BanBansZenith Protoss T-#15 ro32: beat ZeNEXcOre (2-0) 2010 Results: DNQ, DNQ, ro16 Eliminated Map: None |
vs. | IMJunwi Terran #T-15 ro32: beat TankBoyPrimeWE (2-0) 2010 Results: Ro64, DNQ, Ro64 Eliminated Map: Delta Quadrant |
Xel'Naga Caverns Blistering Sands Jungle Basin |
oGsTOP Terran T-#2 ro32: beat STAce (2-1) 2010 Results: ro16, DNQ, DNQ Eliminated Map: Delta Quadrant |
vs. | TSLAlive AKA aLivefOu Terran T-#21 ro32: beat REXZanDarke (forfeit) 2010 Results: DNQ, DNQ, Ro32 Eliminated Map: None |
Blistering Sands Shakuras Plateau Lost Temple |
BanBansZenith (P) vs IMJunwi (Z)
Match Rating: 4/10
VOD Link
Click for match play by play and commentary
Game 1 - Xel'Naga Caverns
Pool first for Junwi, then hatchery on about 19
Standard opening for BanBans, zergling speed starts for Junwi
BanBans' stalker shoots down an overlord that wanders into his natural
Gateway, core, gateway, then low ground forge at the natural for BanBans
Roach warren for Junwi, cannon warping in at the natural for BanBans followed by a nexus at about 40
Zerglings dart in and attack the nexus despite the few defenders...so many that BanBans has to cancel it
With the zerglings driven off, BanBans remakes the nexus and then sends his units out
BanBans' stalkers, sentries, and zealots wander into Junwi's expansion with only a few zerglings defending it
The zerglings go on to the ramp, so BanBans just starts force fielding it
BanBans maintains the force field while killing the few zerglings at the natural, the drones, the desperation spine crawler, and then the hatchery
BanBans pulls back now. His nexus is done and a robotics is coming in. Junwi has to remake his expansion hatch.
Immortal coming from the robotics, this time Junwi puts three spine crawlers at his expansion
BanBans moves out again. Junwi adds two more spine crawlers and tries to slow down the attacking army with his roaches
A hidden spire is about two thirds finished as BanBans warps in from a proxy pylon and then moves in
Some good force fields prevent the roaches from getting a good angle and Junwi gets crushed
Junwi concedes
Junwi should have been ahead after forcing the nexus cancel, but he'd skimped too much on units and couldn't defend the counter.
Game 2 - Blistering Sands
Pool first for Junwi, nexus first for BanBans followed by a forge at the chokepoint
Junwi expands at 19 supply, BanBans adds a cannon and gateway to the chokepoint
Zergling speed for Junwi, who still has not scouted BanBans' fast expand build
A few of Junwi's zerglings start hitting BanBans' rocks, so he warps in a cannon there
A second cannon at the back rocks, plus two more at the choke for BanBans while Junwi clears the rocks at his gold
Lair start starts for Junwi, BanBans upgrades ground weapons
Junwi takes the gold, BanBans gets a robotics facility
Now BanBans goes up to five warpgates and starts an immortal
Make that seven warpgates for BanBans, roach warren and hydralisk den coming for Junwi
Junwi sacrifices an overlord to scout, sees most (but not all) the gateways
Spire coming for Junwi who is making roaches
BanBans moves out with two immortals and a lot of gateway units, heads straight for the gold base
The drones flee and Junwi lets the gold hatchery die. Junwi switching to mass hydra.
BanBans army snipes some overlords and then moves up to Junwi's rocks
BanBans moves into Junwi's main and engages the hydralisk army
Mediocre force fields but BanBans has way too many units for Junwi to hope to defend
With Junwi's army routed, BanBans' army destroys the tech builds and main hatchery
Junwi surrenders
Junwi didn't scout even remotely well enough and that left him scrambling to react to BanBans' build.
Commentary: Disappointing play from Junwi. Zerg have to react to their opponents' strategies in the early game, but in both games Junwi got caught by surprise and didn't have the right amount or type of units in time. BanBans played well but doesn't look to me like he's in the top tier of Code A. Of course, if he gets the right opponent in the promotion matches (I'm not going to name any names, like sanZenith) he could easily find himself in Code S. That's probably in his financial best interest, but my guess is he'll be crushed in Code S if he makes it. But hey, I'm frequently wrong, so we'll just have to see.
