Match Rating: 4/10
Click for match play by play and commentary
Game 1 - Steppes of War
Rache opens standard and gets gas at the normal time
GgoBooGie chronoboosts a zealot and sends it to pressure
Rache puts down a tech lab after the first marine, starts a bunker
Probe and zealot arrive before the bunker is complete, SCVs out to defend
The zealot kills an SCV, a marine, and a mule before a marauder comes out and kills it
GgoBooGie pokes with a zealot and a stalker, but two marauders force them to retreat
GgoBooGie goes three gate robotics, Rache puts a bunker on the low ground
Rache adds a second bunker, then finally starts the expansion at about the same time as GgoBooGie
Rache scans the expansion and pushes out with marauders, marines, and SCVs...
GgoBooGie has to withdraw to the top of the ramp and cancel his nexus, Rache pulls back
Rache a little clumsy, doesn't return his SCVs to mining right away
First colossus arrives for GgoBooGie, starts thermal lance
GgoBooGie's expansion finally finishes, much later than Rache's
Rache gets a factory and then a starport, presumably for vikings to counter colossus
GgoBooGie has two colossus but a relatively weak ground escort: an immortal, four sentires, a few stalkers
Rache getting ghosts and ghost energy
GgoBooGie pokes, hitting the static defenses with his colossus
Rache tries to attack GgoBooGie's army, but force fields prevent his army from hitting the colossus
Rache's infantry melts and GgoBooGie's army is now unopposed
Rache concedes
Rache did well in the mid-game, but his vikings were too late to cope with the colossus
Game 2 - X'el Naga Caverns
Standard openers again, Rache gets gas then tech lab after marine
No harassment from GgoBooGie
Relatively quick expansion (about 25 supply) for Rache
Scouting probe puts a proxy pylon behind the grass beside Rache's expansion
GgoBooGie begins warping in stalkers at the proxy pylon, moving his other forces down the map
Six stalkers, two sentries attack, Rache fights with infantry but not very well
Forces the command center to lift, and actually shoots it down with stalkers
GgoBooGie expands and leaves his army at the bottom of Rache's ramp to contain
GgoBooGie gets a robotics and chronoboosts probes for the expansion
Four sentries at the bottom of Rache's ramp, basically no way for him to move down
Rache gets a starport and bvegins making a dropship, GgoBooGie starts his robotics support bay
The dropship begins elevatoring out just as the observer gets there.
GgoBooGie withdraws, content to stay on two base
Rache floats a new command center to his expansion and starts pumping vikings
Dropship moves out with eight marines, but stalkers look ready to defend
The medivac turns around, GgoBooGie researches hallucination
Three colossus for GgoBooGie, three vikings for Rache, not looking good for Rache
Four colossus now against five vikings, a dropship, and a decent infantry ball
GgoBooGie researching zealot charge
Rache clears the rocks at his gold, GgoBooGie expands to his non-gold third
GgoBooGie researching storm
DTs harass Rache's expansion, he uses EMP to kill it
GgoBooGie clears the rocks at his gold
GgoBooGie sneaks a templar in and storms Rache's infantry ball, then attacks with his army
Rache has a lot of vikings by now, but GgoBooGie has a huge number of zealots
The vikings clear the colossus but all the infantry go down to zealots, which move into the expansion
Rache surrenders
A long game that was basically over when Rache lost the command center at his expansion.
Commentary: Despite having one of the hardest names to type, GgoBooGie obviously knows what he's doing. His solid if unspectacular play was more than Rache could handle. Rache failed to make some fairly basic strategic transitions (i.e. produce vikings in enough numbers to counter colossus).
Rache opens standard and gets gas at the normal time
GgoBooGie chronoboosts a zealot and sends it to pressure
Rache puts down a tech lab after the first marine, starts a bunker
Probe and zealot arrive before the bunker is complete, SCVs out to defend
The zealot kills an SCV, a marine, and a mule before a marauder comes out and kills it
GgoBooGie pokes with a zealot and a stalker, but two marauders force them to retreat
GgoBooGie goes three gate robotics, Rache puts a bunker on the low ground
Rache adds a second bunker, then finally starts the expansion at about the same time as GgoBooGie
Rache scans the expansion and pushes out with marauders, marines, and SCVs...
