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hrm... lemme try a text report. X17 vs Nohunters
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Author:[FLS]prozerran
IP:XXXX
Date: 12/13/99 10:12
Game Type: Starcraft
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Report Rating: 8.0, # of Ratings: 1, Max: 8, Min: 8
Lifetime Rating for [FLS]prozerran: 9.0833
Hrmm.. lemme see. NO IMAGES?? ARE you KIDDING ME? No images from me is against the law of StarCraft! I guess I'll break the law for the first time and present to you a text-based report.

This is a [FLS]prozerran Production.



This is a match on channel X17. It was around 2am last Thursday when I hopped into x17, hoping to find a challenging game from the channel rumored to have many top players hanging there. Unfortunately at the time of my arrival, I didn't notice any well-known players there such as Agent911, Grrr..., Maynard, Pillars, etc... there. Therefore, I switched my original intention and desperately spammed the channel, asking for 1v1. Pills-X17 and Proloss-X17 responded, and I thought, "hrm.. Pills is close enough to be Pillars, and Proloss is close enough to Protoss-X", and gladly accepted and let Pills picked his favorite map. I joined the game and found the chosen map was surprisingly not Dark Temple. Instead, it was Lost Temple. oooo what map was that again?

Proloss-X17 selected Terran and was willing to observe this game. Pills and I both went random as the countdown reached zero.



As the game began, StarCraft God picked the ‘superior’ terrans for me, located at the 3 o'clock position. Not knowing my opponent's race, I went with the most generic build order:

Depot at 8
Rax at 11
Rax at 13
Depot at 14

As my first barracks finished, I sent a SCV to scout for my opponent in the counter-clockwise direction (12, 9, 6). Nonetheless, before the SCV could even reach any starting location, it was greeted by a brown probe from Pills. An ‘inferior’ protoss enemy! The probe had a good peek at my main until my first marine gunned down the little robotic weirdo.

My scouting SCV, however, didn't have much luck. After discovering the 12 and 9 starting position were empty, it finally courageously marched up the ramp at 6, only to be greeted by 3 zealots stationed at the top of the ramp. Despite of its effort to climb up the narrow pathway, the 3 zealots destroyed the SCV effortlessly.

Knowing that recon is necessary, I quickly constructed an academy while continually training marines from both of my barracks. A com-sat was quickly built when the academy was finished, and a pair of medics was called for service while stim was being researched. 20 marines and 2 medics marched towards the protoss base, along with 2 SCV for the construction of turrets and bunkers if necessary. The first marine charged up the ramp, only found to be blocked by 8 zealots and 2 dragoons. Focus fire from below the ramp quickly sent 2 frontal zealots back to Auir and the remaining zealots and dragoons retreated about an inch back from the ramp. Brave marines charged up the ramp, but the retreating Protoss infantry suddenly turned their back and attacked the marines. With only a third of their number successfully climbed past the choke, they were cut down quickly by zealots because many marines were stuck below the ramp and were unable to fire. 20 marines were quickly murdered by psi-blades and plasma fire, and the two remaining medics hastily retreated, while the surviving 6 zealots and 4 dragoons chase them all the way to my main.

During the action at the protoss encampment, I constructed an E-bay, a factory with add-on, and one more barracks. Range was researched and 6 more marines were trained before the arrival of the enemy. A bunker was hastily built at my ramp, and 2 SCV were send to block the ramp right before the first sight of the protoss attacking force.

The two SCV healed by the 2 medics at ramp had confused the zealots to circle below my ramp, letting my marines had free shoots, until the protoss executor realized this and ordered his zealots and dragoons to focus fire on the SCV first. The SCV blockade was destroyed, but not before 4 zealots were killed. The remaining 2 zealots and 4 dragoons ran past my bunker and headed for my mineral line. With 3 more firebats newly enlisted by the barracks, 8 SCV that I pulled out to assist to defend and the original 6 marines, I was able to repel the invading troops with no custody.

As I was regrouping my troops, I added one more factory and began with tank production. I scanned and found a warping nexus at his natural, heavily guarded with over a dozen dragoons stationing at his choke point. To even out the resource advantage, I constructed a CC above my ramp and floated it to my natural when the dozen dragoons and 8 speeded zealots charged my ramp. With only a dozen infantry and 3 tanks stationed on high ground, I blocked my choke again with 2 SCV to avoid loss. 3 dragoons and 4 zealots were shelled and gunned down from above my ramp until Pills wisely retreated out of range of my tank fire. My CC landed and I transferred 12 SCV from my main. I also strengthen my defense there with a turret and a bunker, along with several high ground tanks. His same invading force tried to stop my defense construction until he realized my high ground siege could protect my natural with impunity, and yet again retreated his force outside my exit. Both of our upgrades were 1/1, while his force did not have the benefit of shield upgrade at this point. By this time, I scanned his main again, and found 4 gateways with 2 more warping in. A citadel stationed at the corner of his base and a templar archive was warping beside it. For a scouting mission, I sent a marine patrolling between 12 and 9 to spot incoming force or expansion attempt.

When my first expansion was fully operational, I added 3 more barracks and a third factory for faster troops production and ordered my newly built dropship to load up 2 marines, 1 firebat, a SCV and a tank, and sent it towards Pills natural cliff. Turbo newbie let it be, and a bunker and turret were constructed before the tank shelled the probes from above. His probes quickly ran upwards towards the direction of his mineral only expansion before my tank could got another fire on them. This, however, notified me of his third expansion although my scouting marine reported none. A swift scan revealed the new protoss expansion at his mineral only, fortified by 2 cannons and 2 templars. His main force was still outside my natural. Seeing the temporary resource advantage that I just shut down one, I constructed two CC at my main, hoping to expand to my mineral only and the bottom expansion simultaneously in order to continue with my resource dominance.

