Day 3 of the Code A round 64 sees two fOu players take on StarTale's GgoBooGie and JSL from ZeNEX.
STGgoBooGie (AKA STSquirtle) Protoss T-#2 2010 Results: DNQ, DNQ, ro16 Eliminated Map: Scrap Station |
vs. | TeriusfOu Zerg #T-21 2010 Results: DNQ, ro32, DNQ Eliminated Map: Delta Quadrant |
Blistering Sands Metalopolis Lost Temple |
JSLZenith Terran T-#9 2010 Results: ro64, DNQ, ro32 Eliminated Map: Delta Quadrant |
vs. | sCfOu Terran T-#21 2010 Results: DNQ, DNQ, ro32 Eliminated Map: Delta Quadrant |
Jungle Basin Scrap Station Steppes of War |
STGgoBooGie (P) vs TeriusfOu (Z)
Match Rating: 4/10
VOD Link
Click for match play by play and commentary
Game 1 - Blistering Sands
Pool first on 15 for Terius after GgoBooGie's probe prevents the hatch
GgoBooGie builds a pylon there, then cancels it just as it finishes, then builds another one
The probe is forced to withdraw, and eventually zerglings kill the pylon
Terius finally gets his expansion hatchery at 22 supply
GgoBooGie meanwhile is going two gate / starport, starts a void ray immediately after finishing
Lair and roach warren starts for Terius as the first void ray finishes
It immediately kills an overlord, but GgoBooGie doesn't build a second one and expands instead
Terius getting some extra queens and now starts a hydra den
Terius pumping hydras, GgoBooGie getting stalker/sentry and making a robotics
Hydras catch the void ray as it dances around the periphery of the Zerg base and and kill it
Robotics bay now for GoBooGie, Terius switching to roaches and researching burrow
Two more gateways for GgoBooGie, plus thermal lance
Roaches attack GgoBooGie's army, massive force field use is needed to screen a desperate Protoss retreat
With most of the sentries dead, the first colossus arrives just in time to force the roaches to drop back
Spire coming for Terius who is still making roaches and breaking down GgoBooGie's rocks
The roaches try to get in position at the top of GgoBooGie's ramp but can't get there in time, so Terius pulls back to the center of the map
Seven corruptors coming to combat the colossus, which GgoBooGie continues to make
Four colossus now and 25 stalkers for GgoBooGie, about 36 roaches and 7 corruptors for Terius
The roaches and corruptors engage and initially have a good concave on the stalkers
GgoBooGie disrupts with some good force fields, but the corruptors take down all four colossus
The last roaches from the original army die but the reinforcements help end the battle in a draw
Terius transfers drones to his third, the two armies start to jockey for position
GgoBooGie heads for Terius' third, but Terius counters to his natural and forces him to come back
The one colossus gets killed immediately by the corruptors and the roaches hold their own against the stalkers and a lone immortal
Terius is reinforcing faster than GgoBooGie can replace his losses
GgoBooGie concedes
Well played by Terius, who played calmly when being pressured by the void ray and then outfought the stalker/sentry/colossus composition with roach/corruptor.
Game 2 - Metalopolis
Close air positions, GgoBooGie at 6 and Terius at 9
Terius's overlord is spotted by GgoBooGie's probe so both know where the other is
Terius goes hatch first at 15, just before the probe arrives to block it
Four gates for GgoBooGie, but Terius' overlord sees the second gas isn't taken
Terius opts for a roach warren to deal with it and gets two spine crawlers at his expansion
Proxy pylon placed near Terius' base but zerglings kill the probe and then get the pylon just as GgoBooGie is warping in units
Skirmishing begins but without being able to warp in reinforcements GgoBooGie has to retreat
After collecting more stalkers and putting up a new pylon, GgoBooGie attacks again
The roaches stay behind the spine crawlers and dance forward and back
With two queens as well transfusing the one surviving spine crawler, Terius holds despite losing most of his roaches
Finally the spine crawler goes down as does one of his queens
There are still eight stalkers left plus a few zealots compared to just a queen and some zerglings
Terius concedes
Terius seemed like he was in a good position after he killed the pylon, but even with that reprieve he couldn't get enough roaches out to hold off the stalkers.
