Update: now 1-3 is there as well
ODT 1-1
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HwaSin T (STX) - JiHyun[jOypOp] Z (Samsung)
Game 1 - Hitchhiker
JiHyun (11) 9 OL then expands while scouting HwaSin's (5) barracks, he then steals the terran's gas when pool is about 50% done. HwaSin aims to finish the game fast and thus starts his third barracks, JiHyun chooses to lair his natural base for the extra hit points. 4 marines are out in the open and almost dies to 6 zerglings, well, die they do too but not without the alien scums dead as well by reinforcements from HwaSin. Now HwaSin moves out with 11 marines, 2 medics and 1 firebat, which JiHyun sees thanks to his scouting zerglings. Up the sunkens and a spire goes... however a bit too late since 3 of the 4 sunkens are still morphing when they get flooded by bullets. A handful of zerglings aren't much of a use here and thus JiHyun ggs after a bit of fire in his main and failed mutas.
Too slow reactions from JiHyun and no zerglings - no problem for this mnm group...
JiHyun scouts the first barracks but he never sees the other 2 because his drone was down to yellow and he saw marines popping out, so he decided to steal the gas instead, cancelling it and losing the drone. Obviously he was hoping for it to survive after the cancel but it didn't happen and after that HwaSin blocked the ramp with marines, so there was no chance to scout... unless he used his OL, but for some reason he decided to pull it home after reaching HwaSin's natural and not seeing any base there. HwaSin then scouted his lair without any sunkens and immediately went out with the mnm, and even without stimming them the sunkens were still morphing when he arrived.
Game 2 - Neo Arkanoid
JiHyun (11) goes with the same opening, HwaSin (7) 14 CC followed by triple barracks. JiHyun adds a properly placed hatchery at his natural and HwaSin has his ebay done long before the mutas pops out. However HwaSin is busy breaking the neutral buildings since he saw an OL from the north, and when the mutas attacks he only has 1 single turret up in his natural. He loses it and retreats his SCVs but then the 5:ish mutas for some odd reason falls back and when they're ready to attack again there are more turrets up, who all get destroyed but that's it. Meanwhile 9 marines and 3 medics are in his main killing drones and 50% of the hydra den, until the mutas and zerglings clean it up. Mutas picks off some building SCVs and a few marines but JiHyun loses too many for it to be efficient. He now has a couple lurkers who quickly dies to 2 tanks and 4 barracks mnm as well as vessel for vision.
As HwaSin is making the push JiHyun has his spire going and tries to delay it with a lot of lurkers just outside of his base. This push could have ended the game already but about 8 marines die at once from lurker spines as well as the vessel by 2 scourges. Now JiHyun has defilers out and kills the mnm group in his main, though he loses his just finished 12 hatchery to another dropshipped group. Another push from 8 barracks now while also scouting for other zerg bases with his dropship, probably thinking "is that all?”. Irradiate done as well as plague, and both are used well. Now for some "brilliant” moves: JiHyun desperately swarms the soon destroyed temple thinking it might help but of course neutral buildings still takes damage. After that HwaSin irradiates 2 of his 4 vessels and then while dropping a group of marines to once again destroy the 12 hatchery he accidentally floats the vessels over his big mnm group, killing every one of them. Not that it matters much, HwaSin has now 5 vessels and even though he moves in with his mnm carelessly, they kill some lurkers every time and he has new replacement groups out when they're dead. At last JiHyun can't stand the pressure anymore and admits defeat.
Neutral buildings aren't affected by swarm and the second picture shows what can happen when there's a lot going on...
JiHyun never had a chance here at all, he could have made some better early muta harassment, taking advantage of the undefended terran bases but it wouldn't make any difference since his micro vs mnm was terrible. Other than that he never even attacked a single time, and even if HwaSin played lousy JiHyun couldn't use the swarms well enough and mostly relied on static lurkers when defending. Without killing off vessels lurkers are no big deal for the terran though, but oddly enough JiHyun thought it was more important to kill off the dropship than any vessel, so he only produced a couple scourges to do that and then didn't continue to produce them. Very easy wins for HwaSin who had superior macro.
ZergMan Z (Samsung) - Luxury[GsP] Z (OGN)
Game 1 - Neo Arkanoid
ZergMan (1) chooses to 9 OL FE to 12.30 while Luxury (5) goes 9 OL pool gas. ZergMan attacks with 10 zerglings but with sunkens in his new 5.30 base and mutas just popping they die without doing any damage. Both players mass mutas + scourges and ZergMan also has 1 spore colony in each base... although he never got any use of them since the air units meet up outside Luxury's base and Luxury has a whole ~10 mutas remaining after the big battle.
Luxury's mutas after the big fight...
Thanks to early gas Luxury seemed to have a few more mutas in the big and only battle... but what really made ZergMan lose was that he sent in all of his ~10 scourges in a long row stacked, thus he didn't get more than 2-3 muta kills while Luxury sent them in 2 and 2.
Game 2 - Longinus II
ZergMan (11) and Luxury (3) both goes for the same 9 OT FE build, after which they mass zerglings. Luxury lines up a nice wall of zerglings at his choke which ZergMan sees but obviously can't get through. Anyway he thinks he is safe with his 12 zerglings vs the 12 in the wall, but behind it are another 4 making it 16 zerglings for Luxury who now goes to attack. With another 10 zerglings reinforcing the main group just some seconds later, ZergMan has no chance and ggs just before his spire goes up.
The wall of zerglings...
Luxury made a nice move with his wall and the hidden zerglings. I'm not sure if Luxury actually started a spire cause they didn't show his main, but my guess is that he didn't or cancelled it after seeing that ZergMan's bases were all undefended, cause he had so many more zerglings. He had lair morphing but only used 2 drones at gas anyway. This is the shortest game so far in this season's ODT, clocking in at 5:24.
Midas T (SK) - TheManiaMST T (CJ)
Game 1 - Longinus II
Midas (6.30) opens with a standard 1 factory FE build while Mania (11) chooses 14CC and then builds a starport for dropships. Midas with no starports expands at mineral only and later also to 5 but it goes down to a drop. Midas has way more tanks and goliaths than Mania and thus can prevent Mania from expanding to both 12.30 and 9, while also defending his own bases who are now a whole 5. 5 bases to 2, nothing to talk about, Mania ggs after seeing Midas hugh army rolling in to his natural.
Hero SCV from Midas takes down a CC...
Mania kept up in the start with 4 factories + 1 starport vs 4 factories, however maybe the starport was just a waste since he lost a few fully loaded dropships to randomly placed goliaths which set him behind... without a proper army for Mania, Midas could just macro himself to victory quite easily.
Game 2 - Hitchhiker
Midas (5) and Mania (11) opens with 1 factory 1 starport expand and goes for early wraiths, Midas uses his wraiths most effective and kills quite a few SCVs and dropships thanks to cloaking. Both players then drops tanks at their naturals to prevent some mining, gets busy trying to get their second expansion up but loses them quickly. However, Mania manages to destroy Midas' natural... his CC at 1 is constantly being harassed by SCVs and after a while he decides to finally drop and kill them, just to get his drop killed by a drop from Midas! Midas has built a CC there just waiting for him and thus Midas has now 5 bases which he defends very well. Mania has only his main, natural and second expansion which is his only hope... but Midas destroys it -> gg.
