Match Rating: 4/10
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Game 1 - Steppes of War
Wall-in at the bottom of the ramp by BitByBit, 10 hatch, 10 pool for NewDawn
Second barracks in the main for BitByBit
Two barracks wall-in on the bottom of NewDawn's ramp
Zerglings out quickly thanks to the early hatch and take out the bunkers and marines with a little drone help
Zerglings counter to BitByBit but of course he's walled in
BitByBit adds two more barracks, spine crawler for NewDawn
All the SCVs and marines head out to the Zerg base, two more spine crawlers coming
Way too many marines for NewDawn to possibly hold them off, they kill the spine crawlers easily
NewDawn concedes
The interesting build order from NewDawn allowed him to hold off the initial wave, but with his low drone count there was no stopping the second one
Game 2 - Shakuras Plateau
Top positions, NewDawn at 2 and BitByBit at 10
Standard opening for BitByBit, NewDawn goes hatch first at 15
Early double gas into two port banshee by BitByBit, lair and spine crawler for NewDawn
Hellion gets into BitByBit's main, a scouting overlord spots the two starports
Spire starts for NewDawn, two banshees on the way to NewDawn's expansion
Three queens are out and kill one of the banshees, the other goes to the main
The queens relocate and kill it there
No more banshees for BitByBit, he's switching to vikings
The vikings start picking off overlords, mutalisks are out
Zergling speed starts for NewDawn, yes, it's that late
Three mutas are out and go scouting, but the vikings pick off one of them
NewDawn switching to roaches rather than mass up mutalisks
BitByBit gets two more banshees and two dropships to go with a small marine/marauder clump
SCVs join BitByBit's army as it enters NewDawn's base
The SCVs tank damage from the roaches while the marines cut through zerglings and mutalisks
Vikings land as well to join the fight
BitByBit wins the battle and kills most of NewDawn's drones before reinforcements manage to finish off his army
NewDawn tries to rebuild a defense, but BitByBit sends another ten SCVs with a second wave of marines
BitByBit's army arrives while NewDawn is repositioning spine crawlers and rolls over the defenses
NewDawn surrenders
Despite crushing BitByBit's attempted banshee harassment, NewDawn's build order simply was not safe against a one base infantry attack
Commentary: Pretty disappointing match, frankly. BitByBit hasn't looked impressive in either of his matches. It's one thing for him to beat HayprO with a newly popularized rush, but somehow NewDawn didn't seem ready for one base infantry play after seeing the round of 64.
Wall-in at the bottom of the ramp by BitByBit, 10 hatch, 10 pool for NewDawn
Second barracks in the main for BitByBit
Two barracks wall-in on the bottom of NewDawn's ramp
Zerglings out quickly thanks to the early hatch and take out the bunkers and marines with a little drone help
Zerglings counter to BitByBit but of course he's walled in
BitByBit adds two more barracks, spine crawler for NewDawn
All the SCVs and marines head out to the Zerg base, two more spine crawlers coming
Way too many marines for NewDawn to possibly hold them off, they kill the spine crawlers easily
NewDawn concedes
The interesting build order from NewDawn allowed him to hold off the initial wave, but with his low drone count there was no stopping the second one
Game 2 - Shakuras Plateau
Top positions, NewDawn at 2 and BitByBit at 10
Standard opening for BitByBit, NewDawn goes hatch first at 15
Early double gas into two port banshee by BitByBit, lair and spine crawler for NewDawn
Hellion gets into BitByBit's main, a scouting overlord spots the two starports
Spire starts for NewDawn, two banshees on the way to NewDawn's expansion
Three queens are out and kill one of the banshees, the other goes to the main
The queens relocate and kill it there
No more banshees for BitByBit, he's switching to vikings
The vikings start picking off overlords, mutalisks are out
Zergling speed starts for NewDawn, yes, it's that late
Three mutas are out and go scouting, but the vikings pick off one of them
NewDawn switching to roaches rather than mass up mutalisks
BitByBit gets two more banshees and two dropships to go with a small marine/marauder clump
SCVs join BitByBit's army as it enters NewDawn's base
The SCVs tank damage from the roaches while the marines cut through zerglings and mutalisks
Vikings land as well to join the fight
BitByBit wins the battle and kills most of NewDawn's drones before reinforcements manage to finish off his army
NewDawn tries to rebuild a defense, but BitByBit sends another ten SCVs with a second wave of marines
BitByBit's army arrives while NewDawn is repositioning spine crawlers and rolls over the defenses
NewDawn surrenders
Despite crushing BitByBit's attempted banshee harassment, NewDawn's build order simply was not safe against a one base infantry attack
Commentary: Pretty disappointing match, frankly. BitByBit hasn't looked impressive in either of his matches. It's one thing for him to beat HayprO with a newly popularized rush, but somehow NewDawn didn't seem ready for one base infantry play after seeing the round of 64.