GgoBooGie has to withdraw to the top of the ramp and cancel his nexus, Rache pulls back
Rache a little clumsy, doesn't return his SCVs to mining right away
First colossus arrives for GgoBooGie, starts thermal lance
GgoBooGie's expansion finally finishes, much later than Rache's
Rache gets a factory and then a starport, presumably for vikings to counter colossus
GgoBooGie has two colossus but a relatively weak ground escort: an immortal, four sentires, a few stalkers
Rache getting ghosts and ghost energy
GgoBooGie pokes, hitting the static defenses with his colossus
Rache tries to attack GgoBooGie's army, but force fields prevent his army from hitting the colossus
Rache's infantry melts and GgoBooGie's army is now unopposed
Rache concedes
Rache did well in the mid-game, but his vikings were too late to cope with the colossus
Game 2 - X'el Naga Caverns
Standard openers again, Rache gets gas then tech lab after marine
No harassment from GgoBooGie
Relatively quick expansion (about 25 supply) for Rache
Scouting probe puts a proxy pylon behind the grass beside Rache's expansion
GgoBooGie begins warping in stalkers at the proxy pylon, moving his other forces down the map
Six stalkers, two sentries attack, Rache fights with infantry but not very well
Forces the command center to lift, and actually shoots it down with stalkers
GgoBooGie expands and leaves his army at the bottom of Rache's ramp to contain
GgoBooGie gets a robotics and chronoboosts probes for the expansion
Four sentries at the bottom of Rache's ramp, basically no way for him to move down
Rache gets a starport and bvegins making a dropship, GgoBooGie starts his robotics support bay
The dropship begins elevatoring out just as the observer gets there.
GgoBooGie withdraws, content to stay on two base
Rache floats a new command center to his expansion and starts pumping vikings
Dropship moves out with eight marines, but stalkers look ready to defend
The medivac turns around, GgoBooGie researches hallucination
Three colossus for GgoBooGie, three vikings for Rache, not looking good for Rache
Four colossus now against five vikings, a dropship, and a decent infantry ball
GgoBooGie researching zealot charge
Rache clears the rocks at his gold, GgoBooGie expands to his non-gold third
GgoBooGie researching storm
DTs harass Rache's expansion, he uses EMP to kill it
GgoBooGie clears the rocks at his gold
GgoBooGie sneaks a templar in and storms Rache's infantry ball, then attacks with his army
Rache has a lot of vikings by now, but GgoBooGie has a huge number of zealots
The vikings clear the colossus but all the infantry go down to zealots, which move into the expansion
Rache surrenders
A long game that was basically over when Rache lost the command center at his expansion.
Commentary: Despite having one of the hardest names to type, GgoBooGie obviously knows what he's doing. His solid if unspectacular play was more than Rache could handle. Rache failed to make some fairly basic strategic transitions (i.e. produce vikings in enough numbers to counter colossus).
DreamizErZenith (Z) vs TSLRain (T)
Match Rating: 5/10
Click for match play by play and commentary
Game 1 - Shakuras Plateau
Cross positions, DreamizEr in the lower right and the Rain in the upper left
Rain puts his first barracks on the low ground, DreamizEr goes hatch first
Rain going two barracks at the natural choke
DreamizEr patrols a drone at the bottom of his ramp
Rain sends almost all his SCVs with his first marines
Rain starts a bunker at DreamizEr's exapnsion, spine crawler for DreamizEr
DreamizEr repels with drones and his first zerglings
8 SCVs against 12 drones
About ten marines now, shooting expansion hatch out of range of the spine crawler
Zerglings and drones come to chase the marines, but they force them back
Marine group is still getting larger, more and more drones fall
The expansion hatchery falls, the marines move up the ramp
DreamizEr surrenders
Even on Shakuras it doesn't look like it's safe to go hatch first against two barracks. Good initial defense by DreamizEr but the build was just inferior.