Midas microing his SCVs against other SCVs and a CC...
Same procedure here as last game... Mania should have put more effort in trying to defend his second expansion after destroying Midas' natural, cause he was in a good position at that point of the game. But Midas just placed ~5 tanks south of that base every time while defending Mania's pretty weak attacks and when Midas got more bases running his macro took over.
UpMagiC T (eSTRO) - PuSan[S.G] P (MBC)
Game 1 - Hitchhiker
So now to the first big match in this ODT (although I was personally more excited about seeing Midas). In this game PuSan does his usual FE at mineral only while UpMagiC walls in and starts an... ebay? And an early academy!? It is clear that he is trying mnm when he takes the mineral only and adds barracks, counting 4 now. He goes out early with 10 marines and 3 medics but PuSan sees it thanks to his 2 dragoons at the hill. The mnm group falls back and instead he breaks down the temples at the north. Up there he meets 9 zealots and 6 dragoons but with his 25:ish marines and 5 medics he has no problem taking them out, including a late DT. PuSan who has expanded to 1 loses it along with all the probes, and UpMagiC moves west. They die though but UpMagiC attacks with another mnm group + 2 tanks and at the same time drops a mnm group at PuSan's main, killing off some probes and preventing him from mining. 1/1 marines are now firing at PuSan's just completed natural but PuSan forgets that he sent a load of probes to the natural... he loses them all. A lot of tanks and marines now rolling up the ramp and PuSan ggs.
Zealots and dragoons get annihilated by this mnm group who just reaches 1/1...
PuSan scouted the mnm build early with his dragoons and built an archives. Still, he chose to use DTs instead of HTs and that costed him the game. I think I saw one storm in the whole game... and 0/0 dragoons + zealots are not the way to go against 1/1 mnm.
Game 2 - Longinus II
UpMagiC (3) tries to cheese and builds a barracks in the middle of the map, PuSan (6.30) is sooo close to scouting it when going to 11 and then to 3, but he missed it both times. Bunker started in PuSan's base but the SCV dies just when the bunker is about to finish, 3 marines can't kill 1 zealot and 10 probes so he retreats and bunker up his choke instead. Both players expanding, PuSan tries an DT attack but the terran base has turrets and tanks up. Not much action for a while, PuSan with 4 bases starting arbiter + carriers from 3-4 stargates, UpMagiC goes for pure tank/vultures with 3 bases and 8 factories. UpMagiC sees the carriers and masses goliaths who kills the single arbiter, he then moves forward with his massive amount of tanks/vultures from 4-5 bases and completely destroys PuSan's natural, leaving him alone with the main. On the other side of the map are PuSan's 8 carriers, hunted by a load of goliaths and when they reach the terran factories PuSan ggs without any carriers dead.
So close but still so far away... that probe will go past it on the other side too.
PuSan had a too weak ground force, it was as if he went all on carriers after constructing the stargates. When UpMagiC went in with his tanks there was almost no resistance at all there, not even any carriers since they were busy fighting off the goliaths. If you go for carriers, at least make good use of them...
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HwaSin T (STX) - JiHyun[jOypOp] Z (Samsung)
Game 1 - Hitchhiker
JiHyun (11) 9 OL then expands while scouting HwaSin's (5) barracks, he then steals the terran's gas when pool is about 50% done. HwaSin aims to finish the game fast and thus starts his third barracks, JiHyun chooses to lair his natural base for the extra hit points. 4 marines are out in the open and almost dies to 6 zerglings, well, die they do too but not without the alien scums dead as well by reinforcements from HwaSin. Now HwaSin moves out with 11 marines, 2 medics and 1 firebat, which JiHyun sees thanks to his scouting zerglings. Up the sunkens and a spire goes... however a bit too late since 3 of the 4 sunkens are still morphing when they get flooded by bullets. A handful of zerglings aren't much of a use here and thus JiHyun ggs after a bit of fire in his main and failed mutas.
Too slow reactions from JiHyun and no zerglings - no problem for this mnm group...
JiHyun scouts the first barracks but he never sees the other 2 because his drone was down to yellow and he saw marines popping out, so he decided to steal the gas instead, cancelling it and losing the drone. Obviously he was hoping for it to survive after the cancel but it didn't happen and after that HwaSin blocked the ramp with marines, so there was no chance to scout... unless he used his OL, but for some reason he decided to pull it home after reaching HwaSin's natural and not seeing any base there. HwaSin then scouted his lair without any sunkens and immediately went out with the mnm, and even without stimming them the sunkens were still morphing when he arrived.
Game 2 - Neo Arkanoid
JiHyun (11) goes with the same opening, HwaSin (7) 14 CC followed by triple barracks. JiHyun adds a properly placed hatchery at his natural and HwaSin has his ebay done long before the mutas pops out. However HwaSin is busy breaking the neutral buildings since he saw an OL from the north, and when the mutas attacks he only has 1 single turret up in his natural. He loses it and retreats his SCVs but then the 5:ish mutas for some odd reason falls back and when they're ready to attack again there are more turrets up, who all get destroyed but that's it. Meanwhile 9 marines and 3 medics are in his main killing drones and 50% of the hydra den, until the mutas and zerglings clean it up. Mutas picks off some building SCVs and a few marines but JiHyun loses too many for it to be efficient. He now has a couple lurkers who quickly dies to 2 tanks and 4 barracks mnm as well as vessel for vision.
As HwaSin is making the push JiHyun has his spire going and tries to delay it with a lot of lurkers just outside of his base. This push could have ended the game already but about 8 marines die at once from lurker spines as well as the vessel by 2 scourges. Now JiHyun has defilers out and kills the mnm group in his main, though he loses his just finished 12 hatchery to another dropshipped group. Another push from 8 barracks now while also scouting for other zerg bases with his dropship, probably thinking "is that all?”. Irradiate done as well as plague, and both are used well. Now for some "brilliant” moves: JiHyun desperately swarms the soon destroyed temple thinking it might help but of course neutral buildings still takes damage. After that HwaSin irradiates 2 of his 4 vessels and then while dropping a group of marines to once again destroy the 12 hatchery he accidentally floats the vessels over his big mnm group, killing every one of them. Not that it matters much, HwaSin has now 5 vessels and even though he moves in with his mnm carelessly, they kill some lurkers every time and he has new replacement groups out when they're dead. At last JiHyun can't stand the pressure anymore and admits defeat.
Neutral buildings aren't affected by swarm and the second picture shows what can happen when there's a lot going on...
