"most of the time when im dealing with hurricanes im thinking about 'where is that moisture going to go? how will it affect the jetstream troughs and ridges? Will I ever have sex again?'" - LoZeR-X
|
| ..(Myst).. vs {PH}Jester | | | Author: | | | IP: | inehou-pXXXX | | Date: | 08/16/00 06:08 | | Game Type: | Starcraft | | Labels: | none | | Report Rating: , # of Ratings: 2, Max: 8, Min: 7 Lifetime Rating for Fox^1: 7.3810 |   | ..(Myst).. vs {PH}Jester
Because of demands by a certain person I have done an all text report on game 3 between ..(Myst).. and {PH}Jester. Prior to this game Myst took Jester down 2-0. I was able to sit in game 3. So I would like to share the outcome with you.
Myst chooses zerg and starts at the 3. Jester randoms and gets protoss at the 9. Since Myst does not know what Jester is and is at the 3, he won't fast expand. Instead he gets a hatch on 12-13 at his main. Followed by gas/pool about the same time. From there he gets lings and speed upgrades them.
Now why wouldn't Myst fast expand you say? Well first off,Myst is a strong and safe player. If Jester is at 12 with terran or toss. A hard Rine or Zealot rush could end the game for Myst. Myst knows that Jester isn't a pushover and since Jester knows that Myst is zerg, he won't take that chance. Also if Jester is zerg anywhere else and were to 4-9 pool. If Myst fast expands it could be curtains for him.
With this build he still has the ability to take a terran. He has early gas and can go to mutas or lurkers. Against another zerg he can go mutas, hydras, or speed lings. Against Toss he still has powered enough with a hatch first. It's a great build vs. Random. I have actually started to use a similar build with a few things differing from Myst. Just watch out if the person is zerg and tries to 4 pool you. But you don't see that many 4 pools at the top level. Unless I you against T_Mac who will try to be gay and use a 4 pool.
Jester's build consisted of early zealots to templar. Getting gas around 20-25 I believe. He places his zealots outside at his natural perhaps to fast expand. All of his zealots I might add. Let me tell you ppl that I used to do this, or put my zealots outside of ppl's main. But NO MORE. I have played Myst a bunch of games and he has beaten me probably 80% of the games we have played. When the matchup was Protoss vs Zerg, I would put my zealots outside his base and hope that if he was powering to hard that I could run him over.
But then he ran 12 or so fast lings by my zealots and straight to my peon line. Kinda pissed me off. He left a good number of lings behind and sometimes a sunken or 2 so that I would have a hard time trying to counter. So now I always leave 2 zealots behind to hold my ramp.
This build by Jester is very strong IMO against the Zerg. Early zealots make sure that you cannot get run over by early lings, also keep the zerg honest by not powering too hard, and allow you to get the one thing that hurts the zerg more then anything in the game. STORM.
But if your doing this build I advise that you mix goons in as soon as you secure your expo and am getting gas from 2 sources. If you continue to pump zealots then hydras will own you. Even though you have storm. It is not cost effective, microed hydras can easily beat zealot/temp when there are enough of them.
Also pure Goon/templar > hydras when resources are the around the same. But always keep enough zealots for scouting, and help with lings.
Myst finds Jester's race when a scouting probe comes along. By this time Myst has already gotten his hatch and pool at his main. The first action comes when Myst sends about 12 or so speed lings to pressure Jester. Jester's zealots are not a the choke so Myst run right by them to the peons. Notice anything familiar here?
Jester micros well but so does Myst. Basically Myst has great micro/macro. While he is running around with speed lings and sending more to harass Jester he expands to his natural and then takes the 12 natural as well. In fact he took his natural before the attack was even launched. Jester loses zealots and probes. But is able to hold the attack off. At this time Myst has a hydra den and is starting to pump those bad boys.
Jester now tries to take his natural. By this time a scouting overlord is over Jester's natural. Myst sees this. Myst is still getting hydras. Jester is getting templar tech. But Myst does not want to wait for storm to be done, to maybe let Jester catch up, nor does he want the expo to get online. He has a 3 to 1 resource advantage. So he puts pressure on Jester. Sends about 12+ lings and 12+ hydras to his main. Both are speed units. But Jester still has slow zealots. Unfortunately speed hydras > non-speed zealots. Also the lings don't help Jester's cause much either.
Jester does what he can but Myst sends more hydras from 5 or so hatches and basically it is game from here. Jester is forced to lose his expo and retreat. Myst just pumps more hydras and it's game.
What could Jester have done here? Probably leave a few zealots behind at the ramp to prevent the lings from coming up. Also he should have not expanded until he knew he had storm. I think holding his ramp with zealots would have bought him time to get a storm or 2 ready. Then he could have expanded. Not that he would have won if he had done this. But it might have helped.
It's easier to point out what players could have done better when you have vision :D
The game was very short. Not to put down on Jester's ability, he probably could own me, but Myst pretty much had control of this match from start to finish.
Good game to both Myst and Jester. It was an honor to watch 2 great players duke it out like this.
Fox^1
|
|
|
|