War Council VS Feet (ROUND 1)
As a good friend
of all the players in this game, I know for a fact that this game is going to
be a very interesting game to watch. Besides, both sides are in rival groups
(or clans if you will). NewerBee and NewestBee are members of War
Council whereas NewerNewNewBee and Bik are members of Dont
Ask.
As countdown commences,
NewerBee selects the mighty Protoss whereas the remaining players lets fate
choose their destined race. The following map (Figure 1) summarizes the players'
location and race.

Figure 1
EARLY GAME
NewerBee starts off with
8 pylon, and a forge followed by a gateway a few probes later. He contructs
yet another pylon near the the choke to his entrance and follows up with a single
cannon (prevent recon by enemy units - and indeed, no opponent scouting unit
did get through). A very unorthodox build order for Protoss. NewerBee proceeds
to send his probe to the 12 o'clock base to learn more about his opponents.
BiK starts off with a 9
pool and proceeds to send all his 6 lings to the 6 o'clock base as can be seen
in the mini-map in Figure 2. His OL also heads toward NewerBee's base (9 o'clock)
for recon. However, as the lings approach the entrance to NewestBee's base,
they turn back and decide to keep watch on his own choke. An additional hatchery
is formed near the choke as well.
NewerNewNewBee (which I'll
simply refer to as RED. Okay, the rest will be referred to by colors as well
for sake of simplicity) starts off with a depot at 8, rax at 11, and once again
at 13 - the standard build for terran. He quickly gets gas sometime before the
second rax is completed. A bunker is built near his minerals after a few marines
are trained in case of a rush. As seen below, Red really wants toss. It translates
to "shit, I wanted toss =|"

NewestBee (White) starts
off with a 10/9 double hatch build at his main. A quick creep colony quickly
morphs to a sunken when the pool is finished. His OL is also sent to 3 o'clock
for recon. White goes drone heavy before building any significant amount of
troops. White builds an extractor and also sends his 2nd OL to teal's base for
detection purposes later in the game.

Figure 2
EARLY MID-GAME
Each player builds up a
sizable force, which becomes a good time for either,
- i) Double
rush OR
- ii) Sneak
attacks (drops/invisible force) OR
- iii) Containment.
So to prevent from a successful
double rush, each player builds up a fairly good defense. The defense is described
in Figure 3. Blue has lings and 2 sunkens forming near his choke as well as
a sunken behind his minerals to prevent a possible reaver drop, which is possible
since there's a Toss (teal) in the game. Red with a bunker and marines guarding
the choke ensures safety as well. Teal had 2 cannons as shown. I would have
place the lower cannon near the ridge though to get free hits on incoming units.
Teal messages me that his probe is mining off the expansion to get some recon
... OK =) As for white, he chain links sunkens toward his choke, which I find
kinda odd, but oh well (sorry, the picture can be seen in Figure 4). His choke
is guarded with random zerg units as well.

Figure 3
Until this point in time,
no one has made a move yet, so everything is relatively
peaceful although the air definitely is cracking with unnerving energy from
both sides.
Due to the inactivity between
both sides, technology is of utmost importance. At this point, here are the
technology each player is aiming for: Teal - Reavers/Dragoons, Blue - Hydras,
Red - Tanks, White - Lurkers. To fund costly research, additional income is
required. Red decides and gambles that no one will want to penetrate his defenses
quickly builds a CC at his natural seen at Figure 4 (The rest of the paragraph
will be devoted to Figure 4 as well). White does the same and with a handsome
group of lurkers and lings, his expansion is secured. Teal drops off a probe
at the NW island and warps in a nexus and 2 supporting pylons. Once the nexus
is secured, 3 cannons are positioned in a triangle surrounding the nexus and
is mined in earnest. Teal decides to play games with Blue by sending in 2 zealots
and reaver to Blue's main. However a massive group of hydras gets rid of the
2 zealots. Seeing that the odds are against Teal, he decides to make a run for
it. The reaver and shuttle almost don't make it but as speed research kicks
in, the extra boost of speed allows the shuttle to safely fly away with only
a total of 19 hitpoints. Close, but no cigar Blue!

Figure 4
Things start to heat up
now. The surviving shuttle manuevers stealthily into Red's base and drops Mr.
Reaver in Red's natural. A couple SCV's (approximately 5) dies, but a lone tank
and Blue's squad of hydras quickly responds to red's distress, and stops Mr.
Reaver from causing more trouble. Meanwhile, White takes this opportunity to
quickly expand at the SE island during all this commotion. Teal sends in another
shuttle and flies it to blue's natural and attempts to cannon push the hatchery
from high ground. Teal first attempts to drop Red, which does absolutely nothing
and then pulls back to Blue's natural ledge. However, Blue finds out with a
hovering OL nearby, and sends in a bunch of hydras and attempts to knock off
the 3 warping photon cannons (which are close to the edge). Four hydras are
sent up to get rid of the cannons, but the reaver behind the pylon fires at
the hydras reducing all four into mush. (See Figure 4.1 below) The cannons eventually
dissipate from the hydras below fire upon the cannons and additional hydras
are sent up the ledge to help out. The shuttle and reaver don't make it out
alive. *Sniff*