TSLFruitDealer (Z) vs sCfOu (T)
Match Rating: 6/10
VOD Link
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Game 1 - Xel'Naga Caverns
Hatch first on 15 for FruitDealer, two barracks for sC
The first marine comes with three SCVs to attack, two of the SCVs make bunkers
Drones attack the marine while FruitDealer's initial zerglings attack the bunkers
The drones kill the initial marine with a surround and the zerglings clear the bunkers
The marines retreat
sC builds a command center at his natural as well as two more barracks
FruitDealer takes a third base
sC moves out with fifteen marines and three SCVs, sniping overlords as he goes
Speed isn't done, baneling nest just finished, but the marines are in FruitDealer's natural
No banelings yet for FruitDealer, the marines do enormous damage before finally being cleaned up
sC builds a bunker just in case, but it's 27 SCVs to 18 drones
FruitDealer morphs about ten banelings, escorted with 10 speedlings
The banelings attack and destroy one of the bunkers, plenty of marines, but the speedlings have to retreat
Three full bunkers for sC, three zerglings for FruitDealer, though he shifts and produces 18 zerglings
Stim and shields coming for sC, no tech for FruitDealer
FruitDealer clears the rocks at the gold and takes it, upgrading out of an evolution chamber but there's no othe rtech
sC sends his marine/marauder army to FruitDealer's third and kills it, but FruitDealer evacuates all the drones before thhey arrive
FruitDealer morphs some banelings and attacks sC's army while he apparently is not watching...all the marines die
Zerglings surround the marauders and kill them easily, drones from the fallen third have moved to FruitDealer's gold
Dropship moves out counterclockwise but FruitDealer spots it, another dropship with marines going the other way
sC's main army moves up toward the gold
The gold gets destroyed but banelings obliterate sC's army
Drops in FruitDealer's main and natural force him to pull back much of his forces, sniping the baneling nest
A drop at the gold forces FruitDealer to cancel his replacement hatchery
Just too many dropships around the map for FruitDealer to deal with
Mutalisks out for FruitDealer picking off medivacs, but inattention allows half of them to be killed by marines
sC floats a command center to his gold base, FruitDealer tries to take a third yet again
Mutas and marines go around the Terran army and do some minor damage in the main base
Desperate harassment from mutalisks at sC's gold and expansion, but he's down by 50 supply
sC finally gets his army out to FruitDealer's third and kills it easily, then moves into the expansion
FruitDealer counters and destroys the planetary expansion out of spite, then concedes
FruitDealer's build order couldn't cope with sC's two barracks rush, and although sC could have ended the game sooner with more aggression his conservative approach still earned him a dominating victory
Game 2 - Steppes of War
FruitDealer sends two drones to sC's base and harasses the SCV building the barracks
sC pulls SCVs to fend them off, FruitDealer gets a second hatchery in the left center expansion
Two barracks build for sC, marines poke toward FruitDealer's base but pull back
Roach warren out for FruitDealer, no queen yet
sC expands to his natural, pokes and spots the first few roaches, then puts a bunker in front of his natural
FruitDealer getting speed and does a round of drones
sC sitting back and making bunkers, FruitDealer takes a third at sC's gold base
An SCV scouts FruitDealer's second base, sC getting siege mode
FruitDealer getting lair, morphing banelings
sC begins a bunker push under siege tank cover, FruitDealer getting a spire
sC tries to go up to FruitDealer's gold base but zerglings hold them off
Zerglings slip in behind the push and try to snipe tanks but fail
Some mutalisks come out and snipe two tanks near the gold
sC moves up into the gold but banelings and mutalisks crush it
Now there are no marines, the mutalisks start rampaging through the many tanks sieged up in the middle of the map
One, two, three, four tanks are killed, still nothing to stop the mutalisks
sC concedes
Wild build order from FruitDealer, but it was his calm and composed defense of the tank/bunker push that won him the game
Game 3 - Delta Quadrant
Cross positions, FruitDealer at 7 and sC at 2
Hatch on 14 for FruitDealer, double barracks for sC
The first marine heads to the watch tower with two SCVs, waits and is joined by another marine
Four marines and two SCVs now heading into FruitDealer's natural
More marines come, but FruitDealer brings lings and a number of drones and kills all but one of them, albeit paying a high price to do so
Command center built for sC, marines clearing the rocks at the back natural
Zerglings hit the rocks at FruitDealer's gold base, zergling speed finally starts
Baneling nest for FruitDealer, stim for sC
FruitDealer takes the gold base, sC getting shields
Lair starts for FruitDealer
sC moves out with a large infantry army, FruitDealer morphing twenty banelings
Massive battle in the center of the map, sC's marine micro is good but there are so many banelings sC's army is crushed
FruitDealer clears the rocks at another gold base, starts baneling speed
sC moves out with marauders, marines, and SCVs, but burrowed banelings kill the marines
More banelings kill the SCVs and then zerglings swarm the surviving marauders
sC surrenders
For someone relying on pure infantry against mid-game Zerg, sC's marine micro wasn't sharp enough. Full credit to FruitDealer for picking the right corners to cut.
