few more drones, which made the game a slow countdown to Line's doom.
Line: 2/5
Something something ZvZ.
Kyrix: 3/5
Something something ZvZ.
The two ZeNEX zergs did a minor base trade of sorts, with Line's pure speedlings racing against Kyrix's zerglings and banes. After the dust settles, Kyrix was left with quite a few more drones, which made the game a slow countdown to Line's doom.
Line: 2/5
Something something ZvZ.
Kyrix: 3/5
Something something ZvZ.
Game Two: Crossfire SE - 2/5
+ Show Spoiler +
Line > Kyrix
Line expanded faster while Kyrix went lair for a speed roach bust. Line managed to hold with his own roaches and some lings, after which Kyrix GG'd
Line: 3/5
Short minute ZvZ, what am I gonna say?
Kyrix: 2/5
Ditto.
Line expanded faster while Kyrix went lair for a speed roach bust. Line managed to hold with his own roaches and some lings, after which Kyrix GG'd
Line: 3/5
Short minute ZvZ, what am I gonna say?
Kyrix: 2/5
Ditto.
Game Three: Xel'Naga Caverns - 2/5
+ Show Spoiler +
Line > Kyrix
Kyrix went for a no-queen, no speed, very fast baneling rush, while Line went for the more standard version with the queen and the speed. After Kyrix's rush was stopped without doing significant damage, Line was securely in the lead.
Line: 3/5
ZvZ.
Kyrix: 2/5
ZvZ is kinda boring without infestors.
Kyrix went for a no-queen, no speed, very fast baneling rush, while Line went for the more standard version with the queen and the speed. After Kyrix's rush was stopped without doing significant damage, Line was securely in the lead.
Line: 3/5
ZvZ.
Kyrix: 2/5
ZvZ is kinda boring without infestors.
NaDa vs Virus
Game One: Metalopolis - 2/5
+ Show Spoiler +
NaDa>Virus
NaDa goes fast banshees to harass while Virus goes 2 barracks. NaDa's banshees forces marines out of Virus and NaDa goes blue flame hellions. The hellions do tons of damage and Virus tries to drop NaDa but vikings spots the drops. At this point Nada's already well ahead, and rolls on to a win.
Virus: 1/5
Not that good and barely did anything to NaDa
Nada: 4/5
NaDa's harassing did too much damage for Virus to recover
NaDa goes fast banshees to harass while Virus goes 2 barracks. NaDa's banshees forces marines out of Virus and NaDa goes blue flame hellions. The hellions do tons of damage and Virus tries to drop NaDa but vikings spots the drops. At this point Nada's already well ahead, and rolls on to a win.
Virus: 1/5
Not that good and barely did anything to NaDa
Nada: 4/5
NaDa's harassing did too much damage for Virus to recover
Game Two: Terminus SE - 3/5
+ Show Spoiler +
Nada>Virus
Both Nada and Virus go for the same build, 1/1/1, banshees, and blue flame hellions. However Virus gets a faster expansion up. By the time Nada finished his expansion Virus had already started his third, but hellion harass allows him to even the worker count. Nada adds multiple factories and contains Virus with a huge tank army. Virus couldn't break out of the contain and GG'd.
Virus: 3/5
Although he had the economic advantage for a long time, he never capitalized on it.
Nada: 4/5
Although Nada was behind, his harass meant he was able to match Virus's scv count and helped him contain Virus
Both Nada and Virus go for the same build, 1/1/1, banshees, and blue flame hellions. However Virus gets a faster expansion up. By the time Nada finished his expansion Virus had already started his third, but hellion harass allows him to even the worker count. Nada adds multiple factories and contains Virus with a huge tank army. Virus couldn't break out of the contain and GG'd.
Virus: 3/5
Although he had the economic advantage for a long time, he never capitalized on it.
Nada: 4/5
Although Nada was behind, his harass meant he was able to match Virus's scv count and helped him contain Virus
Game Three: - 1/5
+ Show Spoiler +
Nada won 2-0.
RO16
+ Show Spoiler +
ZeNEXLine vs oGsNaDa
Game One: Terminus SE - 3/5
+ Show Spoiler +
Nada > Line
Both players played extremely passively, letting the other take advantage of Terminus' safe expansions. Though Nada postured a bit in the center, and Line showed Nada some mutalisks here and there, both players hurtled towards 200/200 largely unimpeded.
