Match Rating: 9/10
Click for match play by play and commentary
Game 1 - Jungle Basin
Hatch first on 14 for Leenock, pool on 15
Clide poking with a marine and SCV, expanding at about 20
Four zerglings come out, Clide sends his marines back
Zergling speed for Leenock, factory for Clide
Two more barracks for Clide at the top of the ramp
More pressure with five marines, zerglings push them back
Two marines survive
Leenock getting lair and a baneling nest, Clide getting siege tanks
Double engineering bay for Clide, spire now for Leenock
Third hatchery at Leenock's natural
Leenock opts to take a third base, double evolution chamber as well
6 mutalisks move in and destroy the tech lab researching stim
Clide moves down his ramp with six siege tanks and lots of marines
Clide leaves the game! Yikes. Some sort of computer failure, presumably.
Esports is through the vehicle of technology, says Tasteless.
Game is replayed, players spawn in the same positions
Leenock goes hatch first on 13, Clide expands on 17
Clide sends five marines down to pressure
Zergling speed, then lair for Leenock, Clide's marines retreat without engaging
Clide researching siege mode
Zerglings poke Clide's rocks but a marine is there
Baneling nest coming for Leenock, double engineering bay again for Clide
Spire and baneling speed coming for Leenock
Leenock taking his third and getting mutalisks, very similar game to the previous one
Extra hatchery at Leenock's third again, zerglings hitting Clide's rocks but tank goes to defend
Mutalisks snipe the tank at the rocks, Clide sends marines to attack Leenock's third
Leenock kills the marines at his third but loses most of his drones
Clide expanding to the center expansion, tanks sieged and turrets built, planetary fortress constructing
Leenock goes around Clide's third and sends a huge number of zerglings up the ramp to his main
The zerglings and mutalisks converge at the natural, but there are two bunkers there
Leenock withdraws before Clide's army can return
Both players essentially maxed, Leenock takes two more expansions
Clide pushes down and kills Leenock's hatchery under siege tank cover, then withdraws
Skirmishing at Leenock's right sid eexpansion, tank sieged in range of the hatchery
The hatchery goes down, the banelings never manage to get through the siege tank fire to hit the marines
Greater spire coming for Leenock, has infestors out as well
Clide pushes down to Leenock's last mining base, siege tanks covering his marines
Clide's marine count eroded by the constant fighting, Clide builds turrets to compensate
Fungal growth allows banelings to kill a large group of marines
Leenock's hatchery is finally killed
Brood lords in the center of map forcing tanks to stay unsieged
Brood lords do a tremendous amount of damage but Clide snipes Leenock's hatchery
Clide has a thor out to attack the brood lords, loses most of his tanks but his marine count is good
Leenock no longer has any hatcheries, he has to concede
Really great game by both players in difficult circumstances due to the technical problems.
Game 2 - Lost Temple
Cross positions, Clide at 2 and Leenock at 8
Hatch first for Leenock, standard factory timing for Clide
Armory and starport coming for thor, so it looks like a thor drop
Leenock getting zergling speed, then lair
Hellion comes out for Clide, Leenock starts a spine crawler
Roach warren coming for Leenock, Clide sends four SCVs to Leenock's gold
Thor dropped on the high ground, four SCVs join it
Roaches target the repairing SCVs, Leenock researches burrow
Second thor dropped at the main, roaches force Clide to pick it up
Roaches manage to kill one of the thors but the hatchery is very low health
The last thor is down to 1 hp, but a mule is dropped to repair
The repaired thor kills the hatchery
Roaches counter to Clide's base, two thors and SCVs to defend
The roaches burrow and Clide starts to move one thor away
Leenock's roaches unburrow and break the wall in
Long series of fighting in Clide's base between roaches and tank/thor
Leenock's third is up and running
Clide's last thor dies, roaches then snipe the armory
Huge number of roaches in Clide's main, he doesn't have nearly enough to deal with it
Overlords drop all the roaches on the siege tank in the mineral line
Clide waits a while but finally concedes
Very good recovery by Leenock, but really a pretty disastrous error by Clide not to anticipate the counter.
Game 3 - Shakuras Plateau
Top positions, Clide at 1 and Leenock at 11
Hatch first for Leenock, Clide appears to be doing a one barracks fast expand
Clide floats his barracks to the natural choke, then builds a bunker there
Clide completes the walloff at his choke with an engineering bay. Leenock getting zergling speed.