Commentary: FruitDealer won GSL 1 by cutting corners and skimping on units at carefully chosen points in games. Foxer made him pay for it in GSL 2. He did it yet again today and sC couldn't find the weak points. Admittedly this may have been a reaction to the maps, but against better players FruitDealer will have to use safer strategies. sC wasn't horrible but he clearly isn't a top tier Terran at the moment.
Hatch first on 15 for FruitDealer, two barracks for sC
The first marine comes with three SCVs to attack, two of the SCVs make bunkers
Drones attack the marine while FruitDealer's initial zerglings attack the bunkers
The drones kill the initial marine with a surround and the zerglings clear the bunkers
The marines retreat
sC builds a command center at his natural as well as two more barracks
FruitDealer takes a third base
sC moves out with fifteen marines and three SCVs, sniping overlords as he goes
Speed isn't done, baneling nest just finished, but the marines are in FruitDealer's natural
No banelings yet for FruitDealer, the marines do enormous damage before finally being cleaned up
sC builds a bunker just in case, but it's 27 SCVs to 18 drones
FruitDealer morphs about ten banelings, escorted with 10 speedlings
The banelings attack and destroy one of the bunkers, plenty of marines, but the speedlings have to retreat
Three full bunkers for sC, three zerglings for FruitDealer, though he shifts and produces 18 zerglings
Stim and shields coming for sC, no tech for FruitDealer
FruitDealer clears the rocks at the gold and takes it, upgrading out of an evolution chamber but there's no othe rtech
sC sends his marine/marauder army to FruitDealer's third and kills it, but FruitDealer evacuates all the drones before thhey arrive
FruitDealer morphs some banelings and attacks sC's army while he apparently is not watching...all the marines die
Zerglings surround the marauders and kill them easily, drones from the fallen third have moved to FruitDealer's gold
Dropship moves out counterclockwise but FruitDealer spots it, another dropship with marines going the other way
sC's main army moves up toward the gold
The gold gets destroyed but banelings obliterate sC's army
Drops in FruitDealer's main and natural force him to pull back much of his forces, sniping the baneling nest
A drop at the gold forces FruitDealer to cancel his replacement hatchery
Just too many dropships around the map for FruitDealer to deal with
Mutalisks out for FruitDealer picking off medivacs, but inattention allows half of them to be killed by marines
sC floats a command center to his gold base, FruitDealer tries to take a third yet again
Mutas and marines go around the Terran army and do some minor damage in the main base
Desperate harassment from mutalisks at sC's gold and expansion, but he's down by 50 supply
sC finally gets his army out to FruitDealer's third and kills it easily, then moves into the expansion
FruitDealer counters and destroys the planetary expansion out of spite, then concedes
FruitDealer's build order couldn't cope with sC's two barracks rush, and although sC could have ended the game sooner with more aggression his conservative approach still earned him a dominating victory
Game 2 - Steppes of War
FruitDealer sends two drones to sC's base and harasses the SCV building the barracks
sC pulls SCVs to fend them off, FruitDealer gets a second hatchery in the left center expansion
Two barracks build for sC, marines poke toward FruitDealer's base but pull back
Roach warren out for FruitDealer, no queen yet
sC expands to his natural, pokes and spots the first few roaches, then puts a bunker in front of his natural
FruitDealer getting speed and does a round of drones
sC sitting back and making bunkers, FruitDealer takes a third at sC's gold base
An SCV scouts FruitDealer's second base, sC getting siege mode
FruitDealer getting lair, morphing banelings
sC begins a bunker push under siege tank cover, FruitDealer getting a spire
sC tries to go up to FruitDealer's gold base but zerglings hold them off
Zerglings slip in behind the push and try to snipe tanks but fail
Some mutalisks come out and snipe two tanks near the gold
sC moves up into the gold but banelings and mutalisks crush it
Now there are no marines, the mutalisks start rampaging through the many tanks sieged up in the middle of the map
One, two, three, four tanks are killed, still nothing to stop the mutalisks
sC concedes
Wild build order from FruitDealer, but it was his calm and composed defense of the tank/bunker push that won him the game
