| This report has a decent amount of pictures and should barely fit the screen on a 800x600 resolution (you will maybe not be able to see half of a letter) So I'm waiting
around for the ..(Myst).. vs. [GG1]Elky@jh game for the Point
of Attack tourney. Finally, it was time for their game and ..(Myst)..
had shown up early, but there was no sign of Elky. 1st~Kabal volunteers
1st~Shine to sub in for Elky, but Shine declined saying he doesn't play in
tourneys. However, Shine says he will play Myst for fun anyway. I miss the
first two games while playing my own game, but watch the rest. I didn't
take notes on the 3rd and 4th games because I was eating, so I can't BR
those, but I took screens of the next 4 games.
NOTE: These games are played on Vanilla
StarCraft on Lost Temple.
Myst chooses Protoss
Shine chooses Zerg
Myst warps in at the south main bearing a yellow
banner, and Shine spawns at the 3 o'clock position commanding the brown
brood.
Early build orders:
Myst - pylon, nexus at natural, gateway, pylon,
gateway, pylon at the expansion, shield battery at expansion
Shine - 8 ovie, 10 hatch at his natural, pool,
hatch below the ramp, extractor
Shine
sees Myst's early expansion, and gathers 8 lings outside. He charges in
with them, but retreats after 9 probes and a zealot start engaging them.
The probes separate from the zealot, and Shine sees this as his chance to
attack. He kills 2 probes and retreats again.
Myst's shield battery finishes, and has a few
zealots out in front. Shine knows he can't take this force, so runs his 8
lings from before past the expansion to the defenseless main. The probes
bunch up on a mineral patch and start killing zerglings with their
particle beam. Zealots warp in from Auir from Myst's 2 gateways, and they
come to assist the probes. With the zealots' help, Myst holds off this
attack with minimal losses.

Myst now builds a forge and an assimilator at his
main. Shine starts morphing a hydra den to overwhelm
Myst. Myst adds on a
cyber core shortly after the assimilator. Three cannons warp in at Myst's
expansion to help defend against Shine's imminent attack.
Now, both players move out at once; Myst with
about 9 zealots, and Shine with a control group of lings and another of
hydras. Shine sees
Myst's forces and moves back towards his base. They
engage right outside of Shine's base.
Myst sees the overwhelming number of
zerg units and begins to retreat. Shine is not gonna let this happen, and
takes advantage of his speed upgrades. Both the lings and hydras begin to
race against the zealots and soon surround them. Another battle ensues and
the honorable zealots are eliminated with a few hydras and lings left.

Shine hasn't been idle, and sends a new batch of
hydras towards Myst's expansion. They overrun the defense of 3 cannons and
2 goons and Myst concedes the well-played game to
Shine.

Scores for game 1
Myst lands a white command center at the 9
o'clock start position
Shine spawns as yellow zerg at the 12 o'clock position
Early build orders:
Myst - depot, rax, gas, depot, factory, factory,
dual shops
Shine - hatch at the ramp after trying to hatch
at his natural but not being able to because of an SCV, pool, hatch at his
natural, gas, lair
Shine tries to attack the wallin early, but 3
marines make the handful of zerglings retreat. Shine transfers some drones
to his natural, and Myst works on vulture speed and mines. When
Shine's
lair completes, he adds a spire to his tech buildings.
When Myst's vulture upgrades finish, he has quite
a few vultures, and he lifts his rax to let them out. He attacks some
lings below the ramp, and bypasses the sunken to go to the mineral line Shine's main. The sunken is able to kill 1 vulture before they climb the
ramp. The vultures then lay some mines to prevent reinforcements and then
attack drones. The drones run towards the ramp as the vultures lay mines.
The vultures also spot the mutas, giving Myst valuable recon and time to
adjust. With all the drones being transferred to the natural, Myst runs
his remaining vultures there.

Myst's vultures meet 2 new sunkens below the
ramp, and another at the natural. The vultures die without doing much more
damage.
During the vulture raid, Myst has added an
academy, an engineering bay, and another rax. Shine now adds a queen's
nest for hive tech. Shine floats an ovie into
Myst's base from below to
gather some recon. It quickly dies to marine fire. Myst adds a 3rd rax and
some light defense of turrets and a bunker against the future muta raids.
He also adds an armory for goliaths.
A dozen or so mutas are hatched, and they begin
to harass Myst's base. They target lone turrets, tanks, and low numbers of
marines as well as supply depots. Without medics, Myst cannot stim every
time he sees mutas, and he cannot catch up with the constantly moving
mutas. Shine throws some lings at
Myst after the mutas draw them away from
the choke and they do some damage to turrets before the marines can come
in and defend.

