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"Zerg gone wild ($19.99)"
- mattzarella's The FFA Effect



Seven Games of GameI fun!
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Author:L2
IP:spider-mXXXX
Date: 02/23/01 03:02
Game Type: Starcraft
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Report Rating: 8.0, # of Ratings: 1, Max: 8, Min: 8
Lifetime Rating for L2: 7.5000







I'm writing this report to help my game basically, and maybe share some stuff that other people don't know. So after you're done reading the report, if you noticed something I could've done better, or even didn't do at all, leave a message in comments.

On Wednesday I was determined to get a GameI account, because everyone had told me how much it'd helped there games. I decided I'll try to make friends in Brood War kor-tnc and all the other korean channels. I log onto the AT&T server, and to make a long story short, koreans are good manner, and after thirty minutes I had my very own account.


Game I




Me:1000
My Opponent:983



I make the game, he chooses toss and starts at 9:00, while I random to zerg and spawn at 12:00.

I send my first overlord down to 3:00 to decide if I should expand or not, knowing the zealot rush could easily kill me at those close positions. Luckily he's not there, and I send a drone to scout.

My build is on the ninth drone I morph an extractor, make another drone, cancel the extractor, and send the drone down to my natural to make a hatchery. When I think back on it, I should've morphed my hatchery below my ramp, which I now will do, just to get sunkens up faster.

My drone finally reaches his base at 9:00, the last spot I looked, and I see two gates, an assimilator and a cycore about halfway done. I decide he's not doing a tech rush, else there wouldn't have been two gates, and after seeing gas so early I guess he's going sairs.

I continue with my build, making a pool on 11, and leaving a drone outside his base to warn of his attack.

My drone is soon killed, and I move over my minimap to see two zealots and a probe coming at me. My pool is almost done, and I have two larvae saved up at my main, as well as one from my natural hatch that just finished morphing. My pool finishes, and I quickly make 3 zergling eggs, followed by two more when the ressources become available.

His late rush shows up just as my lings hatch, and after debating whether to press on or not, he decides to pull back. My third hatchery soon finishes, and I throw down two sunkens, as well as getting gas at both resource nodes.

I mutate an evolution chamber to upgrade carapace, because so many toss's get a fast +1 upgrade and their zealots rape lings.

I send a ling down to scout out what's going on, and it sees three goons on the ledge through the fog of war, and I see they're already upgraded with +1 attack, and I hope he doesn't attack any time soon, my armor upgrade being just 1/5 of the way done.

Soon after I decide to go hydra/ling, simply because that's always worked the best for me, and I can micro them better. I throw down a hydra den, as well as two more evolution chambers to upgrade melee and ranged attack. I also upgrade ling speed as well as the two hydra upgrades.

I mass hydras for a while, making the occasional drone, until I have enough minerals for another hatchery, which I throw down at my natural, bringing my total to four. Now I go all out hydras and lings when I don't have the gas, and as soon as upgrades are done I plan to attack.

About now I see four sairs fly over my natural, looking for an overlord. I move the two ovies I don't already have at my main to my main, as well as most of my hydras. I was waiting for him to attack while half my forces were in my main, but it never came.

I spaced out my overlords so the splash didn't do any damage, and killed two of his sairs before
he pulls the remaining two back.

I know decide it's time to upgrade to lair, both for unit upgrades and overlord speed upgrade, and as soon as I get the minerals, I morph one in.

My opponent gets in a few free hits on an overlord I made at my natural with his sairs, but I bring over a few hydras to get rid of the pests. I now move most of my hydras back to my choke, expecting an attack any second.

I decide to send a ling to see what's going on, but I forget to check on it, and miss what it saw. I send another one, and this time keep better tabs on it. I notice it doesn't even get to the toss encampment, simply exploding in between a wall of the Lost Temple and my opponent's mineral natural. Ahhh, a DT-Good thing my ovie upgrade is almost done.

It still doesn't come however, and I send another ling to scout. This time I order it to move to the center of the map, and sneak in to the toss base from there. It works, and the ling reports that it sees about ten goons, a handful of zealots and two templar. The ling runs into the forces below my opponent's ramp, telling me that he's just now expanding.

I now have two control groups hydras and a control group of lings, as well as speedy ovies. I number my units, then move them out to the center of the map. My upgrades are almost done, and as soon as they are I move out.