Game 3 - Delta Quadrant
Cross positions, FruitDealer at 7 and sC at 2
Hatch on 14 for FruitDealer, double barracks for sC
The first marine heads to the watch tower with two SCVs, waits and is joined by another marine
Four marines and two SCVs now heading into FruitDealer's natural
More marines come, but FruitDealer brings lings and a number of drones and kills all but one of them, albeit paying a high price to do so
Command center built for sC, marines clearing the rocks at the back natural
Zerglings hit the rocks at FruitDealer's gold base, zergling speed finally starts
Baneling nest for FruitDealer, stim for sC
FruitDealer takes the gold base, sC getting shields
Lair starts for FruitDealer
sC moves out with a large infantry army, FruitDealer morphing twenty banelings
Massive battle in the center of the map, sC's marine micro is good but there are so many banelings sC's army is crushed
FruitDealer clears the rocks at another gold base, starts baneling speed
sC moves out with marauders, marines, and SCVs, but burrowed banelings kill the marines
More banelings kill the SCVs and then zerglings swarm the surviving marauders
sC surrenders
For someone relying on pure infantry against mid-game Zerg, sC's marine micro wasn't sharp enough. Full credit to FruitDealer for picking the right corners to cut.
Commentary: FruitDealer won GSL 1 by cutting corners and skimping on units at carefully chosen points in games. Foxer made him pay for it in GSL 2. He did it yet again today and sC couldn't find the weak points. Admittedly this may have been a reaction to the maps, but against better players FruitDealer will have to use safer strategies. sC wasn't horrible but he clearly isn't a top tier Terran at the moment.
LiquidRet (Z) vs TheBestfOu (T)
Match Rating: 6/10
VOD Link
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Game 1 - Metalopolis
Cross positions, Ret at 9 and TheBest at 3.
Hatch first for Ret on 15, one barracks expansion for TheBest
Factory now for TheBest, zergling speed for Ret
Three factories for TheBest, lair for Ret
Hellions and blue flame for TheBest, baneling nest now for Ret, then spire
Ret scouts the factories with an overlord and makes a roach warren
Five blue flame hellions on the way to Ret's base, only queens to defend for Ret
Ret spreads his drones and puts them on hold position, then cleans up the hellions
A second wave comes in but roaches are out and they do almost nothing
Third base is up and running for Ret, thor out for TheBest
Ret takes a fourth base, then starts hive
TheBest sends an SCV, probably to expand, but Ret is dropping creep at every expansion
TheBest starts to move out with four thors, about seven tanks, and SCVs
Greater spire and drop research under way for Ret
Ret thinks about countering but siege tanks are there to defend
The roaches move in and sandwich TheBest's army
Many tanks die, but three are left plus several thors and some marines, but brood lords are out
Thors under attack from brood lords are bottlenecked at the ramp
Queens transfuse the brood lords as TheBest tries to attack the brood lords
In the resulting battle only two brood lords survive but Ret makes more near his third
TheBest is at a supply deficit and almost his entire army is tanks now, still on two bases
Brood lord / roach army for Ret, not many vikings for TheBest
Three vikings are escorting TheBest's army now but corruptors repel them
TheBest tries to land a command center at the gold but there's creep there
Ret expanding again, brood lords moving into the gold base
Vikings try to attack the brood lords but corruptors kill them
Roach drop in TheBest's main at the production facilities forcing TheBest to move his army back
Roaches move into the gold and forces the command center to lift, 200 to 100 supply now for Ret
TheBest tries to move out again and roaches surround the army
"Vikings not very good against roaches!" Tactical advice from Artosis as the army melts
TheBest concedes
I think Ret's macro and unit composition was enough to earn a victory, but TheBest didn't help his cause with his disastrous attempts to attack the brood lords up Ret's ramp
Game 2 - Steppes of War
Hatch first on 14 for Ret, standard opening from TheBest
Ret steals the gas and patrols a drone at the bottom of his ramp
A marine comes down and harasses the drone, forces drones to come off and fight
TheBest even starts a depot, though of course Ret doesn't let it finish
TheBest finally gets his second gas, has a hellion out
Ret has a spine crawler at his natural, starport up for TheBest making a dropship