Game 2 - Jungle Basin
DreamizEr goes hatch first again, then gets more drones before the pool
Rain goes one barracks fast expand
Rain walls himself in with two barracks and a factory
Zergling speed and baneling nest for DreamizEr
Rain has a hellion but is mainly making marines, DreamizEr begins making balenings
About 12 banelings with quite a few zerglings with them
The banelings plow up the ramp and destroy the entire wall in...2 barracks and a factory
A few zerglings run by, but marines shoot down the second wave
Rain moves out and gets attacked by zerglings and banelings, trade armies essentially
Zerglings attack the destructible rocks, DreamizEr taking the Terran third and getting lair
Rain builds a ton of barracks, DreamizEr getting a spire and baneling speed
Dropship moves into DreamizEr's natural but speedlings are there immediately
Rain finds DreamizEr's expansion and attacks it with a large marine force, zerglings arrive to counter
The marines are forced to withdraw but the hatchery is down to only a few HP
Comes in a second time and finishes the hatchery
Gets surrounded by zerglings but his marines fight their way out
Too many marines now for Rain, they attack the front of DreamizEr's main
Banelings attack but Rain has a good spread, nothing left to defend for DreamizEr
The marines shoot down the main's hatch and spire, Rain uses /dance several times
Finally DreamizEr surrenders
For a moment DreamizEr looked like he was going to get an advantage, but Rain didn't let that last very long.
Commentary: Rain isn't one of the better known TSL players, but he looked much better than DreamizEr. ZvT is a very unforgiving matchup right now due to how dependant Zerg are on banelings. By using too many banelings destroying the wall-in, suddenly DreamizEr had no answer for Rain's infantry.
Cross positions, DreamizEr in the lower right and the Rain in the upper left
Rain puts his first barracks on the low ground, DreamizEr goes hatch first
Rain going two barracks at the natural choke
DreamizEr patrols a drone at the bottom of his ramp
Rain sends almost all his SCVs with his first marines
Rain starts a bunker at DreamizEr's exapnsion, spine crawler for DreamizEr
DreamizEr repels with drones and his first zerglings
8 SCVs against 12 drones
About ten marines now, shooting expansion hatch out of range of the spine crawler
Zerglings and drones come to chase the marines, but they force them back
Marine group is still getting larger, more and more drones fall
The expansion hatchery falls, the marines move up the ramp
DreamizEr surrenders
Even on Shakuras it doesn't look like it's safe to go hatch first against two barracks. Good initial defense by DreamizEr but the build was just inferior.
Game 2 - Jungle Basin
DreamizEr goes hatch first again, then gets more drones before the pool
Rain goes one barracks fast expand
Rain walls himself in with two barracks and a factory
Zergling speed and baneling nest for DreamizEr
Rain has a hellion but is mainly making marines, DreamizEr begins making balenings
About 12 banelings with quite a few zerglings with them
The banelings plow up the ramp and destroy the entire wall in...2 barracks and a factory
A few zerglings run by, but marines shoot down the second wave
Rain moves out and gets attacked by zerglings and banelings, trade armies essentially
Zerglings attack the destructible rocks, DreamizEr taking the Terran third and getting lair
Rain builds a ton of barracks, DreamizEr getting a spire and baneling speed
Dropship moves into DreamizEr's natural but speedlings are there immediately
Rain finds DreamizEr's expansion and attacks it with a large marine force, zerglings arrive to counter
The marines are forced to withdraw but the hatchery is down to only a few HP
Comes in a second time and finishes the hatchery
Gets surrounded by zerglings but his marines fight their way out
Too many marines now for Rain, they attack the front of DreamizEr's main
Banelings attack but Rain has a good spread, nothing left to defend for DreamizEr
The marines shoot down the main's hatch and spire, Rain uses /dance several times
Finally DreamizEr surrenders
For a moment DreamizEr looked like he was going to get an advantage, but Rain didn't let that last very long.
