Match Rating: 5/10
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Game 1 - Jungle Basin
Gas and then pool on 13 for Monster, one barracks expansion on 19 for MarineKing
Speed starts for Monster, then hatch on 19 to the natural
MarineKing walls his ramp with two more barracks
Monster's zerglings start working on the rocks behind MarineKing's expansion
Stim and a few marauders now for MarineKing, lair and then baneling nest for Monster
MarineKing moves out with ten marines and three marauders
Marine King moves his army to Monster's ramp and engages, but banelings come up behind and kill the marines
Factory added to the wall off at MarineKing's ramp, Monster contains and starts a spire
The factory floats out to scout while 6 mutas and baneling speed start for Monster
Medivacs and armory coming for MarineKing, Monster beings a third at the right outside expansion
MarineKing moves out with about twenty marines and six marauders toward Monster's third
Monster has a large number of speedlings, about ten mutalisks, and some banelings
Monster tries to attack but Marine King's marauders protect the marines from the banelings, forcing him to pull back
MarineKing's army moves into the center, Monster attacks with a large number of banelings
MarineKing's ridiculous marine micro means he takes very little damage from the banelings
A second wave of banelings attack, but the marines dance away
About ten medivacs with the army to replace health lost from stim
MarineKing's army moves into Monster's base, and he doesn't have enough to counter the infantry
Monster concedes
MarineKing doesn't sound as cool as Foxer but it's extremely accurate. Banelings just are not enough to stop his marines.
Game 2 - Steppes of War
Hatch first on 13 for Monster, proxy barracks in the center of the map for MarineKing and a second in his main
The first marine arrives with two SCVs escorting, five drones move to engage
More marines come in and force the surviving drones to retreat
Spine crawler starts for Monster and zerglings are out
Six marines and two SCVs poke but pull back after seeing the spine crawler
MarineKing expands to his natural, now up to four barracks
Zerglings and marines jockey for position in the center
MarineKing builds a bunker at the expansion choke, speed researching for Monster
MarineKing moves out with a large marine/marauder army into Monster's natural
Monster has an enormous amount of speedlings in reserve and he easily destroys the army
Now MarineKing doesn't have a lot of defense and Monster still has a huge number of speedlings
Speedlings stream into MarineKing's natural and then his main, he just doesn't have enough to stop them
MarineKing concedes
Well, it turns out that MarineKing's marines can't deal with enormous numbers of speedlings. The trick will be getting to that point in game 3 as well.
Game 3 - Lost Temple
Close ground positions (Monster just can't catch a break with these maps), MarineKing at 9 and Monster at 12
Very early scout from Monster finds MarineKing right away and harasses the SCV building the barracks
Hatch first on 13 for Monster, two barracks for MarineKing
The first marine pokes, but pulls back to the gold and catches an overlord out in the open
Extra marines join and kill the overlord, spine crawler going up at Monster's natural
MarineKing pokes now with six marines and two SCVs, then pulls back and expands
MarineKing puts two more barracks at his expansion chokepoint, speed begins for Monster
Monster is loading up on zerglings just like in game 2
MarineKing adds an engineering bay to complete the wall off at his natural
Baneling nest starts for Monster, MarineKing scans and sees it, then moves out
MarineKing ambushes with zerglings again, but MarineKing has enough marines that about seven of them survive
MarineKing withdraws behind his wall
Lair and a third base coming for Monster, two reactors at the expansion wall in
MarineKing kills the engineering bay so he can get out, then moves out
His composition this time is about half marauder
He checks and softens up the zerglings at the center of the map this time
MarineKing moves into the natural and shoots down all of Monster's banelings long before they can reach him
The zerglings and queen melt to the marine/marauder ball
Monster surrenders
When he has a solid build like that one complementing his micro, MarineKing is basically invincible against anything but the very top tier of Zergs.
Commentary: MarineKing gets a lot of flack for his reliance on tier 1 units, but he's not just a mindless rusher. In fact, sending SCVs like lower level all-in Terrans might have won him game 2, but his quality showed through in game 3 when Monster used a similar strategy. Instead of just mindlessly losing again, MarineKing made adjustments to his composition and crushed his opponent.