Game 3 - Lost Temple
Close air positions, Terius at 12 and GgoBooGie at 3
This time GgoBooGie doesn't send a probe to check for the overlord until it has already safely away
Terius goes hatch first and patrols a drone at the bottom of his ramp
Zergling speed for Terius, GgoBooGie doing a more standard opening
Two gate / stargate again for GgoBooGie, but the overlord on the high ground can see it
Void ray, just like game 1, Terius starts his lair right as the first void ray finishes
As before, no more void rays are made, and instead of expanding GgoBooGie is going four gate
Hydra den finally for Terius, although really the one void ray is being used for map control right now, not harassment
GgoBooGie moves in and Terius is pretty light on defenders with two spine crawlers and queens
The stalkers kill the queens, the void ray kills the spine crawlers, the drones come out and one or two hydras finally hatch just to die immediately
Terius surrenders
Over several GSL tournaments we've seen a lot of heartbreaking void ray losses where players like TorcH and IdrA were caught off guard. Terius saw exactly what was coming and completely failed to prepare. Someone in the VOD comments suggested perhaps he saw the building warping in and didn't click on it...but...come on.
Commentary: Terius played pretty well in game 1, but despite good intelligence in the next two games he wasn't able to respond successfully to what GgoBooGie was doing. GgoBooGie is probably one of the better Code A players, but in the first game he didn't seem to have a huge skill advantage on Terius in terms of macro and micro. But this is still a strategy game, and Terius obviously needs to improve in that area if he wants to stay in Code A.
Pool first on 15 for Terius after GgoBooGie's probe prevents the hatch
GgoBooGie builds a pylon there, then cancels it just as it finishes, then builds another one
The probe is forced to withdraw, and eventually zerglings kill the pylon
Terius finally gets his expansion hatchery at 22 supply
GgoBooGie meanwhile is going two gate / starport, starts a void ray immediately after finishing
Lair and roach warren starts for Terius as the first void ray finishes
It immediately kills an overlord, but GgoBooGie doesn't build a second one and expands instead
Terius getting some extra queens and now starts a hydra den
Terius pumping hydras, GgoBooGie getting stalker/sentry and making a robotics
Hydras catch the void ray as it dances around the periphery of the Zerg base and and kill it
Robotics bay now for GoBooGie, Terius switching to roaches and researching burrow
Two more gateways for GgoBooGie, plus thermal lance
Roaches attack GgoBooGie's army, massive force field use is needed to screen a desperate Protoss retreat
With most of the sentries dead, the first colossus arrives just in time to force the roaches to drop back
Spire coming for Terius who is still making roaches and breaking down GgoBooGie's rocks
The roaches try to get in position at the top of GgoBooGie's ramp but can't get there in time, so Terius pulls back to the center of the map
Seven corruptors coming to combat the colossus, which GgoBooGie continues to make
Four colossus now and 25 stalkers for GgoBooGie, about 36 roaches and 7 corruptors for Terius
The roaches and corruptors engage and initially have a good concave on the stalkers
GgoBooGie disrupts with some good force fields, but the corruptors take down all four colossus
The last roaches from the original army die but the reinforcements help end the battle in a draw
Terius transfers drones to his third, the two armies start to jockey for position
GgoBooGie heads for Terius' third, but Terius counters to his natural and forces him to come back
The one colossus gets killed immediately by the corruptors and the roaches hold their own against the stalkers and a lone immortal
Terius is reinforcing faster than GgoBooGie can replace his losses
GgoBooGie concedes
Well played by Terius, who played calmly when being pressured by the void ray and then outfought the stalker/sentry/colossus composition with roach/corruptor.
Game 2 - Metalopolis
Close air positions, GgoBooGie at 6 and Terius at 9
Terius's overlord is spotted by GgoBooGie's probe so both know where the other is
Terius goes hatch first at 15, just before the probe arrives to block it
Four gates for GgoBooGie, but Terius' overlord sees the second gas isn't taken
Terius opts for a roach warren to deal with it and gets two spine crawlers at his expansion
Proxy pylon placed near Terius' base but zerglings kill the probe and then get the pylon just as GgoBooGie is warping in units
Skirmishing begins but without being able to warp in reinforcements GgoBooGie has to retreat
After collecting more stalkers and putting up a new pylon, GgoBooGie attacks again
The roaches stay behind the spine crawlers and dance forward and back
With two queens as well transfusing the one surviving spine crawler, Terius holds despite losing most of his roaches
Finally the spine crawler goes down as does one of his queens
There are still eight stalkers left plus a few zealots compared to just a queen and some zerglings
Terius concedes
Terius seemed like he was in a good position after he killed the pylon, but even with that reprieve he couldn't get enough roaches out to hold off the stalkers.
