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Okay, this game actually was the third
game I observed between 1st~Kakaru and [SGO]Spok, but the
second game was too one sided. Enough talk and let's get onto
the game! There were also two other observers besides me,
namely otherID & grimling.

The Arena :Lost Temple. 1st~Kakaru randomed to
White Zerg at 9:00. [SGO]Spok randomed to Red Toss at
12:00.
Kakaru immediately
sent his overlord to the 6:00 main for scouting purposes.
Spok built a pylon on 8 and
used that probe to scout. Unfortunately for him, he sent it to
the 3 o' clock main, wasting valuable scouting and harassing
time. Kakaru built an
overlord at 8, followed by a hatchery at his natural and a
Spawning Pool on 13. By this time, Spok has already built a pylon and
was starting an early Cybernetics Core. Kakaru, however continued to build
another hatchery on his ramp once he reached 14 supply. (to
prevent Zealots from getting easy access to his
main.)

Suddenly, Kakaru
said :
<1st~Kakaru> omg what
did i build an extractor for <1st~Kakaru> we were
talking about zvz <1st~Kakaru> so i
started doing zvz build <grimling> oh LOL
Well, this was definitely a setback for Kakaru. Spok was already attacking Kakaru's hatchery at natural with
2 zealots and the scouting probe when Kakaru hatched 8 lings, 6 from his
main and 2 from his expansion.

Kakaru lost 3
zerglings, while Spok lost a
zealot and a probe. He wisely retreated the remaining zealot
for defense. Kakaru
continued to macro, building yet another hatchery in his main
while frequently massing drones. Spok, however, now had a total of 2
gateways and had already finished warping in a Citadel of Adun
and continued teching to templar. But which type of Templar
will it be?
Once Kakaru has a
good number of drones at his expansion, he sent zerglings to
scout. He sent two; one to detect any incoming attacks, and
another a screen behind from that one. This is because good
players frequently patrol units just outside their base.
Kakaru did this to ensure that if the first zergling died, his
second would still give valuable info. He then proceeded to
upgrade the hatchery in his main to a Lair, and subsequently
built a Hydralisk Den.

Both sides play defensive for a while. Suddenly, the
cease fire is broken when Kakaru's 2 scouting lings spilled
blood. What was Spok up to
now? Well, let as they say, a picture is worth a thousand
words :

Spok realizes that
Dark Templar are next to useless for assaulting a Zerg,
(because of overlords) and "contains" the Zerg for a short
while with his DT. The overlord that he was attacking managed
to escape the dragoon's clutches, with 8 life left. Kakaru, ignoring these petty attacks,
pumps hydras from 4 hatcheries. Kakaru's Lair completes and I
think he researched overlord speed immediately
after.
When Spok's Nexus
finished warping in, he maynards around 8 probes to his
expansion, while adding a Forge back in his main for two
purposes. One is to be able to build cannons for detection
against lurkers, and to upgrade his attack to fight zerglings
cost effectively. He also adds two more gateways. Kakaru, thinking of the same
thing, builds two Evolution Chambers.
Realizing the time is ripe for an attack, Kakaru first sends a scout zergling.
This zergling is killed before providing any really useful
information. However, Kakaru
presses on the attack with around 24 hydras and overlords with
the speed upgrade. What follows is a very, very, bloody
battle.

However, this turn of events does not even falter
Kakaru. Using 12 hydras that
he newly hatched during the course of the battle, he attacks
yet again along with the survivors of the previous battle.
Again, this attack is thwarted by Psi Storm.
During this epic battle, Kakaru and Spok both send peons to expand, at
the 6 o' clock and the 3 o' clock mains respectively. Spok placed a Dark Templar at the
3 o' clock main just for occasions like this, however, and
forces Kakaru to cancel the
hatchery. Spok then warps in
a nexus at 3.
Meanwhile, Kakaru
once again builds his forces and now has 24 hydras and 3
lurkers. After that, Kakaru
proceeds to execute an EXTREMELY gosu attack, which I will
describe using the minimap here. (read in this order : upleft,
bottomleft, upright.) Pictures won't do this well pulled off
strategy justice. The upgrades up to this point :
Hydras : 1/1 (+1 attack, +1 carapace with speed and
range) Zealots : 0/0/1 (+1 attack with speed)

