Match Rating: 7/10
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Game 1 - Shakuras Plateau
Top positions, Leenock at 10 and MarineKing at 2
Hatch first on 14 for Leenock, gas and barracks for MarineKing
Tech lab, stim as soon as it finishes, then command center on 24
Zergling speed for Leenock, two more barracks for MarineKing
One more barracks now for a total of four, spine crawler and lair for Leenock who scouts the expansion
Shields researching for MarineKing, reactors going on all three barracks
Baneling nest starts for Leenock, MarineKing moves out with about ten marines
Spire and baneling speed start for Leenock, MarineKing moves on to the creep and kills tumors
MarineKing moves up the ramp and kills the spire crawler before banelings and zerglings take out the small force
Zerglings attack the second wave in the center of the map and kill it
MarineKing collects a third group and moves out again, Leenock starts a third, getting mutalisks and air attack upgrade
MarineKing backs off, five mutalisks arrive in his base and kill a few mules before marines drive them off
Medivacs pumping out of a starport, armory on the way as well
MarineKing knocks down the rocks and moves across with about thirty marines and two medivacs
MarineKing walks into the main with the mutalisks in the distance
Some drones are killed, but instead of trying to snipe the spire MarineKing takes about ten seconds to completely spread his marines
The mutalisks are good against the spread marines but there aren't enough of them, the banelings have to attack
Only about half the marines die to the banelings, the rest close ranks to fight the mutalisks
Leenock concedes
Leenock deflected MarineKing's early pressure easily, but he was caught totally off guard by the sudden attack in force through the rocks.
Game 2 - Scrap Station
Hatch first on 14 for Leenock and a very early scout, no gas for MarineKing
Command center on 17 for MarineKing at the top of his base near the island
Double engineering bay for MarineKing, command center loads SCVs and floats to the island
Zergling speed starts for Leenock, an overlord scouts the command center at the island
Lair starts for Leenock, MarineKing gets a factory and two more barracks
Baneling nest for Leenock, starport for MarineKing, one tech lab and two reactors for his barracks
Spire now for Leenock, stim for MarineKing
Armory for MarineKing, viking comes out of the starport to clear overlords, reactor goes on the starport
Baneling speed for Leenock, seven mutalisks coming, Leenock starts a hatch at the gold
Four turrets up on the island for MarineKing
Nydus starts for Leenock, shields start for MarineKing
The nydus appears uncontested on the island and zerglings stream in to the undefended island
MarineKing moves out with a large force of upgraded marines, the command center from the island floats away
Mutalisks and zerglings counterattack to MarineKing's wall while the gold dies
The attack at the wall is repelled
MarineKing moves up toward Leenock's expansion, banelings move in and destroy the army before the marines split
MarineKing moves his island command center to his natural, but Leenock puts a nydus on the high ground over it
MarineKing repels the attack without much difficulty, Leenock harasses the main with mutalisks
Leenock expanding to his third and the gold
MarineKing moves through the rocks with another marine army and five dropships
A long battle is fought, this time MarineKing's micro is perfect but there are so many banelings and speedlings the army dies anyway
Leenock has nothing left over initially but mutalisks, but of course his economy is superior
MarineKing moves out with another marine army, but there are too many zerglings and it is easily cleaned up
Leenock hasn't transferred his drones to his expansions so he is only on one mining base despite three hatches
Leenock attacks the natural with banelings from a nydus and kills all the SCVs
MarineKing sends a small force to the gold but banelings clean it up
Another force of marines heads to Leenock's third and gets cleaned up by banelings and mutalisks
One last marine force moves to the watchtower but once again is killed by banelings
MarineKing concedes
Losing the initial marine army and the undefended island were two large blows that MarineKing simply couldn't recover from
Game 3 - Jungle Basin
Hatch first on 14 for Leenock, another early scout harasses the SCV building the barracks but gets killed by another SCV
No gas, command center on 19 for MarineKing
Engineering bay for MarineKing, five marines move out to pressure with an SCV