Pool first for Junwi, then hatchery on about 19
Standard opening for BanBans, zergling speed starts for Junwi
BanBans' stalker shoots down an overlord that wanders into his natural
Gateway, core, gateway, then low ground forge at the natural for BanBans
Roach warren for Junwi, cannon warping in at the natural for BanBans followed by a nexus at about 40
Zerglings dart in and attack the nexus despite the few defenders...so many that BanBans has to cancel it
With the zerglings driven off, BanBans remakes the nexus and then sends his units out
BanBans' stalkers, sentries, and zealots wander into Junwi's expansion with only a few zerglings defending it
The zerglings go on to the ramp, so BanBans just starts force fielding it
BanBans maintains the force field while killing the few zerglings at the natural, the drones, the desperation spine crawler, and then the hatchery
BanBans pulls back now. His nexus is done and a robotics is coming in. Junwi has to remake his expansion hatch.
Immortal coming from the robotics, this time Junwi puts three spine crawlers at his expansion
BanBans moves out again. Junwi adds two more spine crawlers and tries to slow down the attacking army with his roaches
A hidden spire is about two thirds finished as BanBans warps in from a proxy pylon and then moves in
Some good force fields prevent the roaches from getting a good angle and Junwi gets crushed
Junwi concedes
Junwi should have been ahead after forcing the nexus cancel, but he'd skimped too much on units and couldn't defend the counter.
Game 2 - Blistering Sands
Pool first for Junwi, nexus first for BanBans followed by a forge at the chokepoint
Junwi expands at 19 supply, BanBans adds a cannon and gateway to the chokepoint
Zergling speed for Junwi, who still has not scouted BanBans' fast expand build
A few of Junwi's zerglings start hitting BanBans' rocks, so he warps in a cannon there
A second cannon at the back rocks, plus two more at the choke for BanBans while Junwi clears the rocks at his gold
Lair start starts for Junwi, BanBans upgrades ground weapons
Junwi takes the gold, BanBans gets a robotics facility
Now BanBans goes up to five warpgates and starts an immortal
Make that seven warpgates for BanBans, roach warren and hydralisk den coming for Junwi
Junwi sacrifices an overlord to scout, sees most (but not all) the gateways
Spire coming for Junwi who is making roaches
BanBans moves out with two immortals and a lot of gateway units, heads straight for the gold base
The drones flee and Junwi lets the gold hatchery die. Junwi switching to mass hydra.
BanBans army snipes some overlords and then moves up to Junwi's rocks
BanBans moves into Junwi's main and engages the hydralisk army
Mediocre force fields but BanBans has way too many units for Junwi to hope to defend
With Junwi's army routed, BanBans' army destroys the tech builds and main hatchery
Junwi surrenders
Junwi didn't scout even remotely well enough and that left him scrambling to react to BanBans' build.
Commentary: Disappointing play from Junwi. Zerg have to react to their opponents' strategies in the early game, but in both games Junwi got caught by surprise and didn't have the right amount or type of units in time. BanBans played well but doesn't look to me like he's in the top tier of Code A. Of course, if he gets the right opponent in the promotion matches (I'm not going to name any names, like sanZenith) he could easily find himself in Code S. That's probably in his financial best interest, but my guess is he'll be crushed in Code S if he makes it. But hey, I'm frequently wrong, so we'll just have to see.
oGsTOP (T) vs TSLAlive (T)
Match Rating: 5/10
VOD Link
Click for match play by play and commentary
Game 1 - Blistering Sands
Alive does a one barracks fast expand without gas, TOP gets gas and a tech lab but expands as well
Command center on 19 for Alive, command center on 21 for TOP
Alive takes both gases right after expanding
TOP makes a scouting reaper, scouts the main, and picks off a few SCVs before marines force a retreat
Factory for Alive, three more barracks and stim for TOP
Alive has a bunker at his choke and starts siege mode
TOP sends two marauders and three marines to Alive's rocks, Alive builds a bunker there
Alive just lifts off his expansion command center rather than try to defend it against TOP's infantry after they destroy the rocks
Just as the rocks are destroyed siege mode finishes, but TOP hears Alive's first tank sieging up and backs off
TOP starts a third command center in his choke as well as a starport
Starport for Alive as well, Alive finally floating his command center to his natural
Both players add more barracks and build medivacs
TOP lands his third command center at his gold base
Dropship full of marines moves out for Alive, but meanwhile TOP goes up the rocks ramp
There's only two siege tanks there so all the defending units get destroyed
The drop forces the gold command center to lift while TOP's army returns
Alive picks up his forces and escapes, meanwhile he's researching stim
The dropship tries to go to TOP's expansion but a turret is there, so it doesn't
Alive drops the gold base again, but some marines are there to defend
Meanwhile TOP sends a large marauder army into Alive's main, does some decent damage, then just leaves before Alive can position siege tanks
Alive moves down his ramp but his army wanders into TOP's with the tanks unsieged
TOP's forces completely destroy Alive's in a one-sided battle
Alive concedes
This game is a good demonstration of how a deficit in positional strategy on one player's part (Alive's, in this case) can result in an extremely one-sided loss.
