Match Rating: 6/10
Click for match play by play and commentary
Game 1 - Lost Temple
Close ground positions, Zenio at 7 and aLive at 2
Hatch first for Zenio despite his proximity, steals aLive's gas
aLive sends a marine to pressure with an SCV, kills a drone before backing off
Tech lab and factory for aLive, spine crawler for Zenio but no gas
Siege tank on the way for aLive, no starport however, Zenio getting a roach warren
aLive pushes out with four marines and a tank, now getting a starport
aLive's little force pokes the natural, then retreats all the way to his base
Zenio getting lair and zergling speed, aLive finishs an orbital command in his base
Viking out for aLive but is misses Zenio's scouting overlord, orbital floats to the natural
Marines kill the scouting overlord, viking snipes another one at the natural
Baneling nest and baneling speed for Zenio, he pokes aLive's natural but is repelled easily
aLive counters down to Zenio's natural and sieges up in the choke, marines killing overlords
Zenio takes some heavy losses with an indecisive skirmish
Zenio attacks in force, kills two tanks, but there's one left and the marines clean up the zerglings and banelings
aLive's marines go up the ramp and kills many overlords before they get cleaned up
Zenio sends an overlord with four banelings to the aLive's natural, moves his ling/baneling army to the choke
Zenio doesn't move in but keeps the overlord in reserve, Zenio tries to take a third but a dropship with marines forces a cancel
Four empty overlords feint toward aLive's main, some of aLive's forces move to intercept, the banelings drop in the natural and do decent damage
Zenio loses all the decoy overlords and gets supply blocked, tries to get the third again
Zenio drops the natural again, but aLive's army continues its siege tank push towards Zenio's base
Zenio tries to morph banelings in front of his natural but marines catch them before they finish and wipe them out
The rest of Zenio's forces attack the tanks, but the tank fire and escorting marines clean them up with plenty left over
Zenio concedes
Much is made about the advantages of dropping the ledge, but aLive didn't bother and still beat a very good Zerg player easily
Game 2 - Jungle Basin
Hatch on 15 for Zenio, aLive walls in before the scout gets there and kills the drone with his first marine
aLive sends two marines to his natural and catches an overlord in the open
Zenio getting a roach warren, aLive getting a factory, tech lab, and blue flame despite scouting roaches
Expansion on 30 for aLive, zergling speed starts for Zenio
Two roaches attack the wall-in, aLive repels them with marines and hellions
Zenio getting lair, aLive getting a dropship, Zenio scouts with an overlord
Three hellions are dropped in the natural, picked up again without much damage
Armory for aLive, spire for Zenio
Scans and kills a creep tumor with his hellions, but two hellions die while doing so
Baneling nest and mutalisks coming for Zenio, thor and marines for aLive
Zenio takes his third and researches burrow
Mutalisks harass the wall-in but the thor chases them away
Mutalisks move to the rocks along with roaches and zerglings
The rocks go down, aLive steps out with marines and a thor to push them back
aLive switching to marine/tank
Zenio has a very large army outside aLive's natural, many zerglings, banelings, and roaches
Mutalisks harass the main base, banelings burrowed in the center of the map
Zenio takes a fourth, aLive doesn't seem to have any option to pressure
aLive moves out with mass marine, plus a thor and tank, towards the fourth
Zenio counters to the front but the sieged tanks and marines obliterate the army
Zenio attacks the natural while aLive attacks Zenio's third
Zenio's forces are held off by the upgraded marines, whereas Zenio's third is killed
aLive and Zenio take the center expansions, planetary fortress for aLive, of course
Zenio moves into aLive's natural and forces it to lift but aLive's army kills Zenio's center expansion
Zenio tries to take the edge expansions again but aLive sieges up outside one of them
Zenio tries to attack the main but the marines there defeat it easily
aLive's army moves to Zenio's only mining base and Zenio has nothing that can stop them
Zenio surrenders.
Zenio looked like he might pull away when he took the edge expansions, but he couldn't even dent aLive's upgraded mass marine army
Commentary: oGsZenio has S Class and played one of the best ZvT matches in GSL 2 against IMmvp, yet aLivefOu looked like a much stronger player. I thought that, after two GSL tournaments, we wouldn't see strong players coming out of the woodwork any more, but aLive (among others) has proved me wrong.