Zergling speed starts for Leenock, MarineKing pulls back after reaching the watchtower
Two more barracks for MarineKing, lair coming for Leenock
Zerglings start to attack the back rocks but MarineKing has a supply depot building to spot it and chases them away
Second engineering bay for MarineKing, baneling nest for Leenock, armory for MarineKing
Starport starts and barracks for the reactors, two bunkers behind the barracks
Baneling speed, infestation pit, burrow, and a third macro hatchery for Leenock
Leenock sacrifices an overlord to scout MarineKing's main, Leenock takes a third and fourth at the outside expansions
Medivac moves out to the left side expansion and forces a cancel, three more dropships heading toward the natural
He scans and sees the infestors there, pulls back to Leenock's third and kills the hatchery just before zerglings get there
The dropships try to withdraw but they get fungaled and then shot down by infested terrans
Leenock takes a third in the center, hive up for Leenock, ultralisk cavern starts
MarineKing's army kills the hatchery at Leenock's third despite fungal growth and then fights a battle nearby with Leenock's army
Leenock manages to clean up the army with infestors and banelings
MarineKing floats a command center to a center expansion, Leenock tries again to take a third at the outside expansion
An SCV scouts Leenock's third, planetary fortress at MarineKing's third, ultralisks coming for Leenock
Leenock expands to the center and other outside as well
MarineKing moves his army to Leenock's third and kills the hatch there
Leenock's ultralisk count is low and easily repelled by MarineKing's mass marine with a handful of marauders
MarineKing moves to the center expansion, infestors attack but MarineKing has pre-spread his marines
The center expansion dies, there's a large battle fought outside Leenock's main
MarineKing loses a fair number of marines to fungal and banelings, but reinforcements clear out the ultralisks
MarineKing moves into Leenock's main and spreads his marines to prevent fungal growth
Leenock doesn't have enough left to fight it
Leenock surrenders
Strange decision by Leenock to go to ultralisks while still on two base against a mass marine. Good play from MarineKing to deny Leenock's expansions, however.
Commentary: These are both great players and all kinds of brilliant micro was on display, but the strategic decisionmaking was a little disappointing. In each game someone made a mistake that probably cost them the game: not spotting at the rocks, not paying attention to the first army and no defense from nydus, and finally ultralisks in game 3. Perhaps game 3 will show people that, contrary to popular belief, infestors do not by themselves counter MarineKing's marine armies since his spreading tactics against banelings also protect him from fungal growth.
Top positions, Leenock at 10 and MarineKing at 2
Hatch first on 14 for Leenock, gas and barracks for MarineKing
Tech lab, stim as soon as it finishes, then command center on 24
Zergling speed for Leenock, two more barracks for MarineKing
One more barracks now for a total of four, spine crawler and lair for Leenock who scouts the expansion
Shields researching for MarineKing, reactors going on all three barracks
Baneling nest starts for Leenock, MarineKing moves out with about ten marines
Spire and baneling speed start for Leenock, MarineKing moves on to the creep and kills tumors
MarineKing moves up the ramp and kills the spire crawler before banelings and zerglings take out the small force
Zerglings attack the second wave in the center of the map and kill it
MarineKing collects a third group and moves out again, Leenock starts a third, getting mutalisks and air attack upgrade
MarineKing backs off, five mutalisks arrive in his base and kill a few mules before marines drive them off
Medivacs pumping out of a starport, armory on the way as well
MarineKing knocks down the rocks and moves across with about thirty marines and two medivacs
MarineKing walks into the main with the mutalisks in the distance
Some drones are killed, but instead of trying to snipe the spire MarineKing takes about ten seconds to completely spread his marines
The mutalisks are good against the spread marines but there aren't enough of them, the banelings have to attack
Only about half the marines die to the banelings, the rest close ranks to fight the mutalisks
Leenock concedes
Leenock deflected MarineKing's early pressure easily, but he was caught totally off guard by the sudden attack in force through the rocks.
