"Vultures own Goons" Bob_The_Newt
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| 2vs2 Match | | | Author: | | | IP: | XXXX | | Date: | 09/22/99 08:09 | | Game Type: | Starcraft | | Labels: | none | | Report Rating: , # of Ratings: 3, Max: 8, Min: 8 Lifetime Rating for AQD3: 7.6184 |    | INTRODUCTION
I couldn’t do ladder last night. I don’t want to ladder when I’m not in good playing condition. Good playing condition means sober in my book. I decided to play a 2v2 game instead. One of my old friends was ready to play so we decided to get it on. I made the game “2v2 Lost Temple!!”
Lost Temple:

LET’S ROCK!
I chose to start as protoss and got the bottom start position and blue color. My friend 1____BadMamaJama picked terran and started in the right location. I do remember the names of our opponents but it’ll make it easier to tell the story if I simply let you know Yellow protoss started in the left and Red protoss in the top. I went with my normal build order for Lost Temple 2v2, but I was somewhat distracted. BMJ and I were talking in the open to confuse our opponents:
“black sheep wall”
“OMFG my partner is a newbie”
“black sheep wall”
“I ALWAYS get stuck with a bad partner”
“black sheep wall”
“You better not have this on ally chat” (private message =])
“What’s ally chat?”
“=p”
“black sheep wall. Why can’t I see the map?”
So my build order ended up like this:
9: Pylon
11: 2 gateways
13: 2 zealots
17: Pylon
17: Assimilator
I really don’t recommend this one. It’s what happens when you’re more concerned with screwing around than playing the game. Or maybe your judgement is impaired for some odd reason. BMJ went with a 2 barracks infantry to factory tech. He also took responsibility for scouting. His SCV got a quick look at the inner functioning of the red protoss base in the top. Our worthy opponent had chosen to go with a three gateway zealot approach. With BMJ’s SCV scurrying off to the next base I thought about what I had seen and realized that we had a problem. I wouldn’t be able to hold off a three gateway rush from one opponent, and if both our opponents came at me it was all over, especially with the way my build order was screwed up. BMJ implemented his solution, he made a bunker behind his barracks and close to his SCVs. They would be able to repair the bunker and interdict any zealot rush. I quickly made a shield battery. While it wouldn’t give me the same effectiveness as a bunker, it would let me hang on a little longer while BMJ sent me support. The key thing is to recharge one zealot at a time, not selecting them all and clicking on the battery. That way one recharges while the rest still attack. It takes micro, but so don’t all the good techniques.
The knowledge of one of our opponent’s zealot rushing kept me in a steady zealot production mode. I didn’t make my cybernetics core until the sixth zealot had been produced. Another four zealots were produced before I started making dragoons. In 2v2 games tech is for the people that earn it. I put down a forge and citadel of Adun after the tenth zealot was summoned. BMJ had gotten an academy as part of his infantry strategy. His first comsat revealed Yellow protoss loading reavers into a shuttle. As some of you may remember from my first battle report, using zealots against reavers is not the best strategy you can use. I commented to BMJ on my impending demise:
“Reavers.”
“I’m fucked.”
AN UGLY START TO MID GAME
I had three dragoons and eleven zealots. One shield battery placed to the front of my base and one cannon warping in near the middle of my probe line. I posted my goons at the edge of my base on the straight line path from his robotics bay to my probes. You never know, sometimes you get lucky. This time I didn’t hit the jackpot but I got a consolation prize. Yellow’s shuttle took two or three hits as it skipped to the right of my defensive line and headed straight for the probes. Three dragoons will not take two reavers. Time for a few zealots to prove their loyalty to the cause. My eleven zealots attacked in as the dragoons sniped from the edges. Due to the staggered nature of their arrival they didn’t do as bad as I feared. When the smoke cleared I had lost about six probes and five zealots. 800 minerals down the hatch. But he lost two reavers and a shuttle, 600 minerals and 200 gas. I’d take that over most scenarios we could have had.
BMJ isn’t the sort to it around quietly while I get pounded on. He had a mix of sixteen or so random marine/medic/firebat infantry and one tank. He set up shop in the terrain below the top start’s choke, blocking red protoss in. With my survival I sent my six remaining zealots to assist him. I kept the dragoons back as reaver defense to supplement my now working cannon and the new one I was warping in. I also expanded to my natural and got the dragoon range and +1 weapons upgrade while continuing to make dragoons from two gates. I looked at the containment war after expanding as saw BMJ comsat to get a glimpse of the high ground. His siege tank started raining arclight fire down on the cannons. The red protoss then showed us what the three gates were for by sending in eight dragoons. Fortunately the ramp prevented an organized goon swarm and my zealots and BMJ’s infantry did enough damage that the five remaining goons ran away up the ramp after the tank died. Goons don’t do too well vrs zealots once the distance is closed… not that they do badly, but in small numbers bet on the zealots.