Double factory for Clide, researching siege mode, Leenock starts his lair
Baneling nest starting for Leenock, Armory for Clide
Leenock takes his third, blue flame upgrade finishing for Clide
Clide moves out with seven hellions, Leenock walls in his natural choke
Clide diverts to the third and starts hitting it with hellions...mutas chase them off
The hellions turn around and return to the hatchery and hit it more, still alive
Returns again, kills the drones that transferred to the third, mutas finally clear them out
Leenock takes a fourth and starts his hive
More hellions attack Leenock's third but roaches and a spine crawler hold them off
Greater spire for Leenock, but Clide is coming through the rocks with many tanks, two thors, and infantry
Clide's army enters the main but brood lords are done
Roach/brood lord pushes back Clide's force, chases him back to Clide's base
Clide built a third but had to lift it when attacked by the brood lords
Leenock pulls back and Clide lands it again, covering it with vikings and siege tanks
Clide sieges up above Leenock's fourth and forces him to pull drones
Brood lords try to get in range of the tanks, but the vikings drive them back, kiting the corruptors
Leenock expands two more times
Clide tries to move into Leenock's main again and a massive battle begins
Leenock's corruptors destroy Clide's vikings, but siege tanks force Leenock's ground forces back
The corruptors and brood lords are now exposed to fire from the marines
Leenock has enough brood lords that even with no ground support they force the marines to retreat
The planetary fortress and turrets at Clide's third prevents Leenock from pursuing
Leenock's top center hatchery finally goes down, but he transfers drones to the other two
Clide moves his massive army clockwise back through his main, taking up position outside Leenock's expansion
Somehow the brood lords arrive first and take heavy losses from the vikings, but corruptors join
Clide pulls back, many more brood lords morphing for Leenock, he has about ten
Leenock moves through the middle of the map with a very large army
Clide drops Leenock's rear expansions
Leenock attacks Clide's command center at Leenock's old base with brood lords
Vikings move in but get fungaled, the command center gets destroyed
Clide sets up another expansion down in the lower right but has to clear out some zerglings
Large flock of mutalisks out for Leenock, Clide has switched more into marauders
The mutalisks attack one of Clide's expansions, Clide counterattacks instead of turning to fight
Siege tanks kill Leenock's hatchery, the mutalisks come back to Leenock's army
Thors mixed in with Clide's army keep the mutalisks at bay
Large group of vikings kills several brood lords
Large group of hydra/roach sneaks past Clide's army and attacks his expansion
Clide's army comes to attack them but gets fungal growthed
Clide cleans out the expeditionary force, but the brood lords are heading for Clide's northern bases
The vikings aren't with Clide's army, however, and they slice through the brood lords
Leenock switches to ultralisks...making twelve. Meanwhile Leenock snipes another of Clide's command centers
Leenock has many ultralisks but not a lot else, Clide making infantry to reinforce his tank/thor/viking army
Leenock sends zerglings and mutalisks to harass Clide's base, but Clide holds them off
Clide supply blocked, holding off mutalisks only by repairing a turret at his mining base
Clide's siege tanks dominating the center of the map and his vikings are too numerous for the mutalisks to handle
Clide's tanks move down to Leenock's lower center base, Leenock counterattacks Clide's planetary fortress
The fortress falls almost immediately, the ultralisks withdraw before Clide's army can reach them
Large battle in the middle of the map, Clide's tanks die but his infantry route the ultralisks
Leenock switching back to banelings to counter Clide's infantry
Zerglings and banelings attack Clide's last mining base and force it to lift
Leenock has four brood lords again, Clide has no vikings and not enough economy to replenish his armies
The armies clash again and this time Leenock has the numbers to crush Clide's forces
Clide surrenders
Commentary: I said this match might be the best of the round of 64, but I had no idea Leenock was capable of that level of play. That was the best set of games Clide has played at the GSL, but it still wasn't enough for him to win. Clide will be disappointed to go out in the round of 64 again, but at least he played to his potential.
Hatch first on 14 for Leenock, pool on 15
Clide poking with a marine and SCV, expanding at about 20
Four zerglings come out, Clide sends his marines back
Zergling speed for Leenock, factory for Clide
Two more barracks for Clide at the top of the ramp
More pressure with five marines, zerglings push them back
Two marines survive
Leenock getting lair and a baneling nest, Clide getting siege tanks
Double engineering bay for Clide, spire now for Leenock
Third hatchery at Leenock's natural
Leenock opts to take a third base, double evolution chamber as well
6 mutalisks move in and destroy the tech lab researching stim
Clide moves down his ramp with six siege tanks and lots of marines
Clide leaves the game! Yikes. Some sort of computer failure, presumably.
Esports is through the vehicle of technology, says Tasteless.