Close ground positions, Zenio at 7 and aLive at 2
Hatch first for Zenio despite his proximity, steals aLive's gas
aLive sends a marine to pressure with an SCV, kills a drone before backing off
Tech lab and factory for aLive, spine crawler for Zenio but no gas
Siege tank on the way for aLive, no starport however, Zenio getting a roach warren
aLive pushes out with four marines and a tank, now getting a starport
aLive's little force pokes the natural, then retreats all the way to his base
Zenio getting lair and zergling speed, aLive finishs an orbital command in his base
Viking out for aLive but is misses Zenio's scouting overlord, orbital floats to the natural
Marines kill the scouting overlord, viking snipes another one at the natural
Baneling nest and baneling speed for Zenio, he pokes aLive's natural but is repelled easily
aLive counters down to Zenio's natural and sieges up in the choke, marines killing overlords
Zenio takes some heavy losses with an indecisive skirmish
Zenio attacks in force, kills two tanks, but there's one left and the marines clean up the zerglings and banelings
aLive's marines go up the ramp and kills many overlords before they get cleaned up
Zenio sends an overlord with four banelings to the aLive's natural, moves his ling/baneling army to the choke
Zenio doesn't move in but keeps the overlord in reserve, Zenio tries to take a third but a dropship with marines forces a cancel
Four empty overlords feint toward aLive's main, some of aLive's forces move to intercept, the banelings drop in the natural and do decent damage
Zenio loses all the decoy overlords and gets supply blocked, tries to get the third again
Zenio drops the natural again, but aLive's army continues its siege tank push towards Zenio's base
Zenio tries to morph banelings in front of his natural but marines catch them before they finish and wipe them out
The rest of Zenio's forces attack the tanks, but the tank fire and escorting marines clean them up with plenty left over
Zenio concedes
Much is made about the advantages of dropping the ledge, but aLive didn't bother and still beat a very good Zerg player easily
Game 2 - Jungle Basin
Hatch on 15 for Zenio, aLive walls in before the scout gets there and kills the drone with his first marine
aLive sends two marines to his natural and catches an overlord in the open
Zenio getting a roach warren, aLive getting a factory, tech lab, and blue flame despite scouting roaches
Expansion on 30 for aLive, zergling speed starts for Zenio
Two roaches attack the wall-in, aLive repels them with marines and hellions
Zenio getting lair, aLive getting a dropship, Zenio scouts with an overlord
Three hellions are dropped in the natural, picked up again without much damage
Armory for aLive, spire for Zenio
Scans and kills a creep tumor with his hellions, but two hellions die while doing so
Baneling nest and mutalisks coming for Zenio, thor and marines for aLive
Zenio takes his third and researches burrow
Mutalisks harass the wall-in but the thor chases them away
Mutalisks move to the rocks along with roaches and zerglings
The rocks go down, aLive steps out with marines and a thor to push them back
aLive switching to marine/tank
Zenio has a very large army outside aLive's natural, many zerglings, banelings, and roaches
Mutalisks harass the main base, banelings burrowed in the center of the map
Zenio takes a fourth, aLive doesn't seem to have any option to pressure
aLive moves out with mass marine, plus a thor and tank, towards the fourth
Zenio counters to the front but the sieged tanks and marines obliterate the army
Zenio attacks the natural while aLive attacks Zenio's third
Zenio's forces are held off by the upgraded marines, whereas Zenio's third is killed
aLive and Zenio take the center expansions, planetary fortress for aLive, of course
Zenio moves into aLive's natural and forces it to lift but aLive's army kills Zenio's center expansion
Zenio tries to take the edge expansions again but aLive sieges up outside one of them
Zenio tries to attack the main but the marines there defeat it easily
aLive's army moves to Zenio's only mining base and Zenio has nothing that can stop them
Zenio surrenders.
Zenio looked like he might pull away when he took the edge expansions, but he couldn't even dent aLive's upgraded mass marine army
Commentary: oGsZenio has S Class and played one of the best ZvT matches in GSL 2 against IMmvp, yet aLivefOu looked like a much stronger player. I thought that, after two GSL tournaments, we wouldn't see strong players coming out of the woodwork any more, but aLive (among others) has proved me wrong.
NsPJoon (Z) vs PoltPrimeWE (T)
Match Rating: 6/10
Click for match play by play and commentary
Game 1 - Delta Quadrant
Right-side positions, Polt at 4 and Joon at 1
Joon goes hatch first on 14, Polt gets a tech lab before his first marine
Reaper coming for Polt and another one queued
The first reaper chases the drones away from the expansion, killing a few
Polt puts a bunker at the expansion, also expanding himself behind the pressure
Queen comes in and kills the SCV making the bunker, Polt making a third reaper
Three reapers now at Joon's expansion, they kill the queen and then the rest of the drones
The reapers are finally cleaned up but Polt got quite an advantage
Zerglings take out the rocks at Joon's gold, he's getting a baneling nest as well
Five barracks making marines and marauders for Polt, Joon takes the gold
Polt floats the command center to his natural and moves his army to the low ground
Joon is getting lair, but Polt's army moves into his natural
Polt attacks, none of the banelings survive long enough to hit the marines
Joon's zerglings melt, Polt's marine force starts to move up the ramp
Polt's a little sloppy with his marines and loses most of them to a second wave of banelings
Marauders are killing the hatchery at the gold, Polt's reinforcements are still stronger than Joon's forces
Joon concedes
It turns out that reapers are pretty good against hatch first builds with late zergling speed, clever build as usual from Polt.