Game 3 - Lost Temple
Close air positions, Terius at 12 and GgoBooGie at 3
This time GgoBooGie doesn't send a probe to check for the overlord until it has already safely away
Terius goes hatch first and patrols a drone at the bottom of his ramp
Zergling speed for Terius, GgoBooGie doing a more standard opening
Two gate / stargate again for GgoBooGie, but the overlord on the high ground can see it
Void ray, just like game 1, Terius starts his lair right as the first void ray finishes
As before, no more void rays are made, and instead of expanding GgoBooGie is going four gate
Hydra den finally for Terius, although really the one void ray is being used for map control right now, not harassment
GgoBooGie moves in and Terius is pretty light on defenders with two spine crawlers and queens
The stalkers kill the queens, the void ray kills the spine crawlers, the drones come out and one or two hydras finally hatch just to die immediately
Terius surrenders
Over several GSL tournaments we've seen a lot of heartbreaking void ray losses where players like TorcH and IdrA were caught off guard. Terius saw exactly what was coming and completely failed to prepare. Someone in the VOD comments suggested perhaps he saw the building warping in and didn't click on it...but...come on.
Commentary: Terius played pretty well in game 1, but despite good intelligence in the next two games he wasn't able to respond successfully to what GgoBooGie was doing. GgoBooGie is probably one of the better Code A players, but in the first game he didn't seem to have a huge skill advantage on Terius in terms of macro and micro. But this is still a strategy game, and Terius obviously needs to improve in that area if he wants to stay in Code A.
JSLZenith (T) vs sCfOu (T)
Match Rating: 6/10
VOD Link
Click for match play by play and commentary
Game 1 - Jungle Basin
Command center on about 20 for JSL after a gasless one barracks opening
sC takes gas at the normal time, gets a reaper, then expands himself on 22
The reaper pops into the base and kills two SCVs instead of scouting before marines chase it out
Starport for JSL while sC makes a tank and researches siege mode
Starport for sC as well while JSL makes a medivac
JSL switches his starport to a tech lab and starts cloak and a banshee
sC researches stim, gets another tank, and builds a barracks
sC's dropship full of marines is heading for JSL, whose banshee is waiting for cloak to attack sC's main
The banshee cloaks and starts picking off SCVs
The dropship unloads and forces JSL to temporarily pull SCVs
The banshee kills four SCVs but JSL's micro leaves it attacking a supply depot for a crucial amount of time
Second banshee arrives in JSL's expansion, sC scans but it escapes with 6 health
Raven out for sC to help deal with the banshees, stim and siege mode is finishing for JSL
JSL moves out with four tanks and two dozen marines, then pulls back after a scouting SCV sees it
Another dropship loaded with marines arrives in JSL's expansion, but he has a few marines there who stim and kill the unloading marines
JSL moves down again and sets up a contain on the edge of the high ground
JSL flies a banshee into sC's expansion, doesn't spot a turret, and loses it immediately
Another banshee at sC's main is killed with a scan
JSL expands to the near center expansion while sC is contained
Two of sC's loaded dropships head out but fly by JSL's dropship
JSL wins the ensuing micro battle and brings over a surprising amount of his containment force to help
sC doesn't take advantage of the temporarily vulnerable contain, spotting it with some vikings just as the forces return
JSL puts marines along both sides of the map to check for dropships while he strengthens his contain
sC moves his army to his own rocks and destroys them to get another way out, but JSL sieges his tanks on the high ground
sC had his whole force there fighting only part of JSL's tanks, so he actually breaks out
Another battle is fought on the side of the map as again only a part of JSL's forces fight sC's break out army
JSL drops some marines into the expansion and does some damage
sC sieges up underneath JSL's third. JSL sends in SCVs and marines to attack but they get crushed
The second time JSL attacks from both sides and cleans it up, but now sC destroys what's left of the containing force
sC floats a command center to his own center expansion and starts a planetary fortress there
Both players siege up outside each other's planetary fortresses. JSL tries to repair his but both end up being destroyed
sC tries to elevator tanks into JSL's main but marines attack from two sides and destroy them
Lots of small unconnected tank/marine groups wander around in the center of the map and somehow it ends with JSL having only marines and sC having only sieged tanks
Siege tanks do pretty well against clumps of marines, it turns out
JSL doesn't have much left, and sC's surviving units push up into JSL's production facilities
JSL concedes
JSL looked unstoppable early on, but he seemed to lose his tactical sense of the situation once the armies got big and the situation became complicated. JSL wasted banshees and consistently attacked sieged positions without overwhelming force. sC conversely stayed calm despite a difficult situation and made good decisions.
