sCfOu Terran T-#21 GSL 4: W JSLZenith (2-0) 2010 Results: DNQ, DNQ, ro32 Eliminated Map: Blistering Sands |
vs. | STGgoBooGie AKA STSquirtle Protoss #T-2 GSL 4: W TeriousfOu (2-1) 2010 Results: DNQ, DNQ, Ro16 Eliminated Map: Steppes of War |
Jungle Basin Metalopolis Xel'Naga Caverns |
LonerPrimeWE Terran T-#2 GSL 4: W IMPpippi (2-0) 2010 Results: DNQ, ro16, DNQ Eliminated Map: Blistering Sands |
vs. | oGsCezanne Zerg T-#21 GSL 4: W LiquidRet (2-1) 2010 Results: ro64, ro64, DNQ Eliminated Map: Steppes of War |
Scrap Station Xel'Naga Caverns Shakuras Plateau |
sCfOu (T) vs STGgoBooGie (P)
Match Rating: 6/10
VOD Link
Click for match play by play and commentary
Game 1 - Jungle Basin
One gas opening from GgoBooGie, sC gets a tech lab on his first barracks and a reaper
Second barracks and concussive shells now for sC
GgoBooGie gets a nexus at about 30 supply
sC's reaper trades shots with a stalker for some reason, then manages to get into the base and see the nexus
Stim and a command center for sC, two more gateways and a robotics for GgoBooGie
sC moves three marauders and a marine to the ramp, feints, and draws two force fields without getting trapped
The infantry withdraw while sC gets a factory, observer out for GgoBooGie
Robotics bay for GgoBooGie, starport for sC as the observer arrives in his base
GgoBooGie puts a pylon at the back rocks and warps in a zealot, but sC cleans it up easily
Thermal lance and the first colossus coming now for GgoBooGie
GgoBooGie adds three more gateways, sC gets a ghost academy
sC moves out through the center of the map with his infantry, but two colossus are already out
Forge coming now for GgoBooGie who is checking the possible third locations with his infantry
Twilight council for GgoBooGie, sC getting vikings and a ghost
Zealot legs and a nexus at a center expansion for GgoBooGie, who is still making colossus
Templar archives for GgoBooGie, then storm and more gateways
Command center for sC, amulet researching for GgoBooGie
sC moves his very large infantry army to the center of the map, but GgoBooGie has four colossus and plenty of supporting units, including templar
There's an initial skirmish, but the storm misses
Now the two armies truly engage. All the colossus drop almost immediately, then the vikings land to help with the stalkers.
GgoBooGie tries to warp in more zealots but it's too late...there's too many marauders and marines left with five medivacs supporting them
sC lands his command center at a center expansion, GgoBooGie starts blink and a nexus at an outside expansion
sC walks over and easily forces the third to cancel
GgoBooGie moves in with a stalker/templar army and throws down plenty of storms
sC holds half his army in reserve while the storms hit, then moves them in once the templars are out of energy
GgoBooGie concedes
Both players did fairly well, but really this game exemplifies why I find PvT to often be dull. They both massed up big armies, threw them together, and sC had enough vikings so he won that battle and then the game. I did appreciate his tactic for dealing with storms toward the end, however.
Game 2 - Metalopolis
Cross positions, GgoBooGie at 12 and sC at 6
Artosis' computer livens up the straight-laced openings by lagging heavily
Once again sC gets a tech lab and then reaper, but he starts a command center on 23 supply
Two more barracks for sC, three more gateways for GgoBooGie
The reaper finally moves into the main and sees all four warpgates
Stim almost finished for sC, sentries and a proxy pylon in position near his base
GgoBooGie gets a nexus and a robotics instead of doing a full four gate rush
sC has SCVs and a bunker on the top of the ramp, but of course he's playing defensively
Factory for sC, who apparently has figured this out because he salvages the bunker
Robotics bay for GgoBooGie, concussive shells for sC
GgoBooGie starts force fielding the ramp
Colossus and thermal lance for GgoBooGie, starport for sC
GgoBooGie pulls his units back, leaving a single sentry to put down one last force field
The contain gone, sC finally is able to land his command center
sC making vikings, GgoBooGie moving out with his army...just two colossus and a small group of supporting units
GgoBooGie sits on the high ground above sC's natural, waits for a third colossus, then moves down the ramp
There's lots of sentries and an incredible number of force fields to hold the marauders away from the colossus
The colossus are okay but the stalkers are taken out by the marauders
The colossus drop back, get reinforced with some more stalkers, then move in again
Now the marauder count is low enough that sC can't hold him off
sC concedes
Not sure that GgoBooGie originally meant to do that or if it was a response to his gateways being scouted. Either way, the contain was quite effective, and while his attack afterward might have been brash, he did it before sC had enough time to get vikings out. That's basically the only time colossus are useful, so I sympathize with the decision. Tasteless and Artosis thought he should have taken more bases and played it safe, though.