Game is replayed, players spawn in the same positions
Leenock goes hatch first on 13, Clide expands on 17
Clide sends five marines down to pressure
Zergling speed, then lair for Leenock, Clide's marines retreat without engaging
Clide researching siege mode
Zerglings poke Clide's rocks but a marine is there
Baneling nest coming for Leenock, double engineering bay again for Clide
Spire and baneling speed coming for Leenock
Leenock taking his third and getting mutalisks, very similar game to the previous one
Extra hatchery at Leenock's third again, zerglings hitting Clide's rocks but tank goes to defend
Mutalisks snipe the tank at the rocks, Clide sends marines to attack Leenock's third
Leenock kills the marines at his third but loses most of his drones
Clide expanding to the center expansion, tanks sieged and turrets built, planetary fortress constructing
Leenock goes around Clide's third and sends a huge number of zerglings up the ramp to his main
The zerglings and mutalisks converge at the natural, but there are two bunkers there
Leenock withdraws before Clide's army can return
Both players essentially maxed, Leenock takes two more expansions
Clide pushes down and kills Leenock's hatchery under siege tank cover, then withdraws
Skirmishing at Leenock's right sid eexpansion, tank sieged in range of the hatchery
The hatchery goes down, the banelings never manage to get through the siege tank fire to hit the marines
Greater spire coming for Leenock, has infestors out as well
Clide pushes down to Leenock's last mining base, siege tanks covering his marines
Clide's marine count eroded by the constant fighting, Clide builds turrets to compensate
Fungal growth allows banelings to kill a large group of marines
Leenock's hatchery is finally killed
Brood lords in the center of map forcing tanks to stay unsieged
Brood lords do a tremendous amount of damage but Clide snipes Leenock's hatchery
Clide has a thor out to attack the brood lords, loses most of his tanks but his marine count is good
Leenock no longer has any hatcheries, he has to concede
Really great game by both players in difficult circumstances due to the technical problems.
Game 2 - Lost Temple
Cross positions, Clide at 2 and Leenock at 8
Hatch first for Leenock, standard factory timing for Clide
Armory and starport coming for thor, so it looks like a thor drop
Leenock getting zergling speed, then lair
Hellion comes out for Clide, Leenock starts a spine crawler
Roach warren coming for Leenock, Clide sends four SCVs to Leenock's gold
Thor dropped on the high ground, four SCVs join it
Roaches target the repairing SCVs, Leenock researches burrow
Second thor dropped at the main, roaches force Clide to pick it up
Roaches manage to kill one of the thors but the hatchery is very low health
The last thor is down to 1 hp, but a mule is dropped to repair
The repaired thor kills the hatchery
Roaches counter to Clide's base, two thors and SCVs to defend
The roaches burrow and Clide starts to move one thor away
Leenock's roaches unburrow and break the wall in
Long series of fighting in Clide's base between roaches and tank/thor
Leenock's third is up and running
Clide's last thor dies, roaches then snipe the armory
Huge number of roaches in Clide's main, he doesn't have nearly enough to deal with it
Overlords drop all the roaches on the siege tank in the mineral line
Clide waits a while but finally concedes
Very good recovery by Leenock, but really a pretty disastrous error by Clide not to anticipate the counter.
Game 3 - Shakuras Plateau
Top positions, Clide at 1 and Leenock at 11
Hatch first for Leenock, Clide appears to be doing a one barracks fast expand
Clide floats his barracks to the natural choke, then builds a bunker there
Clide completes the walloff at his choke with an engineering bay. Leenock getting zergling speed.
Double factory for Clide, researching siege mode, Leenock starts his lair
Baneling nest starting for Leenock, Armory for Clide
Leenock takes his third, blue flame upgrade finishing for Clide
Clide moves out with seven hellions, Leenock walls in his natural choke
Clide diverts to the third and starts hitting it with hellions...mutas chase them off
The hellions turn around and return to the hatchery and hit it more, still alive
Returns again, kills the drones that transferred to the third, mutas finally clear them out
Leenock takes a fourth and starts his hive
More hellions attack Leenock's third but roaches and a spine crawler hold them off
Greater spire for Leenock, but Clide is coming through the rocks with many tanks, two thors, and infantry
Clide's army enters the main but brood lords are done
Roach/brood lord pushes back Clide's force, chases him back to Clide's base
Clide built a third but had to lift it when attacked by the brood lords
Leenock pulls back and Clide lands it again, covering it with vikings and siege tanks
Clide sieges up above Leenock's fourth and forces him to pull drones
Brood lords try to get in range of the tanks, but the vikings drive them back, kiting the corruptors
Leenock expands two more times
Clide tries to move into Leenock's main again and a massive battle begins
Leenock's corruptors destroy Clide's vikings, but siege tanks force Leenock's ground forces back
The corruptors and brood lords are now exposed to fire from the marines
Leenock has enough brood lords that even with no ground support they force the marines to retreat
The planetary fortress and turrets at Clide's third prevents Leenock from pursuing
Leenock's top center hatchery finally goes down, but he transfers drones to the other two
Clide moves his massive army clockwise back through his main, taking up position outside Leenock's expansion
Somehow the brood lords arrive first and take heavy losses from the vikings, but corruptors join
Clide pulls back, many more brood lords morphing for Leenock, he has about ten
Leenock moves through the middle of the map with a very large army
Clide drops Leenock's rear expansions
Leenock attacks Clide's command center at Leenock's old base with brood lords
Vikings move in but get fungaled, the command center gets destroyed
Clide sets up another expansion down in the lower right but has to clear out some zerglings
Large flock of mutalisks out for Leenock, Clide has switched more into marauders