Shine now begins on his greater spire for guards.
Without goliath range upgrade, Shine will soon have the definite upper
hand. At this point, 

Scores for game 2
Myst logs back on to b.net and soon another game
begins.
Read chat dialogue.
Myst chooses Terran
Shine chooses Zerg
Myst lands his orange command center at 3 and
Shine spawns his teal hatchery at 6.
Myst opens the game with 2 rax and shine morphs a
hatchery at his natural. Myst then gets a supply depot and scouts. As soon
as the rax finishes, he trains 2 marines and then builds a bunker at Shine's hatchery. 2 drones come to destroy the SCV, and gets it down to 5
HP when another one arrives to finish the bunker along with 2 marines.
Shine has his pool now and throws down a creep colony.

The SCV's and bunkered marines attack the creep
colony and the small number of zerglings that were thrown at the bunker.
Shine concedes the game knowing there was nothing more he can do.
Scores for game 3
Myst says he needs a break and they chat for
about 10 minutes before they start another game.
Read excerpts of chat dialogue
Myst chooses protoss
Shine chooses zerg Myst warps in at the 6
o'clock bearing the color orange, and Shine morphs in as white zerg at 3
o'clock Myst opens the game with pylon,
gateway, gateway, pylon, gas, core, robotics
Shine takes his natural with a hatchery, pools, and puts another hatch
above his ramp, followed with gas, den, and an evo chamber. After
scouting Shine, Myst waits outside the 3 o'clock base with a probe and a
zealot. Two zealots join them and they start to attack. Being the smart
player that he is, Shine takes out the probe first. With the probe gone,
10 lings engage the 3 zealots and with some micro from both players, Shine
comes out on top. Two almost dead zealots try to run away at the end, but
lings chase them down and surround them. 
Six
lings are sent by Shine to check
Myst's choke. They engage two zealots
backed by a dragoon. The lings that took out Myst's initial zealot rush
come into help from the center of the map as another goon is warped in.
Using the ramp, Myst holds his position with little casualties. Shine
now has hydras, and sends a mix of hydra/lings to attack and keep the
pressure on Myst. They meet 2 zealots and 10 goons above the ramp. At the
same time, Shine sends an overlord from the valley between 6 and 9 to
scout Myst's tech in his main. Metting overwhelming numbers with his
attack force, he saves what he can and retreats. 
Myst
now warps in a robotics support bay for reavers. Shine builds a sunken at
each base to defend against reaver drops. Shine also places 6 hydras right
under the cliff to his natural to take out the shuttle(s). Myst loads up a
shuttle and sends it towards Shine's cliff. Shine's
overlord sees it and he prepares his defenses, but Myst drop two dragoons
on the cliff instead of the expected reaver drop. The two goons pop 2
overlords and net a few hydra kills from their high ground. 
Myst's
shuttle arrives back in his base and loads up a reaver and a goon this
time. He also adds a forge for upgrades and a citadel for templar tech
and/or zealot speed. Shine makes a new hatchery at his mineral only and
the 12 o'clock main to double his resource intake. Myst's
shuttle arrives at Shine's main and oddly drops the reaver first when
there was a sunken right next to where the shuttle was. Drones attempt to
help the sunken but the reaver lifts back into the shuttles. Unfortunately
for Shine, a scarab fired at the instant
Myst loaded back up, and the
scarab blows away a lot of drones. The goon is unloaded followed by the
reaver to do some more damage. Hydras arrive to eliminate the devastating
drop, and Myst loads up everything and runs. It appears he has shuttle
speed and is able to save his reaver by dropping the goon as he was about
to leave the base. 
There
is a short build-up and Shine gathers a little over 2 control groups of
hydras outside Myst's base.
Myst expands to his natural and sends a probe
to either expand or scout. Either way, it gets blow to bits by the hydras.
Myst adds a temp. archives. Neither players have many upgrades as
Myst's
units are 0/0/0 and Shine's hydras are 1/0. Shine
advances with around 30 hydras against Myst's 12 goons and 2 shuttles with
1 reaver in them. Myst unloads his reaver in front of his goons, and with
some concentrated fire from the hydras, blows up very quickly. The goons
are barely able to hold off the hydras, but a new batch overwhelms the
remaining 5 goons. 
Sorry,
but I didn't get scores of the last game =( |