The standard variety of units fought for each side. Doublelings, infestors, mutalisks, broodlords against tanks, marines, thors, vikings, and medivacs. After a ton of army trading with no one gaining the upper hand, although Line had more bases in reserve.
The game entered its ending sequence when Line split his forces, with corruptors and broodlords staying home for defense while cracklings ransacked Nada's main (undefended due to population cap). It proved to be a poor decision from Line, as Nada had more than enough vikings and thors to take down all of the corruptors and broodlords while he simply lifted his entire base and moved it to another main. Though it did leave Nada with no supply for a moment, Line was in the more precarious position of having no army, leading to a GG not long after.
Line: 2.5/5
The backdoor probably wasn't a bad idea, but he totally underestimated the amount of vikings Nada would have.
Nada: 4/5
Completely comfortable playing a massive scale macro game.
Both players played extremely passively, letting the other take advantage of Terminus' safe expansions. Though Nada postured a bit in the center, and Line showed Nada some mutalisks here and there, both players hurtled towards 200/200 largely unimpeded.
The standard variety of units fought for each side. Doublelings, infestors, mutalisks, broodlords against tanks, marines, thors, vikings, and medivacs. After a ton of army trading with no one gaining the upper hand, although Line had more bases in reserve.
The game entered its ending sequence when Line split his forces, with corruptors and broodlords staying home for defense while cracklings ransacked Nada's main (undefended due to population cap). It proved to be a poor decision from Line, as Nada had more than enough vikings and thors to take down all of the corruptors and broodlords while he simply lifted his entire base and moved it to another main. Though it did leave Nada with no supply for a moment, Line was in the more precarious position of having no army, leading to a GG not long after.
Line: 2.5/5
The backdoor probably wasn't a bad idea, but he totally underestimated the amount of vikings Nada would have.
Nada: 4/5
Completely comfortable playing a massive scale macro game.
Game Two: Crevasse - 2/5
+ Show Spoiler +
Line > Nada
Nada got unusually vexed by some mutalisks in the game, losing an early dropship and just losing all sorts of initiative. Line went up to four bases far too easily while Nada was still on two. The economy gap showed in the late game, where Line just overran Nada with tons of stuff.
Line: 3.5/5
Good macro, but a strangely subdued showing from Nada.
Nada: 1/5
It didn't seem like he was actually DOING anything.
Nada got unusually vexed by some mutalisks in the game, losing an early dropship and just losing all sorts of initiative. Line went up to four bases far too easily while Nada was still on two. The economy gap showed in the late game, where Line just overran Nada with tons of stuff.
Line: 3.5/5
Good macro, but a strangely subdued showing from Nada.
Nada: 1/5
It didn't seem like he was actually DOING anything.
Game Three: Dual Sight - 4/5
+ Show Spoiler +
Line > Nada
Nada showed a variant of the 2 rax, 2 fact FE that's starting to be sighted in the GSL. He put together a pretty powerful marine medivac tank thor hellion push for the mid-game, and it looked like the muta-heavy line was pretty screwed.
However, Nada didn't make any backdoor protection Thors, making extra tanks from his factories instead. This allowed Line to perform a series of brutal backdoor attacks and harass Nada with impunity. Nada had a superior fighting force for a significant amount of time, but could never get it to Line's doorstep as he was constantly returning to fight off some more mutas.
It didn't help that Dual Sight's third base is so very far away from the natural, which let Line pull off some even more annoying backdoor attacks later, with mutas flying between the main, nat and third, while well upgraded zerglings sped in to fill whatever gaps Nada's chasing marines left.
Eventually Line built up a huge resource and army advantage while Nada spent all of his time trying to put out new fires. It was an advantage Nada could not overcome, and he GG'd out.
Line: 5/5
Dizzyingly good mutalisk use.
Nada: 2/5
A few more early thors could have stopped Line's momentum before it even started.
Nada showed a variant of the 2 rax, 2 fact FE that's starting to be sighted in the GSL. He put together a pretty powerful marine medivac tank thor hellion push for the mid-game, and it looked like the muta-heavy line was pretty screwed.
However, Nada didn't make any backdoor protection Thors, making extra tanks from his factories instead. This allowed Line to perform a series of brutal backdoor attacks and harass Nada with impunity. Nada had a superior fighting force for a significant amount of time, but could never get it to Line's doorstep as he was constantly returning to fight off some more mutas.