Game 2 - Scrap Station
Hatch first on 14 for Leenock and a very early scout, no gas for MarineKing
Command center on 17 for MarineKing at the top of his base near the island
Double engineering bay for MarineKing, command center loads SCVs and floats to the island
Zergling speed starts for Leenock, an overlord scouts the command center at the island
Lair starts for Leenock, MarineKing gets a factory and two more barracks
Baneling nest for Leenock, starport for MarineKing, one tech lab and two reactors for his barracks
Spire now for Leenock, stim for MarineKing
Armory for MarineKing, viking comes out of the starport to clear overlords, reactor goes on the starport
Baneling speed for Leenock, seven mutalisks coming, Leenock starts a hatch at the gold
Four turrets up on the island for MarineKing
Nydus starts for Leenock, shields start for MarineKing
The nydus appears uncontested on the island and zerglings stream in to the undefended island
MarineKing moves out with a large force of upgraded marines, the command center from the island floats away
Mutalisks and zerglings counterattack to MarineKing's wall while the gold dies
The attack at the wall is repelled
MarineKing moves up toward Leenock's expansion, banelings move in and destroy the army before the marines split
MarineKing moves his island command center to his natural, but Leenock puts a nydus on the high ground over it
MarineKing repels the attack without much difficulty, Leenock harasses the main with mutalisks
Leenock expanding to his third and the gold
MarineKing moves through the rocks with another marine army and five dropships
A long battle is fought, this time MarineKing's micro is perfect but there are so many banelings and speedlings the army dies anyway
Leenock has nothing left over initially but mutalisks, but of course his economy is superior
MarineKing moves out with another marine army, but there are too many zerglings and it is easily cleaned up
Leenock hasn't transferred his drones to his expansions so he is only on one mining base despite three hatches
Leenock attacks the natural with banelings from a nydus and kills all the SCVs
MarineKing sends a small force to the gold but banelings clean it up
Another force of marines heads to Leenock's third and gets cleaned up by banelings and mutalisks
One last marine force moves to the watchtower but once again is killed by banelings
MarineKing concedes
Losing the initial marine army and the undefended island were two large blows that MarineKing simply couldn't recover from
Game 3 - Jungle Basin
Hatch first on 14 for Leenock, another early scout harasses the SCV building the barracks but gets killed by another SCV
No gas, command center on 19 for MarineKing
Engineering bay for MarineKing, five marines move out to pressure with an SCV
Zergling speed starts for Leenock, MarineKing pulls back after reaching the watchtower
Two more barracks for MarineKing, lair coming for Leenock
Zerglings start to attack the back rocks but MarineKing has a supply depot building to spot it and chases them away
Second engineering bay for MarineKing, baneling nest for Leenock, armory for MarineKing
Starport starts and barracks for the reactors, two bunkers behind the barracks
Baneling speed, infestation pit, burrow, and a third macro hatchery for Leenock
Leenock sacrifices an overlord to scout MarineKing's main, Leenock takes a third and fourth at the outside expansions
Medivac moves out to the left side expansion and forces a cancel, three more dropships heading toward the natural
He scans and sees the infestors there, pulls back to Leenock's third and kills the hatchery just before zerglings get there
The dropships try to withdraw but they get fungaled and then shot down by infested terrans
Leenock takes a third in the center, hive up for Leenock, ultralisk cavern starts
MarineKing's army kills the hatchery at Leenock's third despite fungal growth and then fights a battle nearby with Leenock's army
Leenock manages to clean up the army with infestors and banelings
MarineKing floats a command center to a center expansion, Leenock tries again to take a third at the outside expansion
An SCV scouts Leenock's third, planetary fortress at MarineKing's third, ultralisks coming for Leenock
Leenock expands to the center and other outside as well
MarineKing moves his army to Leenock's third and kills the hatch there
Leenock's ultralisk count is low and easily repelled by MarineKing's mass marine with a handful of marauders
MarineKing moves to the center expansion, infestors attack but MarineKing has pre-spread his marines
The center expansion dies, there's a large battle fought outside Leenock's main
MarineKing loses a fair number of marines to fungal and banelings, but reinforcements clear out the ultralisks
MarineKing moves into Leenock's main and spreads his marines to prevent fungal growth
Leenock doesn't have enough left to fight it
Leenock surrenders
Strange decision by Leenock to go to ultralisks while still on two base against a mass marine. Good play from MarineKing to deny Leenock's expansions, however.