JiHyun never had a chance here at all, he could have made some better early muta harassment, taking advantage of the undefended terran bases but it wouldn't make any difference since his micro vs mnm was terrible. Other than that he never even attacked a single time, and even if HwaSin played lousy JiHyun couldn't use the swarms well enough and mostly relied on static lurkers when defending. Without killing off vessels lurkers are no big deal for the terran though, but oddly enough JiHyun thought it was more important to kill off the dropship than any vessel, so he only produced a couple scourges to do that and then didn't continue to produce them. Very easy wins for HwaSin who had superior macro.
ZergMan Z (Samsung) - Luxury[GsP] Z (OGN)
Game 1 - Neo Arkanoid
ZergMan (1) chooses to 9 OL FE to 12.30 while Luxury (5) goes 9 OL pool gas. ZergMan attacks with 10 zerglings but with sunkens in his new 5.30 base and mutas just popping they die without doing any damage. Both players mass mutas + scourges and ZergMan also has 1 spore colony in each base... although he never got any use of them since the air units meet up outside Luxury's base and Luxury has a whole ~10 mutas remaining after the big battle.
Luxury's mutas after the big fight...
Thanks to early gas Luxury seemed to have a few more mutas in the big and only battle... but what really made ZergMan lose was that he sent in all of his ~10 scourges in a long row stacked, thus he didn't get more than 2-3 muta kills while Luxury sent them in 2 and 2.
Game 2 - Longinus II
ZergMan (11) and Luxury (3) both goes for the same 9 OT FE build, after which they mass zerglings. Luxury lines up a nice wall of zerglings at his choke which ZergMan sees but obviously can't get through. Anyway he thinks he is safe with his 12 zerglings vs the 12 in the wall, but behind it are another 4 making it 16 zerglings for Luxury who now goes to attack. With another 10 zerglings reinforcing the main group just some seconds later, ZergMan has no chance and ggs just before his spire goes up.
The wall of zerglings...
Luxury made a nice move with his wall and the hidden zerglings. I'm not sure if Luxury actually started a spire cause they didn't show his main, but my guess is that he didn't or cancelled it after seeing that ZergMan's bases were all undefended, cause he had so many more zerglings. He had lair morphing but only used 2 drones at gas anyway. This is the shortest game so far in this season's ODT, clocking in at 5:24.
Midas T (SK) - TheManiaMST T (CJ)
Game 1 - Longinus II
Midas (6.30) opens with a standard 1 factory FE build while Mania (11) chooses 14CC and then builds a starport for dropships. Midas with no starports expands at mineral only and later also to 5 but it goes down to a drop. Midas has way more tanks and goliaths than Mania and thus can prevent Mania from expanding to both 12.30 and 9, while also defending his own bases who are now a whole 5. 5 bases to 2, nothing to talk about, Mania ggs after seeing Midas hugh army rolling in to his natural.
Hero SCV from Midas takes down a CC...
Mania kept up in the start with 4 factories + 1 starport vs 4 factories, however maybe the starport was just a waste since he lost a few fully loaded dropships to randomly placed goliaths which set him behind... without a proper army for Mania, Midas could just macro himself to victory quite easily.
Game 2 - Hitchhiker
Midas (5) and Mania (11) opens with 1 factory 1 starport expand and goes for early wraiths, Midas uses his wraiths most effective and kills quite a few SCVs and dropships thanks to cloaking. Both players then drops tanks at their naturals to prevent some mining, gets busy trying to get their second expansion up but loses them quickly. However, Mania manages to destroy Midas' natural... his CC at 1 is constantly being harassed by SCVs and after a while he decides to finally drop and kill them, just to get his drop killed by a drop from Midas! Midas has built a CC there just waiting for him and thus Midas has now 5 bases which he defends very well. Mania has only his main, natural and second expansion which is his only hope... but Midas destroys it -> gg.
Midas microing his SCVs against other SCVs and a CC...
Same procedure here as last game... Mania should have put more effort in trying to defend his second expansion after destroying Midas' natural, cause he was in a good position at that point of the game. But Midas just placed ~5 tanks south of that base every time while defending Mania's pretty weak attacks and when Midas got more bases running his macro took over.
UpMagiC T (eSTRO) - PuSan[S.G] P (MBC)
Game 1 - Hitchhiker
So now to the first big match in this ODT (although I was personally more excited about seeing Midas). In this game PuSan does his usual FE at mineral only while UpMagiC walls in and starts an... ebay? And an early academy!? It is clear that he is trying mnm when he takes the mineral only and adds barracks, counting 4 now. He goes out early with 10 marines and 3 medics but PuSan sees it thanks to his 2 dragoons at the hill. The mnm group falls back and instead he breaks down the temples at the north. Up there he meets 9 zealots and 6 dragoons but with his 25:ish marines and 5 medics he has no problem taking them out, including a late DT. PuSan who has expanded to 1 loses it along with all the probes, and UpMagiC moves west. They die though but UpMagiC attacks with another mnm group + 2 tanks and at the same time drops a mnm group at PuSan's main, killing off some probes and preventing him from mining. 1/1 marines are now firing at PuSan's just completed natural but PuSan forgets that he sent a load of probes to the natural... he loses them all. A lot of tanks and marines now rolling up the ramp and PuSan ggs.
Zealots and dragoons get annihilated by this mnm group who just reaches 1/1...
PuSan scouted the mnm build early with his dragoons and built an archives. Still, he chose to use DTs instead of HTs and that costed him the game. I think I saw one storm in the whole game... and 0/0 dragoons + zealots are not the way to go against 1/1 mnm.
Game 2 - Longinus II
UpMagiC (3) tries to cheese and builds a barracks in the middle of the map, PuSan (6.30) is sooo close to scouting it when going to 11 and then to 3, but he missed it both times. Bunker started in PuSan's base but the SCV dies just when the bunker is about to finish, 3 marines can't kill 1 zealot and 10 probes so he retreats and bunker up his choke instead. Both players expanding, PuSan tries an DT attack but the terran base has turrets and tanks up. Not much action for a while, PuSan with 4 bases starting arbiter + carriers from 3-4 stargates, UpMagiC goes for pure tank/vultures with 3 bases and 8 factories. UpMagiC sees the carriers and masses goliaths who kills the single arbiter, he then moves forward with his massive amount of tanks/vultures from 4-5 bases and completely destroys PuSan's natural, leaving him alone with the main. On the other side of the map are PuSan's 8 carriers, hunted by a load of goliaths and when they reach the terran factories PuSan ggs without any carriers dead.
So close but still so far away... that probe will go past it on the other side too.
PuSan had a too weak ground force, it was as if he went all on carriers after constructing the stargates. When UpMagiC went in with his tanks there was almost no resistance at all there, not even any carriers since they were busy fighting off the goliaths. If you go for carriers, at least make good use of them...
ODT 1-2
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Dongrae[S.G] (Lecaf) - Hery[Hyo] (KTF)
Game 1 - Neo Arkanoid
Hery (7) goes 14CC into 2 factories, Dongrae (5) tries a vulnerable double barracks build. When he breaks the temples into Hery's base, he sees a bunker with about 20 SCVs around, so he waits for a tank to siege up. However, Hery now has 4 goliaths who takes care of the tank. Dongrae keeps pushing though from 3 barracks now, and with only 2 sieged tanks besides his mnm, he breaks Hery's defence and wins.