Commentary: Rain isn't one of the better known TSL players, but he looked much better than DreamizEr. ZvT is a very unforgiving matchup right now due to how dependant Zerg are on banelings. By using too many banelings destroying the wall-in, suddenly DreamizEr had no answer for Rain's infantry.
LiberoPrimeWe (T) vs NsPGenius (P)
Match Rating: 5/10
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Game 1 - Metalopolis
Standard openers for both players
Libero gets a factory and no add-on for his barracks, then a bunker
Now a reactor for Libero's barracks, Genius gets a fast expansion
Scouting hellion gets in and sees the three gate robotics play from Genius
Libero gets a starport, switches it to a techlab, and starts a banshee
Banshee moves out to harass, Raven being made
Banshee snipes the sentry, takes some damage but survives
Two tanks, a dozen marines, and a raven for Libero
Genius is making immortals from his robotics
Libero moves out, two banshees, four tanks, a lot of marines, and brings SCVs as well
Attack comes at Genius' natural, sieged tanks and point defense drone forces Genius's army back
The SCVs repair each other and tank hits from zealots while the tanks obliterate them
Marines kill the stalkers, a colossus comes out and begins firing from Genius' main
Libero follows the colossus up the ramp, Genius warps in more stalkers and actually defeats Libero's army
Incredible hold by Genius, Libero didn't actually kill the expansion nexus so he's at a huge advantage now
Libero comes back with SCVs, marines, and banshees, only one siege tank
Thermal lance and a second colossus almost done for Genius, two tanks for Libero
They siege at the front of the natural, but Genius has too many units and rolls the army
Libero concedes
Libero had a good strategy, but small errors in execution allowed Genius to recover and win.
Game 2 - Xel'Naga Caverns
Standard openings again for both players.
Factory and bunker for Libero, very similar to game 1.
Genius gets twilight council in an unusual part of his base
Libero getting an armory, Genius getting blink
Genius moves in with about eight stalkers, blinks in and snipes the thor, then retreats
Genius gets a dark shrine, then expands
Libero researches strike cannons, scouts the expansion with a helion
One DT arrives at Libero's base, killed via a scan
Second DT comes and there's not enough energy for another scan
DT kills SCVs, a third DT comes in, Genius starts killing depots with them
Libero trying to build a raven, starts it just before getting supply blocked
The Raven finally arrives, Libero pushes out with three thors and some SCVs
Stalkers blink up into Libero's main and attack, but Libero ignores it
Continuing to Genius' natural, for some reason Libero sends his SCVs ahead of his thors
Genius has a large number of zealots with charge, they slaughter the few marines and SCVs
With no SCV support, the thors go down almost immediately to zealot surrounds
Libero surrenders
Commentary: Huge skill disparity on display in this match. Libero obviously knew this and so went with all-in strategies. His first plan was quite strong and could have won the game, or at least left him with a huge advantage, had he consolidated his gains instead of following the remnants of Genius' army. In the second game, Genius' build was strong against Libero's to begin with, and once Genius scouted what Libero was doing he fine-tuned his composition and crushed him.
Standard openers for both players
Libero gets a factory and no add-on for his barracks, then a bunker
Now a reactor for Libero's barracks, Genius gets a fast expansion
Scouting hellion gets in and sees the three gate robotics play from Genius
Libero gets a starport, switches it to a techlab, and starts a banshee
Banshee moves out to harass, Raven being made
Banshee snipes the sentry, takes some damage but survives
Two tanks, a dozen marines, and a raven for Libero
Genius is making immortals from his robotics
Libero moves out, two banshees, four tanks, a lot of marines, and brings SCVs as well
Attack comes at Genius' natural, sieged tanks and point defense drone forces Genius's army back
The SCVs repair each other and tank hits from zealots while the tanks obliterate them
Marines kill the stalkers, a colossus comes out and begins firing from Genius' main
Libero follows the colossus up the ramp, Genius warps in more stalkers and actually defeats Libero's army
Incredible hold by Genius, Libero didn't actually kill the expansion nexus so he's at a huge advantage now
Libero comes back with SCVs, marines, and banshees, only one siege tank
Thermal lance and a second colossus almost done for Genius, two tanks for Libero
They siege at the front of the natural, but Genius has too many units and rolls the army
Libero concedes
Libero had a good strategy, but small errors in execution allowed Genius to recover and win.