Gas and then pool on 13 for Monster, one barracks expansion on 19 for MarineKing
Speed starts for Monster, then hatch on 19 to the natural
MarineKing walls his ramp with two more barracks
Monster's zerglings start working on the rocks behind MarineKing's expansion
Stim and a few marauders now for MarineKing, lair and then baneling nest for Monster
MarineKing moves out with ten marines and three marauders
Marine King moves his army to Monster's ramp and engages, but banelings come up behind and kill the marines
Factory added to the wall off at MarineKing's ramp, Monster contains and starts a spire
The factory floats out to scout while 6 mutas and baneling speed start for Monster
Medivacs and armory coming for MarineKing, Monster beings a third at the right outside expansion
MarineKing moves out with about twenty marines and six marauders toward Monster's third
Monster has a large number of speedlings, about ten mutalisks, and some banelings
Monster tries to attack but Marine King's marauders protect the marines from the banelings, forcing him to pull back
MarineKing's army moves into the center, Monster attacks with a large number of banelings
MarineKing's ridiculous marine micro means he takes very little damage from the banelings
A second wave of banelings attack, but the marines dance away
About ten medivacs with the army to replace health lost from stim
MarineKing's army moves into Monster's base, and he doesn't have enough to counter the infantry
Monster concedes
MarineKing doesn't sound as cool as Foxer but it's extremely accurate. Banelings just are not enough to stop his marines.
Game 2 - Steppes of War
Hatch first on 13 for Monster, proxy barracks in the center of the map for MarineKing and a second in his main
The first marine arrives with two SCVs escorting, five drones move to engage
More marines come in and force the surviving drones to retreat
Spine crawler starts for Monster and zerglings are out
Six marines and two SCVs poke but pull back after seeing the spine crawler
MarineKing expands to his natural, now up to four barracks
Zerglings and marines jockey for position in the center
MarineKing builds a bunker at the expansion choke, speed researching for Monster
MarineKing moves out with a large marine/marauder army into Monster's natural
Monster has an enormous amount of speedlings in reserve and he easily destroys the army
Now MarineKing doesn't have a lot of defense and Monster still has a huge number of speedlings
Speedlings stream into MarineKing's natural and then his main, he just doesn't have enough to stop them
MarineKing concedes
Well, it turns out that MarineKing's marines can't deal with enormous numbers of speedlings. The trick will be getting to that point in game 3 as well.
Game 3 - Lost Temple
Close ground positions (Monster just can't catch a break with these maps), MarineKing at 9 and Monster at 12
Very early scout from Monster finds MarineKing right away and harasses the SCV building the barracks
Hatch first on 13 for Monster, two barracks for MarineKing
The first marine pokes, but pulls back to the gold and catches an overlord out in the open
Extra marines join and kill the overlord, spine crawler going up at Monster's natural
MarineKing pokes now with six marines and two SCVs, then pulls back and expands
MarineKing puts two more barracks at his expansion chokepoint, speed begins for Monster
Monster is loading up on zerglings just like in game 2
MarineKing adds an engineering bay to complete the wall off at his natural
Baneling nest starts for Monster, MarineKing scans and sees it, then moves out
MarineKing ambushes with zerglings again, but MarineKing has enough marines that about seven of them survive
MarineKing withdraws behind his wall
Lair and a third base coming for Monster, two reactors at the expansion wall in
MarineKing kills the engineering bay so he can get out, then moves out
His composition this time is about half marauder
He checks and softens up the zerglings at the center of the map this time
MarineKing moves into the natural and shoots down all of Monster's banelings long before they can reach him
The zerglings and queen melt to the marine/marauder ball
Monster surrenders
When he has a solid build like that one complementing his micro, MarineKing is basically invincible against anything but the very top tier of Zergs.
Commentary: MarineKing gets a lot of flack for his reliance on tier 1 units, but he's not just a mindless rusher. In fact, sending SCVs like lower level all-in Terrans might have won him game 2, but his quality showed through in game 3 when Monster used a similar strategy. Instead of just mindlessly losing again, MarineKing made adjustments to his composition and crushed his opponent.