Game 2 - Scrap Station
Hatch on 15 for Joon, gas and factory for Polt
Reactor hellions and starport for Polt, Joon gets a spine crawler and then zergling speed
Queens drive off the hellions, banshee and tank coming for Polt
First banshee goes to Joon's main, two queens drive it off after it kills only a few drones
Polt moves out with eight marines and two tanks, building more banshees as well
Joon's lair is finishing, getting a roach warren and more spine crawlers
Polt going through the rocks with marine/tank/banshee
Joon is getting a spire, does some damage to a banshee but SCVs are along to repair
Siege fire smashes through spine crawlers
The marines pull forward and Joon flanks the army with zerglings and destroys it
Roaches counter to the front but Polt has four banshees
Mutalisks start harassing Polt's base, but he sends the banshees to Joon's base
The banshees kill three queens and several drones before the mutalisks can return to clean them up
Polt sets up an expansion at the natural but the mutalisks are still harassing
Polt moves out with three tanks and perhaps 18 marines
Joon as zerglings, banelings, and plenty of mutalisks, taking the gold
Polt sieges, mutas kill one of the tanks but take heavy marine fire doing so
Joon moves in with roachs, zerglings and, banelings while the marines are behind the tanks
The tanks fall and Polt isn't able to adequately split his marines, losing most of them to banelings
Polt drops eight marines at the gold, they kill the drones but zerglings come in before they can finish the hatchery
Polt moves toward Joon again, but Joon has a very large number of banelings
Another large battle is fought, all Polt's tanks die, but most of the banelings don't hit
Polt's surviving marines kill the roaches and the remaining banelings
A few more tanks arrive and Joon's few remaining units can't stop them
Joon surrenders
Not Polt's best game, but he managed to claw a victory out of it through sheer determination.
Commentary: This match was a microcosm of Polt's play in previous GSLs. He always seems to have some inventive build orders, but otherwise his play is a rather sloppy. Against NsPJoon that was good enough to advance, but Polt will have to play better to get deeper in the tournament.
Right-side positions, Polt at 4 and Joon at 1
Joon goes hatch first on 14, Polt gets a tech lab before his first marine
Reaper coming for Polt and another one queued
The first reaper chases the drones away from the expansion, killing a few
Polt puts a bunker at the expansion, also expanding himself behind the pressure
Queen comes in and kills the SCV making the bunker, Polt making a third reaper
Three reapers now at Joon's expansion, they kill the queen and then the rest of the drones
The reapers are finally cleaned up but Polt got quite an advantage
Zerglings take out the rocks at Joon's gold, he's getting a baneling nest as well
Five barracks making marines and marauders for Polt, Joon takes the gold
Polt floats the command center to his natural and moves his army to the low ground
Joon is getting lair, but Polt's army moves into his natural
Polt attacks, none of the banelings survive long enough to hit the marines
Joon's zerglings melt, Polt's marine force starts to move up the ramp
Polt's a little sloppy with his marines and loses most of them to a second wave of banelings
Marauders are killing the hatchery at the gold, Polt's reinforcements are still stronger than Joon's forces
Joon concedes
It turns out that reapers are pretty good against hatch first builds with late zergling speed, clever build as usual from Polt.
Game 2 - Scrap Station
Hatch on 15 for Joon, gas and factory for Polt
Reactor hellions and starport for Polt, Joon gets a spine crawler and then zergling speed
Queens drive off the hellions, banshee and tank coming for Polt
First banshee goes to Joon's main, two queens drive it off after it kills only a few drones
Polt moves out with eight marines and two tanks, building more banshees as well
Joon's lair is finishing, getting a roach warren and more spine crawlers
Polt going through the rocks with marine/tank/banshee
Joon is getting a spire, does some damage to a banshee but SCVs are along to repair
Siege fire smashes through spine crawlers
The marines pull forward and Joon flanks the army with zerglings and destroys it
Roaches counter to the front but Polt has four banshees
Mutalisks start harassing Polt's base, but he sends the banshees to Joon's base
The banshees kill three queens and several drones before the mutalisks can return to clean them up
Polt sets up an expansion at the natural but the mutalisks are still harassing
Polt moves out with three tanks and perhaps 18 marines
Joon as zerglings, banelings, and plenty of mutalisks, taking the gold
Polt sieges, mutas kill one of the tanks but take heavy marine fire doing so
Joon moves in with roachs, zerglings and, banelings while the marines are behind the tanks
The tanks fall and Polt isn't able to adequately split his marines, losing most of them to banelings
Polt drops eight marines at the gold, they kill the drones but zerglings come in before they can finish the hatchery
Polt moves toward Joon again, but Joon has a very large number of banelings
Another large battle is fought, all Polt's tanks die, but most of the banelings don't hit
Polt's surviving marines kill the roaches and the remaining banelings
A few more tanks arrive and Joon's few remaining units can't stop them
Joon surrenders
Not Polt's best game, but he managed to claw a victory out of it through sheer determination.