Game 2 - Xel'Naga Caverns
Standard openings again for both players.
Factory and bunker for Libero, very similar to game 1.
Genius gets twilight council in an unusual part of his base
Libero getting an armory, Genius getting blink
Genius moves in with about eight stalkers, blinks in and snipes the thor, then retreats
Genius gets a dark shrine, then expands
Libero researches strike cannons, scouts the expansion with a helion
One DT arrives at Libero's base, killed via a scan
Second DT comes and there's not enough energy for another scan
DT kills SCVs, a third DT comes in, Genius starts killing depots with them
Libero trying to build a raven, starts it just before getting supply blocked
The Raven finally arrives, Libero pushes out with three thors and some SCVs
Stalkers blink up into Libero's main and attack, but Libero ignores it
Continuing to Genius' natural, for some reason Libero sends his SCVs ahead of his thors
Genius has a large number of zealots with charge, they slaughter the few marines and SCVs
With no SCV support, the thors go down almost immediately to zealot surrounds
Libero surrenders
Commentary: Huge skill disparity on display in this match. Libero obviously knew this and so went with all-in strategies. His first plan was quite strong and could have won the game, or at least left him with a huge advantage, had he consolidated his gains instead of following the remnants of Genius' army. In the second game, Genius' build was strong against Libero's to begin with, and once Genius scouted what Libero was doing he fine-tuned his composition and crushed him.
STRainbow (T) vs NewDawn (Z)
Match Rating: 7/10
Click for match play by play and commentary
Game 1 - Metalopolis
Cross positions, Rainbow at 3 and NewDawn at 9.
NewDawn gets a hatch on 15, Rainbow goes two barracks
NewDawn's scouting drone steals the gas and lets it finish
Rainbow kills it and then takes both geysers, then moves out
Six marines and a few SCVs go out and kill the overlord
NewDawn's scouting zergling spots the geysers in user
Zergling speed finishes as Rainbow attacks, the drones and zerglings surround and kill the marines and SCVs
Rainbow finishes his two barracks wall with a bunker to hold off the zergling counter
Double starport for Rainbow, then cloak
Lair starts for NewDawn, then spire when it finishes
NewDawn immediately gets an overseer, so he seems aware of what's coming
Two banshees move out and into NewDawn's main with the overseer shadowing
The banshees target the spire, but three queens come and repel them
All the queens go down with three banshees left, they kill the spire
7 mutalisks were started before the spire fell, spores built force the banshees to leave
Rainbow switching back to marines and still hasn't expanded
NewDawn takes a third base, Rainbow moves out with his banshee/medivac/marine force
NewDawn's mutalisks snipe banshees and medivacs, makes a ton of banelings
Baneling speed on the way for NewDawn, Rainbow retreats
Rainbow floats a command center to his expansion, NewDawn moves in
Mutalisks snipe the last banshee, then speed banelings destroy the marine ball
Nothing is left that can stop the mutalisks, they move into Rainbow's base
Zerglings come in as well, forcing Rainbow to concede
The timing of Rainbow's attack seemed a little off, but full credit to NewDawn for exploiting it.
Game 2 - Shakuras Plateau
Cross positions, Rainbow at the lower left and NewDawn at the upper right
Hatch first on 15 for NewDawn, then pool on 15, Rainbow goes two barracks
Third barracks for Rainbow proxied at NewDawn's third, then a fourth barracks as well
NewDawn puts a spine crawler at his expansion
Four marines and an SCV waiting outside NewDawn's natural, more marines coming from the proxy
NewDawn starts a second spine crawler, more SCVs on the way for Rainbow
Rainbow pokes, pulls back, baneling nest is coming for NewDawn
Rainbow pokes in with a large number of marines, one spine crawler left
Several banelings being made...5 banelings, more SCVs coming as well
Banelings move in and kill many marines, zerglings sweep away the remainder
Skirmishes in the middle of the map between speedling/baneling and Rainbow's marines
Zerglings picking off marines, assemble into huge force outside Rainbow's ramp
Banelings bust Rainbow's wall in and zerglings stream in and kill the marines
SCVs come out and repair the two barracks, but more zerglings and banelings are coming
The second wave destroys the depot and the SCVs behind it
Rainbow surrenders.
