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| Back to school (Large pictures 600k total) | | | Author: | | | IP: | XXXX | | Date: | 10/07/99 09:10 | | Game Type: | Starcraft | | Labels: | none | | Report Rating: , # of Ratings: 4, Max: 9, Min: 7 Lifetime Rating for Eggfoo-young: 8.4706 |     |
Back to school
Upon request of HolyAnarchy{GK}, here is the miseducation of HolyAnarchy{GK} and Lemuroo.
On the six player map Aftershock, one of these contendors will get a mighty schooling. And
the lessons begin from before the game. HolyAnarchy{GK} decides to choose Terran, then at the
last second switches to Zerg. A cheap trick which often works on unattentive people.
Lemuroo however chose to let the school decide his race.
AFTERSHOCK
For those of you unfamiliar with the school Aftershock, it has a lovely campus with six
schools strangely spaced out. Two in the top left and two in the bottom right, and one in
each of the other corners (top right and bottom left).
LET THE GAMES BEGIN!
At the start of the game, HolyAnarchy{GK} gets his yellow Zerg in the lower left starting position
just above the lower right corner position. Lemuroo draws purple (changed to green on the minimap
to help you see him) Terran, the original match for
Zerg, and begins his life alone in the bottom left.
CLASS: BUILD ORDER 1010
HolyAnarchy{GK} goes with a unique 8 pool, hatch at his expansion, overlord, then sunken at
his main. He then builds a hatch at the top of the access ramp and sunkens that in.
Lemuroo goes 8 supply, then double rax. Before his second barracks is completed however,
he builds a refinery and then adds another supply depot to his choke.
At this point in game HolyAnarchy{GK}has 3 hatches (main, expansion, ramp) and some sunkens
while Lemuroo has 2 depots and a barracks at his ramp and a barracks near his CC while
beginning to get the first barrels of gas in.
CLASS:POST BUILD ORDER 1230
A little bit of non action and Lemuroo has a factory, an academy, more depots, and is
beginning construction on a CC. Lemuroo moves out a group of marines, 3 medics, and a
seige tank.
HolyAnarchy{GK}has 2 operational hatcheries, with 3 sunkens at his expansion and two at
his ramp with many zerglings.
CLASS: TANK PUSH 3100
HolyAnarchy{GK} takes a hard lesson with this course. Lemuroo seiges just out of range of
HolyAnarchy{GK}'s sunkens and has his marines hold position around the tank. Two men are
killed by a sunken while zerglins hurl themselves at the the tank, however the marines make
quick work of the little beasts.
While pushing, Lemuroo picks the optimal time to expand, when his opponent will not be able
to attack. Thus, Lemuroo takes his natural. The whole time Lemuroo begins teching for
wraiths and quickly sends his first one out to aid in the war, with it's first kil being a
harmless overlord followed up with several drones.
HolyAnarchy{GK} changes gears and begins morphing hydras, however Lemuroo's combined forces
of now 2 seige tanks, 10 marines, 3 medics, and a wraith make quick work of the six hydra.
The other sunkens' fall is quickly followed up by the complete destruction of the expansion.
Lemuroo, being the multitasker he is, begins an expansion at the 10:00 starting location.
The scv however is dispatched by a lone zergling leaving the CC in the critical. The
zergling is dispatched and construction continues however.
Back on the main front:
Lemuroo moves his seige tanks in range of the cliff. Again showing Lemuroo's ability to
tech and fight, he adds 5 marines, 2 seige tanks, and a science vessel to his armada as
well as sending in several SCV's so set up camp. The entire time severral hydras and
zerglings venture off the cliff to their ultimate doom. A marine gets too close to a sunken
and is cut down however. A bunker is set up just outside the ramp with now 5 seige tanks
in the mix. An engineering bay was being constructed at the same time as the bunker and now
slowly floats its way over to the ramp to scout for the seige tanks. At the sight of the
engineering bay, HolyAnarchy{GK} lets out a sigh and a GG. The two left most sunkens fall
with the engineering bay taking slight damage from several hydras which were quickly dispatched.