Commentary: This match was a microcosm of Polt's play in previous GSLs. He always seems to have some inventive build orders, but otherwise his play is a rather sloppy. Against NsPJoon that was good enough to advance, but Polt will have to play better to get deeper in the tournament.
LiquidJinro (T) vs NEXDrug (Z)
Match Rating: 5/10
Click for match play by play and commentary
Game 1 - Delta Quadrant
Cross positions, Jinro at 7 and Drug at 2
Hatch first for Drug, gas and factory for Jinro
Jinro pressures with four marines, Drug puts up a spine crawler
Jinro's marines force the spine crawler to cancel, a hellion arrives too
The marines kill the queen and many of the drones at the expansion, the rest retreat
Finally enough zerglings get out to force what's left of Jinro's little force to retreat
Jinro has a medivac out, sends it with four marines to Drug's natural
Drug getting lair, the medivac shuttles marines back and forth as roaches and queens try to defend
Another medivac arrives with more marines and a siege tank
Tank on the high ground outside the natural, the marines by the minerals under the tank's cover
The lair is at the natural, nothing to protect it from the marines
Drug counters to Jinro's main with his roaches as the lair falls
Jinro has a thick wall and plenty of marines at his ramp, the roaches are stymied
Drug remakes his lair at his main, two dropships moving out again
Drug clears the rocks at his gold, but Jinro drops a tank on the high ground there and sieges it
Jinro sieges his tank at Drug's back natural and pokes with the marines from his dropship
Meanwhile Jinro expands to his natural, Drug expands to the bottom right natural
Finally Jinro's army moves to the center of the map, three tanks and at least two dozen marines
Skirmish at Drug's old natural, roach has a decent roach count but the siege tanks crush them
Drug concedes
Surprisingly easy win for Jinro, he had a big lead right from his initial pressure and didn't make any mistakes.
Game 2 - Metalopolis
Close ground positions, Jinro at 9 and Drug at 1
Hatch first for Drug, two barracks for Jinro
Marines rallied to Drug's natural, most of Drug's drones come down to defend
Three marines and an SCV for Jinro now, Jinro expands while poking with the marines
Lots of zerglings out for Drug, not taking much damage this time
Zerglings head down toward Jinro's base but they pull back when they see his marine count
Drug getting a roach warren and poking Jinro's natural, but Jinro has a bunker and plenty of marines
Drug puts down a spine crawler at his natural, has six roaches as well to defend
Evolution chamber and lair coming for Drug, Jinro pushing out with marines and marauders
Jinro just goes around the spine crawler, surprising number of roaches attack and threaten to surround
Jinro's marines go around the statue and most escape
Drug upgrades his roaches and optimistically takes the gold base
Jinro adding tanks to his marine/marauder composition
Medivac with marines heads out, Jinro scouting for expansions
Marines unloaded in the smoke, they snipe a drone or two and then roaches repel them
Jinro moves out across the high ground, Drug sends half his roaches around and attacks from both directions
Most of Jinro's army dies, so the roaches continue on to Jinro's main and easily smash the defenses there
Jinro concedes
This time Drug didn't take very much damage from Jinro's initial pressure and his higher-economy build buried Jinro in the mid-game.
Game 3 - Jungle Basin
Hatch first for Drug, gas and factory for Jinro
Jinro sends four marines and an SCV to pressure, fast roach warren for Drug
Hellion coming as well, it joins the marines as they go up the ramp
One queen dies along with some zerglings before roaches finish and push out the marines
Jinro expanding to his natural, putting a tech lab on his starport
The roaches harass the buildings at the wall-in, Drug getting a lair and evolution chamber
Tech lab is switched to the factory after a single banshee, Drug getting a spore at his natural
Minor harassment from the banshee, Drug getting hydralisk den
Banshee snipes some creep turmors, medivac loads up with marines
Overseer scouts Jinro's base but is killed when it flies over the marine ball
Jinro drops off his marines in Drug's main but roaches force an immediate pickup
Drug's army moves to the upper watchtower, then expands to the central expansion
Jinro moves down his ramp with many siege tanks and a large amount of infantry
Jinro's army doing a slow siege tank push toward Drug's expansion
Drug tries to attack from multiple angles but his army melts under withering siege tank fire
Now unopposed, Jinro's marines move down and destroy Drug's third
Jinro now has three bases to two and a substantial supply lead
Jinro's massive siege tank force sieges at the bottom of Drug's ramp, his marines go up the ramp
The marines engage Drug's roaches out of range of the tanks but there's so many it doesn't matter
Drug surrenders
Commentary: Jinro didn't do anything amazing in his two wins...some good early pressure in the first game, building a strong army and pushing in the third game, but hey, they all count. NEXDrug joins a growing list of players who Artosis swears are amazing but weren't able to show it on the big stage.