Let me elaborate more on this. Kakaru drops 2 lurkers into
Spok's main, causing him to
transfer them to his natural. Kakaru then drops another lurker
into Spok's natural, killing
his probes that were transfered. Meanwhile, Kakaru sends 12 hydras to take care
of the expansion on the right. This effectively causes Spok's economy to crumble into
pieces.
However, storms annihilated the 2 lurkers in Spok's main (but not the one at his
natural). Then, Spok moved
out his massive army (20+ zealots with high templar and goon
support) to try to prevent his secret expansion from falling
down. Unfortunately, Kakaru's hydras intercepted this and
managed to stall Spok's
units from saving the expansion on time.
After killing the hydras, Spok decided to go on the offense.
He attack moved his troops to Kakaru's natural. Kakaru tried to do a pincer attack,
using his new hydras and calling back his hydras from the 3 o'
clock main. Kakaru left 2
hydras at the 3 o' clock main to avoid Spok from expanding there naked. His
pincer attack was not successful as a single storm wiped out
all the reinforcements. Kakaru didn't give up, and
continued to pump hydras and barely managed to fend off
Spok's attack. Spok retreated his zealots to his
choke. He now had a good number of probes back
online.
Kakaru
continued to show his skill at multitasking. Sometime during
the last battle, he morphed yet another lurker. Using an
overlord, he bypasses the defenses at Spok's choke (Spok had mostly zealot and
templar) and drops a lurker in Spok's main yet again. This lurker
too kills a number of probes before dying to storm. Kakaru then expanded twice, at his
mineral only and at 6. The DT there was long gone.

Now, a very interesting thing happened. Kakaru loaded up 12 hydras into
overlords, and sent them to drop deep inside Spok's main. At the same time,
Spok patrolled 18 zealots, 3
High Templar and a couple of Dark Templar into Kakaru's main. Both attacks were
highly successful. Spok made
good use of storm, killed all the defenders, managed to kill a
good number of drones, and kill Kakaru's natural expansion. After
running out of storm, he morphed 2 high Templar into an archon
and started beating up on Kakaru's mineral only.
Kakaru, on the
other hand, took out a couple of cannons in Spok's main before attacking the
Nexus there. Even after the hydras were stormed, he still
pressed on and managed to raze the Nexus before troops from
Spok's choke killed them
off.

Kakaru was now
in deep trouble. His main had just been mined out, his
hatchery at his natural is gone, AND his mineral only is being
attacked by an archon. Spok
however, was mining heavily from his natural. Kakaru did what any sane person will
do : he transfered all his drones to the expansion at 3.
Spok saw this and sent 8
zealots and the archon to raze it. His zealots were 0/0/2,
while Kakaru's hydras were
2/2. Kakaru only had 7
hydras, 2 morphing sunken colonies and a bunch of drones when
the zealots arrived. Using gosu micro, Kakaru trapped the zealots between
his drones while the hydras and sunkens attacked them. Even
though Kakaru lost a few
drones and 6 or so hydras, he still didn't give up. He then
built a few drones back in his mineral only (the archon didn't
finish killing it) and started mining there again.

