Well, not being able to connect to
battle.net because you have the wrong pin number for your Starcraft sucks, and
trying to play Counter-Strike while having AOL 56k that runs at 33k is a bad
move. Because I only bought the
multi-player version of CS, I couldn’t do much, except play Starcraft (I only
have 2 games :P). Then I remembered
about that crap 1.08 patch that makes Terran invincible, so I went to SCNation
and downloaded it. I loaded up my
SC and decided to see if all those rumors about the replays were true, and it
was! I excitedly played a few comps
2v2 and 3v5 and so on and watched my replays.
I didn’t encounter any replay problems either! This actually wasn’t half bad.
Then I remembered that SCNation hosts a site called gosu.scnation.com.
It’s supposedly the “clan” of SCNation or something.
Anyways, I headed over there and went to the “battle reports”
section. I then saw a huge list of
these “replays,” and began to download all the replays marked “GOSU.”
After watching a bunch of them, I said that most of them were newbs, or
just 1 sided games. I learned
something from one of the games though, a trick that I think (orky)priest did
TvZ. He was 9oclock Terran and the Zerg was at 6oclock.
When priest saw the overlord, he went 8rax on the right edge of his base,
and floated the rax down to the lower ground.
This made the trip A LOT faster so he could easily bunker rush the zerg.
Pretty gosu, no? Then I saw Astic-X vs Abrasive-X and it was ZvP (astic
was toss). Astic did a zlot rush
and abrasive did a muta rush. Abrasive
barely survived the zlot attack but finished off Astic’s nexus so abrasive
won.
Then I saw some game called Bihua vs unknown.
Bleh, probably some newb game, right? Wrong. It was [9]Maynard vs [9]Villert.
I dunno if they were the real thing, but the game sure looked like it.
Well, now I have wasted your time, so about half the pictures should’ve
loaded. BTW:
The first have of this game is mainly text, because not THAT much happens
(actually a lot does), and the second half was non-stop action, which is
impossible to put into words, so I just took 300 pics in total (no
exaggeration!).
The map to be played was Lost Temple.
If you don’t know what this looks like then you’re with me bud, I
only know what BGH looks like =P. Anyways,
Maynard gets teal terran at 12oclock, while Villert gets blue protoss at
6oclock. They both do
“standard” builds, I guess. Maynard
goes depot, rax, refinery, depot, and factory, while Villert goes pylon, gate,
assimilator, cyber core, and another pylon.
On a side note, both players que their scvs/probes, even though some
people say not to que units. Villert
scouts counter-clock wise, while Maynard scouts clockwise. Both “miners” meet up at the bottom of the ramp, and both
players know what to go for. Villert’s
probe enters Maynard’s base and starts to harass the scv building the
barracks, but leaves when another scv comes.
BTW: Maynard is making a wall-in. Maynard
scouts Villert and sees the lack of 2 gateways, so he knows Villert is teching.
Maynard makes a second factory when his 1st one is 50%, and
gets an add-on for the 1st factory.
Villert, meanwhile, has gotten a citadel of adun, and now gets a templar
archive. When Maynard’s machine
shop is done, he gets MINES instead of the siege technology.
Villert sends his first built goon
to attack Maynard, and attacks the supply depot blocking the ramp.
Maynard repairs the depot w/ some scvs, and makes a vulture and a tank.
At the site of the tank, the goon retreats back, and Villert expands to
his natural and gets a second gateway.
Soon
after the goon rush, Maynard makes an ebay and attacks with 2 vultures, 1 tank,
and 1 scv. Maynard lays down mines,
and builds a turret. Unfortunately
for Maynard, Villert has a few zealots and a dark templar.
The DT kills the tank, while the zealots take the mines’ damage.
Maynard quickly cancels the turret, and attack again with 2 more
vultures, another tank, and another scv but the zealots and dts are too much.
Villert gets 2 more gateways, bringing his gateway count to 4.