Cross positions, Jinro at 7 and Drug at 2
Hatch first for Drug, gas and factory for Jinro
Jinro pressures with four marines, Drug puts up a spine crawler
Jinro's marines force the spine crawler to cancel, a hellion arrives too
The marines kill the queen and many of the drones at the expansion, the rest retreat
Finally enough zerglings get out to force what's left of Jinro's little force to retreat
Jinro has a medivac out, sends it with four marines to Drug's natural
Drug getting lair, the medivac shuttles marines back and forth as roaches and queens try to defend
Another medivac arrives with more marines and a siege tank
Tank on the high ground outside the natural, the marines by the minerals under the tank's cover
The lair is at the natural, nothing to protect it from the marines
Drug counters to Jinro's main with his roaches as the lair falls
Jinro has a thick wall and plenty of marines at his ramp, the roaches are stymied
Drug remakes his lair at his main, two dropships moving out again
Drug clears the rocks at his gold, but Jinro drops a tank on the high ground there and sieges it
Jinro sieges his tank at Drug's back natural and pokes with the marines from his dropship
Meanwhile Jinro expands to his natural, Drug expands to the bottom right natural
Finally Jinro's army moves to the center of the map, three tanks and at least two dozen marines
Skirmish at Drug's old natural, roach has a decent roach count but the siege tanks crush them
Drug concedes
Surprisingly easy win for Jinro, he had a big lead right from his initial pressure and didn't make any mistakes.
Game 2 - Metalopolis
Close ground positions, Jinro at 9 and Drug at 1
Hatch first for Drug, two barracks for Jinro
Marines rallied to Drug's natural, most of Drug's drones come down to defend
Three marines and an SCV for Jinro now, Jinro expands while poking with the marines
Lots of zerglings out for Drug, not taking much damage this time
Zerglings head down toward Jinro's base but they pull back when they see his marine count
Drug getting a roach warren and poking Jinro's natural, but Jinro has a bunker and plenty of marines
Drug puts down a spine crawler at his natural, has six roaches as well to defend
Evolution chamber and lair coming for Drug, Jinro pushing out with marines and marauders
Jinro just goes around the spine crawler, surprising number of roaches attack and threaten to surround
Jinro's marines go around the statue and most escape
Drug upgrades his roaches and optimistically takes the gold base
Jinro adding tanks to his marine/marauder composition
Medivac with marines heads out, Jinro scouting for expansions
Marines unloaded in the smoke, they snipe a drone or two and then roaches repel them
Jinro moves out across the high ground, Drug sends half his roaches around and attacks from both directions
Most of Jinro's army dies, so the roaches continue on to Jinro's main and easily smash the defenses there
Jinro concedes
This time Drug didn't take very much damage from Jinro's initial pressure and his higher-economy build buried Jinro in the mid-game.
Game 3 - Jungle Basin
Hatch first for Drug, gas and factory for Jinro
Jinro sends four marines and an SCV to pressure, fast roach warren for Drug
Hellion coming as well, it joins the marines as they go up the ramp
One queen dies along with some zerglings before roaches finish and push out the marines
Jinro expanding to his natural, putting a tech lab on his starport
The roaches harass the buildings at the wall-in, Drug getting a lair and evolution chamber
Tech lab is switched to the factory after a single banshee, Drug getting a spore at his natural
Minor harassment from the banshee, Drug getting hydralisk den
Banshee snipes some creep turmors, medivac loads up with marines
Overseer scouts Jinro's base but is killed when it flies over the marine ball
Jinro drops off his marines in Drug's main but roaches force an immediate pickup
Drug's army moves to the upper watchtower, then expands to the central expansion
Jinro moves down his ramp with many siege tanks and a large amount of infantry
Jinro's army doing a slow siege tank push toward Drug's expansion
Drug tries to attack from multiple angles but his army melts under withering siege tank fire
Now unopposed, Jinro's marines move down and destroy Drug's third
Jinro now has three bases to two and a substantial supply lead
Jinro's massive siege tank force sieges at the bottom of Drug's ramp, his marines go up the ramp
The marines engage Drug's roaches out of range of the tanks but there's so many it doesn't matter
Drug surrenders
Commentary: Jinro didn't do anything amazing in his two wins...some good early pressure in the first game, building a strong army and pushing in the third game, but hey, they all count. NEXDrug joins a growing list of players who Artosis swears are amazing but weren't able to show it on the big stage.
FOXMoon (Z) vs. ButterflyEffectZenith (T)
Match Rating: 5/10
Click for match play by play and commentary
Game 1 - Shakuras Plateau
Top positions, Moon at 11 and ButterflyEffect at 1
Engineering bay at Moon's natural to block his hatchery
As a result, Moon goes pool first, gas and factory for ButterflyEffect
Moon's zerglings clear the engineering bay and he gets his hatchery down at 22
Scouting hellion checks out Moon's base, sees his engineering bay
First banshee arrives but two queens and a spore colony repel easily
ButterflyEffect adding barracks and building a command center in his base
Spire coming for Moon, ButterflyEffect's expansion up and running at his natural
Moon takes his third, mutalisks out finally get rid of the banshee
ButterflyEffect moves out with a dozen marines and four marauders
Moon is starting his roach warren and baneling nest, only has zerglings and mutalisks
Too much infantry for Moon's small amount of defenders, ButterflyEffect rolls over the natural and into the main
Moon concedes
Moon played very safe at first, getting spore colonies against a single banshee without cloak, but left himself get run over by expanding without enough defense.