Game 3 - Xel'Naga Caverns
Standard openings, so Tasteless and Artosis discuss the finer points of the handshake.
GgoBooGie steals sC's gas.
sC leaves the game...presumably a tech problem.
Tasteless gives his usual "vehicle of esports" speech. Artosis then compares it to the way you can't play American football in the rain. Sigh. Well, I guess GomTV doesn't have to worry about ESPN stealing him to do NFL commentary.
Mercifully, the game restarts.
GgoBooGie steals sC's gas again.
Two more barracks for sC.
GgoBooGie gets a nexus at about 25 supply, then two more gateways.
sC gets stim and a bunker at the top of his ramp
Three more gateways now for GgoBooGie, sC moves out with a pretty large infantry army and quite a few SCVs.
GgoBooGie has a ton of sentries. Lots of force fields but not very much DPS for defense.
sC moves in with his army. GgoBooGie creates a huge arc of force fields, but again there's only a few stalkers and all these weak sentries shooting the infantry.
The force fields disperse and sC rolls over GgoBooGie's vastly outmatched units
GgoBooGie surrenders
There was no way GgoBooGie could stop that with what he had. Force fields don't kill units, and that basically means sentries don't either. I think he should have moved up his ramp, started a rolling force field, and sacrificed the nexus. Better yet, he shouldn't have stolen the gas and used an opening that was vulnerable to early infantry pressure, especially after his scouting probe saw that sC didn't fast expand.
Commentary: The first game just involved both players smashing their armies together and sC having a better composition. After that, GgoBooGie started trying to be tricky. It worked out well in game 2, but ended in disaster in game 3. sC is going to get a chance to get promoted into Code S, and like basically everyone, his chances depend on who he draws. There are a lot of possible opponents who will just crush him, but there are some vulnerable players mixed in that could let him sneak through.
One gas opening from GgoBooGie, sC gets a tech lab on his first barracks and a reaper
Second barracks and concussive shells now for sC
GgoBooGie gets a nexus at about 30 supply
sC's reaper trades shots with a stalker for some reason, then manages to get into the base and see the nexus
Stim and a command center for sC, two more gateways and a robotics for GgoBooGie
sC moves three marauders and a marine to the ramp, feints, and draws two force fields without getting trapped
The infantry withdraw while sC gets a factory, observer out for GgoBooGie
Robotics bay for GgoBooGie, starport for sC as the observer arrives in his base
GgoBooGie puts a pylon at the back rocks and warps in a zealot, but sC cleans it up easily
Thermal lance and the first colossus coming now for GgoBooGie
GgoBooGie adds three more gateways, sC gets a ghost academy
sC moves out through the center of the map with his infantry, but two colossus are already out
Forge coming now for GgoBooGie who is checking the possible third locations with his infantry
Twilight council for GgoBooGie, sC getting vikings and a ghost
Zealot legs and a nexus at a center expansion for GgoBooGie, who is still making colossus
Templar archives for GgoBooGie, then storm and more gateways
Command center for sC, amulet researching for GgoBooGie
sC moves his very large infantry army to the center of the map, but GgoBooGie has four colossus and plenty of supporting units, including templar
There's an initial skirmish, but the storm misses
Now the two armies truly engage. All the colossus drop almost immediately, then the vikings land to help with the stalkers.
GgoBooGie tries to warp in more zealots but it's too late...there's too many marauders and marines left with five medivacs supporting them
sC lands his command center at a center expansion, GgoBooGie starts blink and a nexus at an outside expansion
sC walks over and easily forces the third to cancel
GgoBooGie moves in with a stalker/templar army and throws down plenty of storms
sC holds half his army in reserve while the storms hit, then moves them in once the templars are out of energy
GgoBooGie concedes
Both players did fairly well, but really this game exemplifies why I find PvT to often be dull. They both massed up big armies, threw them together, and sC had enough vikings so he won that battle and then the game. I did appreciate his tactic for dealing with storms toward the end, however.