Figure 4.1
At this point, White decides
it's perfect time to get rid of his enemy zerg brood. He commands a few dozen
hydras to pay blue a visit. However, along the way, the tanks from Red's high
land fire down upon the hydras confusing them quite a bit (the stupid computer
AI attempts to get rid of the tanks when being shot at, and with essentially
no vision, the hydras become sitting ducks). The hydras are softened up quite
a bit, but they don't reach their destination the way White planned. Blue's
hydras and Red's goliath don't have much trouble cleaning up the leftovers.
At this point, Teal sends his troops of dragoons and zealots to red. Surprisingly,
there are no tanks defending the ridge so the dragoons just walk in and hurt
a fair number of SCV's. White attempts to add some extra fire power, but the
overwhelming support from Blue's hydras, as well as freshly made tanks stationed
right above the natural wipe out the entire combined force of Teal/White.
Blue notices that White
has expanded with no defenses active, sends a dozen hydras via 3 OL's (see figure
5). White's SE island is decimated with no losses to Blue's troops. The hydras
don't stop here. They are shipped over to White's ledge overlooking White's
natural expansion. They are met up with 3 dropship carrying 4 tanks and 4 goliaths.
Soon, arclite rounds and fire upon the drones and buildings of White's expansion.
White quickly reacts and forms a hatchery at his mineral-only expansion and
transfers all his drones there and they do nothing for the time being other
than playing jump-rope and bloody knuckles patiently. Red decides at this point
to secure another base at his only-mineral expansion.

Figure 5
Note that Red shared some of his forces (primarily goliaths)
in blue's base to deter War Council from performing drops. The tanks in the
middle of figure have landed on white's natural ledge, as well as hydras next
to it. The top right picture shows the failed attempt of teal to eliminate red's
expansion. White sends in 2 waves of hydras which don't help much.
Teal notes Red's attempt
to further expand, therefore sends a medium sized force consisting mostly of
dragoons and zealots and attempts to get rid of it. Although the attack appears
to be successful, Red/Blue reinforces with hydras and goliaths. The offense
is stopped short.

Figure 5.1
Teal has secretly massed
up to 8 carriers and sends them to get rid of the force bothering white. However,
just as the carriers are about to engage the enemy troops, more arclite rounds
from the distance are heard. Teal is alerted that his own natural has followed
the same fate White has (See Figure 6 below). Teal has to return to save whatever
he can of his natural. Unfortunately for White, the lack of help from Teal,
the expansion to be leveled.

Figure 6
Note the yellow circle surrounding
teal specks. These specks are a fleet of carriers which attempt to save White.
Unfortunately, they have to turn back because blue/red forces are wreaking havoc
on teal's natural (see the white box NW of the yellow circle).
In the mean time, White's mineral
expansion is found by patroling units so the combined force of red/blue are
sent to destroy it. White has to cancel the hatch and create another at teal's
mineral only to ensure some income because his main is depleted. At this moment,
White has ZERO income. You can see white's new expansion between the white box
and yellow circle.
The carriers
manage to destroy the forces above his natural with minor losses (Teal's primary
attack force is basically carriers now and random ground troops). However, hydras,
goliaths, and some tanks push toward teal's natural and along the way destroy
white's final expansion. White is essentially out of the game now with no units
and no money.
Teal's last
hope, with his partner now out of the game, is to counterattack and does so
with his 10 or so carriers (I believe they are 2/0/1). He chooses to attack
right between blue and red, that is, in the direction of red's natural, starting
at his natural (after recharging shields with batteries). The carriers don't
fare too well and do some dancing, but with goliaths targeting individual carriers,
a LOT of hydras and some scourge (these kamikaze warriors managed to nick 2
Fat ones), blimps pop in a blink. And as the carriers started to die off one
by one, teal had to fall back. Red and Blue saw the chance and quickly pushed
into teal's base to increase pressure on teal. When Teal's natural fell, War
Council officially declared defeat. GG's were exchanged and everyone returned
to the channel (Dont Ask or Ravager -- I don't recall)
Note below in Figure 7 that
the goliaths were 3/2. That's pretty impressive -> each volley from the goliath
inflicts 32 damage! Red/Blue also trained a very large army. I don't know level
the hydras were at. I thought they were just mildly upgraded, but BiK reassured
me he had at least 2/1 on them. BTW, sorry for forgetting to capture the final
statistics on the game. I was very tired by then. I think that the ranking from
best to worst is as follows: Blue, Red, Teal (maybe 2nd, not sure), followed
by White.

Figure 7
Thoughts and Ideas:
- All players were competent. However, it appears that War Council did not
coordinate their attacks well. Everytime they attacked, their forces were
somehow split up. Learn to coordinate.
- On temple team games, if you get terran, you gotta high siege enemy naturals.
Almost a must. So if you know that your opponent has terran, be sure to keep
your ledge free of enemy troops
- I think White expanded too quickly and didn't defend well. His island was
unprotected.
- I didn't take enough screen shots at the end of the game. It was so intense
with all the carriers and troops. I managed to nick an interceptor circled
in yellow in Figure 7 above.
- Btw, I'm going to write another report later on a rematch between the players.
- If somehow my pictures don't show up someday, please notify me. I don't
know when the school is gonna purge this account.
Hope you enjoyed my graphical report. The graphics are all spiced up because
I just wanted to test out my skills in photoshop =) When I learn how to make
cutout fonts, my pics will be (hopefully) as good as YourRoleModel's. I still
don't know how to format the mini-map thingy. Maybe one of you folks out there
could give me a tip. Heh heh. Have a good day
WarSuoN