Commentary: These are both great players and all kinds of brilliant micro was on display, but the strategic decisionmaking was a little disappointing. In each game someone made a mistake that probably cost them the game: not spotting at the rocks, not paying attention to the first army and no defense from nydus, and finally ultralisks in game 3. Perhaps game 3 will show people that, contrary to popular belief, infestors do not by themselves counter MarineKing's marine armies since his spreading tactics against banelings also protect him from fungal growth.
oGsMC (P) vs STJuly (Z)
Match Rating: 7/10
VOD Link
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Game 1 - Blistering Sands
Gas, then pool for July, standard opening for MC
Zergling speed for July, not more gas mining, expands on 19
Stargate and another gateway for MC, void ray coming
Roach warren starts for July and lair
The void ray attacks an overlord, July immediately gets a third queen
MC expands to his natural, zerglings run by MC's army he uses force fields to trap them on the ramp
Spire and roaches for July, phoenix coming for MC
4 mutalisks on the way for July plus a third macro hatchery
Forge and robotics bay starts for MC along with a second phoenix
Hydralisk den starts for July, also a corruptor
The phoenixes kill all the mutalisks but four corruptors are out, July pumping hydralisks
MC up to 5 phoenixes, making a second robotics and a support bay
Zerglings clearing the rocks at his gold, more corruptors being made as well
MC pushes in with his whol earmy, quite a few stalkers in addition to his air
MC puts up force fields to isolate the zerglings, meanwhile corruptors kill the phoenixes and void ray
With reinforcing hydralisks and roaches July pushes MC back across the map
July now with a principally roach army gets all the way into MC's natural before the roaches are finally killed
Gold base up for July, MC making immortals out of his robotics bay, July attacks the rocks with his roach/zergling army
The rocks go down, but MC's army is in position to defend, so July pulls back to the center
July switching back to hydralisks to deal with MC's immortals, the creep is more than halfway across the map
July moves through where the rocks were, MC moves down behind the army
July starts to pull back b ut then engages MC's army
MC wins with four immortals and some miscellaneous gateway units still alive
MC up to six immortals, July moves in with a large zergling force and surrounds MC's army, putting corruption on the immortals
MC's army wins anyway and pushes toward the gold, only four immortals left
Now July attacks with mass hydra and easily rolls over MC's army
MC surrenders
An interesting game with a lot of transitions between unit compositions. July lost a lot of battles, but in doing so he kept MC's supply low until he had an economic advantage.
Game 2 - Xel'Naga Caverns
Gas and pool for July again, standard opening for MC
Expansion on 19 for July, four warpgates and a stargate for MC
Lair and roach warren for July, void ray for MC
The void ray starts cleaning up overlords, spire coming for July
Second void ray for MC, two spine crawlers for July
MC moves in to July's natural with void rays and gateway units, plenty of queens out for July
Force fields and the spine crawlers combine to block the queens away from the void rays
All the queens die and two void rays are still alive
July concedes
Interesting void ray flavor of the otherwise pretty normal four gate rush.
Game 3 - Shakuras Plateau
Cross positions, MC at 10 and July at 5
Quick scout and forge first for MC, gas and pool first for July
MC puts a pylon and cannon at his natural, July starts zergling speed
July and MC expand at the same time
Lair starts for July, stargate for MC
Spire starts for July, void ray coming for MC
July scouts MC's main with an overseer
Phoenix now omcing from the stargate, macro hatch for July and a third at center expansion
Four more gates for MC, continuing to make phoenixes, now another stargate
Evolution chamber, corruptors, and a hydra den coming for July
Phoenixes harass some drones but corruptors drive them off, another void ray coming for MC
Hydra range for July, MC moves into the center with three void rays and a large number of stalkers
July kills two of the void rays with corruptors while they are briefly unprotected
MC moves down to July's third and starts a proxy pylon
Many stalkers moving into the natural, July doesn't have enough to stop them
Templar archives starts for MC
MC seems like he has a vastly superior army since July has so many corruptors, but he doesn't attack. Artosis thinks this is correct but I'm not so sure.