Do you really need ~20 SCVs to repair a bunker?
Hery lost a lot of mining time with those SCVs. Also he should have had more tanks and not as many goliaths. Dongrae didn't really play the attack well but he won anyway.
Game 2 - Hitchhiker
Dongrae (5) Hery (11), standard builds from both players, Hery builds 2 barracks though and floats one to the middle. With it he blocks an early attack from Dongrae, since he went vulture first and Hery tank. Both players have their natural, and both cliffs each others natural like they always do. No turrets in Hery's main = drops for easy SCV kills. Dongrae has an extra expansion at 7, which gets destroyed by drops. Dongrae chooses to reinforce his army at Hery's natural instead of defending it, and Hery drops in Dongrae's main to kill some depots... but doesn't kill any. Hery has only a second expansion since he lost his natural, Dongrae kills all SCVs there and then moves into the main and sieges at the factories. 3 loaded dropships joins the force and gg from Hery.
Better tactical decisions from Dongrae as well as macro... Hery didn't use his troops to the fullest and lost too many units to be able to defend his expansions.
Sea.Jy (CJ) - Lomo[fOu] (Lecaf)
Game 1 - Longinus II
Lomo (6.30) walls in then expands, Jy (11) 9 OL into pool then expands and adds a third hatchery in his main. Triple barracks for Lomo and spire up for Jy who also have an early second expansion. Lomo goes in with 11 marines 2 medics and 1 firebat against only a sunken + a second morphing... with some good micro he could have broke through but zerglings come from every direction and kills off the mnm group with both sunkens still alive. About 10 mutas harassing but some very poor micro makes Jy lose them all with minimum damage done.
With 4 tanks, vessel and a lot of mnm sieging up in Jy's natural it seems like gg is coming soon but the first thing Lomo does after destroying the 2 sunkens is to lose his vessel by 2 scourges, since it was in the frontline. Most of his force gets oblivirated to lurkers and he has to fall back again. Defilers, irradiate researched as well as mines, not too successful though except 1 mine who hits a group of lurkers and damages them badly. 1 vessel is hovering above the water in the top-right for some minute or two, until Lomo realizes he forgot about it. The fights keep going on for 10-15 minutes, Jy goes 70%/30% ultra/zerglings and Lomo concentrates on killing his 12.30 expansion. After two tries the hatchery is still alive though with less than 20 HP, but finally Lomo kills it off and Jy, without any money for ultras, ggs.
A lone vessel is chilling at a nearby sea for a couple minutes...
Lomo could have ended the game much earlier if he would have better micro, I don't think Jy reached his natural even once. Many vessels were lost and many bad and late swarms = many dead ultras. And I don't think Jy should ever produce mutas in his future games...
Game 2 - Neo Arkanoid
Double barracks for Lomo (1), 9 OL FE for Jy (11). 9 marines and 1 medic is about to reach the temples outside Jy's base, but luckily Jy sees them coming thanks to an OL. He quickly puts up 3 sunkens who are still morphing when Lomo breaks the temple, but eventually they finish in time and there is too little space for Lomo to rush in. Jy somehow adds another creep colony to the defense while Lomo tries to break through the northern way instead, when inside Jy's main he meets 2 sunkens and a few mutas. 14 marines and 4 medics easily kill off the sunkens, continues to feast on some dromes, pool, lair, and a very offside spire until Jy stops the attack with mutas and drones. Mutas flies into the terran base who still didn't expand, but turrets are up so he can't do anything there. Finally Lomo attacks again, this time against 2 sunkens + another 2 morphing... Jy decides to let his 3 mutas chill on 2 barracks instead of helping save his base, gg.
The spire is built nowhere close to any sunkens, but hey, Jy didn't seem to like mutas anyway...
10 sunkens were built in this game, 2 zerglings. Jy obviously doesn't like to micro which we also could see on his poor muta control. Jy was nowhere close here, his build placement was really bad too. It's nice to see 1 base terran here for once though.
Light[aLive] (MBC) - Shine[Name] (OGN)
Game 1 - Hitchhiker
Red haired Light (5) uses only 1 SCV on gas before his second factory cause of fast CC, Shine(11) is satisfied with 1 factory tanks with siege. He goes out with a group of 7 marines and 1 tank and sieges up at Light's natural (CC isn't there yet cause it was built in base). Light floats his CC over to the northern position instead and builds another CC at the same time. He tries to drop on Shine's units but they won't die, Shine sees the northern expansion and puts it offline. Shine has now his natural and with 5 tanks, some goliaths and marines he rolls in but before he reaches the ramp Light says gg.
The inkillable stationed force from Shine, having clear vision of both cliffs...
Light seemed to be having a fast expansion as priority, building another CC while you still haven't even landed your first one seems to be a bit desperate. He lost minerals which he could have put on units instead and thus, all Shine needed to do was to camp outside the natural. I must say he did it nicely though, having marines supporting the tanks when SCVs attacked and using both ebay and barracks floating on each sides of the cliffs. In that way he could fire on the expansion and also on the forces dropped on the cliff to the west; Light should have an advantage being on the cliff but it didn't work when Shine shot his forces there before they could siege up.
Game 2 - Neo Arkanoid
Both Light (1) and Shine (5) goes 14 CC but Shine actually double expands. Factories and starport goes up, Light fills his dropship with goliaths and flies south on a mission to destroy the floating ebay there... he only get it down to 50% though. Shine moves out on the ground instead and sieges up outside 3 with 4 tanks, firing at the temples. Light takes good use of this and drops at 4, destroying the expansion there completely. He loses both loaded dropships to goliaths afterwards though. Shine decides to move in cause of this but Light has tanks sieged up and he mostly just loses his forces. Dropships from Light to 5.30 now, second expansion destroyed and it's not looking good for Shine. He goes all in with 4 dropships to 3 position, using his barracks to absorb the missiles from the towers. However, there are loads of goliaths and tanks there so the drop doesn't succeed. Light flies over 6 dropships to the main of Shine and gg.
The barracks takes the damage - the dropships goes in...
Light played brilliant here with better tactical decisions (except trying to destroy the ebay). Shine made a stupid mistake with moving in tanks in such a tight area (through the temples) and lost a lot including his 4 expansion. After that it was Light's game although Shine's barracks/dropships move would have evened out the game a bit but unfortunately there were loads of anti-air in the way (as probably Light predicted dropships would fly there).
Game 3 - Longinus II
A pretty long game, about 25 minutes. Light (11) goes 2 factory, Shine (3) does the same + expansion after his first factory. Shine then attacks with 5 marines and 2 vultures vs 3 marines and 1 vulture and with some nice micro he kills them all without any losses. Unfortunately for him, Light has armory up and out comes 2 goliaths to save the day. Now it's Shine's turn to make a bunker in his natural to prevent pure goliaths from breaking through. The game turns into the usual tank/goliath drops game and after a while Light has 4 running as do Shine.