LeenockfOu (Z) vs TSLGuineaPig (P)
Match Rating: 6/10
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Game 1 - Blistering Sands
Standard opening for GuineaPig, Leenock looks like he wants to hatch first but GuineaPig blocks it with a pylon
Pool first instead for Leenock, scouting drone has actually gotten the pylon to yellow health before the first zealot chases it away
Hatchery put down on 21, GuineaPig adds three more gateways in the back of his base, still only one gas
Spine crawler at Leenock's expansion, zerglings slip into GuineaPig's main and see the gateways
Leenock had been pooling larva and pumps zerglings
GuineaPig's two stalkers get surrounded by speedlings and die
The speedlings run by the zealots and threaten reinforcing sentries, forcing all three of them to use force fields
The speedlings start working on the ramp, so GuineaPig moves into Leenock's natural
A large battle is fought at the expansion, but GuineaPig has no energy in his sentries
Leenock barely has enough zerglings to kill all of GuineaPig's zealots, just a couple left over at the end
GuineaPig concedes
Leenock just ran a clinic on detect and respond to that four gate rush. Very impressive.
Game 2 - Lost Temple
Cross positions, Leenock at 9 and GuineaPig at 3
6 pool for Leenock!
Two probes scouting for GuineaPig while he chronoboosts probes
Zerglings are out early, of course. GuineaPig walls off with two pylons and a forge
The zerglings start working on the pylons, so GuineaPig adds two cannons and a gateway behind it
The zerglings take out two pylons and slip inside the main just as the cannons finish
Five zerglings survive to reach the mineral time where they fight with the probes
Leenock making drones instead of more zerglings, expands to his natural
Cybernetics core finally finishes for GuineaPig, he adds two more gateways
Leenock has a five worker advantage now, adds a spine crawler at his natural
Four sentries for GuineaPig, he expands and puts a cannon at the choke
GuineaPig starts a stargate, Leenock works on the rocks at his gold
Spire coming for Leenock, void ray for GuineaPig, now another stargate
Leenock takes his gold, the void ray kills an overlord and heads into Leenock's gold
Mutalisks arrive and easily kill the void ray, GuineaPig has no more void rays, but three phoenixes
Another void ray and ship weapons upgrade coming for GuineaPig, he harasses the gold base with his phoenixes
Infestor out for Leenock, GuineaPig's zealots take out the rocks at his gold
One fungal growth gets all the phoenixes, they get immediately annihilated by the mutalisks
Four void rays and a medium sized gateway unit army for GuineaPig, Leenock massing muta/ling
Large battle fought at the center of the map after Leenock gets a fungal growth on the void rays
The zerglings melt to zealots but mutalisks kill most of the phoenixes and void rays before pulling back
GuineaPig starts a nexus at his gold base
Enormous flock of mutalisks move into GuineaPig's main and kill several pylons
Leenock adding hydralisks to his muta/ling composition
Leenock moves into the gold base with overwhelming numbers of zerglings, mutalisks, and about a dozen hydralisks
GuineaPig's vastly inferior defending army dies quickly, allowing Leenock to kill the nexus
GuineaPig surrenders
The six pool got the game off to an exciting start, but the fungal growth on the phoenixes gave Leenock an advantage he never relinquished.
Commentary: Leenock's 6 pool in game 2 was clearly a reaction to GuineaPig's greedy openings, but GuineaPig defended quite well. In both games Leenock looked like the superior player, however. For all Artosis' gushing about GuineaPig's clever play, it really was primarily based on a new build order. Leenock had clearly done his homework and prepared for every phase of the game. Each of the first two GSLs had a standout Zerg player who went on to win the whole tournament. It's still very early, but Leenock is so far on the same path.
