Match Rating: 6/10
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Game 1 - Scrap Station
Hatch first on 14 for Moon, barracks at the natural choke for Jinro
Jinro getting quick gas as well, gets tech lab and reaper
Jinro completes the wall-off with a factory and sends the reaper to Moon's expansion
Expansion for Jinro, factory switches to tech lab, reaper still harassing
Zergling speed finishes and lair starts for Moon, siege mode and starport for Jinro
Large group of zerglings hit the wall but two tanks are waiting behind it, viking coming for Jinro
Two more barracks for Jinro, spire for Moon
Armory for Jinro, viking moves out to harass overlords
Moon takes the gold, gets a baneling nest and mutalisks, thor out for Jinro
Mutas arrive at Jinro's main but well-placed turrets repel them
Mutalisks do some minor damage to Jinro, both players getting lots of upgrades
Command center floating to Jinro's third, Moon making banelings and finishing baneling speed
Command center lands, the mutalisks start taking down the rocks
The rocks go down but Jinro is ready to defend, so Moon pulls back
Jinro scans and kills a creep tumor, Moon switching into roaches
Moon attacks through the center with his baneling/muta army, tanks wipe it out easily
Moon has a decent roach count but didn't bring them on that attack
Jinro moves a smal l force to the gold, Moon attacks with zerglings, roaches, and mutas
Jinro falls back at first, but his upgraded marines slice through the roaches
Huge running battle at the gold as banelings and roaches try to beat back Jinro's army
A final push from Jinro's marines cleans out the gold, Moon has three bases so is even with Jinro
Jinro has a command center up at his fourth base, no SCVs yet
Another large battle outside Moon's third as Moon attacks with roaches and banelings
The banelings die before getting close to the marines, then the roaches melt
Jinro moves into Moon's third, nothing left to stop him
Moon concedes
Smart game by Jinro, patiently moving down his side of the map and forcing Moon to attack into his siege tank lines.
Game 2 - Xel'Naga Caverns
Hatch first on 14 for Moon, standard opening for Jinro
Factory at the wall-in for Jinro, still only one gas
Hellion on the way, four marines move out to the watch tower
The marines reach the expansion with a hellion and kill an overlord, supply blocking Moon
Moon finally clears the marines and hellion but lost a lot of zerglings doing it
Two more barracks with reactors for Jinro, lair and baneling nest for Moon
The banshee moves out and spots banelings morphing outside Jinro's natural
Bunker building at the expansion for Jinro, siege mode finishing
Jinro sieges a tank at his natural protected on almost all sides by depots, his starport, and the bunker
Command center floated in for Jinro, spire coming for Moon
The banshee pokes the natural but turns back, baneling speed coming for Moon
Armory starts for Jinro, Moon takes a third and starts mutalisk production
The banshee starts hitting the third, but mutalisks are coming out
Mutalisks kill the banshee, Jinro working on an infantry armor plus a thor
Mutalisks poke Jinro's main but turrets are up and they turn around
Third command center already built for Jinro, he starts moving his army toward the gold
Moon taking a fourth, Jinro clearing the rocks at the gold
Mutalisks and zerglings counter to the main, but medivac micro protects a thor and tank
No drones at Moon's fourth yet
Mutalisks come in and snipe a thor, but three reactor barracks are pumping marines and they pull back
Planetary building at the gold, Jinro starts moving up and killing creep tumors
Jinro sends a small group of infantry to Moon's third, mutalisks and banelings clear it out
Fifth base starts for Moon, he attacks Jinro's main with mutalisks, zerglings, and banelings
Decent damage for Moon's attack but it gets cleaned up pretty easily, meanwhile Jinro counters and kills Moon's third
Moon starts his gold base and makes a ton of banelings
Back and forth battles near Jinro's gold base between marines and baneling/mutalisks
Jinro has a fourth base now and pushes toward Moon's gold
Jinro sieges in range of the gold, Moon kills Jinro's fourth
Jinro drops infantry at Moon's fifth and kills all the drones there, then the hatchery as well
Mutalisks belatedly clean up the group at Moon's old fifth
Enormous number of mutalisks attack Jinro's position in the center of the map, but marines keep streaming in
The mutalisks are forced to withdraw, but Moon has rebuilt his third
Jinro has a fourth again, Moon pokes but Jinro's army is in position to defend it
Jinro attacks the third and kills it again despite buried banelings nearby
Drop in Moon's main forces the mutalisks to pull back while Jinro's army relocates toward Moon's mining bases
Jinro sieges near Moon's gold and sends marines to destroy Moon's only mining hatcheries
Mutalisks counter and harass, there's a really high number of them, but Moon isn't mining
Jinro is only mining from the gold base and that is almost out, he moves another command center back to his fourth
Both players long distance mining, Moon at a substantial supply disadvantage
Jinro pushes up the map again with a tank/marine/thor composition that Moon's mutalisks and banelings can't touch
Both of Moon's hatcheries are destroyed, he's back to long distance mining but siege tanks are in position to kill the drones
Mutalisks kill a thor and some tanks that are isolated, but Moon has no income and Jinro has a base
The game is basically over but Jinro is being cautious, he adds a raven to detect burrowed banelings and creep tumors
Marines find a huge clump of overlords and obliterate them, meanwhile other marines take out another attempt at building a hatchery
Moon finally surrenders
I don't blame Moon for going down fighting but the game wasn't in doubt for quite a while before the end.