HolyAnarchy{GK}'s last stand:
About 16 hydras attempt to hold Lemuroo at bay unsuccessfully. One marine was lost in the
battle; all the hydras popped like bubble wrap. Lemuroo prepares for the next push when
HolyAnarchy{GK} states "i am so not picking zerg next time." It seems academic probation
will not hold off HolyAnarchy{GK} as he enrolls for the second semester.
Lemuroo has some fun with his science vessel and irradiates an overlord. HolyAnarchy{GK}
decides to have fun and while screaming "DIE" sends his overlord over a stray group of
marines, an scv, and a tank. However, the only casualty is the overlord himself.
HolyAnarchy{GK} last stand... again?
Lemuroo allied, not expecting HolyAnarchy{GK} to still fight. Once it was clear the GG was
only two letters meaning something other then "Good Game", what I still don't know, Lemuroo
continues with the push. Wondering why his tanks aren't obliterating the enemy, Lemuroo
remembers he still had HolyAnarchy{GK} on allie. This little problem fixed... the destruction
continues while HolyAnarchy{GK}, not one to give up after he GG's, loads up 4 overlords with
hydras and floats the speed upgradded overlords to Lemuroo's undefended main. Just prior to
dropping HolyAnarchy{GK} please to the observer "pics" "pics" "pics" "=)". The hydras are
unloaded reaking horrid destruction on Lemuroo's main. However, the combined group of 8 wraiths,
about 12-15 marines, the original 3 medics, and 3 seige tanks with 3 support scv's eliminate
HolyAnarchy{GK}'s main. Just before HolyAnarchy{GK} finally surrenders, with only a new hatch
and a couple drones at the 5:00 starting location, Lemuroo gives his eternal words of wisdom
:
"its customary to surrender after saying gg, as opposed to still fighting =\"

Through the whole game Lemuroo lost only 34 units, most scv's during HolyAnarchy{GK}'s final drop.
HolyAnarchy{GK} lost about 100 however.