Game 2 - Xel'Naga Caverns
Hatch first for Moon, fast tech lab for ButterflyEffect
Reapers coming for ButterflyEffect, he builds a bunker at Moon's natural
Drones come to drive the SCV away from the bunker, but reapers force them back
The SCV almost completes the bunker but the queen kills it
ButterflyEffect harasses with two reapers, one gets killed by a queen and the other withdraws
Another reaper joins the survivor and they jump into the main, get some extra drone kills before getting cleaned up
Baneling nest starts for Moon, he gets about twenty
ButterflyEffect has his natural walled off with buildings and bunkers
The banelings take out the bunkers and marines, only a few marauders survive but they quickly fall to banelings
ButterflyEffect is forced to lift his natural command center
Lair and roach warren started for Moon, his speedlings pick off depots at the abandoned natural
Moon takes his third in what would normally be ButterflyEffect's fourth, also clears the rocks at the gold
Two dropships move out with marines and marauders but are spotted by overlords, so they turn back
Spire coming for Moon, he also breaks the rocks leading to his normal third
ButterflyEffect moves out with a relatively small army but spots Moon's banelings and turns around
ButterflyEffect builds two bunkers at his natural and lands his command center there again
Dropship attacks Moon's third but mutalisks are out and kill it
ButterflyEffect sieges up outside the gold, but Moon goes around the other way into the natural
ButterflyEffect ignores Moon's attack and goes into the third base
Moon's third is destroyed but ButterflyEffect's natural has to lift as well
Moon has the gold now, however
ButterflyEffect sieges up at his watchtower but a large burrowed roach army comes up under the tanks
The tanks die, but ButterflyEffect has a very large number of marines and they force the roaches back to Moon's gold
Banelings move in and whittle down the infantry numbers, though too many of them hit marauders
The surviving two dozen marines now start hitting the gold base, but roaches and a few more banelings attack them
A small part of ButterflyEffect's army manages to withdraw, but Moon now has twice the supply and a secure gold base
ButterflyEffect concedes
Much better showing from Moon
Game 3 - Delta Quadrant
Right positions, Moon at 1 and ButterflyEffect at 5.
Hatch on 15 for Moon, double barracks for ButterflyEffect
Two marines and two SCVs head out for the initial pressure
Two more marines join them at the natural
They walk back to ButterflyEffect's main and he takes both gasses
Then with twice as many marines he walks back to the natural, but of course Moon has lots of zerglings now
They surrounded and kill the marines
Moon getting speed and lair, ButterflyEffect researching siege mode, getting a dropship, and clearing the back natural
Roach warren and spine crawler for Moon, ButterflyEffect builds his command center next to the rocks at the back natural
Tank is dropped outside Moon's natural, there are two spine crawlers there so they get attacked first
Moon getting nydus, ButterflyEffect drops his marines on the low ground covered by the tank
The nydus terminus goes to the high ground ledge, then a second one at ButterflyEffect's natural
SCVs kill the one at the natural, but roaches come out on the high ground and kill the tank
Moon getting a spire and a baneling nest, then researching burrow
A dropship with marines moves around killing overlords and harrassing the natural
Moon takes his gold, the dropship tries to force a cancel but roaches save it
Second dropship takes out the nydus on the high ground, then loads up and dies to mutalisks
The other dropship's marines try to kill Moon's gold again but zerglings stop them
Moon sends 15 burrowed roaches into ButterflyEffect's natural
ButterflyEffect moves out with a tank/marauder army over them, Moon unborrows
The roaches all die for only a few tanks
The army moves on to Moon's natural where they are attacked by banelings
Plenty of ButterflyEffect's tanks and marauders survive but mutalisks arrive and there are no marines
That army is wiped out, Moon takes a fourth
ButterflyEffect attacks again with marine/tank but Moon's roach/baneling army destroys it pretty easily
Mutalisks try to harass and snipe a dropship, but marines otherwise defend pretty well
Moon takes a fifth base, ButterflyEffect takes a third at the front natural
ButterflyEffect moves out with tank/marine, Moon has an enormous roach/baneling/mutalisk army
Moon goes around and counters to Butterfly Effect's third
When the army moves down to respond and most of its tanks are unsieged, Moon turns on it and destroys it
ButterflyEffect doesn't have much left so Moon's army rolls into the Terran main base
ButterflyEffect surrenders
Not quite as lopsided as it appeared since ButterflyEffect came close to killing Moon's third base, but when he failed to do that his defeat was probably inevitable.
Commentary: If it wasn't Moon, I might think that he had some nerves in the first game. But there's no way Moon would be nervous, right? Whatever the reason, Moon played far better in the second two games and definitely turned out to be the better player. Another quick exit for ButterflyEffect, but the brackets have yet to do him any favors.