Shine with a whole of 7 dropships saves one of his expansion from attacks and then takes out Light's second gas expansion. Light makes a decent attack in Shine's main and kills mostly some SCVs, now it's not looking too good for Light. However he attacks 2 of Shine's expansions at once and actually kills one off completely and makes the other one SCV-less - Shine's army was eliminating Light's mineral only and so had a long way to go back. Shine has a scary amounof tanks, but loses most of them cause of him moving into sieged tanks stationed at various places at the map. Suddenly Light has 5 bases and Shine has only 1 who isn't mined out yet, Light does a big drop in Shine's main and Shine ggs after seeing too many sieged tanks in Light's natural.
I'm sure Shine could have won this one, he had the upper hand for a while. The big mistake comes when he tries to move attack with his tanks... he had loads of dropships - why not use them? Light didn't have to do anything but watch his sieged tanks destroy tank after tank while expanding, and in the end he formed a superior army. 7 matches was needed to get a match to a third game.
July (MBC) - s.s.m~[SiLvEr] (Pantech)
Game 1 - Neo Arkanoid
July (7) and SiLvEr (1) both goes 9 OL then FE, followed by zerlings breaking the neutrals and meeting in the middle of the map. July continues to mass zerglings though and sends 16 into SiLvEr's base, but 10 zerglings are there waiting for him. July breaks through and tries to take down the spire but fails, instead he goes for a couple drones. Mutas out and when SiLvEr has about 20 scourges he goes to attack... he comes out as the winner with 3 mutas to 1. Another set of battles and SiLvEr is now ahead by far, he kills off all drones in July's main but July has sneaked through some zerglings who destroys SiLvEr's spire and pool. Now to the weird part... July sends all he has left in forms of scourges and mutas and amazingly destroys ALL of SiLvEr's mutas! Well, a hidden muta kills the last drones of July but it's not enough; July sends even more zerglings into SiLvEr's base and 1 muta isn't going to stop them from eliminating him, gg.
SiLvEr had this game for sure, 7 mutas against 2. With just enough scourges July turned the game completely - amazing control and use of them. SiLvEr definitely should had played more defensively and try to pick off all the scourges and killing July's 6-7 zerglings. If he had done that July wouldn't stand a chance, since he only had 2 drones left.
Game 2 - Longinus II
July (11) SiLvEr (3). 9 OL into FE for both players, then mass zerglings and spire. July has SO many zerglings and goes to attack, but they are killed off with the help of mutas before being able to do something useful. July shows some nice muta control when he picks off scourges and then sends him many, many zerglings into SiLvEr's natural. They manage to take down the hatchery there as well as some drones in the main. Now July a clear lead and just masses mutas and completely destroys SiLvEr, gg.
SiLvEr entirely forgets about land defence and once again loses to July's trick. At least he could have moved his mutas and killed the zerglings before his hatchery went bye-bye, but he decided to do that after it was destroyed...
ODT 1-3
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Preview:
http://teamliquid.net/forum/viewmessage.php?topic_id=51638
FireBatHero (Samsung) - DArKeLf[S.siR] (CJ)
Game 1 - Longinus II
FBH (11) 14CC without wall-in and DArKeLf (6.30) who goes the standard depot barracks build scouts it quickly. With some nice SCV micro, DArKeLf manages to delay the construction time of the barracks a lot, in fact with a whole 17 seconds (yes, I counted). When the barracks is finally finished DArKeLf has 2 marines shooting at it and some defending SCVs, FBH can't micro good enough and loses the marines who comes out and many SCVs. He starts a bunker but now the first vulture from DArKeLf comes to support. FBH won't give up just yet though and gets out 2 vultures before seeing a tank and then ggs.
First marine, a second coming and the barracks isn't even ready yet!
14CC is a very risky build if you don't wall-in or have good enough micro - FBH didn't have any of those here. DArKeLf used 1 SCV, 4 marines and 2 vultures to kill 19 SCVs, 3 marines and 2 vultures... if that's not efficient then I don't know what is! All thanks to the delaying of FBH's barracks and nice micro. FBH would definitely had better chances if he just managed to get a marine into his bunker though... but DArKeLf was sure to not let that happen.
Game 2 - Hitchhiker
FBH at 5, DArKeLf at 11. In a mission to block the middle with a barracks, both players send out their 5th SCV but obviously they meet up in the middle. FBH 1 factory into CC (natural), DArKeLf goes for a much more rare build: 1 factory into 2 starports. FBH doesn't scout this though but adds a starport. DArKeLf with a vulture out, kills the building SCV of FBH's CC as well as the 2 marines on the ramp and scouts the main. More vultures and marines from DArKeLf but FBH has the middle blocked now with his barracks. Instead he sends in his wraiths, 1 shooting at SCVs and the other at... the starport? Well, it shows that he's waiting for FBH's wraith to come out and kills it without barely taking any damage. FBH moves into DArKeLf's main with 2 vultures and 1 tank but SCV blocks them and 2 new wraiths kill them off. DArKeLf with his natural up falls back a bit to wait for his academy to finish, then goes into FBH's main with 7 wraiths and get loads of SCV kills. FBH only has 3 wraiths and probably knows he can't win, but attacks anyway. It seems both players have cloaking researched and after FBH loses all of his wraiths he ggs.
FBH is once again convinced that he can FE and still win the game... DArKeLf showed that he is a pretty good TvT player today but really, without scouting cheesy builds while going FE you are pretty doomed. He also built some goliaths but never used them at all... aren't goliaths used to defend against just wraiths and not to waste bullets on some walled barracks?
Justin (OGN) - Tester[gm] (eSTRO)
Game 1 - Hitchhiker
The VOD is broken half-way into the game, I have watched a lower-quality VOD but don't remember everything. Anyway, Justin walls-in and then goes triple barracks mnm vs reavers. Tester gets HTs later on but mostly storms the tanks instead of what you should storm - the mnm. When the game basically is over Tester uses HTs better, dropping and storming SCVs. But he should have done that earlier.
Game 2 - Longinus II
Tester (6.30) 14 FE, Justin (3) walls-in and expands after factory. A vulture is aproaching Tester's choke, but Tester quickly builds 3 pylons there to wall-in. Dragoon just comes to help out though so he cancels the middle pylon. Justin masses tanks and vultures and takes mineral only, Tester takes 5 and drops in Justin's main. Although only 4 zealots, they manage to destroy 2 depots, 1 vulture and 3 SCVs before 3 of them gets picked up again. They later return to finish their duty, killing 1 more SCV and a depot. Tester takes 9 and performs a beautiful HT drop in Justin's natural, killing a whole 17 (!) SCVs, the 2 HTs actually transforms into an archon and gets another 3 SCVs before dying. Huge, huge battle in the middle now... Tester with 2 arbiters and loads of dragoons, zealots and HTs crushes Justin's enormous tank army (tank only, because all the vultures were blocked by his own tanks and couldn't reach the front) and the gg follows shortly after.
This guy just teared up SCVs worth 1000 minerals in just a few seconds!