It's mid winter and HolyAnarchy{GK} and Lemuroo both decided to enroll their second semester at
Lost Temple University.
LOST TEMPLE UNIVERSITY
For the few of you who haven't at least visited this campus... this map is comprised of north,
east, south, and west starting positions with expansions at each. There are island expansions
at the top left and bottom right. The natural expansions each have cliffs ideal for tanks drops,
goon drops, lurker drops, and hiding range air units from defenses.
PREGAME PREP
This semester, HolyAnarchy{GK} changes his major from Random to Toss last second as Lemuroo
remains Random and draws Terran. HolyAnarchy{GK}'s nexus warps in at the 12:00 location. And
Lemuroo's CC lands in the 6:00.
BUILD ORDER
Lemuroo uses the same build order; 8 Depot, Barracks, Depot, then double Factories. After all
that he goes Engineering Bay, Academy, and builds several Vultures which lay mines around the
perimeter of his base and then hold in the center of the map.
HolyAnarchy{GK}goes 8 Pylon, Gate and Assimilator, Pylon, Forge followed up by four Cannons at
his ramp. He follows up with a Cybernetics Core, Citidel of Adun, and Robotics Facility and a
Templar Archives. He then warps in 2 cannons at his main for defense.
POST BUILD ORDER
HolyAnarchy{GK} begins the war with drop of a reaver and two dark templar. The reaver is popped
by a seige tank and spider mine, while the dark templar succeed in taking out the tank and a marine
before being sent to the dragoon factory. Lemuroo mines the entrence to the other cities and thus
controls the map.
HolyAnarchy{GK} builds a Stargate and whispers to me "psst" "i'm going corsair rush." then laughs.
Of course I knew he was joking. He does build a corsair and scouts out Lemuroo; however Lemuroo
already has his tank push in place. Seven vultures, 3 seige tanks, 2 SCV's, 3 marines and 2 medics
comprise this initial attack force. Both players have expanded to their naturals.
While Lemuroo sets up base, HolyAnarchy{GK} gets a Psi Storm off on a seige tank damaging, but not
destroying it. The seige tanks launches and kills the templar. A medic and an SCV are killed however.
A turret is erected along with a bunker as Lemuroo prepares for an attack. A comstat over the ramp lets
the seige tanks destroy a cannon. A dark templar and zealot move down but are quickly cut away before
any serious damage can be inflicted. The tank push continues with the tanks hitting HolyAnarchy{GK}'s
defense at the bottom of his ramp now. A vulture scouts while a corsair attacks an engineering bay
spotting for the seige tanks. Lemuroo floats the bay down to turrets and the corsair turns tail.
The expansion, now completely defenseless, is moved upon by seige tanks. Lemuroo's forces number 3
turrets, 4 marines, a bunker and 6 seige tanks along with the aforementioned vultures. HolyAnarchy{GK}
Psi's a seige tanks forcing Lemuroo to back off just a bit then runs six goons down which are quickly
cut away by the support seige tanks. Lemuroo then moves 2 of his tanks up and begins his assault on
HolyAnarchy{GK}'s expansion.
HolyAnarchy{GK} moves some probes to the top left expansion, but doesn't set anything up till way later
in the game. The Engineering Bay sacrifices itself as a horde of marines and seige tanks pour in.
Two reavers clear out a bunch of the attack force 7 marines, and 3 tanks. DT's pop out but a quick scan
eliminates them quickly. Five vultures, more marines and 3 seige tanks are now in his base as a one
interceptor carrier takes care of the forces. Almost. Not really. It's quickly cut down by 4 wraiths
Lemuroo has been producing during the same gradual tech he did last game. After the carrier is destroyed,
a Psi storm takes out the 4 wraiths, but it's already too late to stop the sea which is Lemuroo.

Lemuroo now has his main, the 9:00 main, the 3:00 main, and his 6:00 expansion. Five more wraiths fly
in and HolyAnarchy{GK}'s base is decimated. He stays in, and just as Lemuroo nears the lone pylon in
the expansion HolyAnarchy{GK} should have set up, he gets disconnected and the game ends.

NOTE:
Don't flame for being a crappy game series. I'm making a BR as a personal favor to HolyAnarchy{GK} and
to also show do's and don't's. Take it for what I offer it as please.
LESSONS LEARNED
Scout. That's a biggie. Scouting in game one could have helped HolyAnarchy{GK} get more prepared for
the rush but he also could have benefitted from ---
Learn your race and how to use it. Don't launch lings at a seige tanks surrounded by marines. Lemuroo
also shows how ---
Learn your opponents race and how to beat it. First game he went heavy marines against zerg. That worked
well. However, he went heavier metal against Toss since toss is a heavier attack force. It's harder to
heal units that are getting hit for 20 hp at a time by dragoons then a bunch of lings clawing at armor.
DWEB the back tanks. Don't dweb the front tanks. DOES NO GOOD... cause if you run zealots up to them then
it's no good.. and you can't run goons up to them. Once you do destroy the tank you dwebbed, now you gotta
dweb the other tanks. Dweb the back ones, get too close for the front ones to fire and hope you have enough
units.
Expand at the right times. Lemuroo showed this primely at the first game. He didn't expand till he KNEW he
could at least give a little defense to it and he KNEW that HolyAnarchy{GK} would be worried about other
things.
One interceptor carriers don't work well. :)
Patience, but not idling, is the key to the tank push. Again Lemuroo pushed at the right times, and even
moved back once.
Psi Storm is powerful. 4 wraiths, 1 storm = cost effective.
Surrender when you say GG... it's just nice. But above all, have fun like HolyAnarchy{GK} did. This game
would be no fun if he pulled a pissy routine on us, and he gets my respect for losing well. and still wanting
a report done.
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