6 MINUTE UPDATE:
MAYNARD: 2 factories, 1 ebay, 1 rax, 1 base, 40/42 pop, 231/346
resources,
3 tank, 2 vult, 0/0 upgrade.
VILLERT:
3 gateways, tech to temp. archives, 2 bases, 30/42 pop, 291/286
resources, 1 dt, 2zealots, 0/0 upgrade.
Villert now gets his 5th
gateway, and Maynard expands to his natural.
When Maynard’s CC is done in his natural, he “maynards” 9 scvs to
naturals. Gee, “I should be shot
for saying Maynard ‘maynarded’ his probes.”
Yes you should, yes you should. Now
Villert expands to his mineral only, bringing his base count to 3.
Villert gets his 6th gateway, while Maynard gets 3 more
factories. If you are a complete
moron, and can’t do math, he has 5 factories in total ;).
When Maynard has 7 tanks, he moves
to the 3oclock mineral only and sieges one and builds a depot.
Villert, mean while, decides to attack at the same time with 16 zealots
and 2 archons. The tanks flee at
the site of the army, and Villert kills the sieged tank and the depot.
Then Villert moves on to Maynard’s base.
Maynard has laid down some mines, and has 2 tanks sieged at the top of
his cliff. The zealots and archons
run to
Maynard’s
natural. Maynard has 4 tanks, 1
vultures and 10 scvs attacking the zealots and 2 archons.
Most of the scvs are killed, and 2 tanks are killed.
The remaining tanks and vultures retreat up the ramp and finish off the
archon and zealot with newly built tanks. After
this attack, Maynard ‘maynards’ his scvs to his empty natural.
Ya know what, shoot me too for saying that.
Because of Villert’s 6 gateways,
he is able to produce zealots extremely fast, and does so.
Villert attacks with another 12 zealots, but the mines and the cheap
placement of tanks kill the zealots easily (the tanks were on the cliff).
To keep up with his opponent, Maynard gets his 6th factory. Yet again, the persistent Villert attacks with 8 zealots and
1 archon. Maynard has 5 tanks
ready, 4 vultures, and a handful of mines ready to take care of the problem (the
problem is Villert’s attack smarty pants :P).
In seeing that his attacks have
failed, Villert expands to the
9oclock main. At the same time,
Maynard sends 3 vultures and attacks Villert’s probes at his mineral only
expo, killing about 7 before Villert can get 2 zealots to take care of the
situation. Villert decides to get
another shot, and sends 18 zealots to attack Maynard, but you know the story.
Mines, mines, and more mines with tanks kinda rape zealots.
Not to worry though, because Villert gets 3 forges.
I think Maynard got the better end of the deal on those attacks.
Anyways, Maynard gets a starport, soon followed by a science facility. Now VILLERT maynards his probes to his 9oclock expo.
Haha, now you can’t get mad at me because Villert maynarded his probes,
not Maynard ;). The only problem
is, that Maynard had a vulture scouting that base, and saw the incoming probes.
He didn’t do anything though, and just left the base be, I wonder why
(no really I do).

Now Maynard feels confident, and
expands to the 3oclock mineral only, and starts the dreaded “tank push.”
Villert sends up a probe and sees the “push,” so he splits his army
into to. One half on the left side,
one half on the right side. Villert
attacks Maynard’s “encampment” with 22 zealots and 2 archons.
Many mines are blown up, zealots “evaporated?”, tanks blown up, and
archons kaboomied (is that a real word?), and Maynard comes out victorious. I don’t even know if that fight is possible to explain, but
little micro from Villert was showed, and a little from Maynard.
A “macro fight” you might say. Well,
Maynard comes out the victor, but only has 3 tanks and 1 vulture.
Maynard now gets 2 armories, because of the knowledge of his opponent’s
upgrades.


18 MINUTE UPDATE:
MAYNARD: 6 factories, 1 starport, 1 science facility, 1 ebay, 1 rax, 1
academy, 2 comsats, 2 armories, 4 bases, 263/1054 resources, 108-134 pop, 8
vultures, 11 tanks, 0/0 upgrade.