Commentary: Excellent game from Jinro. I didn't get to see his games at MLG Dallas but that's the best I've seen him play. In a tournament where so many Terrans have been playing very aggressively, Jinro played a safe and defensive style. By taking a relatively quick third base he put the onus to attack back on Moon, and Jinro's careful siege tank and marine micro meant he had an enormous advantage in the ensuing battles.
Hatch first on 14 for Moon, barracks at the natural choke for Jinro
Jinro getting quick gas as well, gets tech lab and reaper
Jinro completes the wall-off with a factory and sends the reaper to Moon's expansion
Expansion for Jinro, factory switches to tech lab, reaper still harassing
Zergling speed finishes and lair starts for Moon, siege mode and starport for Jinro
Large group of zerglings hit the wall but two tanks are waiting behind it, viking coming for Jinro
Two more barracks for Jinro, spire for Moon
Armory for Jinro, viking moves out to harass overlords
Moon takes the gold, gets a baneling nest and mutalisks, thor out for Jinro
Mutas arrive at Jinro's main but well-placed turrets repel them
Mutalisks do some minor damage to Jinro, both players getting lots of upgrades
Command center floating to Jinro's third, Moon making banelings and finishing baneling speed
Command center lands, the mutalisks start taking down the rocks
The rocks go down but Jinro is ready to defend, so Moon pulls back
Jinro scans and kills a creep tumor, Moon switching into roaches
Moon attacks through the center with his baneling/muta army, tanks wipe it out easily
Moon has a decent roach count but didn't bring them on that attack
Jinro moves a smal l force to the gold, Moon attacks with zerglings, roaches, and mutas
Jinro falls back at first, but his upgraded marines slice through the roaches
Huge running battle at the gold as banelings and roaches try to beat back Jinro's army
A final push from Jinro's marines cleans out the gold, Moon has three bases so is even with Jinro
Jinro has a command center up at his fourth base, no SCVs yet
Another large battle outside Moon's third as Moon attacks with roaches and banelings
The banelings die before getting close to the marines, then the roaches melt
Jinro moves into Moon's third, nothing left to stop him
Moon concedes
Smart game by Jinro, patiently moving down his side of the map and forcing Moon to attack into his siege tank lines.
Game 2 - Xel'Naga Caverns
Hatch first on 14 for Moon, standard opening for Jinro
Factory at the wall-in for Jinro, still only one gas
Hellion on the way, four marines move out to the watch tower
The marines reach the expansion with a hellion and kill an overlord, supply blocking Moon
Moon finally clears the marines and hellion but lost a lot of zerglings doing it
Two more barracks with reactors for Jinro, lair and baneling nest for Moon
The banshee moves out and spots banelings morphing outside Jinro's natural
Bunker building at the expansion for Jinro, siege mode finishing
Jinro sieges a tank at his natural protected on almost all sides by depots, his starport, and the bunker
Command center floated in for Jinro, spire coming for Moon
The banshee pokes the natural but turns back, baneling speed coming for Moon
Armory starts for Jinro, Moon takes a third and starts mutalisk production
The banshee starts hitting the third, but mutalisks are coming out
Mutalisks kill the banshee, Jinro working on an infantry armor plus a thor
Mutalisks poke Jinro's main but turrets are up and they turn around
Third command center already built for Jinro, he starts moving his army toward the gold
Moon taking a fourth, Jinro clearing the rocks at the gold
Mutalisks and zerglings counter to the main, but medivac micro protects a thor and tank
No drones at Moon's fourth yet
Mutalisks come in and snipe a thor, but three reactor barracks are pumping marines and they pull back
Planetary building at the gold, Jinro starts moving up and killing creep tumors
Jinro sends a small group of infantry to Moon's third, mutalisks and banelings clear it out
Fifth base starts for Moon, he attacks Jinro's main with mutalisks, zerglings, and banelings
Decent damage for Moon's attack but it gets cleaned up pretty easily, meanwhile Jinro counters and kills Moon's third
Moon starts his gold base and makes a ton of banelings
Back and forth battles near Jinro's gold base between marines and baneling/mutalisks
Jinro has a fourth base now and pushes toward Moon's gold
Jinro sieges in range of the gold, Moon kills Jinro's fourth
Jinro drops infantry at Moon's fifth and kills all the drones there, then the hatchery as well
Mutalisks belatedly clean up the group at Moon's old fifth
Enormous number of mutalisks attack Jinro's position in the center of the map, but marines keep streaming in
The mutalisks are forced to withdraw, but Moon has rebuilt his third
Jinro has a fourth again, Moon pokes but Jinro's army is in position to defend it
Jinro attacks the third and kills it again despite buried banelings nearby
Drop in Moon's main forces the mutalisks to pull back while Jinro's army relocates toward Moon's mining bases