A nice game, Tester uses some effective drops to get him the advantage needed to expand. 20 SCV kills for 2 HTs really slowed down Justin's unit production before the upcoming decisive battle, and with some well-placed storms and arbiters Justin didn't stand a chance.
Game 3 - Neo Arkanoid
Tester (1) 14 FE then uses 4 probes to clear the 4 zerg thingies to the west and builds another nexus, Justin (11) 1 factory 1 starport into CC. Tester adds a cannon in all of his bases so a cloaked wraith can't do anything but scout the triple nexuses. Tester takes out the 11.30 CC with 4 carriers but Justin has now another 2 bases south of his main, he also destroys 3. Tester have a lot of carriers now, Justin tries to reduce the number with drops in the walled-in areas and cloaked wraiths, but fails. Tester wants to finish the game and attacks with a solid ground/air troop, and with some really nice storms he kills off a lot but loses all of his carriers. Justin has 5 bases though and has the clear advantage, he builds 3 starports at his 7 expansion. Over 10 dragoons + a few HTs goes in, Justin is forced to lift his factories and start new ones in a safe area. Both of Tester's bases are mined out and so his only hope is his remaining army which mostly consists of archons (only costs 100 minerals). Justin still has some tanks and goliaths left though and Tester's army dies, gg.
Unit production is stopped when the dragoons storm into Justin's main...
Justin abused the terrain as much as possible, I bet he wouldn't have won if he didn't had tanks sieged in his walled-in area in the final fight. But if Tester just had gotten another hidden expansion or whatever, he would have won easily so it was pretty dumb to rely on 2 bases when he knew Justin had a lot more.
YellOw[NamE] (OGN) - free[gm] (Hanbit)
Game 1 - Neo Arkanoid
YellOw (7) 9 OL pool and expands when building spire, free (11) 14 FE gateway forge and later adds starport and robotics. YellOw harasses free's natural with 6 mutas, free is waiting for his second sair to come out but YellOw kills one with 2 scourges... thus, he can't save his nexus. YellOw takes the other natural and also adds another hatchery, counting 4 now. He loses his natural quickly though to a zealot drop, and now free tries to grab himself the other natural, making a few cannons for support. Hydras out for YellOw who flies all of his mutas and scourges into free's sair army and loses heavily. At the same time the first reaver is dropped in his natural, though it only gets a sunken. Realizing free has a too big sair army for his scourges/mutas, he instead tries to take one of his naturals with 0/1 hydras, but is denied by cannons and reavers. Greater spire up for YellOw and devourers morphs, the ~30 minute game keeps on going the usual style with 0/3 sairs vs 0/3 devourers and reaver drops at expansions. YellOw has queens for ensnare on the sairs, free is massing sairs from 3 stargates. Free's attempts of expanding are always denied though and with only 2 expansions he mines out, leaving him with HTs and after storms - 7 archons. YellOw has a load of hydras though and with ensnare on the archons they quickly die, gg.
Queens aren't commonly seen, here is one ensnaring the archons, making them useless against the long-range hydras...
It seems to be really hard to beat a zerg with protoss on Arkanoid. I don't know how many games I've seen that looks like protoss domination but then in the end, zerg comes out as the winner. In this game free had air control and used distruption web nicely mixed with reavers, he just made the mistake to not focus more on expanding. He basically killed every OL with the air control but still YellOw had money to replace them and pump out hydras after hydras. That felt weird considering his bases were undefended and didn't have so many drones, although he had many bases. I don't really feel like YellOw deserved the win, but he had some nice macro and won after all.
Game 2 - Hitchhiker
YellOw (5) 9 OL pool then hatchery above his ramp, free (11) 2 gate below his ramp and also uses some nice micro to delay the hatchery of YellOw. Zealots vs zerglings micro + sunkens! It goes on for a while but free produces about 15 zealots and kills 35 zerglings, and with many zealots alive in YellOw's base + pool down, he goes all-in at free's natural which is blocked with the gateways and probes... cannons warping in and gg.
free just had better micro here, also YellOw didn't defend his pool well enough so after it was destroyed he had to go all-in with his remaining forces.
Game 3 - Longinus II
YellOw (6.30) 9 OL into expansion, free (11) forge then expands. free delays the mineral only expansion and techs to archives. Both players masses units and free destroys the 3 sunkens at mineral only and everything there thanks to a load of zealots. He goes in to take the natural but with another 3 sunkens and 5 lurkers at the small choke the attack doesn't work out at all. free tries to expand to mineral only but YellOw is there and stops it, instead free takes down the newly made expansion at (5) and at the same time HT drops YellOw's natural, getting many drones. Both players stays with 2 bases, free goes in with his huge army, has 7 dragoons left after the initial fight who fires at drones and zerglings. However, a whole 14 zealots run down to reinforce and YellOw ggs.
Whoops! There were more hidden things than expected, free says after having his whole army crushed...
This was free's game, he played aggresively and prevented YellOw to expand then just rolled over him with zealots and dragoons.
Much[gm] (CJ) - n.Die_Jaedong (Lecaf)
Game 1 - Longinus II
Much (3) forge into expansion, Jaedong (11) 9 OL then double expands + pool. Much techs to stargate and builds a sair to scout, then goes 8 gateways and archives. Jaedong has hydras out and a 4th hatchery as well as lair into spire. Another expansion and a 6th hatchery goes up while he puts some lurkers and other units outside Much's natural. Much continues to mass zealots, dragoons and HTs and moves forward, securing for mineral only who goes up. Much storms efficiently and kills off many units, then drops HTs and gets about 5 drones... but at the same time his undefended mineral only gets destroyed by a zergling rush. Defilers out for Jaedong who upgrades with triple evolution chambers, 2/1 on his units and the same for Much's. Much attacks Jaedong's natural and destroys it as well as his main, gg.
Many storms and very slow reaction from Jaedong - he lost loads of units cause of that. He seemed to mass drones as well and so didn't have enough combat units when Much went in. Swarms were there to keep the dragoons away but Much stormed the swarms and killed whatever was inside.
Game 2 - Neo Arkanoid
Jaedong (5) 9 OL then double expands into hydra den, Much (11) techs to stargate and reavers. Much tries an early 2 zealots 1 dragoon drop but Jaedong has enough hydras to defend. Jaedong adds a 4th hatchery and keeps attacking with hydras + scourges to take out shuttles/sairs. Much tries to defend with reavers but loses 3 of them. Jaedong then makes a huge drop in Much's new expansion and destroys along with another 3 reavers, Much only having 1 reaver and 5 sairs left ggs.
This massive hydra drop destroys Much's natural and ends the game...
Pure hydra for Jaedong worked very well as it usually does on Arkanoid. Much didn't have an expansion until late and couldn't produce enough reavers, but at least he showed off some nice micro with shuttles/reavers.