Our offensive was stalled for just a minute. I took all the goons I had been making at my base, a total of ten, and sent them to the containment fight in the top. I made another gate at my main and two at my expansion. Neither of our opponent’s had taken their naturals, but with yellow having shuttles I told BMJ to scan the top left island. Sure enough, yellow was setting up a base there.
“Neither of them took their naturals. Scan the island.”
“Sometimes I just know these things.”
BMJ IN FULL EFFECT
My templar archives finished warping as BMJ started moving tanks to the fight against red. My first dark templar would set up camp in Yellow’s natural, not being harassed for the rest of the game. The tanks pounded on the red cannons again, having an engineering bay spotting for them this time. A rush of eight zealots and twelve goons came boiling out of the red base. My goons and the infantry held them away from the tanks, the firebats being especially good at blocking. When the smoke cleared I had six goons left and the tanks were untouched. His goons had gotten trapped on their way down his ramp and the tank fire was deadly. The zealots had unceremoniously perished in the flames of the firebats weapons. With a quick cry of “follow me” I charged up the ramp. The few remaining defenders fell to the focus fire of my goons, losing two more of my goons. The tanks sieged up; the base demolition started.
“Shit! He’s all over me!”
I looked over at BMJ’s base. There was a floating CC at his natural with little flames coming off it. Yellow reavers were hammering away his main CC. And there were about three SCVs left on the board counting the one helping the attack on red. I missed most of the attack, but I started doing what I could. My next three dragoons rushed to my allies base to offer help. BMJ took care of one reaver with a tank, and the shuttle began running away. Right over my three goons. A few singularity charges take care of the rest of the problem.
Well, I had a feeling with all his micro and island building that our buddy yellow was low on conventional troops. I got a chance to confirm this shortly. Once red started losing probes he offered us a gentlemanly “GG” and left the field of combat. I expressed to BMJ my intentions with a quick “Let’s run him over.” I took the dragoons from my main and the attack on red and sent them to Yellow’s natural, along with a templar. My dark templar went in as a scout and discovered no troops at the ramp. My forces moved up and into attack formation. I quickly pressed an attack. I ran into a few goons and a zealot. These forces did cause me to bunch up a bit, leaving me wide open for a psionic storm. At the same time as the storm, a reaver started popping my weakened dragoons. A second storm hits another concentration of goons. I counter by microing them out of the storm’s path and storming the reaver. It quickly falls and I send four goons to kill the templar. They get a little more storm, killing two of them. I’m getting a little tired of this guy. He is total new school, no macro at all. My point on why this is a bad thing is brought home by the fact I have seven goons left and BMJ is setting up tanks as his infantry start taking down buildings. Let me throw an old quote at you:
“It doesn’t matter how much you rock, three templar won’t kill 48 hydras.” Zileas
ENDING IT IN STYLE
At this point the only thing left is the island. I slap down two robotics facilities and expand to my mineral only expansion as my main is about to run dry. My archives research hallucination and I crank out six shuttles. I have been mostly making templar since we took his main. I rally my troops to the middle and load up my shuttles with a templar and ten goons. BMJ scans the island. He has a scout, two corsair, two cannons, a fleet beacon, and a templar. I hallucinate my shuttles and send in two full control groups of hallucinations before my real payload. Again, yellow does his best Zileas imitation; he dwebs my goons so only a few can fire then storms them three times. I lose all but two only killing a corsair a cannon, and a templar. My two goons peck away at stuff and a carrier comes out. I hammer it and it runs to safety. Yellow makes a shield battery and comes back when he has an interceptor. I take down the shield battery cuz it makes the carrier nearly invulnerable, but lose a goon. As my second goon is about to bite it, I shuttle in another ten goons and four archons. In short order I reduce the base and claim the victory for me and BMJ.
Thank you for reading my report. This time I also made some pictures which I hope you enjoy. Please comment on the strategy and tactics all of us used.
AQD3
| | Battle Shots! |  BMJ's charge up the ramp. I offer encouragement =]
 You call that a drop? I call THIS a drop!
 The final score.
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