Game 2 - Scrap Station
Standard openings for both players as they do a standard 1-1-1
sC scouts halfheartedly with his factory but quickly turns it around
JSL gets a banshee, sC gets a raven
Both players are building command centers as well
JSL's banshee kills an SCV, checks the natural, then gets destroyed by a group of marines
JSL gets a raven as well, both players switching to tank/viking
Both players float to their naturals at about the same time (~9:15)
JSL has a small viking lead but both players are still making them, both getting stim as well
Both players build sensor towers in their main and then move out
JSL is building a third command center and taking down the rocks between bases
sC has slightly more vikings and tanks and is building a third command center as well
sC's vikings fight a brief skirmish, killing JSL's raven and damaging some of his vikings
Both players siege up around the watchtower, but sC has air superiority
During the stalemate both players float their command centers into position
JSL sends a small force through the rocks but doesn't push through
sC finally starts slowly advancing his siege tanks and using his air superiority
Two dropships land marines in JSL's base and kill the sensor tower before getting cleaned up
JSL continues to skirmish on the rock bridge but sC has siege tanks defending his side
sC does another two medivac drop in JSL's main, doing minor damage
JSL sacrifices a bunch of SCVs to free up supply
JSL suddenly has a viking advantage and takes control of the air above the main tank standoff
sC has taken a fourth, JSL still floating his next command center
JSL now with complete air superiority, sC switching to a marauder composition
JSL taking advantage of his air superiority to take a fifth at the island, but a dropship slips in and lands marines there to kill it
JSL's fourth taken out as well by another drop
JSL brings tanks and marines in dropships and sieges up on the high ground above sC's third
sC brings his entire army up the ramp and takes out JSL's units there
JSL tries to counter to sC's main, but he gets flanked by siege tanks on one side and marines on the other
sC now has a big unit advantage and pushes back across the rocks
JSL surrenders
Once again, sC pulls out a win after a long stretch of passive play early in the game.
Commentary: sC seemed to be more proficient at managing the movement and positioning of large armies and that's obviously an extremely important skill in TvT. At several points, like his contain in game 1 and his sudden bid for air superiority in game 2, JSL seemed to out-think sC, but then he wasn't able to turn his temporary tactical advantage into an actual victory. sC for his part never seemed to get flustered, won the majority of the battles, and ended up the last one standing.