Baneling nest for Ret, TheBest moves out with marines, hellions, and a medivac
Ret morphs four banelings and attacks down the ramp, killing some marines, but others are picked up
After some heavy drone losses, Ret forces TheBest to retreat
50 to 43 supply lead for TheBest but he's only on one base and only has a three worker lead
Two port banshees, blue flame research, and hellion drop coming from TheBest
TheBest shows the hellions and moves the dropship around to encourage roaches
Three banshees out and heading for Ret's base
The banshees kill two queens before Ret can transfuse
Ret concedes
Good build by TheBest that took my advice (one game too late) to put the pressure on Ret and not allow his macro to take off
Game 3 - Jungle Basin
Hatch first on 15 for Ret, standard opening for TheBest
Roach warren for Ret, quick starport for TheBest and a reactor on his factory
Concussive shells upgrading for TheBest, two hellions on the way as well
Lair coming for Ret
The Best moves out with marauder/hellion, Ret makes a spine crawler at his ramp
Queens shoot down the medivac but the hellions and marauders move into his main
Ret target fires the hellions while making a huge round of zerglings
The speedlings clean up the army, but a viking is killing overlords since the queens are dead
Finally the viking is driven out after killing five overlord
Ret making several spine crawlers and teching to lair, stim being researched by TheBest
TheBest still on one base, hellions poke but pull back from the spine crawlers
Spire on the way as well as banelings, TheBest moves out
Dropship puts the hellions in the expansion and attacks the front with his marauder/marine
The two spine crawlers take a heavy toll on TheBest's units before going down
Drones move out to help against the last few marauders
Reinforcements come in and in a long, running battle wear down Ret's supply count
Ret surrenders
A valiant effort from Ret but the combination of build order and micro from TheBest was too much on these maps.
Commentary: In a macro game Ret seemed like he was the better player, although not like a large margin. The map lineup was unforgiving for Ret's style, but it took some creative builds and long micro battles before TheBest actually scraped out the wins. I was especially impressed by the viking to kill overlords after the queens died...this was the first time I'd seen that little move. Without it Ret would probably have held off the rush in game 3.
Cross positions, Ret at 9 and TheBest at 3.
Hatch first for Ret on 15, one barracks expansion for TheBest
Factory now for TheBest, zergling speed for Ret
Three factories for TheBest, lair for Ret
Hellions and blue flame for TheBest, baneling nest now for Ret, then spire
Ret scouts the factories with an overlord and makes a roach warren
Five blue flame hellions on the way to Ret's base, only queens to defend for Ret
Ret spreads his drones and puts them on hold position, then cleans up the hellions
A second wave comes in but roaches are out and they do almost nothing
Third base is up and running for Ret, thor out for TheBest
Ret takes a fourth base, then starts hive
TheBest sends an SCV, probably to expand, but Ret is dropping creep at every expansion
TheBest starts to move out with four thors, about seven tanks, and SCVs
Greater spire and drop research under way for Ret
Ret thinks about countering but siege tanks are there to defend
The roaches move in and sandwich TheBest's army
Many tanks die, but three are left plus several thors and some marines, but brood lords are out
Thors under attack from brood lords are bottlenecked at the ramp
Queens transfuse the brood lords as TheBest tries to attack the brood lords
In the resulting battle only two brood lords survive but Ret makes more near his third
TheBest is at a supply deficit and almost his entire army is tanks now, still on two bases
Brood lord / roach army for Ret, not many vikings for TheBest
Three vikings are escorting TheBest's army now but corruptors repel them
TheBest tries to land a command center at the gold but there's creep there
Ret expanding again, brood lords moving into the gold base
Vikings try to attack the brood lords but corruptors kill them
Roach drop in TheBest's main at the production facilities forcing TheBest to move his army back
Roaches move into the gold and forces the command center to lift, 200 to 100 supply now for Ret
TheBest tries to move out again and roaches surround the army
"Vikings not very good against roaches!" Tactical advice from Artosis as the army melts