Standard opening for GuineaPig, Leenock looks like he wants to hatch first but GuineaPig blocks it with a pylon
Pool first instead for Leenock, scouting drone has actually gotten the pylon to yellow health before the first zealot chases it away
Hatchery put down on 21, GuineaPig adds three more gateways in the back of his base, still only one gas
Spine crawler at Leenock's expansion, zerglings slip into GuineaPig's main and see the gateways
Leenock had been pooling larva and pumps zerglings
GuineaPig's two stalkers get surrounded by speedlings and die
The speedlings run by the zealots and threaten reinforcing sentries, forcing all three of them to use force fields
The speedlings start working on the ramp, so GuineaPig moves into Leenock's natural
A large battle is fought at the expansion, but GuineaPig has no energy in his sentries
Leenock barely has enough zerglings to kill all of GuineaPig's zealots, just a couple left over at the end
GuineaPig concedes
Leenock just ran a clinic on detect and respond to that four gate rush. Very impressive.
Game 2 - Lost Temple
Cross positions, Leenock at 9 and GuineaPig at 3
6 pool for Leenock!
Two probes scouting for GuineaPig while he chronoboosts probes
Zerglings are out early, of course. GuineaPig walls off with two pylons and a forge
The zerglings start working on the pylons, so GuineaPig adds two cannons and a gateway behind it
The zerglings take out two pylons and slip inside the main just as the cannons finish
Five zerglings survive to reach the mineral time where they fight with the probes
Leenock making drones instead of more zerglings, expands to his natural
Cybernetics core finally finishes for GuineaPig, he adds two more gateways
Leenock has a five worker advantage now, adds a spine crawler at his natural
Four sentries for GuineaPig, he expands and puts a cannon at the choke
GuineaPig starts a stargate, Leenock works on the rocks at his gold
Spire coming for Leenock, void ray for GuineaPig, now another stargate
Leenock takes his gold, the void ray kills an overlord and heads into Leenock's gold
Mutalisks arrive and easily kill the void ray, GuineaPig has no more void rays, but three phoenixes
Another void ray and ship weapons upgrade coming for GuineaPig, he harasses the gold base with his phoenixes
Infestor out for Leenock, GuineaPig's zealots take out the rocks at his gold
One fungal growth gets all the phoenixes, they get immediately annihilated by the mutalisks
Four void rays and a medium sized gateway unit army for GuineaPig, Leenock massing muta/ling
Large battle fought at the center of the map after Leenock gets a fungal growth on the void rays
The zerglings melt to zealots but mutalisks kill most of the phoenixes and void rays before pulling back
GuineaPig starts a nexus at his gold base
Enormous flock of mutalisks move into GuineaPig's main and kill several pylons
Leenock adding hydralisks to his muta/ling composition
Leenock moves into the gold base with overwhelming numbers of zerglings, mutalisks, and about a dozen hydralisks
GuineaPig's vastly inferior defending army dies quickly, allowing Leenock to kill the nexus
GuineaPig surrenders
The six pool got the game off to an exciting start, but the fungal growth on the phoenixes gave Leenock an advantage he never relinquished.
Commentary: Leenock's 6 pool in game 2 was clearly a reaction to GuineaPig's greedy openings, but GuineaPig defended quite well. In both games Leenock looked like the superior player, however. For all Artosis' gushing about GuineaPig's clever play, it really was primarily based on a new build order. Leenock had clearly done his homework and prepared for every phase of the game. Each of the first two GSLs had a standout Zerg player who went on to win the whole tournament. It's still very early, but Leenock is so far on the same path.
oGsHyperdub (T) vs oGsMC (P)
Match Rating: 4/10
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Game 1 - Steppes of War
Standard openings for both players
Early second gas, then reactor on barracks for Hyperdub
Stargate for MC once the scouting SCV is gone, starport and tech lab coming for Hyperdub
Void ray coming for MC, proxy pylon on the high ground outside of Hyperdub's natural
Scouting factory spots the proxy pylon, banshee and cloak coming, MC getting a robotics
Void ray arrives and helps six stalkers take down the depot at Hyperdub's wall
The first banshee arrives at MC's base but the observer and a phoenix are out pretty soon afterward
Meanwhile in Hyperdub's base, MC loses the void ray but the stalkers clean up the small number of marines there
SCVs try to fight the stalkers, and that works out about as well as you'd expect
Hyperdub concedes
Complete build order win for MC. The void ray/stalker attack was deadly given Hyperdub's unit-light fast banshee strategy.