Game 2 - Shakuras Plateau
Top positions...no pun intended...TOP at 2 and Alive at 10
This time both players fast expand and then take two gas, but TOP is a little faster than Alive
Both plyers get a factory, but TOP's finishes before Alive's is even halfway done
Starport now for TOP as well as a hellion and blue flame
Starport for Alive, who floats it to a tech lab and gets cloak and banshees
TOP puts his starport on a reactor and starts making vikings
TOP's medivac moves out with three hellions, meanwhile gets a tank and siege mode
Seeing marines, TOP turns around and drops the hellions in the middle of the map
The first banshee finds the hellions and harasses them, Alive switches his starport to a reactor
TOP drops the hellions now despite one of them being badly damaged by the banshee
Even though one of the hellions dies quickly, the other two hit some SCV clumps and do a ton of damage...Artosis estimates 11 SCVs killed
Alive starts going through the rocks while harassing with a cloaked banshee, siege mode only half done
Alive has four tanks and about two dozen marines coming through the rocks, there's no defending units there
Alive just waits at the bottom of the ramp instead of rushing in, then only moves up once TOP moves his army back into his main
TOP suicides his SCVs into Alive's army while he sieges up
Alive's army melts under siege fire and landed vikings, but not before killing basically all of the SCVs
Alive is now up by about 15 SCVs, but he creates another army and tries to attack into TOP's siege position
Not surprisingly that fails miserably. TOP counters across the top of the map and sieges up at the bottom of the ramp
Alive starts building a third but a viking finds it and kills the SCV
TOP has air superiority so he starts inching his siege tanks forward, Alive counters with scans
While TOP puts pressure on the back of Alive's base, TOP sends another substantial force to a containing position outside Alive's natural
With Alive contained, marines go and take out the partially-built third command center
TOP is building his own third, meanwhile he gets a tank in range of the refinery in Alive's main
Alive moves his army in and destroys TOP's tanks and marines at the top of the map
TOP moves his other, larger force and sieges up underneath Alive's natural
Alive attacks from the natural but TOP has air superiority and a good marine concave
Alive cleans up TOP's units but only barely, meanwhile TOP's next army moves into the back of Alive's main and sieges up
While he tries to muster up enough units to drive out TOP's forces, Alive floats a command center to his third
While the command center lands, Alive long distance mines, but TOP's forces are in between and kill numerous SCVs
Alive has cleaned up his main after suffering horrible damage but TOP has a huge supply lead
Alive moves what's left of his forces to the middle of the map where TOP kills them easily
Alive surrenders
Alive "won" most of the battles because he kept his army united whereas TOP split his forces, but TOP was taking good positions and forcing Alive to attack into them. The losses added up to a huge lead for TOP.
Commentary: oGsTOP clearly has a far better grasp on the positional strategy of TvT. In game 1, TOP used his infantry and the geography of Blistering Sands to get a huge economic lead, whereas in game 2 he completely outmaneuvered Alive with his siege tanks. Based on this match, you'd have to say TOP has an excellent chance to make it into Code S, but as with everyone much will depend on who he draws in the promotion matches.