In his booth, NewDawn pulls out a rubber chicken and twists its neck. Wow.
NewDawn's composure was impressive, defending Rainbow's rush perfectly
Commentary: No one has won more GSL games than Rainbow, but NewDawn demonstrated a much better understanding of the timings in the new two barracks strategies Terrans are using. Whatever you think of the chicken ceremony and the trash talk, NewDawn's confidence allowed him to play extremely well under what must have been a lot of presure against a very experienced opponent. Back to the drawing board for Rainbow, who seemed out of date strategically and made a number of uncharacteristic micro errors in the first match.
Cross positions, Rainbow at 3 and NewDawn at 9.
NewDawn gets a hatch on 15, Rainbow goes two barracks
NewDawn's scouting drone steals the gas and lets it finish
Rainbow kills it and then takes both geysers, then moves out
Six marines and a few SCVs go out and kill the overlord
NewDawn's scouting zergling spots the geysers in user
Zergling speed finishes as Rainbow attacks, the drones and zerglings surround and kill the marines and SCVs
Rainbow finishes his two barracks wall with a bunker to hold off the zergling counter
Double starport for Rainbow, then cloak
Lair starts for NewDawn, then spire when it finishes
NewDawn immediately gets an overseer, so he seems aware of what's coming
Two banshees move out and into NewDawn's main with the overseer shadowing
The banshees target the spire, but three queens come and repel them
All the queens go down with three banshees left, they kill the spire
7 mutalisks were started before the spire fell, spores built force the banshees to leave
Rainbow switching back to marines and still hasn't expanded
NewDawn takes a third base, Rainbow moves out with his banshee/medivac/marine force
NewDawn's mutalisks snipe banshees and medivacs, makes a ton of banelings
Baneling speed on the way for NewDawn, Rainbow retreats
Rainbow floats a command center to his expansion, NewDawn moves in
Mutalisks snipe the last banshee, then speed banelings destroy the marine ball
Nothing is left that can stop the mutalisks, they move into Rainbow's base
Zerglings come in as well, forcing Rainbow to concede
The timing of Rainbow's attack seemed a little off, but full credit to NewDawn for exploiting it.
Game 2 - Shakuras Plateau
Cross positions, Rainbow at the lower left and NewDawn at the upper right
Hatch first on 15 for NewDawn, then pool on 15, Rainbow goes two barracks
Third barracks for Rainbow proxied at NewDawn's third, then a fourth barracks as well
NewDawn puts a spine crawler at his expansion
Four marines and an SCV waiting outside NewDawn's natural, more marines coming from the proxy
NewDawn starts a second spine crawler, more SCVs on the way for Rainbow
Rainbow pokes, pulls back, baneling nest is coming for NewDawn
Rainbow pokes in with a large number of marines, one spine crawler left
Several banelings being made...5 banelings, more SCVs coming as well
Banelings move in and kill many marines, zerglings sweep away the remainder
Skirmishes in the middle of the map between speedling/baneling and Rainbow's marines
Zerglings picking off marines, assemble into huge force outside Rainbow's ramp
Banelings bust Rainbow's wall in and zerglings stream in and kill the marines
SCVs come out and repair the two barracks, but more zerglings and banelings are coming
The second wave destroys the depot and the SCVs behind it
Rainbow surrenders.
In his booth, NewDawn pulls out a rubber chicken and twists its neck. Wow.