Game 3 - Hitchhiker
Jaedong (11) 9 OL pool then expands to natural after being delayed some by probe, Much (5) 2 gates above ramp. Jaedong upgrades to lair when Much adds a proxy robotics + support bay west of his base. Jaedong has taken his mineral only and starts his spire when Much attacks with reaver, 7 zealots and a dragoon at his natural. Jaedong has to morph 3 sunkens to delay the attack but they are quickly taken down along with the hatchery, Much loses his shuttle to scourges and later reaver to zerglings... but the reaver shoots of 2 really nice shots before it dies, the first one on the ramp surrounded by zerglings, getting 8 of them and the second one who first moves down the ramp then up again, following the retreating zerglings and amazingly enough hits a sunken in Jaedong's main, killing off 3 of the 4 zerglings and damaging the sunken! Jaedong has 4 mutas out but with a lot of dragoons in his main they can't do anything and gg.
A scarab blowing away 3 zerglings when colliding with the sunken... and this shot actually came from the ramp!
Nice play from Much, going one base proxy reavers. Jaedong didn't expect this and so only put up 2 sunkens in the beginning vs the zealots, and with zerglings only he had no chance vs the upcoming reaver.
http://teamliquid.net/forum/viewmessage.php?topic_id=51638
FireBatHero (Samsung) - DArKeLf[S.siR] (CJ)
Game 1 - Longinus II
FBH (11) 14CC without wall-in and DArKeLf (6.30) who goes the standard depot barracks build scouts it quickly. With some nice SCV micro, DArKeLf manages to delay the construction time of the barracks a lot, in fact with a whole 17 seconds (yes, I counted). When the barracks is finally finished DArKeLf has 2 marines shooting at it and some defending SCVs, FBH can't micro good enough and loses the marines who comes out and many SCVs. He starts a bunker but now the first vulture from DArKeLf comes to support. FBH won't give up just yet though and gets out 2 vultures before seeing a tank and then ggs.
First marine, a second coming and the barracks isn't even ready yet!
14CC is a very risky build if you don't wall-in or have good enough micro - FBH didn't have any of those here. DArKeLf used 1 SCV, 4 marines and 2 vultures to kill 19 SCVs, 3 marines and 2 vultures... if that's not efficient then I don't know what is! All thanks to the delaying of FBH's barracks and nice micro. FBH would definitely had better chances if he just managed to get a marine into his bunker though... but DArKeLf was sure to not let that happen.
Game 2 - Hitchhiker
FBH at 5, DArKeLf at 11. In a mission to block the middle with a barracks, both players send out their 5th SCV but obviously they meet up in the middle. FBH 1 factory into CC (natural), DArKeLf goes for a much more rare build: 1 factory into 2 starports. FBH doesn't scout this though but adds a starport. DArKeLf with a vulture out, kills the building SCV of FBH's CC as well as the 2 marines on the ramp and scouts the main. More vultures and marines from DArKeLf but FBH has the middle blocked now with his barracks. Instead he sends in his wraiths, 1 shooting at SCVs and the other at... the starport? Well, it shows that he's waiting for FBH's wraith to come out and kills it without barely taking any damage. FBH moves into DArKeLf's main with 2 vultures and 1 tank but SCV blocks them and 2 new wraiths kill them off. DArKeLf with his natural up falls back a bit to wait for his academy to finish, then goes into FBH's main with 7 wraiths and get loads of SCV kills. FBH only has 3 wraiths and probably knows he can't win, but attacks anyway. It seems both players have cloaking researched and after FBH loses all of his wraiths he ggs.
FBH is once again convinced that he can FE and still win the game... DArKeLf showed that he is a pretty good TvT player today but really, without scouting cheesy builds while going FE you are pretty doomed. He also built some goliaths but never used them at all... aren't goliaths used to defend against just wraiths and not to waste bullets on some walled barracks?
Justin (OGN) - Tester[gm] (eSTRO)
Game 1 - Hitchhiker
The VOD is broken half-way into the game, I have watched a lower-quality VOD but don't remember everything. Anyway, Justin walls-in and then goes triple barracks mnm vs reavers. Tester gets HTs later on but mostly storms the tanks instead of what you should storm - the mnm. When the game basically is over Tester uses HTs better, dropping and storming SCVs. But he should have done that earlier.
Game 2 - Longinus II
Tester (6.30) 14 FE, Justin (3) walls-in and expands after factory. A vulture is aproaching Tester's choke, but Tester quickly builds 3 pylons there to wall-in. Dragoon just comes to help out though so he cancels the middle pylon. Justin masses tanks and vultures and takes mineral only, Tester takes 5 and drops in Justin's main. Although only 4 zealots, they manage to destroy 2 depots, 1 vulture and 3 SCVs before 3 of them gets picked up again. They later return to finish their duty, killing 1 more SCV and a depot. Tester takes 9 and performs a beautiful HT drop in Justin's natural, killing a whole 17 (!) SCVs, the 2 HTs actually transforms into an archon and gets another 3 SCVs before dying. Huge, huge battle in the middle now... Tester with 2 arbiters and loads of dragoons, zealots and HTs crushes Justin's enormous tank army (tank only, because all the vultures were blocked by his own tanks and couldn't reach the front) and the gg follows shortly after.
This guy just teared up SCVs worth 1000 minerals in just a few seconds!
A nice game, Tester uses some effective drops to get him the advantage needed to expand. 20 SCV kills for 2 HTs really slowed down Justin's unit production before the upcoming decisive battle, and with some well-placed storms and arbiters Justin didn't stand a chance.
Game 3 - Neo Arkanoid
Tester (1) 14 FE then uses 4 probes to clear the 4 zerg thingies to the west and builds another nexus, Justin (11) 1 factory 1 starport into CC. Tester adds a cannon in all of his bases so a cloaked wraith can't do anything but scout the triple nexuses. Tester takes out the 11.30 CC with 4 carriers but Justin has now another 2 bases south of his main, he also destroys 3. Tester have a lot of carriers now, Justin tries to reduce the number with drops in the walled-in areas and cloaked wraiths, but fails. Tester wants to finish the game and attacks with a solid ground/air troop, and with some really nice storms he kills off a lot but loses all of his carriers. Justin has 5 bases though and has the clear advantage, he builds 3 starports at his 7 expansion. Over 10 dragoons + a few HTs goes in, Justin is forced to lift his factories and start new ones in a safe area. Both of Tester's bases are mined out and so his only hope is his remaining army which mostly consists of archons (only costs 100 minerals). Justin still has some tanks and goliaths left though and Tester's army dies, gg.
Unit production is stopped when the dragoons storm into Justin's main...
Justin abused the terrain as much as possible, I bet he wouldn't have won if he didn't had tanks sieged in his walled-in area in the final fight. But if Tester just had gotten another hidden expansion or whatever, he would have won easily so it was pretty dumb to rely on 2 bases when he knew Justin had a lot more.