Alive does a one barracks fast expand without gas, TOP gets gas and a tech lab but expands as well
Command center on 19 for Alive, command center on 21 for TOP
Alive takes both gases right after expanding
TOP makes a scouting reaper, scouts the main, and picks off a few SCVs before marines force a retreat
Factory for Alive, three more barracks and stim for TOP
Alive has a bunker at his choke and starts siege mode
TOP sends two marauders and three marines to Alive's rocks, Alive builds a bunker there
Alive just lifts off his expansion command center rather than try to defend it against TOP's infantry after they destroy the rocks
Just as the rocks are destroyed siege mode finishes, but TOP hears Alive's first tank sieging up and backs off
TOP starts a third command center in his choke as well as a starport
Starport for Alive as well, Alive finally floating his command center to his natural
Both players add more barracks and build medivacs
TOP lands his third command center at his gold base
Dropship full of marines moves out for Alive, but meanwhile TOP goes up the rocks ramp
There's only two siege tanks there so all the defending units get destroyed
The drop forces the gold command center to lift while TOP's army returns
Alive picks up his forces and escapes, meanwhile he's researching stim
The dropship tries to go to TOP's expansion but a turret is there, so it doesn't
Alive drops the gold base again, but some marines are there to defend
Meanwhile TOP sends a large marauder army into Alive's main, does some decent damage, then just leaves before Alive can position siege tanks
Alive moves down his ramp but his army wanders into TOP's with the tanks unsieged
TOP's forces completely destroy Alive's in a one-sided battle
Alive concedes
This game is a good demonstration of how a deficit in positional strategy on one player's part (Alive's, in this case) can result in an extremely one-sided loss.
Game 2 - Shakuras Plateau
Top positions...no pun intended...TOP at 2 and Alive at 10
This time both players fast expand and then take two gas, but TOP is a little faster than Alive
Both plyers get a factory, but TOP's finishes before Alive's is even halfway done
Starport now for TOP as well as a hellion and blue flame
Starport for Alive, who floats it to a tech lab and gets cloak and banshees
TOP puts his starport on a reactor and starts making vikings
TOP's medivac moves out with three hellions, meanwhile gets a tank and siege mode
Seeing marines, TOP turns around and drops the hellions in the middle of the map
The first banshee finds the hellions and harasses them, Alive switches his starport to a reactor
TOP drops the hellions now despite one of them being badly damaged by the banshee
Even though one of the hellions dies quickly, the other two hit some SCV clumps and do a ton of damage...Artosis estimates 11 SCVs killed
Alive starts going through the rocks while harassing with a cloaked banshee, siege mode only half done
Alive has four tanks and about two dozen marines coming through the rocks, there's no defending units there
Alive just waits at the bottom of the ramp instead of rushing in, then only moves up once TOP moves his army back into his main
TOP suicides his SCVs into Alive's army while he sieges up
Alive's army melts under siege fire and landed vikings, but not before killing basically all of the SCVs
Alive is now up by about 15 SCVs, but he creates another army and tries to attack into TOP's siege position
Not surprisingly that fails miserably. TOP counters across the top of the map and sieges up at the bottom of the ramp
Alive starts building a third but a viking finds it and kills the SCV
TOP has air superiority so he starts inching his siege tanks forward, Alive counters with scans
While TOP puts pressure on the back of Alive's base, TOP sends another substantial force to a containing position outside Alive's natural
With Alive contained, marines go and take out the partially-built third command center
TOP is building his own third, meanwhile he gets a tank in range of the refinery in Alive's main
Alive moves his army in and destroys TOP's tanks and marines at the top of the map
TOP moves his other, larger force and sieges up underneath Alive's natural
Alive attacks from the natural but TOP has air superiority and a good marine concave
Alive cleans up TOP's units but only barely, meanwhile TOP's next army moves into the back of Alive's main and sieges up
While he tries to muster up enough units to drive out TOP's forces, Alive floats a command center to his third
While the command center lands, Alive long distance mines, but TOP's forces are in between and kill numerous SCVs
Alive has cleaned up his main after suffering horrible damage but TOP has a huge supply lead
Alive moves what's left of his forces to the middle of the map where TOP kills them easily
Alive surrenders
Alive "won" most of the battles because he kept his army united whereas TOP split his forces, but TOP was taking good positions and forcing Alive to attack into them. The losses added up to a huge lead for TOP.
Commentary: oGsTOP clearly has a far better grasp on the positional strategy of TvT. In game 1, TOP used his infantry and the geography of Blistering Sands to get a huge economic lead, whereas in game 2 he completely outmaneuvered Alive with his siege tanks. Based on this match, you'd have to say TOP has an excellent chance to make it into Code S, but as with everyone much will depend on who he draws in the promotion matches.
I love the commentary and frequent posting, thanks for doing the daily updates!
ReplyDeleteThanks! Of course, right as you say that I've gotten slightly behind, but I'll see if I can catch up...
ReplyDelete