Jinro sieges near Moon's gold and sends marines to destroy Moon's only mining hatcheries
Mutalisks counter and harass, there's a really high number of them, but Moon isn't mining
Jinro is only mining from the gold base and that is almost out, he moves another command center back to his fourth
Both players long distance mining, Moon at a substantial supply disadvantage
Jinro pushes up the map again with a tank/marine/thor composition that Moon's mutalisks and banelings can't touch
Both of Moon's hatcheries are destroyed, he's back to long distance mining but siege tanks are in position to kill the drones
Mutalisks kill a thor and some tanks that are isolated, but Moon has no income and Jinro has a base
The game is basically over but Jinro is being cautious, he adds a raven to detect burrowed banelings and creep tumors
Marines find a huge clump of overlords and obliterate them, meanwhile other marines take out another attempt at building a hatchery
Moon finally surrenders
I don't blame Moon for going down fighting but the game wasn't in doubt for quite a while before the end.
Commentary: Excellent game from Jinro. I didn't get to see his games at MLG Dallas but that's the best I've seen him play. In a tournament where so many Terrans have been playing very aggressively, Jinro played a safe and defensive style. By taking a relatively quick third base he put the onus to attack back on Moon, and Jinro's careful siege tank and marine micro meant he had an enormous advantage in the ensuing battles.
EGIdrA (Z) vs IMmvp (T)
Match Rating: 5/10
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Game 1 - Blistering Sands
Barracks at the natural for mvp, hatch first for IdrA on 14
Second barracks for mvp, also at the natural
Spine crawler at the natural for IdrA, mvp expanding but IdrA scouts it
Barracks float back to the expansion choke and the marines pull back behind
No damage was done but mvp does have a fast and pretty safe expansion
Lair on the way for IdrA, two more barracks for mvp
IdrA starts working on the rocks at the gold, mvp moves out with ten marines
IdrA has four banelings and a few zerglings ready in case of attack, mvp walks back
Stim, shields, and marauders now coming for mvp, baneling speed for IdrA
mvp moves out with four marauders and eighteen marines, scans and kills IdrA's creep tumors at the choke
mvp backs up and fights off the banelings, but loses his marauders and half his marines in the process
IdrA starts a hatch at the gold, mvp starts to move towards it but backs off
Spire coming for IdrA
mvp moves into the gold base with his fairly large marine force but backs off when banelings approach
Mutalisks coming now for IdrA as well as the attack upgrade
Second macro hatchery at the gold base, mvp moves to attack and prespreads his marines
IdrA tries to attack but his forces get cut apart by a siege tank on the high ground
IdrA regroups and clears the tank and infantry with mutalisks, but only after taking substantial losses
mvp moves in again, this time with two siege tanks on the high ground, and this time IdrA doesn't have enough to stop him
IdrA concedes
IdrA looked like he was going to get a lead but mvp's clever positioning above the gold base won the game.
Game 2 - Steppes of War
Two barracks for mvp, hatch first on 14 for IdrA
First marine goes to the expansion with an SCV
mvp starts a bunker at the bottom of the ramp, then a depot while marines hit the drones trying to block
Enough zerglings are out to destroy the bunker and clean up the marines
Zerglings counter to mvp's front but pull back
Two spine crawlers at the expansion for IdrA and a baneling nest
Double factory for mvp, command center floating to the natural, blue flame researching
Lair and baneling speed coming for IdrA, mvp pumping out hellions
Four hellions move out with plenty of marines, mvp still making hellions
Hellions move in, see a large number of banelings being morphed, then dart up the ramp but die to IdrA's queen
Spire coming for IdrA, starport for mvp, IdrA takes his third
Hellions go to attack the third but get surrounded by zerglings and die
Four more hellions go to the third but then pull back only to get killed by banelings
IdrA moving his spine crawlers into the center of the map
Mutalisks harass in the main but only minor damage so far
mvp finally moving into siege tanks, IdrA still making mualisks and banelings
IdrA takes the gold on mvp's side of the map, creep almost there
mvp starts to leapfrog his siege tanks forward
mvp repads his marines but mutalisks snipe the small groups
IdrA finally moves in with zerglings and banelings, killing at least four tanks before being pushed back
thor out for mvp to help with the mutalisks, but he's fifty supply behind
IdrA moves in a second time, banelings force out the marines to withdraw and mutalisks magic-box the thor and then kill the tanks
The marine count is now low enough that mutalisks can clean them up
Nothing to stop IdrA's forces as they pour into mvp's natural
mvp concedes
Great game from IdrA. His creep spread slowed down mvp's push long enough for him to get a critical mass of mutalisks and banelings.