YellOw[NamE] (OGN) - free[gm] (Hanbit)
Game 1 - Neo Arkanoid
YellOw (7) 9 OL pool and expands when building spire, free (11) 14 FE gateway forge and later adds starport and robotics. YellOw harasses free's natural with 6 mutas, free is waiting for his second sair to come out but YellOw kills one with 2 scourges... thus, he can't save his nexus. YellOw takes the other natural and also adds another hatchery, counting 4 now. He loses his natural quickly though to a zealot drop, and now free tries to grab himself the other natural, making a few cannons for support. Hydras out for YellOw who flies all of his mutas and scourges into free's sair army and loses heavily. At the same time the first reaver is dropped in his natural, though it only gets a sunken. Realizing free has a too big sair army for his scourges/mutas, he instead tries to take one of his naturals with 0/1 hydras, but is denied by cannons and reavers. Greater spire up for YellOw and devourers morphs, the ~30 minute game keeps on going the usual style with 0/3 sairs vs 0/3 devourers and reaver drops at expansions. YellOw has queens for ensnare on the sairs, free is massing sairs from 3 stargates. Free's attempts of expanding are always denied though and with only 2 expansions he mines out, leaving him with HTs and after storms - 7 archons. YellOw has a load of hydras though and with ensnare on the archons they quickly die, gg.
Queens aren't commonly seen, here is one ensnaring the archons, making them useless against the long-range hydras...
It seems to be really hard to beat a zerg with protoss on Arkanoid. I don't know how many games I've seen that looks like protoss domination but then in the end, zerg comes out as the winner. In this game free had air control and used distruption web nicely mixed with reavers, he just made the mistake to not focus more on expanding. He basically killed every OL with the air control but still YellOw had money to replace them and pump out hydras after hydras. That felt weird considering his bases were undefended and didn't have so many drones, although he had many bases. I don't really feel like YellOw deserved the win, but he had some nice macro and won after all.
Game 2 - Hitchhiker
YellOw (5) 9 OL pool then hatchery above his ramp, free (11) 2 gate below his ramp and also uses some nice micro to delay the hatchery of YellOw. Zealots vs zerglings micro + sunkens! It goes on for a while but free produces about 15 zealots and kills 35 zerglings, and with many zealots alive in YellOw's base + pool down, he goes all-in at free's natural which is blocked with the gateways and probes... cannons warping in and gg.
free just had better micro here, also YellOw didn't defend his pool well enough so after it was destroyed he had to go all-in with his remaining forces.
Game 3 - Longinus II
YellOw (6.30) 9 OL into expansion, free (11) forge then expands. free delays the mineral only expansion and techs to archives. Both players masses units and free destroys the 3 sunkens at mineral only and everything there thanks to a load of zealots. He goes in to take the natural but with another 3 sunkens and 5 lurkers at the small choke the attack doesn't work out at all. free tries to expand to mineral only but YellOw is there and stops it, instead free takes down the newly made expansion at (5) and at the same time HT drops YellOw's natural, getting many drones. Both players stays with 2 bases, free goes in with his huge army, has 7 dragoons left after the initial fight who fires at drones and zerglings. However, a whole 14 zealots run down to reinforce and YellOw ggs.
Whoops! There were more hidden things than expected, free says after having his whole army crushed...
This was free's game, he played aggresively and prevented YellOw to expand then just rolled over him with zealots and dragoons.
Much[gm] (CJ) - n.Die_Jaedong (Lecaf)
Game 1 - Longinus II
Much (3) forge into expansion, Jaedong (11) 9 OL then double expands + pool. Much techs to stargate and builds a sair to scout, then goes 8 gateways and archives. Jaedong has hydras out and a 4th hatchery as well as lair into spire. Another expansion and a 6th hatchery goes up while he puts some lurkers and other units outside Much's natural. Much continues to mass zealots, dragoons and HTs and moves forward, securing for mineral only who goes up. Much storms efficiently and kills off many units, then drops HTs and gets about 5 drones... but at the same time his undefended mineral only gets destroyed by a zergling rush. Defilers out for Jaedong who upgrades with triple evolution chambers, 2/1 on his units and the same for Much's. Much attacks Jaedong's natural and destroys it as well as his main, gg.
Many storms and very slow reaction from Jaedong - he lost loads of units cause of that. He seemed to mass drones as well and so didn't have enough combat units when Much went in. Swarms were there to keep the dragoons away but Much stormed the swarms and killed whatever was inside.
Game 2 - Neo Arkanoid
Jaedong (5) 9 OL then double expands into hydra den, Much (11) techs to stargate and reavers. Much tries an early 2 zealots 1 dragoon drop but Jaedong has enough hydras to defend. Jaedong adds a 4th hatchery and keeps attacking with hydras + scourges to take out shuttles/sairs. Much tries to defend with reavers but loses 3 of them. Jaedong then makes a huge drop in Much's new expansion and destroys along with another 3 reavers, Much only having 1 reaver and 5 sairs left ggs.
This massive hydra drop destroys Much's natural and ends the game...
Pure hydra for Jaedong worked very well as it usually does on Arkanoid. Much didn't have an expansion until late and couldn't produce enough reavers, but at least he showed off some nice micro with shuttles/reavers.
Game 3 - Hitchhiker
Jaedong (11) 9 OL pool then expands to natural after being delayed some by probe, Much (5) 2 gates above ramp. Jaedong upgrades to lair when Much adds a proxy robotics + support bay west of his base. Jaedong has taken his mineral only and starts his spire when Much attacks with reaver, 7 zealots and a dragoon at his natural. Jaedong has to morph 3 sunkens to delay the attack but they are quickly taken down along with the hatchery, Much loses his shuttle to scourges and later reaver to zerglings... but the reaver shoots of 2 really nice shots before it dies, the first one on the ramp surrounded by zerglings, getting 8 of them and the second one who first moves down the ramp then up again, following the retreating zerglings and amazingly enough hits a sunken in Jaedong's main, killing off 3 of the 4 zerglings and damaging the sunken! Jaedong has 4 mutas out but with a lot of dragoons in his main they can't do anything and gg.
A scarab blowing away 3 zerglings when colliding with the sunken... and this shot actually came from the ramp!
Nice play from Much, going one base proxy reavers. Jaedong didn't expect this and so only put up 2 sunkens in the beginning vs the zealots, and with zerglings only he had no chance vs the upcoming reaver.
Results
+ Show Spoiler +
HwaSin 2:0 JiHyun[jOypOp]
ZergMan 0:2 Luxury
Midas 2:0 TheManiaMST
UpMagiC 2:0 PuSan[S.G]
Dongrae[S.G] 2:0 Hery[Hyo]
Sea.Jy 0:2 Lomo[fOu]
Light[aLive] 2:1 Shine[Name]
July 2:0 s.s.m~[SiLvEr]
FireBatHero 0:2 DArKeLf[S.siR]
Justin 2:1 Tester[gm]
YellOw[NamE] 1:2 free[gm]
Much[gm] 2:1 n.Die_Jaedong
Advancing/Eliminated
Terran: 8/4
Zerg: 3/5
Protoss: 2/2
Best match: Justin - Tester[gm]
Worst match: HwaSin - JiHyun[jOypOp]
Results & Standings
http://teamliquid.net/forum/viewmessage.php?topic_id=51431