Spok was now
overconfident. He didn't even had an assimilator at his
natural, and thus he just pumped out zealots. After having 9
of them, he attacked again, this time to Kakaru's main. He razed the mineral
only this time around. Kakaru used delaying tactics with
his hydras and drones so that he could successfully morph a
lurker in his main. It was successful; by dancing his hydras
and microing his lurkers, he repelled the attack, but his
situation was worsening...
NOT. Remember the two hydras he left at 3?
Well, Kakaru morphed them
into lurkers, and dropped them at Spok's natural which had no cannons
near the mineral line. Since he was just pumping zealots and
no gas, he couldn't deal with them. The lurkers brought Spok
down to only 8 probes, before being stormed. Spok quickly sent 7 zealots and 2
high Templar to attack the 3 o' clock base, but, his Templar
got left behind.
Kakaru morphed
two hydras at 3 into lurkers, while attacking the templar with
hydras from behind. Spok did
a mistake that would cost him the game here. Instead and
pushing on with his zealots, (he already killed the defending
sunkens) maybe killing a number of drones, he retreated them
to save his templar. By the time the zealots killed the hydras
and came back to destroy the base, the lurkers has already
finished morphing and 2 sunkens were also put up. By now,
Kakaru was mining from 3
o'clock with full capacity. The attack failed
miserably.

Kakaru now had
the momentum of the game. Spok, realizing that he had too few
probes, and not enough tech and resources to handle the lurker
and hydra threat, conceded. Total game time : 26:25. Quite a
long BR for a short game, eh? In the end, Spok's score beat Kakaru's.
A Day Later . .
.
As always, important text in blue. =)
<1st~Kakaru>
what do you want to know <Sephh> Your zvp build <1st~Kakaru> 8 ovie <1st~Kakaru> 12 hatch down the choke to protect
both bases <1st~Kakaru> 13 pool 14 hatch at exp (note: this
was not what he did, maybe he changed it because he was
against random, and he accidentally built the
extractor) <1st~Kakaru> make 8 lings <1st~Kakaru> and now <1st~Kakaru> you have to make a
call <1st~Kakaru> you
have 8 lings <1st~Kakaru> what should u do with
them? <1st~Kakaru>
your OLs should have gathered enuf information <1st~Kakaru> if not scout with
lings <1st~Kakaru>
if hes going 2 gate/3 gate zealot
rush <1st~Kakaru> i advise to put up a sunken and make 4th hatch at
main <1st~Kakaru> power drones then power mass lings wtih
speed <Sephh> When do I start my
gas? <1st~Kakaru> start gas when 4th hatch halfway
done <1st~Kakaru> if
the protoss is teching to reaver
goon <1st~Kakaru> u should place the
4th hatch at another main
spot <1st~Kakaru> cuz he might cannon your
cliff <1st~Kakaru> from then on get gas
a little earlier <1st~Kakaru> and hydras not too late <1st~Kakaru> or u can go mutas but
i prefer ground <Sephh> If he early
expands? <1st~Kakaru>
once youve done those 8 lings <1st~Kakaru> you have 2
choices <1st~Kakaru>
dont make any more drones until the exp
is razed <1st~Kakaru> just pump lings and go rape <1st~Kakaru> or expand twice very fast <1st~Kakaru> and then make lings
quickly <1st~Kakaru>
because him expanding means he cant
attack <1st~Kakaru> often early expanding
toss go 5 gate <1st~Kakaru> this is
dangerous <1st~Kakaru> if you think you can power mad expand twice more
fast <1st~Kakaru> but get lings in time if he goes 5
gate <1st~Kakaru> you can also drop his
main and peon lines with
lurkers <1st~Kakaru> but most of the time
ppl will go 4 gate 1
forge <1st~Kakaru> thats when you expand twice <Sephh> What about my expands?
How do I protect them? <1st~Kakaru> if you have map control,
dont <1st~Kakaru> but if hes going reavers <1st~Kakaru> u might wanna
get a sunk near peon
line <Sephh> DT/Corsair combo? <1st~Kakaru> ah yes <1st~Kakaru> i just figured out
the answer today u see =) <1st~Kakaru> once you make the 8
lings <1st~Kakaru>
attack him and make his zealots down
the ramp to surround them <1st~Kakaru> he expands only when he has
dt <1st~Kakaru> the only threat to
you now is corsair <1st~Kakaru> he might have
citadel <1st~Kakaru>
but no dt <Sephh>
thx :) <1st~Kakaru>
np
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