Command center on about 20 for JSL after a gasless one barracks opening
sC takes gas at the normal time, gets a reaper, then expands himself on 22
The reaper pops into the base and kills two SCVs instead of scouting before marines chase it out
Starport for JSL while sC makes a tank and researches siege mode
Starport for sC as well while JSL makes a medivac
JSL switches his starport to a tech lab and starts cloak and a banshee
sC researches stim, gets another tank, and builds a barracks
sC's dropship full of marines is heading for JSL, whose banshee is waiting for cloak to attack sC's main
The banshee cloaks and starts picking off SCVs
The dropship unloads and forces JSL to temporarily pull SCVs
The banshee kills four SCVs but JSL's micro leaves it attacking a supply depot for a crucial amount of time
Second banshee arrives in JSL's expansion, sC scans but it escapes with 6 health
Raven out for sC to help deal with the banshees, stim and siege mode is finishing for JSL
JSL moves out with four tanks and two dozen marines, then pulls back after a scouting SCV sees it
Another dropship loaded with marines arrives in JSL's expansion, but he has a few marines there who stim and kill the unloading marines
JSL moves down again and sets up a contain on the edge of the high ground
JSL flies a banshee into sC's expansion, doesn't spot a turret, and loses it immediately
Another banshee at sC's main is killed with a scan
JSL expands to the near center expansion while sC is contained
Two of sC's loaded dropships head out but fly by JSL's dropship
JSL wins the ensuing micro battle and brings over a surprising amount of his containment force to help
sC doesn't take advantage of the temporarily vulnerable contain, spotting it with some vikings just as the forces return
JSL puts marines along both sides of the map to check for dropships while he strengthens his contain
sC moves his army to his own rocks and destroys them to get another way out, but JSL sieges his tanks on the high ground
sC had his whole force there fighting only part of JSL's tanks, so he actually breaks out
Another battle is fought on the side of the map as again only a part of JSL's forces fight sC's break out army
JSL drops some marines into the expansion and does some damage
sC sieges up underneath JSL's third. JSL sends in SCVs and marines to attack but they get crushed
The second time JSL attacks from both sides and cleans it up, but now sC destroys what's left of the containing force
sC floats a command center to his own center expansion and starts a planetary fortress there
Both players siege up outside each other's planetary fortresses. JSL tries to repair his but both end up being destroyed
sC tries to elevator tanks into JSL's main but marines attack from two sides and destroy them
Lots of small unconnected tank/marine groups wander around in the center of the map and somehow it ends with JSL having only marines and sC having only sieged tanks
Siege tanks do pretty well against clumps of marines, it turns out
JSL doesn't have much left, and sC's surviving units push up into JSL's production facilities
JSL concedes
JSL looked unstoppable early on, but he seemed to lose his tactical sense of the situation once the armies got big and the situation became complicated. JSL wasted banshees and consistently attacked sieged positions without overwhelming force. sC conversely stayed calm despite a difficult situation and made good decisions.
Game 2 - Scrap Station
Standard openings for both players as they do a standard 1-1-1
sC scouts halfheartedly with his factory but quickly turns it around
JSL gets a banshee, sC gets a raven
Both players are building command centers as well
JSL's banshee kills an SCV, checks the natural, then gets destroyed by a group of marines
JSL gets a raven as well, both players switching to tank/viking
Both players float to their naturals at about the same time (~9:15)
JSL has a small viking lead but both players are still making them, both getting stim as well
Both players build sensor towers in their main and then move out
JSL is building a third command center and taking down the rocks between bases
sC has slightly more vikings and tanks and is building a third command center as well
sC's vikings fight a brief skirmish, killing JSL's raven and damaging some of his vikings
Both players siege up around the watchtower, but sC has air superiority
During the stalemate both players float their command centers into position
JSL sends a small force through the rocks but doesn't push through
sC finally starts slowly advancing his siege tanks and using his air superiority
Two dropships land marines in JSL's base and kill the sensor tower before getting cleaned up
JSL continues to skirmish on the rock bridge but sC has siege tanks defending his side
sC does another two medivac drop in JSL's main, doing minor damage
JSL sacrifices a bunch of SCVs to free up supply
JSL suddenly has a viking advantage and takes control of the air above the main tank standoff
sC has taken a fourth, JSL still floating his next command center
JSL now with complete air superiority, sC switching to a marauder composition
JSL taking advantage of his air superiority to take a fifth at the island, but a dropship slips in and lands marines there to kill it
JSL's fourth taken out as well by another drop
JSL brings tanks and marines in dropships and sieges up on the high ground above sC's third
sC brings his entire army up the ramp and takes out JSL's units there
JSL tries to counter to sC's main, but he gets flanked by siege tanks on one side and marines on the other
sC now has a big unit advantage and pushes back across the rocks
JSL surrenders
Once again, sC pulls out a win after a long stretch of passive play early in the game.
Commentary: sC seemed to be more proficient at managing the movement and positioning of large armies and that's obviously an extremely important skill in TvT. At several points, like his contain in game 1 and his sudden bid for air superiority in game 2, JSL seemed to out-think sC, but then he wasn't able to turn his temporary tactical advantage into an actual victory. sC for his part never seemed to get flustered, won the majority of the battles, and ended up the last one standing.
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