July takes a third and scouts MC's main with corruptors
MC gets blink and staying mass hydra, roach warren building for July
MC starts a nexus in the center expansion, then moves through the center with his mass stalker army
Robotics bay coming for MC, July massing roaches
The two large armies dance around the center but do not engage
July is maxed but hasn't banked a large amount of resources
MC pulls back, then turns to engage July's army and flanks with his first colossus
July's army melts and MC marches across the map with his stalker/colossus army
July doesn't have the unit count to stop MC's army, which moves into July's natural
July surrenders
I was wondering if MC was being too passive after getting an advantage, but both players ended up taking their third at the same time and July wasn't able to shift to a better composition.
Commentary: July was impressive but fell just short of S Class with his loss to MC. I was surprised to see MC get out-maneuvered strategically in the first match given his reputation as one of the best Protoss players, and sure enough he came back in the next two games and justified his reputation. He's playing one of the most attractive Protoss styles I've ever seen, using virtually all the units except carriers at just the right times.
Gas, then pool for July, standard opening for MC
Zergling speed for July, not more gas mining, expands on 19
Stargate and another gateway for MC, void ray coming
Roach warren starts for July and lair
The void ray attacks an overlord, July immediately gets a third queen
MC expands to his natural, zerglings run by MC's army he uses force fields to trap them on the ramp
Spire and roaches for July, phoenix coming for MC
4 mutalisks on the way for July plus a third macro hatchery
Forge and robotics bay starts for MC along with a second phoenix
Hydralisk den starts for July, also a corruptor
The phoenixes kill all the mutalisks but four corruptors are out, July pumping hydralisks
MC up to 5 phoenixes, making a second robotics and a support bay
Zerglings clearing the rocks at his gold, more corruptors being made as well
MC pushes in with his whol earmy, quite a few stalkers in addition to his air
MC puts up force fields to isolate the zerglings, meanwhile corruptors kill the phoenixes and void ray
With reinforcing hydralisks and roaches July pushes MC back across the map
July now with a principally roach army gets all the way into MC's natural before the roaches are finally killed
Gold base up for July, MC making immortals out of his robotics bay, July attacks the rocks with his roach/zergling army
The rocks go down, but MC's army is in position to defend, so July pulls back to the center
July switching back to hydralisks to deal with MC's immortals, the creep is more than halfway across the map
July moves through where the rocks were, MC moves down behind the army
July starts to pull back b ut then engages MC's army
MC wins with four immortals and some miscellaneous gateway units still alive
MC up to six immortals, July moves in with a large zergling force and surrounds MC's army, putting corruption on the immortals
MC's army wins anyway and pushes toward the gold, only four immortals left
Now July attacks with mass hydra and easily rolls over MC's army
MC surrenders
An interesting game with a lot of transitions between unit compositions. July lost a lot of battles, but in doing so he kept MC's supply low until he had an economic advantage.
Game 2 - Xel'Naga Caverns
Gas and pool for July again, standard opening for MC
Expansion on 19 for July, four warpgates and a stargate for MC
Lair and roach warren for July, void ray for MC
The void ray starts cleaning up overlords, spire coming for July
Second void ray for MC, two spine crawlers for July
MC moves in to July's natural with void rays and gateway units, plenty of queens out for July
Force fields and the spine crawlers combine to block the queens away from the void rays
All the queens die and two void rays are still alive
July concedes
Interesting void ray flavor of the otherwise pretty normal four gate rush.
Game 3 - Shakuras Plateau
Cross positions, MC at 10 and July at 5
Quick scout and forge first for MC, gas and pool first for July
MC puts a pylon and cannon at his natural, July starts zergling speed
July and MC expand at the same time
Lair starts for July, stargate for MC
Spire starts for July, void ray coming for MC
July scouts MC's main with an overseer
Phoenix now omcing from the stargate, macro hatch for July and a third at center expansion
Four more gates for MC, continuing to make phoenixes, now another stargate
Evolution chamber, corruptors, and a hydra den coming for July
Phoenixes harass some drones but corruptors drive them off, another void ray coming for MC
Hydra range for July, MC moves into the center with three void rays and a large number of stalkers
July kills two of the void rays with corruptors while they are briefly unprotected
MC moves down to July's third and starts a proxy pylon
Many stalkers moving into the natural, July doesn't have enough to stop them
Templar archives starts for MC
MC seems like he has a vastly superior army since July has so many corruptors, but he doesn't attack. Artosis thinks this is correct but I'm not so sure.