It didn't help that Dual Sight's third base is so very far away from the natural, which let Line pull off some even more annoying backdoor attacks later, with mutas flying between the main, nat and third, while well upgraded zerglings sped in to fill whatever gaps Nada's chasing marines left.
Eventually Line built up a huge resource and army advantage while Nada spent all of his time trying to put out new fires. It was an advantage Nada could not overcome, and he GG'd out.
Line: 5/5
Dizzyingly good mutalisk use.
Nada: 2/5
A few more early thors could have stopped Line's momentum before it even started.
TOP vs. NesTea
Game One: Bel'Shir Beach - 4/5
+ Show Spoiler +
Top > Nestea
Top bunker rushes Nestea, putting Nestea down to 7 drones and he even loses his expansion. Top sits back and macros, giving Nestea time to drone like crazy and nearly catch up. Nestea ends up crushing Top's two base attacks, as we all get Artosis nerd chills that Nestea might come back. Top has been macroing well enough through that he is able to hit a marine tank timing on three bases and secure the game; but not before Nestea almost came back and won.
Nestea: 4/5
Top: 4/5
Top bunker rushes Nestea, putting Nestea down to 7 drones and he even loses his expansion. Top sits back and macros, giving Nestea time to drone like crazy and nearly catch up. Nestea ends up crushing Top's two base attacks, as we all get Artosis nerd chills that Nestea might come back. Top has been macroing well enough through that he is able to hit a marine tank timing on three bases and secure the game; but not before Nestea almost came back and won.
Nestea: 4/5
Top: 4/5
Game Two: Crossfire SE - 5/5 - confusedcrib's Pick
+ Show Spoiler +
Nestea > Top
Nestea is soooo good.
Nestea is uncharacteristically unprepared for Top's harassment based opening of reactor hellions into cloak banshee and the harassment does a huge amount of damage. Nestea does a great job buying time with mutalisks while droning like crazy. Nestea also goes for burrow and is able to get enough baneling land mines off to make an absolutely insane comeback. Great play by both players, but Nestea is just a next level nerd.
Nestea: 5/5
Top: 4/5
Nestea is soooo good.
Nestea is uncharacteristically unprepared for Top's harassment based opening of reactor hellions into cloak banshee and the harassment does a huge amount of damage. Nestea does a great job buying time with mutalisks while droning like crazy. Nestea also goes for burrow and is able to get enough baneling land mines off to make an absolutely insane comeback. Great play by both players, but Nestea is just a next level nerd.
Nestea: 5/5
Top: 4/5
Game Three: Xel'Naga Fortress - 4/5
+ Show Spoiler +
Top > Nestea
Top again gets way ahead from his opening. Nestea terribly mismicro's and lets just three hellions kill over 10 drones. Top's third base is complete as Nestea's is just beginning, which means that Top just followed up well enough with marine tank to secure the win.
Nestea: 3/5
Top: 4/5
Top again gets way ahead from his opening. Nestea terribly mismicro's and lets just three hellions kill over 10 drones. Top's third base is complete as Nestea's is just beginning, which means that Top just followed up well enough with marine tank to secure the win.
Nestea: 3/5
Top: 4/5
Interviews from PlayXP - translated by Phosgene
RO32 - Day 1 - Day 2 - Day 3 - Day 4
RO16 - Day 1 - Day 2
Writers' Picks: Games of Note
Confusedcrib's pick: Nestea vs Top, Game Two
Play by Play:
Nestea provides the most epic ZvTs imaginable. This is due to his incredible ability to come back in a game no matter how behind he is early on. In game one of Nestea vs. Top, we saw Nestea nearly come back despite being behind in workers and even an entire expansion against Top. Yet more support for the theory that Nestea has a chance to come back in any situation.
One of the defining characteristics of Nestea for me is how safe his early game tends to be in order to ensure that he can get into the midgame. In this series, however, Nestea was uncharacteristically unsafe in the early game and Top punished him for it.
After a close first game, both players spawn in on
It's like that ad is telling me, 'your GSL reports suck.'
But the harassment by Top isn't quite over as a cloak banshee makes it's way over to Nestea's mineral line. Nestea begins a late evolution chamber, most likely due to dealing with the hellion harass. Nestea then goes into panic mode as the cloak banshee begins racking up even more drone kills.
After the harassment is over with, Top is up in worker count over Nestea and on equal bases with a zerg: a tough to lose situation, unless your opponent is Nestea.