Game 2 - Metalopolis
Cross positions, GgoBooGie at 12 and sC at 6
Artosis' computer livens up the straight-laced openings by lagging heavily
Once again sC gets a tech lab and then reaper, but he starts a command center on 23 supply
Two more barracks for sC, three more gateways for GgoBooGie
The reaper finally moves into the main and sees all four warpgates
Stim almost finished for sC, sentries and a proxy pylon in position near his base
GgoBooGie gets a nexus and a robotics instead of doing a full four gate rush
sC has SCVs and a bunker on the top of the ramp, but of course he's playing defensively
Factory for sC, who apparently has figured this out because he salvages the bunker
Robotics bay for GgoBooGie, concussive shells for sC
GgoBooGie starts force fielding the ramp
Colossus and thermal lance for GgoBooGie, starport for sC
GgoBooGie pulls his units back, leaving a single sentry to put down one last force field
The contain gone, sC finally is able to land his command center
sC making vikings, GgoBooGie moving out with his army...just two colossus and a small group of supporting units
GgoBooGie sits on the high ground above sC's natural, waits for a third colossus, then moves down the ramp
There's lots of sentries and an incredible number of force fields to hold the marauders away from the colossus
The colossus are okay but the stalkers are taken out by the marauders
The colossus drop back, get reinforced with some more stalkers, then move in again
Now the marauder count is low enough that sC can't hold him off
sC concedes
Not sure that GgoBooGie originally meant to do that or if it was a response to his gateways being scouted. Either way, the contain was quite effective, and while his attack afterward might have been brash, he did it before sC had enough time to get vikings out. That's basically the only time colossus are useful, so I sympathize with the decision. Tasteless and Artosis thought he should have taken more bases and played it safe, though.
Game 3 - Xel'Naga Caverns
Standard openings, so Tasteless and Artosis discuss the finer points of the handshake.
GgoBooGie steals sC's gas.
sC leaves the game...presumably a tech problem.
Tasteless gives his usual "vehicle of esports" speech. Artosis then compares it to the way you can't play American football in the rain. Sigh. Well, I guess GomTV doesn't have to worry about ESPN stealing him to do NFL commentary.
Mercifully, the game restarts.
GgoBooGie steals sC's gas again.
Two more barracks for sC.
GgoBooGie gets a nexus at about 25 supply, then two more gateways.
sC gets stim and a bunker at the top of his ramp
Three more gateways now for GgoBooGie, sC moves out with a pretty large infantry army and quite a few SCVs.
GgoBooGie has a ton of sentries. Lots of force fields but not very much DPS for defense.
sC moves in with his army. GgoBooGie creates a huge arc of force fields, but again there's only a few stalkers and all these weak sentries shooting the infantry.
The force fields disperse and sC rolls over GgoBooGie's vastly outmatched units
GgoBooGie surrenders
There was no way GgoBooGie could stop that with what he had. Force fields don't kill units, and that basically means sentries don't either. I think he should have moved up his ramp, started a rolling force field, and sacrificed the nexus. Better yet, he shouldn't have stolen the gas and used an opening that was vulnerable to early infantry pressure, especially after his scouting probe saw that sC didn't fast expand.
Commentary: The first game just involved both players smashing their armies together and sC having a better composition. After that, GgoBooGie started trying to be tricky. It worked out well in game 2, but ended in disaster in game 3. sC is going to get a chance to get promoted into Code S, and like basically everyone, his chances depend on who he draws. There are a lot of possible opponents who will just crush him, but there are some vulnerable players mixed in that could let him sneak through.