July takes a third and scouts MC's main with corruptors
MC gets blink and staying mass hydra, roach warren building for July
MC starts a nexus in the center expansion, then moves through the center with his mass stalker army
Robotics bay coming for MC, July massing roaches
The two large armies dance around the center but do not engage
July is maxed but hasn't banked a large amount of resources
MC pulls back, then turns to engage July's army and flanks with his first colossus
July's army melts and MC marches across the map with his stalker/colossus army
July doesn't have the unit count to stop MC's army, which moves into July's natural
July surrenders
I was wondering if MC was being too passive after getting an advantage, but both players ended up taking their third at the same time and July wasn't able to shift to a better composition.
Commentary: July was impressive but fell just short of S Class with his loss to MC. I was surprised to see MC get out-maneuvered strategically in the first match given his reputation as one of the best Protoss players, and sure enough he came back in the next two games and justified his reputation. He's playing one of the most attractive Protoss styles I've ever seen, using virtually all the units except carriers at just the right times.
LiquidJinro (T) vs PoltPrimeWE (T)
Match Rating: 6/10
VOD Link
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Game 1 - Jungle Basin
Standard opening for Polt, no gas and a second proxy barracks for Jinro
Polt's retreating SCV somehow misses the proxy, as does his firs two marines when they move out
Jinro moves in with four marines, Polt puts a bunker up near his command center and makes a hellion
Jinro expands behind his pressure, Jinro spreads his marines to fight the hellion
Polt building a starport, Jinro puts a bunker at the top of his ramp, then scouts with the proxy barracks
Polt moves out with two tanks and ten marines, his siege mode research is ahead of Jinro's
Viking coming for Jinro as well as turrets, Polt moves to the back of Jinro's base and a dropship moves them up inside
Jinro carefully moves siege tanks into range of Polt's siege tank and cleans up the attack
Banshee moves down to Jinro's natural to harass but the turret is there
Vikings destroy it, Jinro getting a banshee and cloak
Polt moves out with five tanks and several marauders but pulls back after checking where Jinro's third would be
Jinro's banshee moves into the main and cloaks
Polt counterattacks to Jinro's front but there's a cloaked banshee there to kill the tanks and marauders
With the help of the banshee and viking cover Jinro demolishes Polt's attack
Jinro now harasses with two banshees, Polt doesn't have enough marines to stop them
Polt gets a decent number of marines and scans but he only gets one banshee
Jinro floats a command center to the central expansion and moves up to Polt's base with his tank force
More banshees move into harass though there are hardly any SCVs left
Jinro's dropship moves siege tanks into Polt's expansion
Polt concedes
Great play from Jinro, calmly dealing with Polt's drop and then macroing behind his banshee harass to coast to victory.
Game 2 - Lost Temple
Cross positions, Polt at 1 and Jinro at 7
Standard openings for both players
Factory and second factory are earlier for Jinro, reactor earlier for Polt
Starports for both players, tank coming for Polt
Banshee and cloak coming for Jinro, Polt puts his starport on the reactor to make bikings
Jinro scans and sees the reactor starport, command center building as well in his main
Polt starts his command center at the expansion, his vikings catch the banshee and kill it just before cloak finishes
The second banshee kills a few SCVs at Polt's main, Polt uses a scan to kill it
Polt moves his tanks and marines to Jinro's natural
Jinro's sieged tanks kill Polt's infantry
Polt scans and moves in again with just four tanks, they get easily destroyed by Jinro's sieged tanks
Polt building a command center at the gold and clearing the rocks, Jinro starts one at the gold as well
Jinro moves a few tanks and banshees to Polt's gold and kills the tank there clearing the rocks
Jinro moves into Polt's natural and easily crushes Polt's forces
Polt surrenders
Mysterious decision by Polt to attack. Not his best game by any means.
Commentary: A decisive win for Jinro over Polt, getting S Class after a surprisingly easy match. Polt's elevator attack into Jinro's main in game 1 was fairly clever, but we didn't see the inventive build orders that he's known for. His tactics were too sloppy to cope with Jinro's solid play.