Game 3 - Metalopolis
Close ground positions, IdrA at 6 and mvp at 3
Hatch first on 14 for IdrA, two barracks for mvp
IdrA's scouting drone barely lives long enough to spot the barracks
Early marine pressure from mvp, marines battle drones at the natural
Spine crawler finishes, then relocates and almost dies, but it gets planted again
mvp moving back in with a dozen marines but is forced to retreat to his main
mvp floating a command center to his natural, zerglings spot it as it lands
Baneling nest out for IdrA, lair coming at his natural
mvp moves out with a large infantry army, banelings coming for IdrA but mvp spots it with a scan and kills them
IdrA doesn't have nearly enough to stop the timing attack
IdrA surrenders
Good two base timing attack from mvp. Losing the banelings sealed it, but it looked like mvp had enough regardless.
Commentary: IdrA went in hoping to win on Blistering Sands and Metalopolis. Instead, he lost both those games and won on Steppes of War. mvp won game 1 with brilliant tactics and won game 3 with a brilliant build order. At least, I assume it was brilliant. Since IdrA knows so much about builds and timings, I have to assume that if he got caught completely off guard by a timing attack then mvp did something clever and unusual. Although it's disappointing to see IdrA out relatively early, there's no shame in losing to mvp, a great Starcraft 1 player and the highest ranked ladder player in the world.
Barracks at the natural for mvp, hatch first for IdrA on 14
Second barracks for mvp, also at the natural
Spine crawler at the natural for IdrA, mvp expanding but IdrA scouts it
Barracks float back to the expansion choke and the marines pull back behind
No damage was done but mvp does have a fast and pretty safe expansion
Lair on the way for IdrA, two more barracks for mvp
IdrA starts working on the rocks at the gold, mvp moves out with ten marines
IdrA has four banelings and a few zerglings ready in case of attack, mvp walks back
Stim, shields, and marauders now coming for mvp, baneling speed for IdrA
mvp moves out with four marauders and eighteen marines, scans and kills IdrA's creep tumors at the choke
mvp backs up and fights off the banelings, but loses his marauders and half his marines in the process
IdrA starts a hatch at the gold, mvp starts to move towards it but backs off
Spire coming for IdrA
mvp moves into the gold base with his fairly large marine force but backs off when banelings approach
Mutalisks coming now for IdrA as well as the attack upgrade
Second macro hatchery at the gold base, mvp moves to attack and prespreads his marines
IdrA tries to attack but his forces get cut apart by a siege tank on the high ground
IdrA regroups and clears the tank and infantry with mutalisks, but only after taking substantial losses
mvp moves in again, this time with two siege tanks on the high ground, and this time IdrA doesn't have enough to stop him
IdrA concedes
IdrA looked like he was going to get a lead but mvp's clever positioning above the gold base won the game.
Game 2 - Steppes of War
Two barracks for mvp, hatch first on 14 for IdrA
First marine goes to the expansion with an SCV
mvp starts a bunker at the bottom of the ramp, then a depot while marines hit the drones trying to block
Enough zerglings are out to destroy the bunker and clean up the marines
Zerglings counter to mvp's front but pull back
Two spine crawlers at the expansion for IdrA and a baneling nest
Double factory for mvp, command center floating to the natural, blue flame researching
Lair and baneling speed coming for IdrA, mvp pumping out hellions
Four hellions move out with plenty of marines, mvp still making hellions
Hellions move in, see a large number of banelings being morphed, then dart up the ramp but die to IdrA's queen
Spire coming for IdrA, starport for mvp, IdrA takes his third
Hellions go to attack the third but get surrounded by zerglings and die
Four more hellions go to the third but then pull back only to get killed by banelings
IdrA moving his spine crawlers into the center of the map
Mutalisks harass in the main but only minor damage so far
mvp finally moving into siege tanks, IdrA still making mualisks and banelings
IdrA takes the gold on mvp's side of the map, creep almost there
mvp starts to leapfrog his siege tanks forward
mvp repads his marines but mutalisks snipe the small groups
IdrA finally moves in with zerglings and banelings, killing at least four tanks before being pushed back
thor out for mvp to help with the mutalisks, but he's fifty supply behind
IdrA moves in a second time, banelings force out the marines to withdraw and mutalisks magic-box the thor and then kill the tanks
The marine count is now low enough that mutalisks can clean them up
Nothing to stop IdrA's forces as they pour into mvp's natural
mvp concedes
Great game from IdrA. His creep spread slowed down mvp's push long enough for him to get a critical mass of mutalisks and banelings.