The mutalisks attack one of Clide's expansions, Clide counterattacks instead of turning to fight
Siege tanks kill Leenock's hatchery, the mutalisks come back to Leenock's army
Thors mixed in with Clide's army keep the mutalisks at bay
Large group of vikings kills several brood lords
Large group of hydra/roach sneaks past Clide's army and attacks his expansion
Clide's army comes to attack them but gets fungal growthed
Clide cleans out the expeditionary force, but the brood lords are heading for Clide's northern bases
The vikings aren't with Clide's army, however, and they slice through the brood lords
Leenock switches to ultralisks...making twelve. Meanwhile Leenock snipes another of Clide's command centers
Leenock has many ultralisks but not a lot else, Clide making infantry to reinforce his tank/thor/viking army
Leenock sends zerglings and mutalisks to harass Clide's base, but Clide holds them off
Clide supply blocked, holding off mutalisks only by repairing a turret at his mining base
Clide's siege tanks dominating the center of the map and his vikings are too numerous for the mutalisks to handle
Clide's tanks move down to Leenock's lower center base, Leenock counterattacks Clide's planetary fortress
The fortress falls almost immediately, the ultralisks withdraw before Clide's army can reach them
Large battle in the middle of the map, Clide's tanks die but his infantry route the ultralisks
Leenock switching back to banelings to counter Clide's infantry
Zerglings and banelings attack Clide's last mining base and force it to lift
Leenock has four brood lords again, Clide has no vikings and not enough economy to replenish his armies
The armies clash again and this time Leenock has the numbers to crush Clide's forces
Clide surrenders
Commentary: I said this match might be the best of the round of 64, but I had no idea Leenock was capable of that level of play. That was the best set of games Clide has played at the GSL, but it still wasn't enough for him to win. Clide will be disappointed to go out in the round of 64 again, but at least he played to his potential.
oGsHyperdub (T) vs STMax (Z)
Match Rating: 6/10
Click for match play by play and commentary
Game 1 - Blistering Sands
Hyperdub putting down two proxy barracks near the northwest watchtower, Max going hatch first
Hyperdub adds a third barracks, Max doesn't cancel his expansion
Max assembles a large group of drones, Hyperdub gets five marines and three SCVs for the attack
Hyperdub manages to finish a bunker but his marines are cut off from it by drones and zerglings
Hyperdub seems to have too many marines, however, though Max's queen is attacking the empty bunker
One marine gets in the bunker, queen is caught off creep and dies
Six marines at Max's natural facing about eight zerglings, needless to say that doesn't end well for Max
Max has to concede
Max learns what LiquidTLO already knew: Hyperdub isn't afraid to all-in cheese on the big stage
Game 2 - Scrap Station
Barracks at the low ground choke for Hyperdub, Max goes hatch first despite not seeing it
Command center on 20 for Hyperdub, then a bunker at the smoke near Max's base
Now Hyperdub makes another bunker, closer...a bunker push with a small number of marines right now
Max getting zergling speed, Hyperdub adding more barracks
Max gets a ton of zerglings and destroys the bunker and the marines inside, albeit with some losses
Hyperdub has walled off his main and natural with barracks, Max attacks the rocks
Hyperdub puts up a wall behind the rocks with a factory and engineering bay, has another factory in his main
Lair for Max, Hyperdub getting siege tanks, two armories, and blue flame
Max takes the gold base and tears down the rocks at the lower chokes in the southwest of the map
Hyperdub pushes out with about 15 marines and a few hellions, blue flame about to finish
Mass zergling for Max, also expanding to the Terran fourth
Max surrounds a group of marines but the blue flame hellions crush them
Hyperdub destroys the gold base with marines and hellions
Mass infestor coming from Max, his expansion at the Terran fourth remains unscouted
Mass ling/infestor army for Max moving around the map, tank/thor/hellion for Hyperdub
Huge group of hellions move out and get fungaled, mass zerglings attack them and all die except two
Max uses neural parasites on Hyperdub's thors, allowing his small group of roaches to obliterate Hyperdub's army
Max has another expansion up in his traditional third, Hyperdub probably still doesn't know about the real third
Six overlords load up with roaches and head for Hyperdub's main, Max also taking his traditional fourth
The roaches do tremendous damage in Hyperdub's main and force Hyperdub to pull back
Max getting hive and expanding to the island as well, has every possible expansion except the gold and Hyperdub's third, now compared to Hyperdub's two bases
Hyperdub takes his third, Max attacks with neural parasite and roaches but Max's tanks easily defeat it
Hyperdub sieges up at the central watchtower firing at Max's hatchery. Max breaking down the rocks between bases
The rocks go down but Hyperdub sieges up in time to repel them
Max's large roach force catches Hyperdub's tank army unsieged, destroys it entirely, then pulls back
Another big roach drop coming from Max, lucky scan spots the overlords as they fly over tyhe island
Max drops some of the roachs at Hyperdub's main, but the other overlords take the rest down to Hyperdub's natural
The orbital command at Hyperdub's natural falls as he fails to lift it
Another drop behind the minerals at Hyperdub's third does some damage, but it's a planetary so the command center is safe
Max switches into brood lords, but Hyperdub has anticipated this and gotten a huge number of vikings
Hyperdub takes out Max's hidden third, moves to take the gold base
Max manages to fungal Hyperdub's vikings, Hyperdub tries to attack but all his vikings go down
The brood lords are now essentially unopposed and destroy Hyperdub's entire army
The brood lords move to Hyperdub's planetary fortress and there's nothing to stop them
Hyperdub concedes
Just when Max's economy seemed to be slowing down, his fungal on the vikings cleared the field for his brood lords and gave him the victory.