VILLERT: 9 gateways, tech to temp. archives, 3 forge, 5 bases, 696/857
resources, 106/165 pop, 10 zealots, 1 archon, 1/1/1 upgrade.
Villert now expands and attacks
the middle with only zealots. Maynard
has done an excellent job of, what’s the word, “BGH”-ing the middle?
A whole ton of tanks and mines destroy the zealots easily.
Again, words cannot describe the battle, just use your imagination boy! Maynard pushes even farther and Villert gets 2 more gateways
(9 total). Pretty intense game, eh?
Anyways, Villert attacks AGAIN but this time with 1 archon and a whole s*i*-load
of zealots. I mean like 24+. Well
Maynard also makes vultures and tanks and such, and doesn’t lose too much,
only 2 tanks and 4 vultures.
Maynard feels like expanding and
he does so, to the 3oclock main. Villert
gets his 10th gateway, and Maynard pushes to the 6oclock mineral only
(Villert’s mineral only), and lays 234923749 mines.
Well, not that many, only around 15, but that’s still a lot.
Maynard has been pushing very well this whole time, and most terrans
wouldn’t be able to sustain the attacks from the protoss, but Maynard has.
Also, Villert has been doing what any good protoss would do, and they are
playing this game perfectly. Well,
back to the game.
Villert gets 3 more gates,
bringing the gateway count to 13!!! Seems
like BGH, no? Over this period of
time, even though I haven’t been explaining it, Villert has been attacking the
middle over and over. Remember, 13
gateways making nonstop zealots can be trouble to any push.
Each time, more and more of the terran force was killed, until Villert
finishes the terran forces attacking his mineral only.
However, Maynard brought some reinforcements, allowing him to hold onto
the middle. Maynard has been going hard tanks and vultures while Villert
has been going hard zealots and a few archons here and there.
Pure gosus. Maynard adds
another factory, bringing his total to 7.
By
now I had taken 100 pics, so I told them to wait a minute, but then realized
that I’m and idiot and it’s a damn replay =P.
Villert gets his 14th gate, and Maynard gets his 9th
gate. Gee wiz, my head hurts from so much fighting and booming and
zealot screaming and such. Great
game so far… no, really. Maynard
gets a dropship and scouts Villert with it.
Villert decides to attack the middle again, and I don’t really need to
say anything. But a good try
though! During the attack, Villert
expands to the 9oclock mineral only. Maynard
finally pushes to Villert’s mineral only, and starts to attack it.
Villert sends waves of zealots
(about 12 at a time) to save himself, but only hurts Maynard a little bit.
Maynard now expands to the 3oclock natural.
Villert decides to “save” his zealots, and waits until he has about
26 zealots and kills the tanks at his mineral only.
Maynard now has 11 factories and 3 barracks’s.
Villert gets 6 zealots and an archon and tries to run them around the
middle into Maynard’s main, but runs up with 5 tanks and 3 vultures, and the
zealots and archon are quickly killed (with some micro of course).
Villert sees his opponent is semi-open, so he attacks the middle with
zealots and goons. With little
micro from Villert, he barely kills the tanks and vultures in the middle.
Maynard, however, turbo newbies Villert’s 9oclock natural’s cliff.
On the second blast, Villert flees his probes from danger, and gets a
robo facil. By now Villert has
3/3/3 while Maynard has only 1/1 upgrades.
RESOURCES UPDATE:

Maynard’s natural at his 12oclock base is finished with minerals, so
he… yeah, you know, *******s his probes to his 3oclock natural.
Villert attacks Maynard’s 3oclock expos but Maynard easily kills them
with 8 vultures. Villert attacks
the middle again from the bottom and the left sides.
Somehow, Maynard’s “push” is destroyed, and Villert’s remaining
zealots and dragoons arrive at Maynard’s mineral only at 3oclock.
Unfortunately for Villert, Maynard has firebats, tanks, and vultures
waiting for him. Villert loads up 4
zealots, and drops them on his 9oclock ledge, and disposes of the tank, vulture,
turret, and scv. He then rebuilds
his nexus at the 9oclock natural, bringing his base count back to 6.