Nestea has decided to stay on two bases getting muta baneling up and re droning before getting a third base. A few clutch baneling hits allow Nestea to hold the push for a little bit longer while he tries to make a bigger army.
After having used all his drones to barely defended against that attack, Nestea finds himself in an impossible to win situation.
And yet, the beginning of a comeback:
Thanks to ChickenLips for some of these awesome baneling bomb screencaps
With that one move Nestea has evened out the food and takes a third base just after Top does. Nestea is also still behind in workers, but not nearly by the huge deficit that existed a few minutes ago. Top pushes out with another big attack, but fancies himself to be much further ahead then he actually is and manages to lose everything with some poor tank positioning and bad marine micro.
Top attempts to go for a drop to deny Nestea's third but it is overdue and Nestea is able to shut it down. At this point in the game it is a three basing zerg against a three basing terran with a gold base. Nestea is slowly adding on more mutalisks while taking a fourth base, allowing him to keep Top's tank count from growing too large through muta harass. Nestea begins poking to check for counter attacks and finds an exposed location at Top's back rocks. Nestea decides to go for the counter attack while Top begins pushing through to Nestea's expansions.
And there you have it, probably the most epic baneling land mine that ever existed. After that, Nestea is able to clean up Top's attack and win the base trade.
Analysis:
To me, this game really demonstrated two things, first, zerg's ability as a comeback race, and second, that Nestea managed to win with less economy then a terran.
First things first, this match was pure proof that players should not be leaving games the moment they are put behind early on. Nestea lost over 11 drones to the early banshee and hellion play, that's nothing to poke a stick at. Players make mistakes, and TvZ is an extremely micro intensive matchup, where positioning can mean everything.
Nestea was able to use some sneaky zerg tactics to pull his way back into this game: burrowed banelings and slowly growing mutalisk numbers. These units had to be used to maximum efficiency for Nestea to stand a chance.
Since Nestea was able to survive on less economy then Top, and in fact even straight out win a macro game with less economy, it makes me wonder if we are truly playing Zerg the correct way. Perhaps Zerg should go for huge baneling busts or other forms of aggression early on as part of their standard game plan. I'm just trying to imagine what Nestea could have done had he not been forced into a low drone situation, but instead chose to be in one. With so many powerful units and tactics like baneling burrows, infestor usage, and muta harass, perhaps zergs should be a little more willing to sacrifice economy for aggression.
The other major point that this game demonstrates is the absolute importance of micro in the matchup. Recent Terrans don't seem to be as micro-focused as before, and this game showed what can ultimately happen as a result. The same goes for zerg, if not even more. The game has shifted more and more to powering hard and maxing out early, but there's such a ridiculously difference in how far micro can go in making your army more efficient.
This game really showed to me that Zerg may have a bright future ahead, if Nestea can do so much with so little and come back for the win. Even though he lost the series, it makes me wonder how much more Zerg can learn from Nestea's play, and how much more powerful they can become.
Treehugger's Pick: LeenockfOu vs SlayerS_Alicia, Game Three
After two very similar games, the third set of this series went in a wildly different direction. A curious quality of this game was how lackluster the opening was, with both players making critical mistakes, and yet when the midgame rolled around the mistakes ended and the set proved to be one of the most entertaining games in the Super Tournament so far.
It begins with Alicia forge fast expanding, a choice that doesn't really seem to make sense on the wide wide open natural of Bel'Shir, which would seem nearly impossible to cannon off. His solution is a typical half-wall connecting to the nexus, but the choice is confusing with the game's most exposed natural expansion.
This doesn't seem smart to me.
Leenock's response is perfect and it comes in three parts. His first move is sending his initial zerglings around the mineral line to snipe a pylon that blocks the runby. Alicia hastily makes his second cannon on the mineral line, something he would've done anyway, but preferably at a later time. Leenock's second move is to immediately throw down a roach warren, which will allow him to pressure his opponent before stalkers can arrive on the field. Finally, Leenock only makes three roaches and takes his third instead. This works out well on a number of levels. Leenock's roach pressure forces Alicia to overmake cannons to be safe against a bust, while he loses his forge, a few probes, and mining time to Leenock's pressure. Meanwhile, Leenock simply turns his attention to economy, having gained a good lead.