I encounter slightly more beefed up forces, but I feel I still have the advantage. Everything goes ok, I dodge a few storms and try to pick off temps, until I see the most underused unit in the game...a Dark Archon. The DA maelstroms almost half my troops, and I'm forced to pull back the forces that remain.

He pursues, but luckily the Zerg race is very forgiving.

I've forgotten to build units during the attack, but that's why I like zerg so much. I have three larvae saved up from all but two hatcheries, which only have two. I quickly make lings out of all four, and soon I have 20 more lings to command.

He attacks with about 9 goons, and I have 10 hydras and the 20 lings. "Needless to say, he got fucking raped." I did attack before his temps had time to get up there, and perhaps if I'd waited a little longer, I wouldn't have fared so well.

I then proceed onward to his base, and after razing the nexus at his expansion, He says gg and leaves.

Things I could've done better

1. Even though the larvae built up, I shouldn't have neglected my unit production.

2. I could've gotten a lair a little quicker, because if my opponent had attacked while my hydras were protecting the ovies, I would've been toast.



Game II




Me:1023
My Opponent:1099



My opponent chooses Zerg at the last second, and I random. He spawns at 6:00, while I recieve zerg at 9:00.

I send my overlord to 12:00 so he won't know what race I am if he's at 6:00. When the ovie is 1/3 of the way to 12:00, I realize that if he's at 6:00 that he'll scout the closest position right away with his overlord, and surely enough I see an overlord creep by.

I order my overlord to do a 180, and after doing the extractor trick, I build a pool. Then I make an ovie egg, and when I get the cash I throw down another hatch below my main one, followed by an evolution chamber.

I used the evolution chamber because I knew at those positions I could afford to upgrade, and not have to keep the ling count up exactly to what his was.

Meanwhile, I notice that his pool is only halfway done when mine is done, and I make four lings and send them down. Unfortunately by the time they're there, his pool is done, and he has four lings to match mine. He made such a late pool so he could gas first, and he gets a lair as soon as his pool is done.

I wish I'd scouted with my overlord first, because I could've thrown my pool down earlier and saved up some larvae, maybe winning the game. Now I'm stuck with hardly any gas, so I decide to power a little and make a third hatch at my ledge. I put three drones on gas as soon as my extractor is done, but I won't have a lair fast enough to match his mutas, and hydras have no place in ZvZ imo.

I decide to invest in some stationary defense, and throw place two spore colonies in position to guard my mineral line. As soon as my hatchery is done at my ramp, I place another one there too.

His first muta flies over just as the creep colony is halfway done, and soon after a second and third follow. I'm forced to cancel the spore colony, and purchase a pair of lings from that money.

I now have about 16 lings, and send them down to my opponent's base, hoping to get some cheap kills or at least force him to retreat his mutas for a bit. It works as I kill all his lings, and he brings back his mutas to kill my lings before they get to do any real damage.

During this time I was so busy microing my lings, I completely forgot about trying to save my hatch on my ledge. I suddenly remember, and immediately morph a creep colony up there. His mutas return soon however, and he once again stops me from protecting my hatchery.

He kills the creep colony, and then the hatchery, at this time the game is pretty much over for me, as he sends in a control group of lings. I pull some drones off to help with them, but after all my lings are dead, I concede.

Things I could've done better

1. ZvZ is either ling wars or muta wars, and I should've made it a ling wars. If I'd sent my ovie down first, I could've won the game.

2. I should've at least tried going hydras, or if nothing else expanded since I was given the free time by my opponent teching.



Game III




Me:1003
My Opponent:994



I random to Terran at 12:00, while my opponent randoms to Zerg at 6:00.

I do a standard wallin, and my SCV finds him when my first rax completes. I see an extractor morphed already, along with a pool mutating.

I gas when I get the money, and lift off my rax and land it below my ramp. I also make another rax with the SCV I used to scout. I forget a supply depot, so I order an SCV to build one, while I use the excess cash to go ahead and build an academy. When the depot is done, I continue pumping SCVs and marines, waiting for the acad to finish.

After the acad is done, I halt SCV production for a second, and add on a comsat. I also research stim, and after making a few medics, I send about eight marines, four meds and one bat down to my opponents base. Stim research completes, I stim my units, let the medics work their magic, and send them up his ramp.

RAPE! He has three sunkens on his ramp, and along with the lings, I get completely manhandled. I attribute this mostly to me not hotkeying my rax or cc, and focusing my attention on unit production rather than microing my troops at that time.

