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-[FLS]Prozerran


An actual battlereport, hey it could happen
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Author:Monty Pylon
IP:1Cust69.XXXX
Date: 09/04/01 01:09
Game Type: Starcraft
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Report Rating: 7.0, # of Ratings: 2, Max: 7, Min: 7
Lifetime Rating for Monty Pylon: 6.0390
An actual battlereport, hey it could happen



Well, well good friends, it would appear that a vicious case of writers block has hampered my fan fic endeavors. Therefore, I have brought you a rousing game of Brood Wars and at the same time have frozen hell over. We begin with the contestants, two friends of mine that have been lost in the world of Black and White.


THE PLAYERS

In one corner is my best friend Dragon2. He is a terran player through and through, with a knack for utilizing the principles of terran macro. His ability to micro is at best average, but he seems to always strike you with a variety of units that complement themselves in battle. He is also a masterful, although, orthodox tactician and has a tendency to gamble on a crazy idea.

In the blue trucks to my left is Zealatose. Zealatose originally was a full out protoss player, until he had succumbed to the lure that is the zerg. He is a king of macro and if he has at least two bases, chances are he will win. Like many zerg players, he can macro his opponent bloody, but I’ve seen him devastate other players using only a small army and a hell of a lot of micro.

EARLY GAME
The two commanders overlook the ridges and valleys of the Lost Temple. Dragon2 has landed a command center on the nine plateau, while his cerebrate counterpart has spawned a hatchery at six. Dragon2 begins a infantry build of a depot followed by two barracks, a second depot and an academy. An engineering bay follows this and Dragon2 immediately begins adding to his small infantry forces.

Zealatose chooses to immediately expand to his natural. It is a gamble that will allow Zealatose to gain an advantage in the mid game. However, it requires that he survive the early game, with little to no troops. As soon as he has the minerals, a spawning pool hastily begins construction.

Fate is on Zealatose’s side as Dragon2 sends a scouting scv north to twelve. By the time the scv find Zealatose, his spawning pool is complete and six zerglings are hastily being spawned. Dragon2 sends a small army of seven marines, three firebats and a medic to shut down Zealatose’s early expo. Zealatose’s zerglings hatch just as the terran forces enter the expo valley. Five drones from the expo’s minerals lines support the zerglings as the marines let loose a hail of lead. The zerg rush forward and begin to slash at the solid terran lines. Realizing that the fight is lost, Zealatose orders a retreat. The lings turn and run, leaving the drones to absorb the terran’s wrath. This diversion buys enough time to allow Zealatose to hatch another six lings. The combined forces return to battle and dispatch the hostile terrans with a loss of five zerglings.

The remaining zerglings disperse in search of the terran camp, two of these scouts meet a second terran squad of infantry as it exits the nine ramp. Zealatose orders another six lings and morphs two sunken colonies at his expansion. The terran squad of ten marines, five firebats and three medics begin a march towards the hated expo. They arrive and begin to tear into the sunken colonies just beyond the hatchery. A shot of stim serum rushes into their veins and they let loose with a drug-induced rage. The sunken’s manage to kill the firebats with the help of zerglings, but the marines and their medic escort ravage both sunken defenders and the six lings at their side. The terrans begin to cut down the hatchery when another set of lings are hatched and divert the marine’s attention. The zergling scouts that were called back as soon as the fighting started have also arrived and the remaining terrans are trapped and outnumbered. A few blood curdling screams and a quick splash of blood signals the end of the terran offensive.

Both commanders study this skirmish and begin to plan their next strategy. For the terrans, the object now is to tech and expand. For the zerg, they have just barley survived and are behind in both troop count and tech. The saving grace for the zerg, is that they have tapped two sources of income, while the terrans must now seek a second base of operations.

MID GAME 1
Dragon2 does another risky double factory build and adds machine shops as soon as they complete. He then begins a command center on his cliff and prepares an escort of marines and medic to protect it when complete. His factories begin production of vultures and siege tanks as the shops begin work on spider mine and siege upgrades.