TheBest concedes
I think Ret's macro and unit composition was enough to earn a victory, but TheBest didn't help his cause with his disastrous attempts to attack the brood lords up Ret's ramp
Game 2 - Steppes of War
Hatch first on 14 for Ret, standard opening from TheBest
Ret steals the gas and patrols a drone at the bottom of his ramp
A marine comes down and harasses the drone, forces drones to come off and fight
TheBest even starts a depot, though of course Ret doesn't let it finish
TheBest finally gets his second gas, has a hellion out
Ret has a spine crawler at his natural, starport up for TheBest making a dropship
Baneling nest for Ret, TheBest moves out with marines, hellions, and a medivac
Ret morphs four banelings and attacks down the ramp, killing some marines, but others are picked up
After some heavy drone losses, Ret forces TheBest to retreat
50 to 43 supply lead for TheBest but he's only on one base and only has a three worker lead
Two port banshees, blue flame research, and hellion drop coming from TheBest
TheBest shows the hellions and moves the dropship around to encourage roaches
Three banshees out and heading for Ret's base
The banshees kill two queens before Ret can transfuse
Ret concedes
Good build by TheBest that took my advice (one game too late) to put the pressure on Ret and not allow his macro to take off
Game 3 - Jungle Basin
Hatch first on 15 for Ret, standard opening for TheBest
Roach warren for Ret, quick starport for TheBest and a reactor on his factory
Concussive shells upgrading for TheBest, two hellions on the way as well
Lair coming for Ret
The Best moves out with marauder/hellion, Ret makes a spine crawler at his ramp
Queens shoot down the medivac but the hellions and marauders move into his main
Ret target fires the hellions while making a huge round of zerglings
The speedlings clean up the army, but a viking is killing overlords since the queens are dead
Finally the viking is driven out after killing five overlord
Ret making several spine crawlers and teching to lair, stim being researched by TheBest
TheBest still on one base, hellions poke but pull back from the spine crawlers
Spire on the way as well as banelings, TheBest moves out
Dropship puts the hellions in the expansion and attacks the front with his marauder/marine
The two spine crawlers take a heavy toll on TheBest's units before going down
Drones move out to help against the last few marauders
Reinforcements come in and in a long, running battle wear down Ret's supply count
Ret surrenders
A valiant effort from Ret but the combination of build order and micro from TheBest was too much on these maps.
Commentary: In a macro game Ret seemed like he was the better player, although not like a large margin. The map lineup was unforgiving for Ret's style, but it took some creative builds and long micro battles before TheBest actually scraped out the wins. I was especially impressed by the viking to kill overlords after the queens died...this was the first time I'd seen that little move. Without it Ret would probably have held off the rush in game 3.
HongUnPrimeWE (P) vs JSLZenith (T)
Match Rating: 4/10
VOD Link
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Game 1 - Lost Temple
Close air positions, HongUn at 9 and JSL at 6
Standard opening for HongUn, tech lab and then scouting reaper for JSL
Second barracks as well for JSL, expansion at about 21 for HongUn
Scout reaper is killed by JSL, command center started in the main for JSL
Bunker at the expansion choke for JSL, three gate robotics for HongUn
Stim and a factory for JSL, a fourth gateway for HongUn
Robotics support bay for HongUn, starport coming for JSL
Thermal lance for HongUn, JSL clears the destructible rocks
JSL getting a second starport after seeing the colossus
HongUn's army is at his natural but JSL drops two dropships worth of marauders
Kills several pylons, supply blocking HongUn, then retreats just as HongUn's army arrives
HongUn starts to move out but JSL drops his main again, forcing the colossus to come back
HongUn's army moves down to JSL's choke but there are about 10 vikings out for JSL
Not a lot of ground units to help the vikings, HongUn moves into JSL's main
JSL tries to drop HongUn again but HongUn has a few zealots and stalkers there to clean it up
JSL lands his vikings but he simply doesn't have enough ground units to stop the stalkers
JSL concedes
Although HongUn went colossus he had plenty of stalkers with them, and in retrospect JSL made too many vikings and not enough infantry.