I finally realize what's going on, and I pull back all that's left of my forces, mainly three rines, two meds and the bat, and run them back to my base.

He pursues however, and his lings are faster than my marines. Afraid that they'll surround my units and kill them without giving them a fighting chance, I quickly stim them, and order them to attack move. I kill all the lings, but now I see a bigger problem, a lurker.

During the attack, I also built a factory, and when that completed I added a machine shop on, as well as beginning a starport to tech to science vessels. My first tank is soon completed, and I complement it with 10 or so marines, and 6 medics, waaay too many.

I decide to send a scout out to see what's going on, and it sees three lurkers, two hydras and a handful of lings.

He picks that time to attack. I stim and try to kill his lurkers before they get the chance to burrow, but the high marines only manage to kill one before the subterranian monsters manage to get underground. The only detection I have is still just the comsat, which I quickly use to scan for my tank.

I know I only have one, maybe two at most scans left, and one tank won't cut it. He unburrows his lurkers go get closer to the tank, and I stim and attack. I manage to kill another lurker, but I'm forced to scan the area again to find the lurk. It kills my tank, and then the rest of my marines once backup lurkers arrive.

Now all I have left is 6 medics, a shitload of SCVs and one tank. I decide to make the most of it, and lift of my rax, bringing them back into my base. My opponent unburrows his lurkers and moves them up to my peon line.

In a last ditch attempt I order my SCVs to attack, actually killing one, but the other makes short work of the mechanical workers, and I give a gg and leave.

Things I could've done better

1. Missile turrets, I never make them, and that's probably why my TvZ is so horrible.

2. Better unit control, I could've had almost a control group of marines left over after the second attack at my base if I'd microed halfway decent. I should've pulled a few SCVs off minerals to repair the tank.

3. Have a goal-I should've been thinking "drop". I think drops on a Z work wonders, and 6 marines and 2 medics shred through a 1 sunken defense, as long as they can get out of the shuttle unharmed and have time to stim.



Game IV




Me:983
My Opponent:979



I believe this game my opponent chooses Zerg, while I random to Terran. He recieves a hatchery at 6:00, while I land my command center at 9:00.

His overlord quickly finds me, and I decide to try a new strat. I take two SCVs, one from minerals, and one after building a depot for the no ling wallin, and take them down to my opponents base.

I have one stop below the ledge near my natural and start building a barracks, while I take the other all the way down past my opponent's mineral natural, and build one outside his natural.

He scouts around with his overlord, and smells something dirty. He doesn't see a rax, and knows something's going on. He sends a drone out to scout, and upon finding my SCV constructing a barracks that close to the zerg infestation, the drone figures it's his duty to take it out.

And take it out he does. He then brings over four more drones, why that many? I have no idea. The rax near my base is soon complete however, and I make a marine, and soon after queue up another one. I set the rally point for my barracks under fire.

As soon as my first marine pops out, I take it down along with the SCV to repair/finish the barracks, and to get rid of the drones. The drones aren't stupid however, and they attack my units.

I try to micro, but the marine is soon in the red, as is the SCV. I dejectedly pull back, and wait for my other marine to finish. It soon does, and as another is building, I take my forces back down to my opponents base.

He now has two lings attacking the rax along with the drones, and after trying to micro my forces to kill his, I'm forced to cancel the barracks, and pull my forces back.

By the time I cancel, I see eight lings coming at me, to my three marines, one in the red, and the other only halfway healthy. I say something about how that strat sucked, and leave the game. It was bad manner, but I was getting pissed, 3 games lost in a row, two of them imbalances supposedly in my favor.

Things I could've done better

1. I should've done a simple double rax on 9, followed by a depot, and gone from there. He didn't start his pool until late, and with that build, he was mine.

2. I should've tried a rax float, building the rax in the gully between our bases, and build a few bats to assassinate some peons.

3. I shouldn't have tried a strat like that on a ladder game until I'd tested it out.



Game V




Me:953
My Opponent:960



My opponent's name is very reminescent of that of a bnet newbie, and I feel like I already have control of this game.

We both random, with me recieving Zerg at 9:00, and him Terran at 3:00.

I scout 12:00 first with my overlord, and after finding nothing at 6:00, I deduce that he's at 3:00...go me!

I send a drone over to scout and he manages to sneak in before the second depot has been started. I have a look around, and then hide the little guy in the corner of my opponent's base, to scout his intentions later in the game.