Zealatose begins his recovery by building two new sunken colonies at his expansion and spawning both a third hatchery at his ramp and spawning a hydralisk den. With a good supply of minerals and gas in his possession, Zealatose spawns nine hydralisks and begins to morph double lairs. He continues to spawn hydralisks until he has a sizeable army of twenty. He sends a pair of zerglings to scout the interior of Dragon2’s base and finds that Dragon2 has been quite busy.

The zerglings arrive at Dragon2’s natural and find a command center and a bunker under construction. The pair of zerg ventures forward and run into a vulture and an unsieged tank watching over the fledging operation. Needless to say, the lings do not fare well, however they manage to send two important facts back to Zealatose. One, the expansion has just become operational. Two, the siege tanks do not have siege tech. Zealatose chooses to rush the expo with obviously superior numbers. He sends an army of twenty hydralisks to sack the expo and quite possibly deliver the crushing blow of the game. As his army marches on, he begins a second army of hydralisks and begins work on overlord upgrades.

Zealatose’s army rushes the expansions valley entrance and fine themselves under fire from sieged tanks that line the cliff. They continue forward and head for the command center with round after round of tank fire cutting holes in the line of zerg. The center is in range and the remaining hydralisks lurch forward towards their target. They are out of the tanks range, but they walk straight into the open arms of a row of spider mines. The mines splatter the hydralisks across the valley walls and the valley is silent. The attack is a dismal failure and the last thing Zealatose sees is a column of marines, medics, vultures and tanks marching out of the valley and headed for the zerg position. Zealatose scrambles his troops and begins to pump more hydralisks from his hatcheries. He had already morphed four lurkers and had planned to use them for a drop. His overlords have been upgraded and he loads his lurkers onto the transports. They fly to the water just outside the entrance to his natural, as an army of fifteen hydralisks takes position to guard the natural’s choke.

Dragon2 has a sizable force of mixed units ranging from ten marines and four medics, six vultures and four siege tanks. The terran army masses outside of Zealatose’s natural and prepares to charge. Marines and medics take the point, with the vulture and tank in support. A comsat reveals that there are no buried defenders and the assault is good to go. There is a large force of hydralisks backed by three sunken colonies, however they will not pose a threat thanks to the healing power of the medics and the sheer power of the tanks. The infantry moves ahead and the tanks siege. The zerg surge forward and target the infantry and vultures. The siege tanks begin to devastate the hydralisks lines and in just a few seconds of fighting the hydralisks numbers are cut in half. They, the true intent of the zerg is clear as the overlords drop their lurker cargo directing onto the tanks. The lurkers burrow and in a flash a string of spines begin to shred the terran forces. The tanks and vultures receive critical damage as the infantry are cut down. With out medic support the marines crumple and the swarm consumes the remaining vultures and tanks. The power has shifted and the remaining hydralisk and lurkers board overlords and are shipped across the narrow valley between six and nine. Another three lurkers and ten hydralisks are also transported over with the survivors of the battle. The overlords cross over to nine and find resistance in the form of a turret, one bunker and a handful of marines and tanks that have just come off the line. The lurkers are dropped into the mineral line and the hydralisks engage the scatter enemy units. The lurkers burrow and kill all but four of the twenty peons that were mining few shards of minerals in the main. The command center lifts and makes a lumbering retreat to the natural. The ground forces in the main find themselves outnumbered and outgunned. By the time the siege tanks are in siege mode the hydralisks have swarmed over them. The two factories, e-bay and two barracks evacuate the ruined main with hydralisks close behind. The swarm manages to destroy eleven depots and an academy, before reinforcements from Dragon2’s natural are able to flush the invaders out. The zerg return to the six main and are sent to guard the next of Zealatose’s projects, a double expansion at the three main and it’s natural.