Game 2 - Delta Quadrant
Cross positions, HongUn at 10 and JSL at 7
Standard opening from HongUn, two barracks and scout reaper for JSL
Stargate for HongUn, scouted by the reaper as it makes a phoenix
HongUn starts working on the rocks at his back natural, command center up for JSL
JSL floating to his front expansion, builds a turret in his mineral line
Two phoenixes arrive but one of them dies to marines and a turret
Ghost academy and sheilds for JSL, three phoenixes harassing now
One of the phoenixes dies as they try to continue harassing
Fleet beacon for HongUn, who said in interviews he wanted to make carriers in the GSL
JSL moves about a dozen marines and a few marauders to the front
A second reaper scouts and spots a second stargate, JSL getting a nuke
Carriers on the way for HongUn, air weapons upgrade
JSL getting cloak and vikings
Two carriers out, many vikings coming for JSL
JSL nukes the front of the ramp, forcing HongUn to pull back
JSL's army moves up, gets brutally force fielded, then flanked by carriers
The stalkers and carriers annihilate JSL's army
HongUn's army moves to JSL's natural and rolls over the few reinforcements there
JSL surrenders
HongUn delivered on his promise to build carriers and, er, they looked pretty good. JSL had a lot of vikings but it didn't seem to matter.
Commentary: This was one of my four games to watch in the round of 32, but it didn't quite play out like I expected. JSL looked nothing like a player capable of beating Nada and Kyrix, but perhaps TvP is his weakest matchup. Game 1 was entirely forgettable and game 2 almost was as well, but HongUn saved the day by going two base carrier.
Close air positions, HongUn at 9 and JSL at 6
Standard opening for HongUn, tech lab and then scouting reaper for JSL
Second barracks as well for JSL, expansion at about 21 for HongUn
Scout reaper is killed by JSL, command center started in the main for JSL
Bunker at the expansion choke for JSL, three gate robotics for HongUn
Stim and a factory for JSL, a fourth gateway for HongUn
Robotics support bay for HongUn, starport coming for JSL
Thermal lance for HongUn, JSL clears the destructible rocks
JSL getting a second starport after seeing the colossus
HongUn's army is at his natural but JSL drops two dropships worth of marauders
Kills several pylons, supply blocking HongUn, then retreats just as HongUn's army arrives
HongUn starts to move out but JSL drops his main again, forcing the colossus to come back
HongUn's army moves down to JSL's choke but there are about 10 vikings out for JSL
Not a lot of ground units to help the vikings, HongUn moves into JSL's main
JSL tries to drop HongUn again but HongUn has a few zealots and stalkers there to clean it up
JSL lands his vikings but he simply doesn't have enough ground units to stop the stalkers
JSL concedes
Although HongUn went colossus he had plenty of stalkers with them, and in retrospect JSL made too many vikings and not enough infantry.
Game 2 - Delta Quadrant
Cross positions, HongUn at 10 and JSL at 7
Standard opening from HongUn, two barracks and scout reaper for JSL
Stargate for HongUn, scouted by the reaper as it makes a phoenix
HongUn starts working on the rocks at his back natural, command center up for JSL
JSL floating to his front expansion, builds a turret in his mineral line
Two phoenixes arrive but one of them dies to marines and a turret
Ghost academy and sheilds for JSL, three phoenixes harassing now
One of the phoenixes dies as they try to continue harassing
Fleet beacon for HongUn, who said in interviews he wanted to make carriers in the GSL
JSL moves about a dozen marines and a few marauders to the front
A second reaper scouts and spots a second stargate, JSL getting a nuke
Carriers on the way for HongUn, air weapons upgrade
JSL getting cloak and vikings
Two carriers out, many vikings coming for JSL
JSL nukes the front of the ramp, forcing HongUn to pull back
JSL's army moves up, gets brutally force fielded, then flanked by carriers
The stalkers and carriers annihilate JSL's army
HongUn's army moves to JSL's natural and rolls over the few reinforcements there
JSL surrenders
HongUn delivered on his promise to build carriers and, er, they looked pretty good. JSL had a lot of vikings but it didn't seem to matter.
Commentary: This was one of my four games to watch in the round of 32, but it didn't quite play out like I expected. JSL looked nothing like a player capable of beating Nada and Kyrix, but perhaps TvP is his weakest matchup. Game 1 was entirely forgettable and game 2 almost was as well, but HongUn saved the day by going two base carrier.
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