I do a standard ZvT build, going lurkers out of one hatchery until I have 300 excess minerals, which I use to throw down a hatchery at my ledge. After it's morphed in I put two creep colonies down, not making them into sunkens yet.

I send a drone over to watch for any troop movement out of my opponents base, and after seeing none, I decide I'll go for a drop and hive tech, so I research overlord speed, and begin mutating a queen's nest.

I send in the drone that I first used to scout, and see about 8 marines and a few medics along with a factory with a machine shop and a starport being constructed. I have three lurkers now, along with a good amount of lings, a control group which I stash below my base to flank him.

After a while, I still so no troop movement, so I decide it's safe to expand to my natural. I do so unhindered, and after throwing down two more hatches, my overlord upgrades are done, and I begin morphing a hive.

I load up four lurkers and four hydras in my overlords, and bring them around to my opponent's minerals. I drop them, losing an overlord carelessly to a missile turret, but I order the lurkers to target the SCVs instead of the tank, and they completely ruin his economy, leaving him with only two SCVs left.

I order the hydras to attack the tank, spreading them out so the splash has no effect, and it's soon dead. He now sends up all of his infantry, and I wonder where all his forces are.

"The hive cluster is under attack"

Ahhh, turbo newbie. Well that's the least of my worries now, and I send over two control groups of cracklings and another group of hydras and an ultralisk from my new ultralisk cavern to raze my opponent's main. I send the drones mining from my natural back up to my main, but select two out of them, and send them to 12:00's main and natural.

At this time both the hatches at my natural are dead, but my opponent's base is completely dead. All that's left are the bunkers. I load up all my forces in the ovie, and after unloading them on my cliff, I send in the ultralisk to soak up fire, while my cracks and hydras follow behind, and quickly get rid of the turbo-newbie.

By this time both of my expansions are running, and I maynard a control group of drones to each expansion.

I wonder what my opponent is doing and where he's built that he's still alive. I have ovies at both islands, so I send down a ling to 6:00 to check if he's there.

Nope, then all of a sudden I see a dropship float by, and I realize he's a jackass and is building depots all over the map to try and get me to leave. Unfortunately I have all the time in the world, and after hunting down the dropship with some hydras, I kill the 5-6 depots scattered across the map, and victory is mine.

Things I could've done better

1. Guarded my cliff with a few hydras/lings or both.

2. I don't really know what else I could've done better, since all my opponent did was sit in his base. I could've teched to defilers if I'd needed to.



Game VI




Me:981
My Opponent:960



Yes, my opponent is over 20 points below me, but this was my fourth time trying to get a game, so I would take anything.

My opponent chooses toss at the last second and is given a nexus at 9:00, while I random to toss and warp in at 6:00.

I begin with a normal PvP build, with a gate on 10, gas when I get the cash, pylon on 12~13, then cycore when I get the cash, usually around 16.

I scout and find my opponent also gassed fairly early, but the cycore is only 1/5 done, while mine is almost complete. I take my probe back out, and leave it outside his base to see when he attacks.

As soon as my cycore is done, I make a goon, and then make a robotics facility, as I'm going for the reaver rush. My opponent's probe sneaks through, and when he sees my tech option, he comes at me with 2 goons and 2 zealots.

At this point I only have two goons, with a third on it's way. My support bay has also just warped in, and a reaver will pop out soon. My opponent arrives, and I micro my goons until my reaver is out, which will be...any...second...ahhh, there he is. I load that bad boy into the shuttle and drop it, ordering it to attack a zealot, as two are attacking one goon, so the splash will have some effect.

The reaver is enough to push my opponent back, him having lost one zealot, and me with two semi-damged goons. I decide to take a risk and go for the drop now. I load a goon into the shuttle to keep the reaver company, and fly on over to the opposing toss base.

I'm surprised to encounter two goons and a cannon up already, and I quickly drop the goon to draw fire. The reaver is next, and I quickly order it to attack a clump of probes rather than waste 15 minerals to lower a cannon's hp.

My goon is soon dead however, and I load the reaver back into the shuttle and try to get away. The shuttles hp are lowered quickly, and I'm forced to drop the goon before the shuttle explodes.

The reaver kills one goon and gets the other in the yellow before the reaver dies, and so far that's not a very good start for me. A shuttle, a reaver and a goon for 6 probes and a goon =/.