Standard opening for Polt, no gas and a second proxy barracks for Jinro
Polt's retreating SCV somehow misses the proxy, as does his firs two marines when they move out
Jinro moves in with four marines, Polt puts a bunker up near his command center and makes a hellion
Jinro expands behind his pressure, Jinro spreads his marines to fight the hellion
Polt building a starport, Jinro puts a bunker at the top of his ramp, then scouts with the proxy barracks
Polt moves out with two tanks and ten marines, his siege mode research is ahead of Jinro's
Viking coming for Jinro as well as turrets, Polt moves to the back of Jinro's base and a dropship moves them up inside
Jinro carefully moves siege tanks into range of Polt's siege tank and cleans up the attack
Banshee moves down to Jinro's natural to harass but the turret is there
Vikings destroy it, Jinro getting a banshee and cloak
Polt moves out with five tanks and several marauders but pulls back after checking where Jinro's third would be
Jinro's banshee moves into the main and cloaks
Polt counterattacks to Jinro's front but there's a cloaked banshee there to kill the tanks and marauders
With the help of the banshee and viking cover Jinro demolishes Polt's attack
Jinro now harasses with two banshees, Polt doesn't have enough marines to stop them
Polt gets a decent number of marines and scans but he only gets one banshee
Jinro floats a command center to the central expansion and moves up to Polt's base with his tank force
More banshees move into harass though there are hardly any SCVs left
Jinro's dropship moves siege tanks into Polt's expansion
Polt concedes
Great play from Jinro, calmly dealing with Polt's drop and then macroing behind his banshee harass to coast to victory.
Game 2 - Lost Temple
Cross positions, Polt at 1 and Jinro at 7
Standard openings for both players
Factory and second factory are earlier for Jinro, reactor earlier for Polt
Starports for both players, tank coming for Polt
Banshee and cloak coming for Jinro, Polt puts his starport on the reactor to make bikings
Jinro scans and sees the reactor starport, command center building as well in his main
Polt starts his command center at the expansion, his vikings catch the banshee and kill it just before cloak finishes
The second banshee kills a few SCVs at Polt's main, Polt uses a scan to kill it
Polt moves his tanks and marines to Jinro's natural
Jinro's sieged tanks kill Polt's infantry
Polt scans and moves in again with just four tanks, they get easily destroyed by Jinro's sieged tanks
Polt building a command center at the gold and clearing the rocks, Jinro starts one at the gold as well
Jinro moves a few tanks and banshees to Polt's gold and kills the tank there clearing the rocks
Jinro moves into Polt's natural and easily crushes Polt's forces
Polt surrenders
Mysterious decision by Polt to attack. Not his best game by any means.
Commentary: A decisive win for Jinro over Polt, getting S Class after a surprisingly easy match. Polt's elevator attack into Jinro's main in game 1 was fairly clever, but we didn't see the inventive build orders that he's known for. His tactics were too sloppy to cope with Jinro's solid play.
choyafOu (P) vs IMmvp (T)
Match Rating: 5/10
VOD Link
Click for match play by play and commentary
Game 1 - Metalopolis
Close ground positions, mvp at 12, choya at 9
Standard openings for both players
Marauder and concussive shells for mvp, then a second command center
Stargate and second gateway for choya
Stim and two more barracks for mvp, void ray for choya
Proxy pylon out for choya, void ray arrives and mvap only has three marines
Stalkers move up to the low ground and help pick off the supply depot there, supply blocking mvp
The void ray forces mvp to lift the barracks at his front
Anything that tries to hit the void rays gets killed by the stalkers
Three void rays now sitting over mvp's minerals
mvp concedes
Very smart build for choya in response to mvp's fast expansion opening.