Top positions, Moon at 11 and ButterflyEffect at 1
Engineering bay at Moon's natural to block his hatchery
As a result, Moon goes pool first, gas and factory for ButterflyEffect
Moon's zerglings clear the engineering bay and he gets his hatchery down at 22
Scouting hellion checks out Moon's base, sees his engineering bay
First banshee arrives but two queens and a spore colony repel easily
ButterflyEffect adding barracks and building a command center in his base
Spire coming for Moon, ButterflyEffect's expansion up and running at his natural
Moon takes his third, mutalisks out finally get rid of the banshee
ButterflyEffect moves out with a dozen marines and four marauders
Moon is starting his roach warren and baneling nest, only has zerglings and mutalisks
Too much infantry for Moon's small amount of defenders, ButterflyEffect rolls over the natural and into the main
Moon concedes
Moon played very safe at first, getting spore colonies against a single banshee without cloak, but left himself get run over by expanding without enough defense.
Game 2 - Xel'Naga Caverns
Hatch first for Moon, fast tech lab for ButterflyEffect
Reapers coming for ButterflyEffect, he builds a bunker at Moon's natural
Drones come to drive the SCV away from the bunker, but reapers force them back
The SCV almost completes the bunker but the queen kills it
ButterflyEffect harasses with two reapers, one gets killed by a queen and the other withdraws
Another reaper joins the survivor and they jump into the main, get some extra drone kills before getting cleaned up
Baneling nest starts for Moon, he gets about twenty
ButterflyEffect has his natural walled off with buildings and bunkers
The banelings take out the bunkers and marines, only a few marauders survive but they quickly fall to banelings
ButterflyEffect is forced to lift his natural command center
Lair and roach warren started for Moon, his speedlings pick off depots at the abandoned natural
Moon takes his third in what would normally be ButterflyEffect's fourth, also clears the rocks at the gold
Two dropships move out with marines and marauders but are spotted by overlords, so they turn back
Spire coming for Moon, he also breaks the rocks leading to his normal third
ButterflyEffect moves out with a relatively small army but spots Moon's banelings and turns around
ButterflyEffect builds two bunkers at his natural and lands his command center there again
Dropship attacks Moon's third but mutalisks are out and kill it
ButterflyEffect sieges up outside the gold, but Moon goes around the other way into the natural
ButterflyEffect ignores Moon's attack and goes into the third base
Moon's third is destroyed but ButterflyEffect's natural has to lift as well
Moon has the gold now, however
ButterflyEffect sieges up at his watchtower but a large burrowed roach army comes up under the tanks
The tanks die, but ButterflyEffect has a very large number of marines and they force the roaches back to Moon's gold
Banelings move in and whittle down the infantry numbers, though too many of them hit marauders
The surviving two dozen marines now start hitting the gold base, but roaches and a few more banelings attack them
A small part of ButterflyEffect's army manages to withdraw, but Moon now has twice the supply and a secure gold base
ButterflyEffect concedes
Much better showing from Moon
Game 3 - Delta Quadrant
Right positions, Moon at 1 and ButterflyEffect at 5.
Hatch on 15 for Moon, double barracks for ButterflyEffect
Two marines and two SCVs head out for the initial pressure
Two more marines join them at the natural
They walk back to ButterflyEffect's main and he takes both gasses
Then with twice as many marines he walks back to the natural, but of course Moon has lots of zerglings now
They surrounded and kill the marines
Moon getting speed and lair, ButterflyEffect researching siege mode, getting a dropship, and clearing the back natural
Roach warren and spine crawler for Moon, ButterflyEffect builds his command center next to the rocks at the back natural
Tank is dropped outside Moon's natural, there are two spine crawlers there so they get attacked first
Moon getting nydus, ButterflyEffect drops his marines on the low ground covered by the tank
The nydus terminus goes to the high ground ledge, then a second one at ButterflyEffect's natural
SCVs kill the one at the natural, but roaches come out on the high ground and kill the tank
Moon getting a spire and a baneling nest, then researching burrow
A dropship with marines moves around killing overlords and harrassing the natural
Moon takes his gold, the dropship tries to force a cancel but roaches save it
Second dropship takes out the nydus on the high ground, then loads up and dies to mutalisks
The other dropship's marines try to kill Moon's gold again but zerglings stop them
Moon sends 15 burrowed roaches into ButterflyEffect's natural
ButterflyEffect moves out with a tank/marauder army over them, Moon unborrows
The roaches all die for only a few tanks
The army moves on to Moon's natural where they are attacked by banelings
Plenty of ButterflyEffect's tanks and marauders survive but mutalisks arrive and there are no marines
That army is wiped out, Moon takes a fourth
ButterflyEffect attacks again with marine/tank but Moon's roach/baneling army destroys it pretty easily
Mutalisks try to harass and snipe a dropship, but marines otherwise defend pretty well
Moon takes a fifth base, ButterflyEffect takes a third at the front natural
ButterflyEffect moves out with tank/marine, Moon has an enormous roach/baneling/mutalisk army
Moon goes around and counters to Butterfly Effect's third
When the army moves down to respond and most of its tanks are unsieged, Moon turns on it and destroys it
ButterflyEffect doesn't have much left so Moon's army rolls into the Terran main base
ButterflyEffect surrenders
Not quite as lopsided as it appeared since ButterflyEffect came close to killing Moon's third base, but when he failed to do that his defeat was probably inevitable.