Game 3 - Delta Quadrant
Lower positions, Max at 7 and Hyperdub at 4
Hatch first for Max, double barracks for Hyperdub
Max scouts it almost immediately but as usual doesn't cancel his expansion
Two marines and an SCV coming, Hyperdub walls him in with bunkers at the bottom of the ramp
Max gets a baneling nest instead, sends what zerglings he has to stop reinforcements
Max has banelings ready to destroy the bunkers, Hyperdub has stopped rallying his marines
Max counters his banelings to Hyperdub's ramp but doesn't attack, seems to be opting for a contain
Max sends his zerglings to clear the rocks at the gold, Hyperdub expanding to his back natural
Hyperdub creating bunkers, expecting an all-in probably, getting blue flame and siege mode
Max expanding to the gold, finally getting zergling speed
Max gets a nydus, but loses a ton of zerglings to two hellions since they don't have speed
The nydus completes at Hyperdub's natural, banelings and zerglings kill some marines and SCVs
Max getting a spire, Hyperdub getting an armory
Hyperdub moves out and contains Max in his main, then diverts to the gold and easily kills the nexus
Mutalisks come out and Hyperdub only has a few marines, they die quickly and the mutalisks are unopposed
Hellions kill all the drones anyway before the mutalisks manage to clean everything up
Max surrenders
Once again, Max's insistence on a high economy build order even after he scouted a high pressure opening from Hyperdub cost him the game.
Commentary: Once he actually reached the midgame, Max seemed like he was at least as good as Hyperdub, but he stubbornly went hatch first each game even though Hyperdub was ruthlessly exploiting it. Hyperdub is a good player, but he doesn't seem like he's improved to the same degree as some of the other prominent players.
Hyperdub putting down two proxy barracks near the northwest watchtower, Max going hatch first
Hyperdub adds a third barracks, Max doesn't cancel his expansion
Max assembles a large group of drones, Hyperdub gets five marines and three SCVs for the attack
Hyperdub manages to finish a bunker but his marines are cut off from it by drones and zerglings
Hyperdub seems to have too many marines, however, though Max's queen is attacking the empty bunker
One marine gets in the bunker, queen is caught off creep and dies
Six marines at Max's natural facing about eight zerglings, needless to say that doesn't end well for Max
Max has to concede
Max learns what LiquidTLO already knew: Hyperdub isn't afraid to all-in cheese on the big stage
Game 2 - Scrap Station
Barracks at the low ground choke for Hyperdub, Max goes hatch first despite not seeing it
Command center on 20 for Hyperdub, then a bunker at the smoke near Max's base
Now Hyperdub makes another bunker, closer...a bunker push with a small number of marines right now
Max getting zergling speed, Hyperdub adding more barracks
Max gets a ton of zerglings and destroys the bunker and the marines inside, albeit with some losses
Hyperdub has walled off his main and natural with barracks, Max attacks the rocks
Hyperdub puts up a wall behind the rocks with a factory and engineering bay, has another factory in his main
Lair for Max, Hyperdub getting siege tanks, two armories, and blue flame
Max takes the gold base and tears down the rocks at the lower chokes in the southwest of the map
Hyperdub pushes out with about 15 marines and a few hellions, blue flame about to finish
Mass zergling for Max, also expanding to the Terran fourth
Max surrounds a group of marines but the blue flame hellions crush them
Hyperdub destroys the gold base with marines and hellions
Mass infestor coming from Max, his expansion at the Terran fourth remains unscouted
Mass ling/infestor army for Max moving around the map, tank/thor/hellion for Hyperdub
Huge group of hellions move out and get fungaled, mass zerglings attack them and all die except two
Max uses neural parasites on Hyperdub's thors, allowing his small group of roaches to obliterate Hyperdub's army
Max has another expansion up in his traditional third, Hyperdub probably still doesn't know about the real third
Six overlords load up with roaches and head for Hyperdub's main, Max also taking his traditional fourth