The cannons told me that he already has a forge, and is probably upgrading weapons. To try and match up I throw down 2 forges, and debate putting another one down. I decide against it because the shield upgrades are mucho expensive, and I think a goon and a templar is better than +1 shields, especially because all attacks deal full damage to shields.

I continue teching, and I soon expand still with just one gate making continuous goons. When I get about 8 of em, I head up to my opponent's base, and manage to kill all of his forces, except for a DT. I already have an observatory, and I quickly queue up an observer out of my robofac.

I build a pylon next to the left wall of my natural, with two gates in front of it, and two cannons behind it, both to provide detection and to score free hits on my opponent's zealots or goons if they get too close.

I've now teched to templars, and my upgrades are almost done. As soon as they finish, I immediately upgrade +2 armor and weapons, as well as storm. I also get zealot leg speed, because zealots are sexy in a PvP, unless your opponent knows how to use reavers.

Nothing happens for a little while, we both mass units and I continuously upgrade. Around this time I accumulate a little extra money, and throw down three more gates in my main to speed up troop production.

I now decide to go on the offensive, and after dropping two goons on my own cliff to provide protection, I load up a probe and drop it on my opponent's cliff. There he makes a pylon, quickly followed by two cannons.

My opponent also has the same idea, and he tried to drop something on my cliff. My goons repel him back, and I notice the shuttle is heading for his cliff. He either figures that I thought of the same thing when I put my goons on my cliff, or he has an observer.

Either way, he drops not one but two reavers, and both attack a seperate cannon, not even giving me a chance to cancel.

About this time I have one control group of zeals, and one control group of goons. I send my now speed upgraded observer up to check on my opponent, and I find that he's trying to expand to his mineral natural. I also only see about 14 goons, so I decide this is a good time to attack.

I number my goons and zealots, and send them to the middle of the map. One goon goes the long way around the temple, and it's seen by the enemy forces. My unit fires, and it's soon dead by returned enemy fire. My goons and zealots are enraged, and I order them to charge!

And charge they do. My zealots own his goons once I surround them, and my goons own his goons. I'm not at 2/2 I believe, while he is still at 0/1. He's forced to retreat, and I raze his nexus at his mineral natural.

I'm happy with containing him for now, but very soon I have 12 more goons to command, and I send them up. I now attack again with 5-6 zeals and 14 or so goons. I notice my opponent has two cannons on his ledge, so after he retreats his forces, and after some nice storms on his part, I move my forces up to his vespene geyser and order my units to hold, content with just killing probes and a nexus.

About this time I'm fairly sure I have the game, and while one of my stray goons is battling with five of my opponent's up near his mineral natural, I quickly send six fresh ones up there to take care of the skirmish.

My +3 weapons upgrade is finished, with armor not too far behind. I get a little too much money, so I send a probe up to 3:00 and its natural, and begin nexuses at both.

About this time I wonder why my opponent hasn't given up, and then it hits me. I send my observer up to the upper left island to check for any toss encampments, and surely enough, a nexus with quite a few cannons warping in. Not a whole lot, but 5-6.

I realize I still have my shuttle used to drop the probe on his cliff, so I load up two goons, and drop them in the upper right corner of the island. There they engage one cannon 2:1, while another morphs in behind it. With a little micro, I kill two of the cannons without a loss, but another cannon is soon warped in, and I take my attention of them, and they're soon dead.

The reason my attention was off them was because my opponent was trying to break out. At this point I had six gates pumping nonstop goons/zeals/temps, but my main was almost mined out, and my unit production would suffer a bit before I got my 3:00 expansions up.

All my gates are rallied to my own mineral natural, and I send them up to my opponent's base whenever I feel it's neccesary. He attacks with about 14 goons, but I now have 20+ 3/0/3 goons, while his are still at 1/0/0. I annihilate his mobile forces, then I proceed to get rid of some cannons, and he leaves without even a gg.

Things I could've done better

1. I should've dropped the reaver on the other side of the probe line, giving it more time to do its damage, and I also could've had a clean getaway.

2. Islands, I should really start taking them. They're the last place your opponent checks, and they're relattively easy to defend, just watch out for a 4 DT drop.



Game VII




Me:994
My Opponent:995



My opponent's name is Good][erran or something like that, so I get the feeling he'll choose Terran before the counter winds down. He does, and lands at 6:00, while I decide to random, both to have the early advantage is build orders, and because I think T is pretty balanced against everything. I recieve toss at 12:00

I begin with a regular PvT build order, but instead of goon rushing out of two gates, I just rush out of one.