My scouting marine did not last long. A zealot was sent to patrol both empty starting location for similar purpose as my marine, and a dual ended up with my marine killed by the zealot without removing even half of the zealot's shield points. With the loss of expansion recon, I relied on my more expensive com-sat to keep tab of expansion attempts. Pills must be in hunger of resource right now, and his attempt to expand at the 9 starting location was timely discovered by a com-sat just as it warped in. 12 marines, 4 firebats, and 4 medics took the upper route of the map to avoid the protoss containment force, and headed towards the new enemy expansion which was temporary defended by nothing. Pills, however, noted my com-sat and tried to interdict my force in the middle. Fortunately for me, his army only caught my marines in the back of the queue and the rest made it to his base, happily destroying all his probes that he transferred there. weee.... Nonetheless, before the marines could destroy the nexus, the rescue zealots and dragoons arrived and tore my infantry to oblivion.

Using this attack to divert his attention, I floated a CC to the bottom island fortified it with 5 turrets, and my mineral expansion, guarded by 3 bunkers filled with marines and 3 separated tanks. At this point I had 9 barracks, 3 factories, 2 starports, and a science facility. Our ground infantry upgrades were still even: 2/2 with 3/3 researching, although my tanks were not upgraded. At this point, I had half of my troops rallied at my choke point between my mineral only and natural, and the other half rallied at my ramp.

Angered by my expansion raid strategy, Pills decided to launch his own: 3 control groups of zealots and dragoons, along with 3 templars, were sent to assault my heavily fortified mineral only expansion from above. My bunkers were quickly destroyed by zealots, and my tanks were reduced to ashes quickly by templar storm; though the cost of this attack was heavy for the protoss: over a control group of zealots were killed to get rid of my defense. My reinforcement of tanks and infantry arrived quickly, but not before my CC exploded to the protoss devastating attack. 2 of his templars were irradiated while 4 tanks and a dozen infantry successfully removed the invading zealots and dragoons by a speeded tank push back to my expansion, although half of the reinforcement was also destroyed. My main was dried at this point, and I hastily reconstructed my CC at my mineral only again. I scanned Pill's main, and found his main was almost dried too, although without a shuttle, he was still unable to reclaim his natural expansion under my turbo newbie.

When I was finally able to reclaim my mineral only expansion and to have my island expansion fully operational, a wandering arbiter flied to my main, and a good number of dragoons and templars were recalled in my base! With most of my force guarding my mineral only expansion, I was forced to witness 1/4 of my main destroyed before my infantry and tanks arrived to rescue my main! Most dragoons were poped by tanks sieged at a safe distance, and the remaining were gunned down by marines and firebats. The 2 templars were EMP'ed, but the last one was able to storm half of my marines to death while the others eliminate the remaining templars and chase away the arbiter. I had lost all of my force to repel this unexpected attack, except my bunkered marines and siege tanks that were guarding my natural and mineral only expansion. 3 barracks and 2 factories collapsed during this attack, along with a good number of supply depots. During my reconstruction of my base, I sent 8 marines and 2 medics to attack the 9 o'clock starting position, and surprisingly it was completely unguarded except by 16 probes innocently mining. The infantry had an easy time taking down those robotics weirdoes as well as the nexus. I also launched a frontal attack with 6 tanks 8 marines and 8 SCV continually building bunkers all over in front of my tanks. He countered my frontal assault with mainly zealots and templars, but whenever a bunker was destroyed, I moved my marines to the next empty one until his zealots were slowly gunned down. Only very few storms were able to be cast, thanks to the tanks' superior range. My mass bunker strat definitely paid off as I took down his mineral only expansion and also his naked expansion at 9. More marines and tanks were rallied towards the bunker zone, and more bunkers were constructed towards his natural.

Just as I slowly pound at his nexus at his natural, my wandering SV again found an arbiter entering my main! I quickly EMP the arbiter and thought I was safe from recall. Nonetheless, I missed there was another one from another angle and sent all my defending force to the front line. Many archons and zealots, along with templars, were recalled to my empty main base and began to cause havoc to my buildings. Unwilling to abandon my invading force, I let the tanks stood where they were and emptied all my bunkers and send all my infantry back to my main, hoping Pills did not have enough zealots at his main to clear the unguarded tanks. Irradiates and EMP were cast to avoid infantry loss to the mighty storm as much as possible, although 2 well-cast storm helped the zealots taking countless lives of my infantry. Using SCV's and newly trained marines, I was finally able to defend against this second surprised attack. With no remaining source of income, Pills asked how many bunkers I was building in front of his base, and after a brief count, I answered: "9"

My mass bunker strat have not ended yet, but more and more bunkers were constructed and marines transferred from one to another. Knowing his templars would be ineffective against bunkers, Pills morphed most of his remaining templars in to 8 archons. Despite this last effort, heavy tank shells and gauss rifle spelt end to the protoss archon fleet while I lost only 2 tanks and 3 bunkers. Briefly asked for share vision, he found that I was operating on two resource nodes to his none, and conceded the game.




Several Lessons:

  • Bunkers are great. A lot of bunkers are greater.
  • Build a lot of producing buildings. Build more then you could support especially when you often engage in battle so you can replenish your troops quickly after the battle when you are too busy to produce.
  • Terran ground > Toss ground when resource is equal
    *always* keep tab of enemy expansion attempts. Make sure no enemy naked expansion slip by your watchful eye.
  • x17 ain’t all that. hukhuk^^



























Battle Shots!

Final stats. Yah a terran will defeat a protoss if resource is equal

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