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Great Teacher Kakaru
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Author:Seph" class=menulink>Seph
IP:klj-228-XXXX
Date: 06/21/00 06:06
Game Type: Starcraft
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Report Rating: 7.5, # of Ratings: 2, Max: 8, Min: 7
Lifetime Rating for Seph: 8.0000

 

 

 


   
 

 

Hey, this is my first battle report, so please rate nicely. =) This report is for all those Protoss players who claim Toss < Zerg on Lost Temple and want to know how to stand a chance.

Well, anyways, it was Tuesday night when I connected to battlenet. Immediately joining channel #nohunters, I saw 1st~Kakaru (a very gosu player, he claimed his ladder high was 1400++) sitting around. Suddenly, he vanished. Doing a /whois on him, I quickly joined kaky/kaky and there we went =)

 

Lost Temple, if you dont know it, its okay
The Arena : Lost Temple.
1st~Kakaru randomed to Teal Toss at 9:00.
[SGO]Spok randomed to Orange Zerg at 6:00.

Kakaru and Spok began chatting in French as soon as the game started. Kakaru went for an early expand build, despite not knowing Spok's race until later in the game. Kakaru's 8th probe, which was used to build a pylon, waddled into Spok's main and noticed another Hatchery and a Spawning Pool building there. After gaining this useful reconnaissance, him/her/it went to Spok's natural to block any early expand.

And block it did. Spok tried to expand around 14-15 supply, which was blocked by the probe, causing Spok to run the initial drone to the 12:00 main and using another to build the hatchery. Kakaru was now pumping zealots from 1 Gateway and harassing the Hatchery with his gosu scouting probe. (presumably, Kakaru will be early expanding)

I'm gay, says the probe.

Kakaru first attack wasn't that successful. Spok, whose Spawning Pool had finished was pumping zerglings from 2 hatcheries in his main. After killing 3 Zerglings, Kakaru retreated his Zealot (the probe was oaned) and reinforced it with another 2. He managed to bring the Hatchery to 500 life before being repelled by Zerglings reinforcements.

At home, however, Kakaru wasn't idle. He had already started warping in a Nexus at his natural and had a forge soon after. He warped in a gateway, then added a pylon and 2 cannons at his choke to defend against mass ling strats. Other than that, he maynarded around 6 probes to his natural for 3 purposes, to mine, to block zerglings from the cannons when necessary and to probe the poor lonely zealots. =)

Spok by now had a healthy amount of lings & drones and has already started gas. Remember the first drone that he sent to 12:00? He started another expansion there and built a hydra den in his main. Fortunately for Spok, Kakaru didn't scout this expansion until way later in the game, when it was too late.

Zealots go oOooOo when they die :(

Finally, Kakaru started getting gas and got a cybercore. Spok, however, was content to mass hydras and lings outside his choke. Spok also placed a ling outside Kakaru's natural, near his mineral only as a warning for attacks. Both players then began building troops for quite a while, Kakaru getting an amazing 6 gateways in his main, while Spok had a total of 7 hatcheries, 5 completed ones and 2 still undergoing the morphing process, one of them at the 12:00 natural.

Kakaru = macro freak. Spok = expansion freak.

The tension between the two forces grow more until finally, Spok gives in to the desire for blood. He orders all his hydras and lings to march into the Protoss encampment. Unfortunately, Kakaru has researched Psi Storm and the leg upgrade for his Zealots, so um, let the picture below do the talking.

Sounds heard in this battle : *bzzt* *crackle* *squeeeccclhh* *kersplat*

Spok wisely retreats his surviving hydras back to his base. Reinforcements from his hatcheries bring back up his total of hydras to around 30. Kakaru, after building some additional templar, proceeds to counter attack Spok's main. This attack was stopped by constant fresh troops, but Spok's hatchery at his natural explodes in a grand show of blood. Kakaru uses this current condition of chaos to expand to his mineral only, bring the total of mineral gathering bases to 3 for Kakaru, and two and a half for Spok. (if you play Zerg and your Protoss opponent has an equal number of expansions compared to you, you're in deep shit.) Kakaru also realizes something from this attack : Spok brought units from the north side of the map. Sending a speedy zealot to scout, Kakaru finds the 12:00 expansions and uses the distance between Spok's bases and sends his troops to attempt to raze it. He then adds another 2 gateways, bringing his total to 8. The first wave fails, beaten off by hydras and newly-made lurkers. Kakaru didn't make observers yet, so is this the end of Kakaru's rampage?

Templars and Zealots don't leave blood! IMBALANCE!

Definitely not. Kakaru uses his gosu skills and marches into 12:00 armed with templar and goons. Lurkers fall, hydras splatter and Spok, realizing that "resistance is futile" concedes the game. GG to all.

 

Later . . . .

Me and Kakaru went into a private channel, and discussed the BO along with tips and tricks specially for the people reading this. Important parts are in blue. =)

<Sephh> hi
<1st~Kakaru> build order :
<1st~Kakaru> 8 pylon, 9 gate, 11 pylon
<1st~Kakaru> build zealot asap and always build probes
<1st~Kakaru> send the 1st zealot and start hurting opponent hatch with scouting probe
<1st~Kakaru> send the 1st 3 zealots as they come out of ur gate
<1st~Kakaru> and micro vs lings to lose as few as possible
<Sephh> Do I change my rally point to the other guys base?
<1st~Kakaru> nono
<1st~Kakaru> rally down ur ramp
<1st~Kakaru> the rush isnt supposed to win the game
<1st~Kakaru> its just meant to scare the guy and make him sunken up
<1st~Kakaru> cuz you see if he sunkens up
<1st~Kakaru> then he will prefer sometimes to just mass drones
<1st~Kakaru> and not mass ling rush you
<1st~Kakaru> then u have to decide
<1st~Kakaru> oh wait forgot
<1st~Kakaru> while ur rushing build nexus at 22 then pylon ASAP
<1st~Kakaru> then u have to choose
<1st~Kakaru> u can go 4 gates or 3 gates and a forge
<1st~Kakaru> u should have 3 zealots to defend at home when you expand at 22
<1st~Kakaru> this game the guy didnt sunken up so i thought
<1st~Kakaru> he might go hard ling so i got a forge
<1st~Kakaru> later add more gates
<1st~Kakaru> i dont have specific bo after the nexus just add up tech buildings
<1st~Kakaru> the main problems are :
<1st~Kakaru> hard ling rush - in this case use probes with zealots and cannons
<1st~Kakaru> hydralisks - more cannons, zealots speed, templar and flanking if necessary
<1st~Kakaru> mutas - get 2 cannons at main after securing expand
<1st~Kakaru> cannons are good for 6 mutas and stopping lurker drop
<1st~Kakaru> one thing that can really cripple me is lurk cliffing
<1st~Kakaru> so get shuttle + obs quite soon, u cant storm upcliff if u dont have vis
<1st~Kakaru> thats all =)

my ultra gosu Photoshop, Graphics & HTML page ->

 

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