Commentary: If it wasn't Moon, I might think that he had some nerves in the first game. But there's no way Moon would be nervous, right? Whatever the reason, Moon played far better in the second two games and definitely turned out to be the better player. Another quick exit for ButterflyEffect, but the brackets have yet to do him any favors.
EGIdrA (Z) vs. NEXChoa (P)
Match Rating: 2/10
Click for match play by play and commentary
Game 1 - Shakuras Plateau
Cross positions, IdrA at 10 and Choa at 5
Forge first for Choa, pool first for IdrA
Choa walls in the bottom of the ramp with pylons and puts a cannon behind it
Quick roach warren for IdrA, fast expand for Choa
Five roaches kill the cannon, Idra gets his hatch down at 22
IdrA sends his roaches Choa's natural, they fire from the low ground and force some cannosn to cancel
The roaches kill one of the gateways walling the natural and then shoot their way through the probes trying to block them
Three roaches survive Choa's desparate attempt to fix the wall in with pylons
That was Choa's only gateway that IdrA killed, he has nothing to kill the roaches
Choa concedes
Another GSL, another poorly executed cheese that Idra crushes. Echoes of his opening round game 1 in GSL 2.
Game 2 - Steppes of War
Pool first for IdrA, second gate before core for Choa
IdrA getting speed, hatch on 20, Choa chronoboosting two stalkers
Two sentries now for Choa, spine crawler for IdrA
Choa starts his nexus at the expansion as well as a forge, IdrA getting lair
Choa chronoboosting hallucinate research, IdrA up to three spine crawlers
Four spine crawlers now, also hydralisk den for IdrA
IdrA knocks down the rocks leading to his third
Overlords start dropping creep, IdrA plants his spine crawlers and covers them with about a dozen hydras
Choa starts to fight as the spine crawlers root, but pulls back
They fight an inconclusive battle, Choa loses all his sentries and is reinforcing with zealots
IdrA solidly entranched in the center of the map, taking his third
Choa moves down to contest the center but he walks into an enormous hydralisk concave
Hydras pursue the stalkers back to the natural and obliterate them
Choa surrenders
Another extremely comfortable win for IdrA.
Commentary: Much like in GSL 2, IdrA severely outclassed his round of 64 opponent. Choa's brutal game 1 cannon placement was reminiscent of sanZenith against Check in GSL 2 as well. All in all, then, a match with many GSL precedents, but unfortunately the precedents were all bad games.
Cross positions, IdrA at 10 and Choa at 5
Forge first for Choa, pool first for IdrA
Choa walls in the bottom of the ramp with pylons and puts a cannon behind it
Quick roach warren for IdrA, fast expand for Choa
Five roaches kill the cannon, Idra gets his hatch down at 22
IdrA sends his roaches Choa's natural, they fire from the low ground and force some cannosn to cancel
The roaches kill one of the gateways walling the natural and then shoot their way through the probes trying to block them
Three roaches survive Choa's desparate attempt to fix the wall in with pylons
That was Choa's only gateway that IdrA killed, he has nothing to kill the roaches
Choa concedes
Another GSL, another poorly executed cheese that Idra crushes. Echoes of his opening round game 1 in GSL 2.
Game 2 - Steppes of War
Pool first for IdrA, second gate before core for Choa
IdrA getting speed, hatch on 20, Choa chronoboosting two stalkers
Two sentries now for Choa, spine crawler for IdrA
Choa starts his nexus at the expansion as well as a forge, IdrA getting lair
Choa chronoboosting hallucinate research, IdrA up to three spine crawlers
Four spine crawlers now, also hydralisk den for IdrA
IdrA knocks down the rocks leading to his third
Overlords start dropping creep, IdrA plants his spine crawlers and covers them with about a dozen hydras
Choa starts to fight as the spine crawlers root, but pulls back
They fight an inconclusive battle, Choa loses all his sentries and is reinforcing with zealots
IdrA solidly entranched in the center of the map, taking his third
Choa moves down to contest the center but he walks into an enormous hydralisk concave
Hydras pursue the stalkers back to the natural and obliterate them
Choa surrenders
Another extremely comfortable win for IdrA.
Commentary: Much like in GSL 2, IdrA severely outclassed his round of 64 opponent. Choa's brutal game 1 cannon placement was reminiscent of sanZenith against Check in GSL 2 as well. All in all, then, a match with many GSL precedents, but unfortunately the precedents were all bad games.
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