Game 2 - Blistering Sands
Standard openings for both players, until MC's probe dodges the scouting SCV and puts a proxy pylon in the top center of the map
Gateway warped in beside the proxy pylon, two more barracks for Hyperdub
Fourth barracks now for Hyperdub, MC attacking the rocks, nothing for Hyperdub to spot
Bunker and depot wall at the top of Hyperdub's main ramp, still no spotter at the depot
Six stalkers and a zealot go through the rocks to the barracks, killing a few marines there
The other marines come but separated like that there aren't nearly enough to fight the stalkers
Some SCVs try to help but the stalkers just kite and slaughter them
Hyperdub surrenders
Smart early stalker rush, but disappointing that Hyperdub didn't have a depot at the rocks. Having his forces split when the attack arrived was a big disadvantage.
Commentary: Lost in all the discussion of the oGs vs. oGs dimension of the match was the fact that probably everyone would agree that MC is the better player by a fair margin, despite his disappointing results in previous GSLs. Of course, the match turned out to be particular one-sided thanks to MC's clever build orders. MC is now the last oGs player in the tournament to go along with being one of the few remaining Protoss players.
Standard openings for both players
Early second gas, then reactor on barracks for Hyperdub
Stargate for MC once the scouting SCV is gone, starport and tech lab coming for Hyperdub
Void ray coming for MC, proxy pylon on the high ground outside of Hyperdub's natural
Scouting factory spots the proxy pylon, banshee and cloak coming, MC getting a robotics
Void ray arrives and helps six stalkers take down the depot at Hyperdub's wall
The first banshee arrives at MC's base but the observer and a phoenix are out pretty soon afterward
Meanwhile in Hyperdub's base, MC loses the void ray but the stalkers clean up the small number of marines there
SCVs try to fight the stalkers, and that works out about as well as you'd expect
Hyperdub concedes
Complete build order win for MC. The void ray/stalker attack was deadly given Hyperdub's unit-light fast banshee strategy.
Game 2 - Blistering Sands
Standard openings for both players, until MC's probe dodges the scouting SCV and puts a proxy pylon in the top center of the map
Gateway warped in beside the proxy pylon, two more barracks for Hyperdub
Fourth barracks now for Hyperdub, MC attacking the rocks, nothing for Hyperdub to spot
Bunker and depot wall at the top of Hyperdub's main ramp, still no spotter at the depot
Six stalkers and a zealot go through the rocks to the barracks, killing a few marines there
The other marines come but separated like that there aren't nearly enough to fight the stalkers
Some SCVs try to help but the stalkers just kite and slaughter them
Hyperdub surrenders
Smart early stalker rush, but disappointing that Hyperdub didn't have a depot at the rocks. Having his forces split when the attack arrived was a big disadvantage.
Commentary: Lost in all the discussion of the oGs vs. oGs dimension of the match was the fact that probably everyone would agree that MC is the better player by a fair margin, despite his disappointing results in previous GSLs. Of course, the match turned out to be particular one-sided thanks to MC's clever build orders. MC is now the last oGs player in the tournament to go along with being one of the few remaining Protoss players.