The roaches do tremendous damage in Hyperdub's main and force Hyperdub to pull back
Max getting hive and expanding to the island as well, has every possible expansion except the gold and Hyperdub's third, now compared to Hyperdub's two bases
Hyperdub takes his third, Max attacks with neural parasite and roaches but Max's tanks easily defeat it
Hyperdub sieges up at the central watchtower firing at Max's hatchery. Max breaking down the rocks between bases
The rocks go down but Hyperdub sieges up in time to repel them
Max's large roach force catches Hyperdub's tank army unsieged, destroys it entirely, then pulls back
Another big roach drop coming from Max, lucky scan spots the overlords as they fly over tyhe island
Max drops some of the roachs at Hyperdub's main, but the other overlords take the rest down to Hyperdub's natural
The orbital command at Hyperdub's natural falls as he fails to lift it
Another drop behind the minerals at Hyperdub's third does some damage, but it's a planetary so the command center is safe
Max switches into brood lords, but Hyperdub has anticipated this and gotten a huge number of vikings
Hyperdub takes out Max's hidden third, moves to take the gold base
Max manages to fungal Hyperdub's vikings, Hyperdub tries to attack but all his vikings go down
The brood lords are now essentially unopposed and destroy Hyperdub's entire army
The brood lords move to Hyperdub's planetary fortress and there's nothing to stop them
Hyperdub concedes
Just when Max's economy seemed to be slowing down, his fungal on the vikings cleared the field for his brood lords and gave him the victory.
Game 3 - Delta Quadrant
Lower positions, Max at 7 and Hyperdub at 4
Hatch first for Max, double barracks for Hyperdub
Max scouts it almost immediately but as usual doesn't cancel his expansion
Two marines and an SCV coming, Hyperdub walls him in with bunkers at the bottom of the ramp
Max gets a baneling nest instead, sends what zerglings he has to stop reinforcements
Max has banelings ready to destroy the bunkers, Hyperdub has stopped rallying his marines
Max counters his banelings to Hyperdub's ramp but doesn't attack, seems to be opting for a contain
Max sends his zerglings to clear the rocks at the gold, Hyperdub expanding to his back natural
Hyperdub creating bunkers, expecting an all-in probably, getting blue flame and siege mode
Max expanding to the gold, finally getting zergling speed
Max gets a nydus, but loses a ton of zerglings to two hellions since they don't have speed
The nydus completes at Hyperdub's natural, banelings and zerglings kill some marines and SCVs
Max getting a spire, Hyperdub getting an armory
Hyperdub moves out and contains Max in his main, then diverts to the gold and easily kills the nexus
Mutalisks come out and Hyperdub only has a few marines, they die quickly and the mutalisks are unopposed
Hellions kill all the drones anyway before the mutalisks manage to clean everything up
Max surrenders
Once again, Max's insistence on a high economy build order even after he scouted a high pressure opening from Hyperdub cost him the game.
Commentary: Once he actually reached the midgame, Max seemed like he was at least as good as Hyperdub, but he stubbornly went hatch first each game even though Hyperdub was ruthlessly exploiting it. Hyperdub is a good player, but he doesn't seem like he's improved to the same degree as some of the other prominent players.
OdinMvP (T) vs oGsMC (P)
Match Rating: 2/10
Click for match play by play and commentary
Game 1 - Jungle Basin
Standard openings for both players
Odin builds his factory at the low ground and then lifts it, then proxies his starport near MC's rocks.
MC expands at 22, then gets a robotics, Odin gets a bunker and moves a small group of infantry into the center
Odin getting a banshee and cloak, MC getting two observers
Odin rallies his banshees with his army, not in MC's base
One banshee probes the main from the north, but stalkers and an observer repel it easily
Odin continuing to make banshees, finally expands to his natural
MC moves out, two banshees attack his natural, kill the two stalkers there defending
MC pushes up the ramp, force fields split the defending marines and make it an easy victory
Odin concedes
Odin looked, uh, not very good. Perhaps it was just nerves?