Maynard now attacks with 6 vultures and 5 firebats but the upgraded
zealots are too much for them. Villert
expands to the top left island expo brining his base count to 7, while Maynard
only has 5 bases. Maynard attacks
again but this time he attacks Villert’s mineral only at 9oclock.
With flanking, Villert is able to defeat the threat, and survives the
attack. Villert uses his shuttle
again, and drops 4 zealots in Maynard’s main, only killing an ebay before the
tanks kill the zealots.
A huge battle happens in the middle, with tanks, firebats, vultures,
marines, zealots, and dragoons. Stimming,
mine laying, tank sieging, and mine explosions occur, leaving one man the
victor. Can you guess who? With all that info no, but with this picture you can:
Maynard
does, probably because he invented the term maynarding, but it was a close fight
there. Maynard tries again and pushes to Villert’s 9oclock mineral
only. Villert tries to flank from
both sides, but 4 tanks are left. Again,
the gosu shuttle is used, and Villert drops 4 zealots on the tanks, killing them
with ease. Maynard expands to his
12oclock mineral only, bringing his base count to 6.
30 MINUTE UPDATE:
MAYNARD: 13 factory, 6 barracks’s, 2 ebays, 1 academy, 1 starport, 2
armories, 2 comsats, 6 bases, 2989/603 resources, 155/200 pop, 7 tanks, 6
vultures, 4 goliaths, 3 firebats, 4 marines, 1 science vessel, 2/3 upgrade.
VILLERT: 16 gateways, robo facil, tech to temp arch, 7 bases, 806/2085
resources, 137/191 pop, 14 zealots, 3/3/3 upgrades.
Maynard pushes out to the middle
but Villert is able to stop him. Maynard
does his little “vulture” trick again, and attacks Villert’s 6oclock
mineral only. Because of
Villert’s 16 gateways, he has a LOT of zealots and dragoons. At least 44 zealots and 14 dragoons. He decides to attack the middle, and is encountered with the
vultures, tanks, marines, firebats, bunkers, and science vessel.
With good tank placement and mine placement, and correct timing to
stimpack the marines, Maynard still loses (gotcha there, didn’t I?).
Maynard makes a CC near his 12oclock mineral only, and floats it to the
top left island, finding Villert’s expo there.
Maynard tries to take over the middle, and doesn’t find any units
there, so he “sets up.” Villert
drops 4 zealots in Maynard’s 3oclock natural mineral line, killing at least 12
scvs.
Villert scouts the middle with a zealot, and sees the impending danger,
so he sends in waves of 16 zealots at a time.
Maynard stops each of
these
attacks, only losing a few units at a time, but replacing them quickly.
Maynard scans the bottom right island expo, and drops 1 tank and 4
marines to kill it, which he does so. Maynard
eventually pushes far enough, and finishes off Villert, with a lot of minerals
left over. Villert concedes the
game, after his 6oclock mineral only base was destroyed.
Good game, just bloody good game.
WINNER = [9]Maynard
Lessons Learned:
1 – UPGRADES ARE SO HELPFUL! Upgrade, plain and simple.
2 – Don’t let terran expand, if they do you’re in
trouble.
3 – Dropping zealots and microing with protoss is key.
4 – Watching replays too slow screws them up.
Side Note: The
first time I watched the game, I was playing it too slow because I was writing
down notes, and somehow the game screwed up, and they didn’t do anything for 5
minutes. Then I had to watch it 3
more times to figure out where the replay had messed up. Oh well, I hope it was worth it.
Thanks TO:
Gosu.scnation.com for actually having these replays.
They saved me from complete boredom.
SCNation for having the 1.08 patch ready for me to
download.
[9]Maynard and [9]Villert for owning so much.
Sprite for quenching my thirst when I was thirsty making
this report =P
And this is Reqium saying, good night, good fight.And this is Reqium saying, good night, good fight.™