aLivefOu (T) vs STJuly (Z)
Match Rating: 6/10
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Game 1 - Delta Quadrant
Cross positions, aLive at 5 and July at 10
Depot and barracks at the bottom of the ramp for aLive, pool first on 13 for July with early gas
Expansion on 22 for July, factory coming for aLive
Tech lab on the factory and siege mode research for aLive, July starts lair
Command center in aLive's main, baneling nest for July, marines take out the rocks at aLive's back natural
Baneling speed for July and spire, two more barracks and a hellion for aLive
Zerglings start to work on the rocks at the gold base, pausing briefly to kill the hellion when it passes
Seven mutalisks for July and a hatch at the gold base, a dozen marines and two tanks move out for aLive
July loses his gold hatch without canceling, banelings attack but are killed by tank fire, mutalisks repelled
A second wave of zerglings help the mutalisks clean up the retreating Terran army
Mutalisks move into aLive's main to harass, but he has turrets up just in time and doesn't take much damage
July now taking both gold bases on his side of the map
July pokes the ramp with mutalisks and morphs banelings outside, but withdraws as tanks arrive
aLive moves out with four tanks, three medivacs, and two dozen marines
July has a mutalisk/zergling/baneling army to defend his gold bases
The tanks move over one of the golds and siege up, but the mutalisks move into aLive's expansion and kill many SCVs
Marines come to try to save the expansion command center but not enough, they die to the mutalisks
After killing one of the gold bases aLive tries to move on but a large baneling/zergling army attacks
The banelings all hit the tanks and the zerglings hit the marines, but there are so many of each that July wins anyway
July moves mutalisks and zerglings to aLive's front but has to withdraw in the face of marine and tank fire
July retakes the gold and gets a fifth as well
Now with an enormous amount of mutalisks, July moves into the expansion again and chases the SCVs away
Finally the expansion command center dies, so aLive moves out with two dozen marines and two siege tanks
This time banelings hit the marines, though it was even less important this time
aLive concedes
Definitely July's best GSL game so far. He looked like a much better player than aLive, which I wouldn't have predicted.
Game 2 - Xel'Naga Caverns
Hatch first for July, standard opening for aLive
One hellion coming for aLive, four marines poking July's expansion
After a brief skirmish with zerglings, the marines pull back and wait for hellions
Two hellions move into the natural but do only minor damage before July's zerglings and queens clean it up
Zerglings poke aLive's ramp and kill more marines despite aLive's sieged tank, spire coming for July
Command center floating to aLive's expansion, macro hatchery at July's expansion
A single viking out for aLive harassing overlords
July takes his third at what would normally be aLive's fifth
Baneling nest starting for July as the initial 7 mutalisks move down to aLive's natural
11 mutalisks in fact, but turrets are up, so they pull back
The mutalisks circle but don't do vbery much damage
Hellion at July's third harasses the drones until the mutalisks arrive and kill it
July getting baneling speed and a spine crawler
July not making mutalisks any more, switching to banelings instead
30 banelings being morphed while July takes his gold
aLive has three tanks and a lot of marines at his expansion, but the creep has almost reached it
A thor and a viking out for aLive, July resumes mutalisk production
aLive moves out with two thors, four tanks, and three dozen marines
Enormous mutalisks army attacks aLive's main but repair keeps a turret alive while the army returns
Huge zergling force at the expansion allows the mutalisks to return
aLive ignores it and moves toward July's gold base
July lets the gold die and then begins dancing around for position in the middle of the map
July maxed and stockpiling a huge reserve of minerals and gas
The mutalisks bypass the army and tear into the natural, forcing the command center to lift
aLive sends part of his army back to repel them but the mutas simply kill them
The entire army comes now and forces them out, hive coming for July
aLive tries to land a command center at the gold but creep is there so he can't land it
Mutalisks snipe a thor and more marines in aLive's main
aLive moves out instead of going back into his base yet again
The unopposed mutalisks kill the orbital command at aLive's main
July uses his huge mineral reserves to build a spine crawler forest at his mining bases
Brood lords coming now for July, no mining bases for aLive
aLive tries to move into the spine crawler forest but fungal growths and brood lords rip into them
aLive pulls back to the center and loses his entire army, including a half dozen siege tanks, to banelings
aLive surrenders
Another dominating performance for July. aLive fell behind quickly and never got close to regaining the advantage.
Commentary: This was certainly the sort of performance you'd expect from a player of July's Starcraft 1 pedigree, but this was the first time he's demonstrated that he's capable of this level of play in Starcraft 2. In one match July has ensured he has to be included along with Fruit Dealer, NesTea, Kyrix, and Leenock when discussing the very best Zergs.