LonerPrimeWE (T) vs oGsCezanne (Z)
Match Rating: 7/10
VOD Link
Click for match play by play and commentary
Game 1 - Scrap Station
Barracks on the low ground for Loner, hatch first for Cezanne
Command center at the natural on about 18 supply for Loner
Zergling speed for Cezanne, two more barracks for Loner
Factory for Loner, zerglings are attacking the rocks leading to his natural
Marines go around and kill several of the zerglings before the rest withdraw
Lair for Cezanne, two more barracks now for Loner (five total)
Macro hatchery for Cezanne, stim for Loner
Roach warren and baneling nest for Cezanne, siege mode for Loner
Cezanne hits the rocks again, but Loner drives him off with his army and then continues to the watchtower
Loner sieges up his tank in the smoke by the watchtower, then places his infantry out front to try to bait in Cezanne's units
Tons of banelings out for Cezanne, baneling speed starting
Engineering bay and two more barracks for Loner, Cezanne starts attacking the rocks in the center
Loner moves his army in with three siege tanks and plenty of marines
Cezanne darts in but the tanks siege up in time and kill all the banelings
About half the roaches fall as well before retreating, Loner lost maybe half his marines and one tank
Loner replaces his lost units and moves in again
The tanks siege up by the rocks leading to Cezanne's natural
Cezanne moves in and this time the banelings get through and hit the marines
The tanks fall quickly with no marine cover and Cezanne pushes on, smashing the reinforcements at the watchtower
Cezanne getting a spire back at home. He pushes almost to Loner's expansion, then withdraws.
Loner building a command center and two more barracks, still no third base for Cezanne.
Loner loads up two medivacs, sends one to Cezanne's main escorted by an empty one, then sends the other to Cezanne's third
The dropship in the main gets repelled by roaches and zerglings
Cezanne doesn't have a third, so that dropship diverts toward the expansion, but it gets repelled there
The other dropship moves back to the main, but mutalisks chase it out
The mutalisks fall the dropship back to the main, kill the marines when they unload, then starts attacking barracks in Loner's main
Loner ignores it and rebuilds the barracks at his third
Cezanne takes the gold but an SCV scouts it
Cezanne starts going through the middle with a very large army
Loner doesn't seem to realize. All his units are at his third.
Cezanne sends some zerglings to the main and natural while destroying production buildings
Loner tries to move his army back, but for some reason the tanks and marauders are way out front of the marines.
A huge force of banelings destroys two thirds of the tank/marauder force, then the rest is cleared up by zerglings and roaches
Without any other support, the marines fall quickly as well.
The considerable number of surviving Zerg units ravage Loner's production facilities
Loner concedes
Cezanne did well to hold off two simultaneous drops, then hit Loner with a devastating two base timing attack. Had Loner had his tanks in a better position the game might have gone differently, but he let Cezanne come through the rocks without contesting it, then didn't engage all at once and let his army get destroyed in pieces.
Game 2 - Xel'Naga Caverns
Hatch first for Cezanne, one gas reactor into factory for Loner
Second barracks now for Loner as well, zergling speed for Cezanne
Roach warren for Cezanne, meanwhile several zerglings sneak up the ramp and scout Loner's main
Blue flame for Loner, who poked with his initial marines and an SCV but now pulls back.
Command center at the natural for Loner, hellions out
Two more barracks for Loner, but a zergling scouts both the natural and the main, even seeing the blue flame upgrade
Loner moves forward with three hellions and a good number of marines
Cezanne has ten roaches and chases the hellions and marines up around the back pathway
Cezanne sends a group of speedlings the other way and crushes the army
Two hellions kill all the drones at Cezanne's natural, but it's too late, Cezanne is hatching a huge number of speedlings to augment his roaches
Cezanne's army storms into Loner's natural. Since he already lost his army, there's not much there to defend.
The hellions rip through the speedlings but there's nothing to stop the roaches. The next wave of speedlings surrounds and kills the hellions.
Loner surrenders
Interesting build from Loner, but in the future he needs to do a better job denying scouting. Twice Cezanne was able to get a zergling through to see everything happening in his base and armed with that information he countered it easily.
Commentary: Two very impressive games from Cezanne. In both games, he figured out what Loner was doing then countered it perfectly. Although it sounds passive, that's my favorite kind of play, because it seems so much more stable. Most aggressive rushes, no matter how clever, can get blind countered if the opponent is lucky. When you're playing a long tournament, it's tough to ride your luck. It's probably not the case, but Cezanne looked like he could have won another ten games against Loner. Not because there was an enormous skill difference, since in most mechanical areas Loner equaled or even surpassed him, but because of his feel for the strategy of the game.