Game 3 - Metalopolis
Close ground positions, IdrA at 6 and mvp at 3
Hatch first on 14 for IdrA, two barracks for mvp
IdrA's scouting drone barely lives long enough to spot the barracks
Early marine pressure from mvp, marines battle drones at the natural
Spine crawler finishes, then relocates and almost dies, but it gets planted again
mvp moving back in with a dozen marines but is forced to retreat to his main
mvp floating a command center to his natural, zerglings spot it as it lands
Baneling nest out for IdrA, lair coming at his natural
mvp moves out with a large infantry army, banelings coming for IdrA but mvp spots it with a scan and kills them
IdrA doesn't have nearly enough to stop the timing attack
IdrA surrenders
Good two base timing attack from mvp. Losing the banelings sealed it, but it looked like mvp had enough regardless.
Commentary: IdrA went in hoping to win on Blistering Sands and Metalopolis. Instead, he lost both those games and won on Steppes of War. mvp won game 1 with brilliant tactics and won game 3 with a brilliant build order. At least, I assume it was brilliant. Since IdrA knows so much about builds and timings, I have to assume that if he got caught completely off guard by a timing attack then mvp did something clever and unusual. Although it's disappointing to see IdrA out relatively early, there's no shame in losing to mvp, a great Starcraft 1 player and the highest ranked ladder player in the world.
CheckPrimeWE (Z) vs choyafOu (P)
Match Rating: 6/10
VOD Link
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Game 1 - Steppes of War
Hatch first on 15 for Check, choya immediately cancels his gas and starts a forge
Pylon warped in on the low ground, many probes coming with the first zealot
The first cannon warps in on the low ground, Check cancels the hatchery
choya cancels his cannons, zerglings kill the lone zealot and then the pylon
Zerglings check choya's ramp but it's walled off, of course
Two zealots move out to attack the rebuilding expansion hatchery
Three zealots there now but two queens and seven zerglings drive them out
Three more warpgates for choya, only one gas
Spine crawler being built beside the expansion ramp, Check sacrifices an overlord and sees all the warpgates
Check adds more spine crawlers and gets roaches and lair
choya moves out with four zealots, six stalkers, and a probe
Pylon warps in at the low ground but Check relocates a spine crawler to the high ground above it
Check has three spine crawlers and many speedlings to go with about six roaches
choya moves in, but as his zealots engage the roaches, Check's speedlings dart around and surround the stalkers
The roaches kill the zealots, the zerglings kill the stalkers, both with assists from the spine crawlers
choya concedes
Check has had some bad experiences on this map, but it was choya who looked desperate. Surprisingly easy win for Check.
Game 2 - Delta Quadrant
Right positions, choya at 2 and Check at 5
Pool first on 13 for Check with a fast gas, standard opening for choya
Check expands on 16
Three more gateways for choya, zergling speed and roach warren for Check
Proxy pylon for choya, he's moving in with six stalkers and seven zealots
Spine crawler starts for Check, more zealots for choya, plus one sentry
The sentry puts a force field on the ramp, but Check's forces are outside it
Zerglings move in and attack the stalkers, the roaches try to kite the zealots
This time choya has enough of both zealots and stalkers to win despite Check's clearly superior micro
As reinforcements come in for both sides, Check's inferior worker numbers mean he slowly gets pushed back
choya pushes into Check's main, loses all his stalkers to another zergling flank, but he still has enough zealots
Check concedes
Essentially a build order win for choya. This time Check's micro wasn't enough to save him.
