Today is the first day of January's Code A tournament. This is a 32 player tournament whose top 8 finishers will get a chance to play their way into Code S by beating the early losers of this month's Code S tournament. Meanwhile, the bottom 16 players (everyone who loses in the opening round) will be have to defeat hopefuls from Code B to avoid relegation.
Unlike the odd Code S round robin format, the Code A tournament is a best of 3 single elimination tournament similar to the 2010 GSL tournaments.
Today's matchups:
TankBoyPrimeWE
Terran
#1
2010 Results: Ro32, Ro32, DNQ
Eliminated Map: Scrap Station
| vs. | IMJunwi
Zerg
T-#15
2010 Results: Ro64, DNQ, Ro64
Eliminated Map: Steppes of War
| Maps
Jungle Basin
Shakuras Plateau
Lost Temple
|
BanBansZenith
Protoss
T-#15
2010 Results: DNQ, ro64, ro64
Eliminated Map: Blistering Sands
| vs. | ZeNEXcOre
Protoss
T-#9
2010 Results: DNQ, ro32, ro64
Eliminated Map: Scrap Station
| Maps
Xel'Naga Caverns
Steppes of War
Shakuras Plateau
|
IMJunwi (Z) vs TankBoyPrimeWE (T)
Match Rating: 6/10
VOD Link
Click for match play by play and commentary
Game 1 - Jungle Basin
Hatch first on 15 for Junwi, gasless opening for TankBoy
Command center on 21 for TankBoy, his marines snipe an overlord at his expansion as well
Factory and two more barracks with TankBoy, he pushes four marines up into Junwi's main
While Artosis criticizes exposing the marines, they kill an overlord in Junwi's main
Zerglings attack as the marines withdraw but there aren't enough to kill any of them
Zergling speed and lair coming for Junwi, stim and a starport coming for TankBoy
Baneling nest now for Junwi, TankBoy is completely walled in with barracks with add-ons
Spire for Junwi, reactor dropships and shields for TankBoy
TankBoy moves out with a medium-sized marine/marauder army with two dropships
He scans and kills creep tumors at the bottom of Junwi's ramp
He moves up the ramp with only marauders to avoid baneling attacks, then uses his dropship to put a few marines on the high ground
Mutalisks come out and TankBoy immediately withdraws
TankBoy's force joins reinforcing marines and two siege tanks at the front of his main
Junwi goes to the rocks with mutalisks and zerglings, forcing TankBoy to bring marines to defend
Baneling speed, muta air attack, and a macro hatchery for Junwi
Junwi expands to his near outside base as well as the center
TankBoy moves to the outside hatchery and forces a cancel with his army
Junwi ignores and counters into TankBoy's main with mutalisks and zerglings
TankBoy sends his army into Junwi's main instead of trying to go back
The mutalisks return to help the banelings defend Junwi's base
Junwi masses up a large group of zerglings and banelings and after whittling down TankBoy's forces attacks and slaughters TankBoy's army
Junwi now with a nearly unstoppable advantage. He gets 20 banelings to go with his dozen or so mutalisks
Junwi rebuilds his outside expansion, so he's three bases to two with a fourth on the way
A dropship moves out for TankBoy, Junwi takes a fifth in the other outside base
TankBoy tries to move out but Junwi's 24 mutalisks force him to stay at home
Junwi's maxed now with banelings, TankBoy at 120 supply and almost exclusively marines in his army
TankBoy builds a thor, but the mutalisks kill it without even bothering to magic box
TankBoy moves his army out and it gets immediately obliterated by Junwi's banelings
TankBoy concedes
Crushing victory for Junwi on a map that seemed like it wasn't in Zerg's favor in GSL 3. TankBoy seemed pretty impressive back in GSL 1, but perhaps he's fallen behind the curve.
Game 2 - Shakuras Plateau
Cross positions, TankBoy at 10 and Junwi at 5
Hatch first on 15 for Junwi, another gasless opening for TankBoy
TankBoy finds an overlord in the lower left and kills it with marines.
Command center for TankBoy, meanwhile he pushes out with four marines, but they get intercepted by zerglings and two are killed, though another marine drives off the surviving zerglings
Stim and another barracks for TankBoy, quick third expansion (36 supply) for Junwi
TankBoy lands his command center at his natural, zergling speed coming for Junwi
Baneling nest out for Junwi, TankBoy moves out with a small group of 7 marines and three marauders
TankBoy feints towards Junwi's main, then heads up to Junwi's third and attacks the hatchery
Junwi's zerglings and banelings arrive and destroy the army with the hatchery at about 1/3 health
Over twenty supply lead for Junwi as he starts his spire, then gets baneling speed
Two dropships fully loaded with marines head toward Junwi's weakened third hatchery
Junwi's response is good and he immediately responds with a large group of zerglings and two banelings
The marines have to kill the banelings instead of the hatchery, then they get surrounded by the zerglings and most die before the rest get evacuated by the dropships
TankBoy moves out with a medium sized infantry and tank army, but walks over five burrowed banelings and loses just about all of his infantry
Junwi immediately attacks with his zerglings and mutalisks. TankBoy doesn't have even remotely enough to defend after that baneling trap.
TankBoy surrenders
Even more dominating performance than the previous game, if that's possible. Other than the overlord snipe, nothing went right for TankBoy this game.
Commentary: Junwi never won a match in the 2010 GSL tournaments whereas TankBoyPrimeWE played some good games. Despite my expectations, Junwi looked far, far better than TankBoy today. Junwi did well and is only one more match win away from getting a chance at promotion. Based on his current form TankBoy will be lucky to avoid being relegation two weeks from now.
BanBansZenith (P) vs ZeNEXcOre (P)
Match Rating: 2/10
VOD Link
Click for match play by play and commentary
Game 1 - Xel'Naga Caverns
Standard openings for both players
BanBans gets four gates, cOre goes gate-robo-gate.
Proxy pylon for BanBans behind the grass at the expansion, stalkers warping in
Force field at the ramp temporarily keeps the stalkers out, BanBans adds a pylon on the low ground below cOre's base
When the force field dissipates, BanBans' six stalkers walk up the ramp. Probes come out.
BanBans' reinforcements warping directly into the base thanks to the low ground pylon.
cOre concedes
Ouch. Not a good game for cOre, who got hard-countered by a pretty ordinary four gate rush.
Game 2 - Steppes of War
Standard openings, but a very fast proxy pylon (about 16 supply) for cOre behind the minerals at BanBans' expansion
cOre puts a second gateway at the proxy pylon.
cOre's scouting probe leaves and BanBans sees the proxy gateway there
BanBans pulls back as a zealot, two stalkers, and a probe arrive for cOre
BanBans adds a bunch of gateways deep in his base, cOre ineffectually attacks the pylon but BanBans just adds more
Warp gates finish for BanBans and he warps in a bunch of stalkers
The stalkers counter up to cOre's base. cOre delays it with a force field, but it only delays the inevitable.
BanBans' stalkers don't bother to micro against cOre's zealots, but enough of cOre's probes have died that it doesn't really matter
cOre surrenders
BanBans didn't look very impressive, but he wasn't exactly pushed to his limit, so we'll just have to wait and see how he does in the round of 16.
Commentary: Pretty embarassing performance for cOre. These are teammates, so perhaps BanBans managed some sort of psych-out that made cOre choose such disastrous strategies. Luckily for cOre he's got a little while to get himself straightened out for the relegation fight.
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