"The thing is, StarCraft > sex." -WarLeaderJustin
|
| My favorite mistake | | | Author: | | | IP: | XXXX | | Date: | 10/25/99 10:10 | | Game Type: | Starcraft | | Labels: | none | | Report Rating: , # of Ratings: 4, Max: 6, Min: 6 Lifetime Rating for Judge~Holden: 6.5882 |     | The marvels of bnet never cease... Over the weekend, my Judge~Holden account magically lost a win, taking me back to 1094 from 1119. I emailed blizzard, and still hope they might correct the matter. Because they cannot do so if I play any games with that account, I switched to Apparition-X to continue my terran ladder series. Apparition-X was ranked at exactly 1119 too as I take up the story. (BTW, dont expect much from this report... it isn't a lot different than the last, but it is a good lesson in what not to do as protoss in this situation.
A couple of brief notes on getting to 1119 though: zerg have an amazing variety of strats. I have played 5 or 6 Korean zerg players, and have rarely seen the same thing twice. In general, they have great depth to their play, and do some far more interesting stuff than we typically see in nohunters/nwtr. I will post some of these games in the future as I get a chance, cause they do some really interesting things. (And I did lose a couple of these badly... one to a guy who head-faked lurkers, with ling containment, then mutie rush, the ultra fast tech to defiler/dswarm. I have never had a lower resource score or been so thoroughly owned!). For now though, I will take things up as I am at 1119.
My opponent is KeepYourHatred (not sure of his origin other than to say he wasnt American or Canadian), who picks protoss and spawns to 9. I pick terran and spawn at 3. The build order is as usual:
8: Depot
10: Rax
11: Gas
17: Factory
18: Bunker
19: Factory
My scouting SCV finds him on second try, his finds me just as I am starting my first factory... and I only have 3 marines! My scouting peon dodges past the 3 zealots at his choke (bad placement on his part... lesson number 1!) and sees gates, pylons, and no other tech! Wahoo! Not even an assimilator (things not to do number 2). However, 2 more zealots pop out, and this worries me a bit: 5 zeals vs. 3 marines? Those 3 can snipe and dodge all they want, but that match-up loses for the terran every time. So I start the bunker at home, and lead the zealots in circles for a while with my scv. (He has all five attack the scv... and they follow it around for a while... mistake number 3).
By the time the zealots stop wandering around in a daze like a bunch of amnesiacs, I have 3 vultures and 2 more on the production line. As they finally get to my base, 5 vultures greet him. Cutting his losses, he retreats all the way back to his main. I get to turn 2 zealots into blue smoke on the way... then (ta dah!) mine the dickens out of his choke. Another 2 vultures add to the mess of mines, and I send 3 scvs over as well.
Back at home, I add another factory, get speed upgrade and seige mode, and expand to my natural. The expansion is pretty much naked... this is OK as long as he is contained. Then I start to stream tanks over to his choke. The SCVs build an ebay to float for vision, and a turret to catch any DT that try to sneak by. KeepYourHatred then tries a foray with a few goons, but quickly turns around after running into a lot of tank fire and mines.
A quick scan reveals both a stargate and a fleet beacon... meaning... corsairs or carriers. In any event, I want goliaths...so I expand again to the 12 start, and add 2 more factories and an armory, and make sure to keep up with tank production. I also throw up a starport, make a single wraith, then a control tower and a dropship.
Back at the choke, a dweb happens, then storm on the dwebbed tanks. Despite this, a couple of goliaths turn away the corsair, and a few mines, 7 vultures, 4 tanks, and 2 goliaths manage to turn away the combined zealot and goon force sent to try to break my containment. So, we have seen two spells, a fleet beacon... That is 2 branches of the tech tree fully utilized (leading into mistake number 4...).
Once the dropship is complete I drop 2 tanks on his plateau, right to the south of his peon line... And kill about 15 peons before he runs the rest away and sends three goons and a DT to kill my tanks. Ummm... no protection by the peons? Mistake number 5!!!
He must be getting a bit agravated by now, but he builds all the way up the robo tech tree, getting a shuttle, observers (finally!) to deal with mines, and a a reaver (which never makes it to the field of battle). So, this is, in black and white, mistake number 4: 3 tech trees, all fully complete, none utilized to any real benefit. No way is this a good idea with a single base and a single expansion just coming on line! KeepYourHatred does not have nearly enough income to support all this. And (lets have a drum roll) mistake number 6: He did not have many unit producing facilities for any of these: 3 gates, but only 1 stargate and 1 robotics facility.
A DT drop at my natural surprised me, and killed 10 or so SCVs until tanks ended that threat, and my wraith killed the shutte. A final tank climb at the southern end of his plateau began to pound on his key tech and buildings. It was all over... Another terran victory.
You can find the record of the game here: here. My record improves to 9/3/1 and a rating of 1144. Again, please feel free to comment on my strategies and those of my opponent (bearing in mind that this report is most useful for showing the mistakes the protoss player made). And yes, my tank commanders like to listen to Sheryl Crow.
|
|
|
|