For some insane reason I forget to build a second pylon, so I go ahead and get range first, knowing this is a good strat anyways, I've just never tried it out before.

My pylon warps in soon enough, and I send my first goon down to his base. The goon reaches his base, and I order it to attack his supply depot. He has one marine to attack my goon with, but it's quickly killed. Next he brings over a few SCVs to repair the depot, but I simply attack them, and manage to kill two before he retreats.

I now have his depot down to half its hp, and my other goon soon joins in. A vulture hovers by, and after taking a few shots at the goons, my opponent knows he should just wait for his tank. It comes soon, and he gets away with about 150 hp left on his depot.

I pull back my goons as I see his tank seige up, and after losing one goon that gets a little too curious, I pull them back to his nimeral natural.

I now feel that I have him on the defensive, so I take a probe to 3:00 and begin warping in a nexus. I also have hella lots of money, so I build a pylon and 3 gates when the pylons done. I also decide to tech to-surprise-templars, and throw down a citadel. I also think to upgrade, and put down dual forges.

About now I have 5 goons and a zealot outside his base, and I see a blue sparkle at my main

Him: Slow
Me: *chuckles*

He probably also scanned my natural, and when he saw nothing there, figured I had not expanded yet.

Now he sends five speed upgraded vultures with mines also I think through the gauntlet of goons. At the same time he also attempts a vulture drop, but my two cannon defense stops that dead in its tracks.

I'm now ahead in the resource game as well as in the unit count, having lost one goon to his 7 vults.

My templar archives that I warped in after my citadel was done now finishes, and I make four HTs, as well as researching storm.

There's a lull in the game for a little while, then when I have about 8 goons, 4 zealots, 2 temps with two storms apiece and 1 archon I decide to try and end the game right there.

I move my forces in, and they're immediately under seige from tanks he has on his cliff. My units can see the tanks when they attack, and I let off one storm each on two of the closest tanks.

This lowers their hp down to 22, but still takes my 1/1 goons two hits to kill them, because of the tanks armor that starts as +1. My zealots don't fare well at all, since my opponent still has his wallin intact. My goons manage to kill all the tanks they can, 4 I think, but the others are out of range, and instead of wasting my units to try and break the wallin, I pull back.

I realize that trying to break the wallin from the front is taking me no where fast, so I warp in a robotics facility. I decide I'll do a fairly large drop on his main, consisting of 4 DTs, 4 zealots and 2 goons. The shuttles complete, and after dropping their cargo on my opponent's base, I order them to fly back up to the center of the map, where my forces are stationed.

I let my goons and zealots do whatever they want, while I take by DTs and send them to his peon line. I'm surprised to see that he's already mined out, so instead I attack the comsat center, a missile turret and a command center before he brings over his science vessel and micros some vultures to his advantage.

I think I killed 2=3 tanks with that drop, as well as a command center, so I take it as a success. I again feel like I have control of the game, and I expand to my natural. I also add an observatory and begin +3 weapons and armor upgrades.

My first observer pops out, and it sees aabout 12 tanks spaced out, along with plenty of mines. At this time I have about 16 zealots and 12 goons, if that many, but I decide not to attack yet, as 12 tanks can ruin a protoss army.

Instead I try another drop, this time with two zealots and two DTs right in his mineral line. He has nothing there for detection or even defense, and I shift click on the SCVs seperately for my DTs and zealots. They take out all but 5 or so SCVs before a tank and some vultures spell their doom.

My observer reports back that my opponent is weak now, and that I should soon attack. I know have 24 each of zealots and goons, all 3/3 along with a handful of temps and DTs. I swing one half of my forces around the far left side of the Lost Temple wall, while I bring the other half straight down the center.

I quickly press 1+A, 2+A, 3+A, 4+A, and my forces engage the Terran. The mines and tank fire go through my units pretty fast, but with his upgrades being a measly 0/1, I know the game is mine. After killing all his tanks and his mining SCVs at his mineral natural, he says gg yo, and I reply gg man.

Things I could've done better

1. Templar raids would've worked so well, but the drop worked almost as well.

2. Arbiters, I think my opponent had one SV for detection, and one wraith for anti-air. If I had simply taken those out, his whole base was mine.




These are all my games so far, and my current ranking is 1019. I hope the report was at least a little educational, and like I said in the beginning, please comment with constructive criticism. Thx a lot!


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