"The zealots spot the pimp squad about two-thirds of the way to the Terran Main, and like the zealous warriors that they are, the zealots run like heck." -YourRoleModel
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| {KGB}Agent takes on Kryptkeeper | | | Author: | | | IP: | XXXX | | Date: | 05/09/99 11:05 | | Game Type: | Starcraft | | Labels: | none | | Report Rating: , # of Ratings: 1, Max: 9, Min: 9 Lifetime Rating for Mark4: 8.6829 |  | As I was playing out of channel NoHunters Kryptkeeper mentioned that he wanted to be in a battle report. I quickly volunteered my services and {KGB}Agent, publicity hound that he is, asked to play him 1v1 =]. The map of Lost Temple was selected by KGB on the premise that he had the PGL version for easy observation.
The combatants both selected thier races before the game started. KGB went with the versatile terrans, and Krypt chose the power of the protoss. As the game began KGB found himself in the left start and Krypt faced him from the top one.
KGB started his game by walling off the top of the choke at the entrance to his base. His build order transitioned from two barracks to an engineering bay for the early construction of turrets. Krypt, not faced with the early detection problems of the terrans, went with a standard two gateway build order. Krypt's scouting probe snuck past the walled off entrance to KGB's base, making its way to the gas source and setting up an assimilator there. The assimilator was quickly cancelled when two marines answered the threat by killing the probe. Krypt was not discouraged by this failure and seeing the conservative and defensive build KGB was using, quickly teched up with a cybernetics core and gas. He followed up this early tech move with a robotics facility and citadel of adun. KGB climbed the tech ladder as well, getting an academy and later a factory.
The first offensive move of the game belonged to Krypt. His quick teching had given him access to the transportation option of choice for the protoss, the shuttle. He used his mobility advantage to drop four zealots in the SCV mining line, bypassing the massed troops at the choke point and below it. The only opposition was a few stray marines which swiftly died and a siege tank. The tank's blasts proved effective, but the splash damage was hitting the SCVs also.
The mass of marines gathered below the choke point arrived in time to clean up the last zealot. Krypt decided to solidify his resource advantage by expanding to the natural resource area below his main.
Krypt wasted no time in following up his attack. KGB had massed his troops at the bottom of his choke point, preparing for a retaliatory strike on Krypt. Krypt had quickly followed up his attack with a four dark templar attack. They found these troops without detection and the sound of warp blades slicing through the helpless marines was heard. Four marines, four firebats, a tank and a few medics died without a return shot being fired. Krypt presses his attack home against the choke, despite the turret and bunker defending it. Three of the dark templar die in the attempt to take it, but the bunker and turret are destroyed. A comsat enables the remaining marines to eliminate the final dark templar. Krypt quickly presses his attack with another two dark templar. Four more marines die along with a SCV constructing a new turret before comsat once again eliminates this threat.
KGB is becoming desperate at this point. His predicament grows as Krypt drops four dark templar directly into his SCV mining area. A tank and several marines combat this new threat, only to be destroyed. A spotting science vessel removes the cloaking advantage of the dark templar but it is too late. All of the SCVs at KGBs base have been destroyed. KGB barely manages to prevent the destruction of his command center with a force of marines returning from his choke point. Krypt takes the opportunity to expand to the upper left island.
KGB chooses to make one last, desperate gamble. Comsat has revealed that with all of his teching, Krypt's main base is surprisingly vulnerable. KGB sends a SCV ahead to make a turret just out of sight of the cannnons defending krypt's expansion, and follows it up with a bunker. He quickly mans this station with a control group of marines and a tank. Unknown to him, Krypt is beginning to produce scouts from three gateways at his main. Krypt has four scouts ready and sends them to attack this position. Heavy turret fire and marine shells drive him back. Quickly regrouping, Krypt attacks again with his scouts and two dark templar, losing both the templar and a scout to marine fire but not before they kill the turret. Another two dark templar move in, killing the helpless forces without mercy. KGBs science vessel arrives in time to let the last four marines huddling in the bunker kill the two dark templar, but the science vessel and the marines are quickly finished by the arrival of five scouts.
KGB is trying to get himself back in the game. He has produced enough SCVs at his main that he thinks the risk of expanding might be justified. He finds out the futility of this plan when Krypt sends in ten scouts , killing the command center in progress. These scouts proceed past the choke point to KGB's main resource area and destroy the SCVs mining there. One scout falls to a marine counterattack, but the battle is over. KGB reluctantly concedes, and congratulates his opponent on a game well played.
Lessons learned:
o Terrans have to play very carefully to avoid cloaked opponents early game. KGB had the turrets to defend, but he rallied his troops in an uncovered area, letting Krypt get free kills.
o Scouts compliment dark templar well when science vessels are the primary detectors.
o Mobility wins battles. It doesn't matter how much force the enemy has, all that matters is how much he can oppose you with at any one time and place. Forty zealots outside your choke point is less of a threat than four in your SCV line.
Mark4
"I'm not that good with terran" KGB
"I would have made you famous" Mark4 when Krypt says he has a mother's day event in fifteen minutes.
"I haven't left yet" Krypt
| | Battle Shots! |  KGB special tactic: Marines vrs Dtemp without cloak detection.
 Final stats.
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