Game 3 - Xel'Naga Caverns
Pool first for Check, choya builds a pylon at Check's natural to block the hatchery
Forge after core for choya and a pylon on the low ground
Zergling speed coming for Check, cannon at the low ground for choya
Stargate now for choya, but zerglings run up the ramp to the wall and spot it
Void ray coming for choya, Check getting two more queens, a spine crawler, and a roach warren
The void ray kills an overlord while an expansion is finally started at choya's natural
Phoenix now for choya, zerglings poke the forces at the ramp but are held off easily by a sentry
Lair coming for Check, nexus finished for choya but he's late on the drone transfer
Two phoenixes now harassing hydras in Check's main but they have to retreat from the queens
Robotics for choya, hydralisks, spire and a third base for Check
Fourth base as well for Check, a second stargate coming for choya and ship weapons as well
choya moves out with his army and kills the hatchery building at Check's third, Check starts on the rocks
Mutalisks coming for Check but choya has been making phoenixes out of two gates this whole time
Robotics support bay for choya but he's sticking with phoenixes for now, Check still making mutalisks
Choya takes his third and moves out, snipes a queen
Check counters to choya's natural with his mutalisk/zergling army
Stalkers clean up the zerglings and the phoenix fleet crushes the mutalisks
Colossus out now for choya to counter Check's hydras, thermal lance coming
Check switching back into roaches, he loses his fourth base to choya's army
Check counters to choya's natural but choya cleans it up
Check loses his third base, counterattacks with his hydras to choya's third
choya's stalkers and colossus trap Check's army there and annihilate it
Check surrenders
Fantastic game by choya. His unorthodox build order allowed him to dictate, and stay one step ahead of, every one of Check's transitions
Commentary: choya has said he has a lot of problems with nerves, and his performance in the first two games wasn't very impressive. In the third game, however, he finally played to his potential and ran circles around Check strategically. Going into this match I thought the way to beat Check was playing a macro game, since his Warcraft 3 training has given him very good micro and he's always shown an excellent strategic sense, but choya did micro-intensive rush builds for the first two games and then predicted Check's every move in the third one. Another disappointing tournament for Check, but with Code S secured he'll be back throughout 2011.
Hatch first on 15 for Check, choya immediately cancels his gas and starts a forge
Pylon warped in on the low ground, many probes coming with the first zealot
The first cannon warps in on the low ground, Check cancels the hatchery
choya cancels his cannons, zerglings kill the lone zealot and then the pylon
Zerglings check choya's ramp but it's walled off, of course
Two zealots move out to attack the rebuilding expansion hatchery
Three zealots there now but two queens and seven zerglings drive them out
Three more warpgates for choya, only one gas
Spine crawler being built beside the expansion ramp, Check sacrifices an overlord and sees all the warpgates
Check adds more spine crawlers and gets roaches and lair
choya moves out with four zealots, six stalkers, and a probe
Pylon warps in at the low ground but Check relocates a spine crawler to the high ground above it
Check has three spine crawlers and many speedlings to go with about six roaches
choya moves in, but as his zealots engage the roaches, Check's speedlings dart around and surround the stalkers
The roaches kill the zealots, the zerglings kill the stalkers, both with assists from the spine crawlers
choya concedes
Check has had some bad experiences on this map, but it was choya who looked desperate. Surprisingly easy win for Check.
Game 2 - Delta Quadrant
Right positions, choya at 2 and Check at 5
Pool first on 13 for Check with a fast gas, standard opening for choya
Check expands on 16
Three more gateways for choya, zergling speed and roach warren for Check
Proxy pylon for choya, he's moving in with six stalkers and seven zealots
Spine crawler starts for Check, more zealots for choya, plus one sentry
The sentry puts a force field on the ramp, but Check's forces are outside it
Zerglings move in and attack the stalkers, the roaches try to kite the zealots
This time choya has enough of both zealots and stalkers to win despite Check's clearly superior micro
As reinforcements come in for both sides, Check's inferior worker numbers mean he slowly gets pushed back
choya pushes into Check's main, loses all his stalkers to another zergling flank, but he still has enough zealots
Check concedes
Essentially a build order win for choya. This time Check's micro wasn't enough to save him.
Game 3 - Xel'Naga Caverns
Pool first for Check, choya builds a pylon at Check's natural to block the hatchery
Forge after core for choya and a pylon on the low ground
Zergling speed coming for Check, cannon at the low ground for choya
Stargate now for choya, but zerglings run up the ramp to the wall and spot it
Void ray coming for choya, Check getting two more queens, a spine crawler, and a roach warren
The void ray kills an overlord while an expansion is finally started at choya's natural
Phoenix now for choya, zerglings poke the forces at the ramp but are held off easily by a sentry
Lair coming for Check, nexus finished for choya but he's late on the drone transfer
Two phoenixes now harassing hydras in Check's main but they have to retreat from the queens
Robotics for choya, hydralisks, spire and a third base for Check
Fourth base as well for Check, a second stargate coming for choya and ship weapons as well
choya moves out with his army and kills the hatchery building at Check's third, Check starts on the rocks
Mutalisks coming for Check but choya has been making phoenixes out of two gates this whole time
Robotics support bay for choya but he's sticking with phoenixes for now, Check still making mutalisks
Choya takes his third and moves out, snipes a queen
Check counters to choya's natural with his mutalisk/zergling army
Stalkers clean up the zerglings and the phoenix fleet crushes the mutalisks
Colossus out now for choya to counter Check's hydras, thermal lance coming
Check switching back into roaches, he loses his fourth base to choya's army
Check counters to choya's natural but choya cleans it up
Check loses his third base, counterattacks with his hydras to choya's third
choya's stalkers and colossus trap Check's army there and annihilate it
Check surrenders
Fantastic game by choya. His unorthodox build order allowed him to dictate, and stay one step ahead of, every one of Check's transitions
Commentary: choya has said he has a lot of problems with nerves, and his performance in the first two games wasn't very impressive. In the third game, however, he finally played to his potential and ran circles around Check strategically. Going into this match I thought the way to beat Check was playing a macro game, since his Warcraft 3 training has given him very good micro and he's always shown an excellent strategic sense, but choya did micro-intensive rush builds for the first two games and then predicted Check's every move in the third one. Another disappointing tournament for Check, but with Code S secured he'll be back throughout 2011.