NewDawn's composure was impressive, defending Rainbow's rush perfectly
Commentary: No one has won more GSL games than Rainbow, but NewDawn demonstrated a much better understanding of the timings in the new two barracks strategies Terrans are using. Whatever you think of the chicken ceremony and the trash talk, NewDawn's confidence allowed him to play extremely well under what must have been a lot of presure against a very experienced opponent. Back to the drawing board for Rainbow, who seemed out of date strategically and made a number of uncharacteristic micro errors in the first match.
BitByBitPrimeWe (T) vs LiquidHayprO (Z)
Match Rating: 3/10
Click for match play by play and commentary
Game 1 - Blistering Sands
Hatch first on 14 for HayprO, two barracks for BitByBit
BitByBit sends his marines immediately to pressure, HayprO makes a spine crawler
Two more barracks for BitByBit, zerglings out for HayprO
BitByBit sends all his SCVs to join his group of about ten marines
BitByBit's army is large enough he has no problem taking out the spine crawler
HayprO can't fight the main group of marines so he uses his zerglings to intercept reinforcements
The large mass of marines kills the expansion, then moves up into HayprO's main
HayprO concedes
HayprO knew it was coming, but the timings on the two barracks rushes are so varied, it seems like he didn't expect BitByBit's particular variety.
Game 2 - Scrap Station
HayprO goes hatch first again, BitByBit takes both geysers
BitByBit gets factory and then starport, zergling speed for HayprO
HayprO gets a roach warren, BitByBit starts a banshee and researches cloak
HayprO starts his lair, BitByBit gets a raven after his first banshee
The first banshee arrives at HayprO's base, but two queens repel it easily
Cloak finishes and the banshee gets five kills before the overseer arrives and forces it out
HayprO starts a spire, BitByBit attacks the rocks between bases
BitByBit has a banshee, raven, about a dozen marines and a few marauders
Baneling nest being built for HayprO, SCVs come with BitByBit's army
HayprO has a roach/speedling army to fight, but the angle is not good
The SCVs hold off the zerglings long enough for the marines to clear out HayprO's army
BitByBit wins the battle with more than enough units left over to hold off HayprO's reinforcements
HayprO surrenders
BitByBit's unusual timing attack was more than a match for HayprO's standard play.
Commentary: Both games were basically build order losses for HayprO. Perhaps he could have prepared better, but ZvT seems quite unstable right now so it may just be bad luck. BitByBit looked very solid for a relatively unknown player, however.
Hatch first on 14 for HayprO, two barracks for BitByBit
BitByBit sends his marines immediately to pressure, HayprO makes a spine crawler
Two more barracks for BitByBit, zerglings out for HayprO
BitByBit sends all his SCVs to join his group of about ten marines
BitByBit's army is large enough he has no problem taking out the spine crawler
HayprO can't fight the main group of marines so he uses his zerglings to intercept reinforcements
The large mass of marines kills the expansion, then moves up into HayprO's main
HayprO concedes
HayprO knew it was coming, but the timings on the two barracks rushes are so varied, it seems like he didn't expect BitByBit's particular variety.
Game 2 - Scrap Station
HayprO goes hatch first again, BitByBit takes both geysers
BitByBit gets factory and then starport, zergling speed for HayprO
HayprO gets a roach warren, BitByBit starts a banshee and researches cloak
HayprO starts his lair, BitByBit gets a raven after his first banshee
The first banshee arrives at HayprO's base, but two queens repel it easily
Cloak finishes and the banshee gets five kills before the overseer arrives and forces it out
HayprO starts a spire, BitByBit attacks the rocks between bases
BitByBit has a banshee, raven, about a dozen marines and a few marauders
Baneling nest being built for HayprO, SCVs come with BitByBit's army
HayprO has a roach/speedling army to fight, but the angle is not good
The SCVs hold off the zerglings long enough for the marines to clear out HayprO's army
BitByBit wins the battle with more than enough units left over to hold off HayprO's reinforcements
HayprO surrenders
BitByBit's unusual timing attack was more than a match for HayprO's standard play.
Commentary: Both games were basically build order losses for HayprO. Perhaps he could have prepared better, but ZvT seems quite unstable right now so it may just be bad luck. BitByBit looked very solid for a relatively unknown player, however.
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