Game 2 - Shakuras Plateau
Cross positions, MC at 7 and Odin at 2
Standard openings from both players
Two barracks and tech lab for Odin, scouted by MC
Marauder and now reaper coming for Odin, reactor on other barracks
Stargate for MC, expansion for Odin
Reaper goes into the base and sees the stargate making a phoenix
MC scouts with a phoenix, then puts down an expansion
MC starts his robotics, still making phoenixes
Phoenix do some minor harassment, teching toward colossus
Odin gets a ghost academy and an armory, the phoenixes see them as they build
Odin is still not making vikings, moves out with marine/marauder/thor
MC has three colossus and a decent ground escort, moves out to engage
Force fields prevent the infantry from retreating from the zealots, Odin's army melts
MC's army reaches Odin's natural with four colossus and the remnants of their escort
In the ensuing battle, the support units for the colossus all die, but there's nothing left to stop the colossus anyway
Finally a viking comes out and forces the colossus to drop back to a proxy pylon where stalkers are warping in
MC goes back, kills the one viking with the stalkers, then obliterates the other defenders
Odin surrenders. MC comes out and points to his LiquidHuk sweatshirt.
Another easy victory for MC, really.
Commentary: It's a cruel world. Several top players have gone out in the round of 64 against unexpectedly strong opposition, and oGsMC meanwhile drew a player who clearly was in way over his head. That was kind of how I expect all teamless unknown players to play, but Odin was by far the least impressive so far. Apparently OdinMvP eliminated Huk but based on what we saw here...that's pretty hard to believe. Maybe Odin let his nerves get to him.
Standard openings for both players
Odin builds his factory at the low ground and then lifts it, then proxies his starport near MC's rocks.
MC expands at 22, then gets a robotics, Odin gets a bunker and moves a small group of infantry into the center
Odin getting a banshee and cloak, MC getting two observers
Odin rallies his banshees with his army, not in MC's base
One banshee probes the main from the north, but stalkers and an observer repel it easily
Odin continuing to make banshees, finally expands to his natural
MC moves out, two banshees attack his natural, kill the two stalkers there defending
MC pushes up the ramp, force fields split the defending marines and make it an easy victory
Odin concedes
Odin looked, uh, not very good. Perhaps it was just nerves?
Game 2 - Shakuras Plateau
Cross positions, MC at 7 and Odin at 2
Standard openings from both players
Two barracks and tech lab for Odin, scouted by MC
Marauder and now reaper coming for Odin, reactor on other barracks
Stargate for MC, expansion for Odin
Reaper goes into the base and sees the stargate making a phoenix
MC scouts with a phoenix, then puts down an expansion
MC starts his robotics, still making phoenixes
Phoenix do some minor harassment, teching toward colossus
Odin gets a ghost academy and an armory, the phoenixes see them as they build
Odin is still not making vikings, moves out with marine/marauder/thor
MC has three colossus and a decent ground escort, moves out to engage
Force fields prevent the infantry from retreating from the zealots, Odin's army melts
MC's army reaches Odin's natural with four colossus and the remnants of their escort
In the ensuing battle, the support units for the colossus all die, but there's nothing left to stop the colossus anyway
Finally a viking comes out and forces the colossus to drop back to a proxy pylon where stalkers are warping in
MC goes back, kills the one viking with the stalkers, then obliterates the other defenders
Odin surrenders. MC comes out and points to his LiquidHuk sweatshirt.
Another easy victory for MC, really.
Commentary: It's a cruel world. Several top players have gone out in the round of 64 against unexpectedly strong opposition, and oGsMC meanwhile drew a player who clearly was in way over his head. That was kind of how I expect all teamless unknown players to play, but Odin was by far the least impressive so far. Apparently OdinMvP eliminated Huk but based on what we saw here...that's pretty hard to believe. Maybe Odin let his nerves get to him.
cOreZenith (P) vs STJuly (Z)
Match Rating: 4/10
Click for match play by play and commentary
Game 1 - Shakuras Plateau
Pool first for July, then zergling speed, cOre with a standard opening
Hatch on 18 for July, scouted by cOre's probe
July's zerglings slip past what should have been a zealot wall-off and scout the main
While cOre tries to get those zerglings, July sends in more, but good force fields defuse the attack
cOre expands, July getting a spire
cOre getting twilight council, then a dark shrine
Zerglings catch sentries out in the open and kill several of them
Ten mutalisks out for July, dark shrine is finishing for cOre
No defense at the main when the mutalisks arrive, they kill many probes and then snipe sentries
Mutalisks finally withdraw from the stalkers, then move down to the natural which is even more undefended
July takes his third, dark templar tries to go into the natural but an overseer is there and it dies immediately
DT delays the drones from transferring to July's third
Mutalisks continue to harass cOre's main, no blink yet
DTs go through the rocks and enter the main, killed by a drone surround after some decent damage
July staying at 10 mutalisks and switching into roach
cOre's army is mainly stalkers with a few sentries and zealots supporting
His DT sees the size of July's roach army so his army stays at home
cOre moves out into the center of the map, sniping some overlords
Enormous roach army goes to meet them, cOre puts up some force fields and they all burrow
There's no observer, so the roaches easily move under the force fields and then slaughter the stalkers
cOre concedes
Pretty one-sided game. July looked substantially better than cOre, though he faces a much less favorable map in game 2.