While defending against a range of Leenock's possible threats, Alicia has been building a stargate, and as Leenock's pressure abates, the stargate becomes Alicia's best opportunity to come back into the game. It's not clear whether Alicia had planned to play out Bel'Shir like the two games previous, producing only one void ray to deny the third and take map control, but finding himself behind, Alicia gambles on heavy air, and now it is Leenock's turn to make a mistake. Perhaps expecting a the same light touch as before, Leenock builds one, not two spore crawlers at his third and natural, but neglects his main. He takes cosmetic damage at his third, losing two queens, but he seems surprised when Alicia gambles for more damage at the zerg natural, and finds a mass of exposed overlords. Like a trail of breadcrumbs from Hansel and Gretel, Alicia snipes a total of eight overlords all the way to Leenock's main, which he finds completely unprepared for air units, and he takes out several drones, the roach warren, an extractor, and several more queens before finally being repelled by hydralisks.
Leenock lets the the thief into the art museum.
The game having so suddenly turned on it's head, Alicia now is free to put his just completed massed gateways to use, pumping out a large blink stalker army in little time, while Leenock responds again with roach-hydra. In the first game of the series, Alicia safely bridged the gap towards colossi on the constricted passageways of Crossfire, while Leenock was stuck with the sub-optimal roach-hydra. In the second game, on the more dynamic terran of Xel'Naga Caverns, Leenock committed heavily to a roach-hydra mix, which was foiled by Alicia's smart mass gateway midgame, only to succeed moments later as Alicia tried to sneak colossi into his army. In the third game, on the wide open Bel'Shir Beach, Leenock again chose roach-hydra, this time on probably the best roach-hydra map because of it's openness. Alicia however, made a proper adjustment, this time carrying through with his mass gateway all the way towards blink to secure his third before then transitioning to colossi for the late game. In essence, after two previous games of sub-optimal composition choices, both Alicia and Leenock were playing with excellent compositions in the final set.
After the volitility of the opening minutes, both players seem to be itching for a proper fight, especially for Leenock who quickly maxes out and takes his fourth. Alicia takes the bait, but Leenock dodges his force fields and counter attacks, sniping the robo support bay which has just begun thermal lance. Alicia's cannot cancel his colossus, so he is forced to wait while Leenock effectively buys time and forces Alicia to run all over his base with one observer, clearing out a handful of burrowed roaches. Now Alicia tries to draw a fight, but is called back as Leenock drops his third, pressures his natural, and unburrows a few remaining roaches in the main, again delaying the protoss.
Alicia lets the cops into the doughnut shop.
Leenock is supplementing his army smartly as his harass is cleaned up, substituting the supply-inefficient roaches with banelings and infestors, however when Alicia finally provokes a fight, he is able to force field off Leenock's main army and reduce the impact of the zerg special forces. He returns moments later, and Leenock is badly out of position, having moved to counter attack the protoss natural. Alicia trades that for Leenock's gold base, and then corners Leenock's army, however Leenock replaces it and gets broodlords.
This becomes the critical part of the game, as Leenock moves out to take Alicia's fourth, the protoss pivots and removes the zerg third, where a lot of critical tech has actually been built. Leenock moves his entire roach force against the protoss third, while sending his broodlords and several banelings back to hold the line at his natural. This is his fatal mistake, as Alicia is able to blink under the broods and easily eliminate them. Had Leenock instead sent his broodlords against the third protoss base while moving his roaches back and morphing more broods at home, he would've likely held. Even splitting half of his roaches to support his air force, while suiciding his task force at the protoss third, Leenock would've emerged in the favorable position that generally accompanies a huge broodlord force. Instead, by losing his heavy artillary cheaply, Leenock concedes his natural and main. Both players take opposite expansions on the side map, but Alicia kills off his opponent's stuff faster and so Leenock is forced to pull back and defend, which against mass stalker colossus, his roaches simply cannot do. Leenock taps out, having lost a close series 2-1.
What a game ending positional error looks like.
The placeholder for the above box was "something that further proves we hate SC II"
Strategies of the Week
by WaxAngel
SuperNova's 2 Reactor + Shield Rush
How shall I put it... The present Super Tournament and previous GSL have shown us an alarming TvT trend, where players moved away from build orders that involved the making of actual 'stuff.' (Normally I'd say 's***' instead of 'stuff,' but what's the harm in a little Day9ification?)
Sure, the eventual plan is to get even MORE stuff later, but it requires sacrificing a lot of early stuff in the process. First it was gasless 2 rax expands, then it was gasless 1 rax expands, and now we're arrived at an absurd place where rax-gas-orbital-CC-factory is a viable build (I tried it a few times on battle.net, no one attacked me while I didn't have any stuff).