Cross positions, aLive at 5 and July at 10
Depot and barracks at the bottom of the ramp for aLive, pool first on 13 for July with early gas
Expansion on 22 for July, factory coming for aLive
Tech lab on the factory and siege mode research for aLive, July starts lair
Command center in aLive's main, baneling nest for July, marines take out the rocks at aLive's back natural
Baneling speed for July and spire, two more barracks and a hellion for aLive
Zerglings start to work on the rocks at the gold base, pausing briefly to kill the hellion when it passes
Seven mutalisks for July and a hatch at the gold base, a dozen marines and two tanks move out for aLive
July loses his gold hatch without canceling, banelings attack but are killed by tank fire, mutalisks repelled
A second wave of zerglings help the mutalisks clean up the retreating Terran army
Mutalisks move into aLive's main to harass, but he has turrets up just in time and doesn't take much damage
July now taking both gold bases on his side of the map
July pokes the ramp with mutalisks and morphs banelings outside, but withdraws as tanks arrive
aLive moves out with four tanks, three medivacs, and two dozen marines
July has a mutalisk/zergling/baneling army to defend his gold bases
The tanks move over one of the golds and siege up, but the mutalisks move into aLive's expansion and kill many SCVs
Marines come to try to save the expansion command center but not enough, they die to the mutalisks
After killing one of the gold bases aLive tries to move on but a large baneling/zergling army attacks
The banelings all hit the tanks and the zerglings hit the marines, but there are so many of each that July wins anyway
July moves mutalisks and zerglings to aLive's front but has to withdraw in the face of marine and tank fire
July retakes the gold and gets a fifth as well
Now with an enormous amount of mutalisks, July moves into the expansion again and chases the SCVs away
Finally the expansion command center dies, so aLive moves out with two dozen marines and two siege tanks
This time banelings hit the marines, though it was even less important this time
aLive concedes
Definitely July's best GSL game so far. He looked like a much better player than aLive, which I wouldn't have predicted.
Game 2 - Xel'Naga Caverns
Hatch first for July, standard opening for aLive
One hellion coming for aLive, four marines poking July's expansion
After a brief skirmish with zerglings, the marines pull back and wait for hellions
Two hellions move into the natural but do only minor damage before July's zerglings and queens clean it up
Zerglings poke aLive's ramp and kill more marines despite aLive's sieged tank, spire coming for July
Command center floating to aLive's expansion, macro hatchery at July's expansion
A single viking out for aLive harassing overlords
July takes his third at what would normally be aLive's fifth
Baneling nest starting for July as the initial 7 mutalisks move down to aLive's natural
11 mutalisks in fact, but turrets are up, so they pull back
The mutalisks circle but don't do vbery much damage
Hellion at July's third harasses the drones until the mutalisks arrive and kill it
July getting baneling speed and a spine crawler
July not making mutalisks any more, switching to banelings instead
30 banelings being morphed while July takes his gold
aLive has three tanks and a lot of marines at his expansion, but the creep has almost reached it
A thor and a viking out for aLive, July resumes mutalisk production
aLive moves out with two thors, four tanks, and three dozen marines
Enormous mutalisks army attacks aLive's main but repair keeps a turret alive while the army returns
Huge zergling force at the expansion allows the mutalisks to return
aLive ignores it and moves toward July's gold base
July lets the gold die and then begins dancing around for position in the middle of the map
July maxed and stockpiling a huge reserve of minerals and gas
The mutalisks bypass the army and tear into the natural, forcing the command center to lift
aLive sends part of his army back to repel them but the mutas simply kill them
The entire army comes now and forces them out, hive coming for July
aLive tries to land a command center at the gold but creep is there so he can't land it
Mutalisks snipe a thor and more marines in aLive's main
aLive moves out instead of going back into his base yet again
The unopposed mutalisks kill the orbital command at aLive's main
July uses his huge mineral reserves to build a spine crawler forest at his mining bases
Brood lords coming now for July, no mining bases for aLive
aLive tries to move into the spine crawler forest but fungal growths and brood lords rip into them
aLive pulls back to the center and loses his entire army, including a half dozen siege tanks, to banelings
aLive surrenders
Another dominating performance for July. aLive fell behind quickly and never got close to regaining the advantage.
Commentary: This was certainly the sort of performance you'd expect from a player of July's Starcraft 1 pedigree, but this was the first time he's demonstrated that he's capable of this level of play in Starcraft 2. In one match July has ensured he has to be included along with Fruit Dealer, NesTea, Kyrix, and Leenock when discussing the very best Zergs.
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