Game 2 - Delta Quadrant
Right side positions, cOre at 2 and July at 5
Pool first for July, standard opening for cOre
Zergling speed for July, then pulls drones off gas
Expansion at about 22 for July
cOre getting a stargate in addition to the usual gateways, July getting a roach warren
cOre starts a void ray, July starts lair at about the same time
Three queens for July, two void rays moving out with a very small ground complement, third void ray on the way
Transfusion micro allows the queens to do enough damage to the void rays, they all die but more are made
Roaches and zerglings easily eliminate the ground forces, forcing the void rays to pull back
July starts a spire, cOre stops making void rays and expands to his back rocks
The two void rays left move back to July's base to try to harass, but three queens at each base means no dice
Zerglings kill the rocks at the gold despite void rays shooting at them
Mutalisks come out and destroy the two void rays
The mutalisks are repelled from cOre's expansion, but July expands to the gold base
July makes a few corruptors, gets roach upgrades
Mutalisks do some minor harassment, July expands to a fourth and switches to hydra
cOre is two bases down, he moves out with a large sentry/stalker army
July engages in the middle of the map, loses pretty badly, but of course his economy allows him to replace it
July making all roaches now, pushing the stalkers back to cOre's ramp
cOre surrenders
cOre didn't seem to have any kind of idea what to do after his void rays failed to do very much damage, and July made him pay.
Commentary: It's hard to tell how good July is since his opponent was grievously outmatched, but he disposed of him without breaking a sweat, and that counts for something. Since July had trouble qualifying for previous tournaments, it's easy to discount him, but as sSKS, NaDa, TOP, and many other players have proved, even the best sometimes lose in the qualifiers.
Pool first for July, then zergling speed, cOre with a standard opening
Hatch on 18 for July, scouted by cOre's probe
July's zerglings slip past what should have been a zealot wall-off and scout the main
While cOre tries to get those zerglings, July sends in more, but good force fields defuse the attack
cOre expands, July getting a spire
cOre getting twilight council, then a dark shrine
Zerglings catch sentries out in the open and kill several of them
Ten mutalisks out for July, dark shrine is finishing for cOre
No defense at the main when the mutalisks arrive, they kill many probes and then snipe sentries
Mutalisks finally withdraw from the stalkers, then move down to the natural which is even more undefended
July takes his third, dark templar tries to go into the natural but an overseer is there and it dies immediately
DT delays the drones from transferring to July's third
Mutalisks continue to harass cOre's main, no blink yet
DTs go through the rocks and enter the main, killed by a drone surround after some decent damage
July staying at 10 mutalisks and switching into roach
cOre's army is mainly stalkers with a few sentries and zealots supporting
His DT sees the size of July's roach army so his army stays at home
cOre moves out into the center of the map, sniping some overlords
Enormous roach army goes to meet them, cOre puts up some force fields and they all burrow
There's no observer, so the roaches easily move under the force fields and then slaughter the stalkers
cOre concedes
Pretty one-sided game. July looked substantially better than cOre, though he faces a much less favorable map in game 2.
Game 2 - Delta Quadrant
Right side positions, cOre at 2 and July at 5
Pool first for July, standard opening for cOre
Zergling speed for July, then pulls drones off gas
Expansion at about 22 for July
cOre getting a stargate in addition to the usual gateways, July getting a roach warren
cOre starts a void ray, July starts lair at about the same time
Three queens for July, two void rays moving out with a very small ground complement, third void ray on the way
Transfusion micro allows the queens to do enough damage to the void rays, they all die but more are made
Roaches and zerglings easily eliminate the ground forces, forcing the void rays to pull back
July starts a spire, cOre stops making void rays and expands to his back rocks
The two void rays left move back to July's base to try to harass, but three queens at each base means no dice
Zerglings kill the rocks at the gold despite void rays shooting at them
Mutalisks come out and destroy the two void rays
The mutalisks are repelled from cOre's expansion, but July expands to the gold base
July makes a few corruptors, gets roach upgrades
Mutalisks do some minor harassment, July expands to a fourth and switches to hydra
cOre is two bases down, he moves out with a large sentry/stalker army
July engages in the middle of the map, loses pretty badly, but of course his economy allows him to replace it
July making all roaches now, pushing the stalkers back to cOre's ramp
cOre surrenders
cOre didn't seem to have any kind of idea what to do after his void rays failed to do very much damage, and July made him pay.
Commentary: It's hard to tell how good July is since his opponent was grievously outmatched, but he disposed of him without breaking a sweat, and that counts for something. Since July had trouble qualifying for previous tournaments, it's easy to discount him, but as sSKS, NaDa, TOP, and many other players have proved, even the best sometimes lose in the qualifiers.
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