At some point it had to occur to someone that maybe they should just go ahead and KILL the guy who had skipped building stuff?
And so, a big THANK YOU to SuperNova, for taking MMA's banshee expand with no bunkers build order and shoving it right back up where it was pulled from. Granted, it required a little deception from SuperNova as well, pretending to be one of those greedy, corner-cutting Terran mongrels for a few minutes. For all their shameless greed, those eco-cheesing Terrans are pretty good at gauging when they are being threatened early, so it can be difficult to try to punish them in too direct a manner.
SuperNova opened with a reactor marine expand, making sure he would have a CC at his natural at some normal timing. As I mentioned just above, MMA opened with quick banshees and set about trying to harm SuperNova. Tricked into thinking he was still playing in the 'no real armies until 12 minute mark' metagame, MMA followed his banshee with a shameless command center at his pocket natural (the game was on Crevasse).
Without having scouted very meticulously at all, SuperNova just assumed that MMA would be doing some kind of arrogant Terran jerk strategy and went for a three rax rush - two with reactors and one with a tech lab for fast shield upgrade. As fortune would have it, MMA chickened out of SuperNova's base after a few unsuccessful pokes with his banshee, and unable to scout anything of importance.
And so, it was beautiful to see SuperNova's 20 + marines casually walk up MMA's ramp and into his main, about 15 seconds before he would have his first tank and siege mode. MMA only survived by enlisting the majority of his SCVs in defense, of which about twenty died. After that, it was just going through the motions for SuperNova, who took a few more bases and trampled over MMA.
Even more shameful was the fact that MMA had marines at the south Xel'Naga tower.
You are a true hero SuperNova, and though it may not turn the tide, your's was a valiant stroke of defiance against the overwhelming wave of depravity.
Bomber's 2 Rax, 2 Fact FE
Facing possible elimination against Nestea on Crossfire, Bomber utilized one of the coolest builds I've seen in a while. It went roughly like this:
Rax – Orbital – CC – Refinery – Rax - (2nd Refinery somewhere) – Fact – Fact
Maybe you could call it the "two of everything" build.
Typically, the strategies that catch your eye are the ones that achieve some clear goal.
'Oh, he can have spine crawlers hitting his nexus before he even has a cybernetics core,' 'It looks like a gasless expand to the opponent, but he's actually doing a six rax marine all-in off his main!' or 'Ah, four warpgates makes more units than three!', and other things of that sort.
Bomber's strategy was peculiar because it didn't have any such specific purpose, instead it offered up an unusual set of options for Terran to work with. At the very least, the simple fact that it was different from the norm gave it value.
It laid down the basis for Terran to be both bio and mech (not an entirely new concept, admittedly), with new strengths and weaknesses at new timings, largely different from any standard strategy. Marines stay un-upgraded for ages, but instead there might be four more siege tanks, 10 more hellions, perhaps even a thor? What kind of new army composition will Terran employ, how will Zerg re-compose his army to react to this new threat, then how will Terran change again to get the better of Zerg, and so forth...
In the game in question, Bomber chose to go for some early marine hellion pressure first. Nestea dealt with the attack well, pumping out several speedlings in defense. However, he did not expect the numerous blue flame hellions that Bomber sent as a follow-up attack, which toasted a few drones. Then, Bomber switched to marine + tank pressure, which caused a few minor headaches for Nestea who was using roaches and spine crawlers as a temporary defensive measure.
Unfortunately for Bomber, he may have been even more unsettled by his strategy's unfamiliarity than his opponent. Nestea, ever the master of adaptation, made a well-timed muta switch despite his knowledge of Bomber's two tech-lab factories. Bomber missed this switch completely, and was set upon harshly by mutalisks in the absence of thors or medivacs. Nestea would eventually build up an unstoppable advantage through the map control his mutalisks provided, taking the game and the series.
Though Bomber may have failed to win the game, it was commendable of him to attempt a strategy that was almost different just for difference's sake. The most creative strategies aren't always due to their meticulousness, because their build orders, building placements, and timings are planned out exactly. Like Spanishiwa's Ice Fisher or Bomber's whaddeveryawannacallit show, sometimes the most impressive part of a strategy is simply the idea.
Kudos to Nada for also using the 2rax 2fact FE strat. Kudos to Polt for using a similar reactor marine strategy.