Game 2 - Blistering Sands
Standard opening for both players
Reactor on mvp's barracks this time, along with two more barracks
Second gateway for choya, two tech labs for mvp's new barracks
Stim and concussive shells start for mvp
Choya's stalkers begin knocking down the rocks, expansion at the same time
Choya's stalkers pull back just before the rocks go down, four more gateways warped in
mvp moves out with fifteen marines and six marauders, not a lot to defend for choya
Force fields at the natural choke point cause mvp to go to the rocks instead
mvp knocks down choya's rocks but doesn't immediately attack
Finally sends a marine in to scout, then follows with his army when he sees nothing there
choya's stalkers zealots move down to meet them, force fields split the marauders
choya's units win surprisingly easily against the split army
choya now on two bases and mvp stuck on one
Seeing there's no expansion yet, choya goes up through the back rocks into mvp's main
mvp has enough marauders to hold of choya's attack, however
mvp is only now floating his orbital to his natural
choya's army moves in just as it lands and forces it to lift again
mvp moves his army down the ramp and lands his command center
After some minor skirmishes, choya moves back around through the back door into mvp's main
choya picks off a supply depot and temporarily supply blocks mvp, who is still 20 supply behind
choya moves back around, trying to out-maneuver mvp's army
choya reticient to engage, just pokes and prods the edges of mvp's main
Finally the two armies engage, very good force fields from choya but mvp has enough infantry now and wins the battle
mvp at a substantial worker disadvantage, he counters toward choya who is trying to get colossus out
mvp moves into choya's natural, meanwhile zealots are warped in near mvp's natural and kill a lot of SCVs
Force fields trap mvp's army against the zealots, choya's stalkers move in and finish them off
choya now at a huge advantage, moves across the map to mvp's natural, only a few marauders left
mvp surrenders
Kind of a sloppy game by both players, a lot of attacks at the wrong times.
Commentary: Not a good series for mvp, who shows that being on top of the ladder doesn't always translate into tournament success. choya is probably one of the weaker players to make the quarterfinals, but watching his exultant gestures in the last minute of game 2 he has to be one of the happiest to be there.
Close ground positions, mvp at 12, choya at 9
Standard openings for both players
Marauder and concussive shells for mvp, then a second command center
Stargate and second gateway for choya
Stim and two more barracks for mvp, void ray for choya
Proxy pylon out for choya, void ray arrives and mvap only has three marines
Stalkers move up to the low ground and help pick off the supply depot there, supply blocking mvp
The void ray forces mvp to lift the barracks at his front
Anything that tries to hit the void rays gets killed by the stalkers
Three void rays now sitting over mvp's minerals
mvp concedes
Very smart build for choya in response to mvp's fast expansion opening.
Game 2 - Blistering Sands
Standard opening for both players
Reactor on mvp's barracks this time, along with two more barracks
Second gateway for choya, two tech labs for mvp's new barracks
Stim and concussive shells start for mvp
Choya's stalkers begin knocking down the rocks, expansion at the same time
Choya's stalkers pull back just before the rocks go down, four more gateways warped in
mvp moves out with fifteen marines and six marauders, not a lot to defend for choya
Force fields at the natural choke point cause mvp to go to the rocks instead
mvp knocks down choya's rocks but doesn't immediately attack
Finally sends a marine in to scout, then follows with his army when he sees nothing there
choya's stalkers zealots move down to meet them, force fields split the marauders
choya's units win surprisingly easily against the split army
choya now on two bases and mvp stuck on one
Seeing there's no expansion yet, choya goes up through the back rocks into mvp's main
mvp has enough marauders to hold of choya's attack, however
mvp is only now floating his orbital to his natural
choya's army moves in just as it lands and forces it to lift again
mvp moves his army down the ramp and lands his command center
After some minor skirmishes, choya moves back around through the back door into mvp's main
choya picks off a supply depot and temporarily supply blocks mvp, who is still 20 supply behind
choya moves back around, trying to out-maneuver mvp's army
choya reticient to engage, just pokes and prods the edges of mvp's main
Finally the two armies engage, very good force fields from choya but mvp has enough infantry now and wins the battle
mvp at a substantial worker disadvantage, he counters toward choya who is trying to get colossus out
mvp moves into choya's natural, meanwhile zealots are warped in near mvp's natural and kill a lot of SCVs
Force fields trap mvp's army against the zealots, choya's stalkers move in and finish them off
choya now at a huge advantage, moves across the map to mvp's natural, only a few marauders left
mvp surrenders
Kind of a sloppy game by both players, a lot of attacks at the wrong times.
Commentary: Not a good series for mvp, who shows that being on top of the ladder doesn't always translate into tournament success. choya is probably one of the weaker players to make the quarterfinals, but watching his exultant gestures in the last minute of game 2 he has to be one of the happiest to be there.
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