PoltPrimeWE (T) vs SlayerSBoxeR (T)
Match Rating: 7/10
VOD Link
Click for match play by play and commentary
Game 1 - Delta Quadrant
Left positions, BoxeR at 10 and Polt at 7
BoxeR builds two barracks at his expansion, standard gas opening for Polt
Polt scouts it and adds a bunker, BoxeR adds two gas and positions marines to deny scouting at his natural
Really fast armory for Polt, BoxeR poking the ramp with his marines but the bunker repels them
Hellion out for Polt, third barracks, factory, and then starport for BoxeR
Thor on the way for Polt, command center and siege mode research starting for BoxeR
Thor and marines on the way with SCVs to repair, siege mode just about to finish for BoxeR
Polt loses his hellion to the bunker at the top of BoxeR's ramp, but then moves up with his marines
The bunker goes down, BoxeR gets SCVs in place to repair the tank behind it and slows down the attack
But he has to move it out of range of the thor, Polt pursues and takes it out
Second tank out for BoxeR, meanwhile his SCVs try to stop Polt's SCVs repairing the thor
The tank dies and the thor survives, almost all of BoxeR's SCVs dead now
Second thor arrives for Polt
BoxeR concedes
Well-executed thor rush by Polt. BoxeR didn't see it coming and just didn't have the right composition to stop it.
Game 2 - Blistering Sands
BoxeR walls off at the bottom of his ramp, standard opening for Polt
Command center on 18 for BoxeR, second gas and reactor for Polt
Two more barracks for BoxeR, factory for Polt
Starport for Polt, two more barracks for BoxeR
As always, BoxeR's defensive marine positioning is gorgeous
Vikings and a siege tank coming for Polt, BoxeR moving up the ramp
No siege mode for Polt. Boxer's marines push back the tank and kill Polt's marines and landing vikings
SCVs push out BoxeR's surviving marines long enough for Polt to reinforce
BoxeR masses up more marines and attacks Polt's army before siege mode is ready
Polt desperately retreats to his natural, losing some tanks but saves some with medivacs
BoxeR's next wave includes marauders, stim almost done as well
BoxeR's army takes down the rocks at Polt's main, Polt fights from behind the tall grass and repels BoxeR's army
BoxeR switches his point of attack to the natural, but Polt is out of position
Polt lifts the command center and moves in from behind with tanks
BoxeR spreads his marines and kills the tanks easily with marauders
Polt concedes
This time it was BoxeR with the smart build order and Polt who had the wrong unit composition to be able to defend.
Game 3 - Jungle Basin
Standard opening for Polt, one barracks faster expand on 17 for BoxeR
Two more barracks for BoxeR, factory for Polt
BoxeR is up to five barracks and still no gas, starport for Polt
Cloak and banshee coming for Polt, both players move out and miss each other in the center of the map
The armies meet and Polt's siege tank allows him to win the battle
Reinforcing marines from BoxeR force Polt back to his base
The first banshee is out, cloak finishing as it reaches BoxeR's base
BoxeR pulls out SCVs from his natural but the cloaked banshee picks off lots of marines
Cloak runs out, the banshee has 19 kills, turrets going up for BoxeR
Polt expands, then moves up BoxeR's ramp with a second banshee and three tanks
BoxeR sends his SCVs, three banshees there to support the tanks
BoxeR kills all the banshees with scans, then cleans up the tanks
Massive SCV losses in that fighting for BoxeR, Polt's expansion is up and running
Another banshee arrives at BoxeR's natural but there are so few SCVs there that one turret covers them
Polt sends his cloaked banshees into BoxeR's base one at a time to keep the marine count low
Stim finally finishes for BoxeR's marines, but Polt moves in with overwhelming force
Most of BoxeR's units are away from his base, they come in from behind but the siege tanks destroy them easily
Enormous marine force now unopposed in BoxeR's main
BoxerR surrenders
Great game from Polt, his tank play turned out to be more than a match for BoxeR's marine expand strategy.