Barracks on the low ground for Loner, hatch first for Cezanne
Command center at the natural on about 18 supply for Loner
Zergling speed for Cezanne, two more barracks for Loner
Factory for Loner, zerglings are attacking the rocks leading to his natural
Marines go around and kill several of the zerglings before the rest withdraw
Lair for Cezanne, two more barracks now for Loner (five total)
Macro hatchery for Cezanne, stim for Loner
Roach warren and baneling nest for Cezanne, siege mode for Loner
Cezanne hits the rocks again, but Loner drives him off with his army and then continues to the watchtower
Loner sieges up his tank in the smoke by the watchtower, then places his infantry out front to try to bait in Cezanne's units
Tons of banelings out for Cezanne, baneling speed starting
Engineering bay and two more barracks for Loner, Cezanne starts attacking the rocks in the center
Loner moves his army in with three siege tanks and plenty of marines
Cezanne darts in but the tanks siege up in time and kill all the banelings
About half the roaches fall as well before retreating, Loner lost maybe half his marines and one tank
Loner replaces his lost units and moves in again
The tanks siege up by the rocks leading to Cezanne's natural
Cezanne moves in and this time the banelings get through and hit the marines
The tanks fall quickly with no marine cover and Cezanne pushes on, smashing the reinforcements at the watchtower
Cezanne getting a spire back at home. He pushes almost to Loner's expansion, then withdraws.
Loner building a command center and two more barracks, still no third base for Cezanne.
Loner loads up two medivacs, sends one to Cezanne's main escorted by an empty one, then sends the other to Cezanne's third
The dropship in the main gets repelled by roaches and zerglings
Cezanne doesn't have a third, so that dropship diverts toward the expansion, but it gets repelled there
The other dropship moves back to the main, but mutalisks chase it out
The mutalisks fall the dropship back to the main, kill the marines when they unload, then starts attacking barracks in Loner's main
Loner ignores it and rebuilds the barracks at his third
Cezanne takes the gold but an SCV scouts it
Cezanne starts going through the middle with a very large army
Loner doesn't seem to realize. All his units are at his third.
Cezanne sends some zerglings to the main and natural while destroying production buildings
Loner tries to move his army back, but for some reason the tanks and marauders are way out front of the marines.
A huge force of banelings destroys two thirds of the tank/marauder force, then the rest is cleared up by zerglings and roaches
Without any other support, the marines fall quickly as well.
The considerable number of surviving Zerg units ravage Loner's production facilities
Loner concedes
Cezanne did well to hold off two simultaneous drops, then hit Loner with a devastating two base timing attack. Had Loner had his tanks in a better position the game might have gone differently, but he let Cezanne come through the rocks without contesting it, then didn't engage all at once and let his army get destroyed in pieces.
Game 2 - Xel'Naga Caverns
Hatch first for Cezanne, one gas reactor into factory for Loner
Second barracks now for Loner as well, zergling speed for Cezanne
Roach warren for Cezanne, meanwhile several zerglings sneak up the ramp and scout Loner's main
Blue flame for Loner, who poked with his initial marines and an SCV but now pulls back.
Command center at the natural for Loner, hellions out
Two more barracks for Loner, but a zergling scouts both the natural and the main, even seeing the blue flame upgrade
Loner moves forward with three hellions and a good number of marines
Cezanne has ten roaches and chases the hellions and marines up around the back pathway
Cezanne sends a group of speedlings the other way and crushes the army
Two hellions kill all the drones at Cezanne's natural, but it's too late, Cezanne is hatching a huge number of speedlings to augment his roaches
Cezanne's army storms into Loner's natural. Since he already lost his army, there's not much there to defend.
The hellions rip through the speedlings but there's nothing to stop the roaches. The next wave of speedlings surrounds and kills the hellions.
Loner surrenders
Interesting build from Loner, but in the future he needs to do a better job denying scouting. Twice Cezanne was able to get a zergling through to see everything happening in his base and armed with that information he countered it easily.
Commentary: Two very impressive games from Cezanne. In both games, he figured out what Loner was doing then countered it perfectly. Although it sounds passive, that's my favorite kind of play, because it seems so much more stable. Most aggressive rushes, no matter how clever, can get blind countered if the opponent is lucky. When you're playing a long tournament, it's tough to ride your luck. It's probably not the case, but Cezanne looked like he could have won another ten games against Loner. Not because there was an enormous skill difference, since in most mechanical areas Loner equaled or even surpassed him, but because of his feel for the strategy of the game.
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