Commentary: Polt's distinguished himself in previous GSLs with his build orders, so it wasn't surprising to see his thor rush win him game 1. BoxeR, on the other hand, is a top player chiefly because of his amazing micro. Unfortunately his build orders didn't allow him to get stim until relatively late, and without stim there's only so much even the best players can do with marines against banshees and tanks.
Left positions, BoxeR at 10 and Polt at 7
BoxeR builds two barracks at his expansion, standard gas opening for Polt
Polt scouts it and adds a bunker, BoxeR adds two gas and positions marines to deny scouting at his natural
Really fast armory for Polt, BoxeR poking the ramp with his marines but the bunker repels them
Hellion out for Polt, third barracks, factory, and then starport for BoxeR
Thor on the way for Polt, command center and siege mode research starting for BoxeR
Thor and marines on the way with SCVs to repair, siege mode just about to finish for BoxeR
Polt loses his hellion to the bunker at the top of BoxeR's ramp, but then moves up with his marines
The bunker goes down, BoxeR gets SCVs in place to repair the tank behind it and slows down the attack
But he has to move it out of range of the thor, Polt pursues and takes it out
Second tank out for BoxeR, meanwhile his SCVs try to stop Polt's SCVs repairing the thor
The tank dies and the thor survives, almost all of BoxeR's SCVs dead now
Second thor arrives for Polt
BoxeR concedes
Well-executed thor rush by Polt. BoxeR didn't see it coming and just didn't have the right composition to stop it.
Game 2 - Blistering Sands
BoxeR walls off at the bottom of his ramp, standard opening for Polt
Command center on 18 for BoxeR, second gas and reactor for Polt
Two more barracks for BoxeR, factory for Polt
Starport for Polt, two more barracks for BoxeR
As always, BoxeR's defensive marine positioning is gorgeous
Vikings and a siege tank coming for Polt, BoxeR moving up the ramp
No siege mode for Polt. Boxer's marines push back the tank and kill Polt's marines and landing vikings
SCVs push out BoxeR's surviving marines long enough for Polt to reinforce
BoxeR masses up more marines and attacks Polt's army before siege mode is ready
Polt desperately retreats to his natural, losing some tanks but saves some with medivacs
BoxeR's next wave includes marauders, stim almost done as well
BoxeR's army takes down the rocks at Polt's main, Polt fights from behind the tall grass and repels BoxeR's army
BoxeR switches his point of attack to the natural, but Polt is out of position
Polt lifts the command center and moves in from behind with tanks
BoxeR spreads his marines and kills the tanks easily with marauders
Polt concedes
This time it was BoxeR with the smart build order and Polt who had the wrong unit composition to be able to defend.
Game 3 - Jungle Basin
Standard opening for Polt, one barracks faster expand on 17 for BoxeR
Two more barracks for BoxeR, factory for Polt
BoxeR is up to five barracks and still no gas, starport for Polt
Cloak and banshee coming for Polt, both players move out and miss each other in the center of the map
The armies meet and Polt's siege tank allows him to win the battle
Reinforcing marines from BoxeR force Polt back to his base
The first banshee is out, cloak finishing as it reaches BoxeR's base
BoxeR pulls out SCVs from his natural but the cloaked banshee picks off lots of marines
Cloak runs out, the banshee has 19 kills, turrets going up for BoxeR
Polt expands, then moves up BoxeR's ramp with a second banshee and three tanks
BoxeR sends his SCVs, three banshees there to support the tanks
BoxeR kills all the banshees with scans, then cleans up the tanks
Massive SCV losses in that fighting for BoxeR, Polt's expansion is up and running
Another banshee arrives at BoxeR's natural but there are so few SCVs there that one turret covers them
Polt sends his cloaked banshees into BoxeR's base one at a time to keep the marine count low
Stim finally finishes for BoxeR's marines, but Polt moves in with overwhelming force
Most of BoxeR's units are away from his base, they come in from behind but the siege tanks destroy them easily
Enormous marine force now unopposed in BoxeR's main
BoxerR surrenders
Great game from Polt, his tank play turned out to be more than a match for BoxeR's marine expand strategy.
Commentary: Polt's distinguished himself in previous GSLs with his build orders, so it wasn't surprising to see his thor rush win him game 1. BoxeR, on the other hand, is a top player chiefly because of his amazing micro. Unfortunately his build orders didn't allow him to get stim until relatively late, and without stim there's only so much even the best players can do with marines against banshees and tanks.
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