Dragon2 is forced to haul his buildings to the twelve main and rebuild his fallen economy. With what is left in his reserves, he pumps out enough tanks and marines to guard his ramp, and then begins dual starports and a science facility.

The power on the Lost Temple has experienced a violent shift. With Dragon2’s main razed, he has begun to rebuild at twelve. Dragon2 has also planned to switch gears and ops to build an air force to dominate the skies. Zealatose once again leads dragon2 in expansions and has begun a double expansion at the three main and natural. He to has contemplated the idea of air superiority and has begun work on a spire and a queens nest.

MID GAME 2
Zealatose believes that he can end this game by destroying the nine natural and what he believes to be Dragon2’s only remaining economy. He orders a force of twenty hydralisks and six lurkers to crush the expansion once and for all. The lurkers are to be dropped on the mineral lines from the north, while the hydralisks invade through the valley from the east. They overlords swarm into the mineral lines, but are met by a barrage from two turrets and a bunker of marines. The overlords attempt to drop their cargo, with one overlord sent crashing to the ground and the other two barley dropping their lurkers before succumbing to turret missile. The lurkers come under marine fire as soon as they hit the ground and a siege tank place just behind the command center begins to pound the would be invaders into paste. The hydralisks outside the valley also run into a snag as a wall of depots and barracks block their advance. They dance around the buildings as tanks and bunkers of marines take shots at the confused zerg. Zealatose orders a retreat and the natural lives to fight another day.

Dragon2 new main at twelve is now fully operational and he has built three starports and a science faculty with a physics lab, while Zealatose had watched his attack go up in flames. Dragon2 wants a fleet of battlecruisers, but knows that he will need to keep Zealatose occupied. The solution is a no brainer as Dragon orders four dropships and prepares for the turbo newbie. Quick comsats reveal that Zealatose has expanded to the three main and natural. They also reveal that while both naturals cliffs are clear of defenders, Zealatose’s spire and queen’s nest are nearly complete. Dragon2 sends his two dropships to each enemy cliff and unloads two tanks, six marines and two scv’s. The turbo newbie is slid into place as the tanks siege and the scv’s build a bunker and a turret. Zealatose tries to remove the vile terran presence with a combination of lurkers and hydralisks. These attempts fail as the lurkers and hydralisks are destroyed by tanks as soon as they land. Dragon2 sends more and more reinforcements to each turbo newbie and constructs a solid web of turrets, tanks and bunkers. Zealatose tries in vain to drop the terran position to death, but fails with each attempt. With his spire and nest complete, Zealatose sacrifices the hatcheries at each expansion and morphs three new hatcheries at the three main. He also spawns five queens and a small flock of eight mutalisks. After spawn broodlings are researched, the queens ravage the tanks with broodlings and the mutalisks aided by a hydralisks drop end the reign of the turbo newbie. Their loss is not in vain, for they have bought Dragon2 the time he needed to build his battlecruiser fleet.

Dragon2 now controls eight of the massive warships and each vessel has a 1/1/1 upgrade and a yamoto gun. The ships make a beeline for the three main and target the mining hatchery with their yamoto guns. Eight blats of nuclear energy slam into the oozing walls of the hatchery and shower the drones and mineral patches with blood and creep. The ships descend upon the rows of workers and begin to kill anything not human. Droves of hydralisks are rallied to drive the invaders back, but they arrive in small groups and are cut down by the laser batteries. The capital ships proceed south and begin to annihilate a second hatchery, stopping only to fight off small droves of hydralisks. Another minute passes and another hatchery falls to the terran technology. The ships continue their scorched earth flight and engaged a third hatchery. However, they are met by a flock of twelve mutalisks, six scourge and two newly spawned spore colonies. Scourge charge forward and send two of the massive ships to the ground in a rain of fire and steel. The six other ships begin to swat the mutalisks from the air, but the spore colonies begin to take their toll of the hulls of each ship. The laser fire becomes less and less as each ship is sent into a fiery tailspin. In the end the battlecruisers are defeated, but it comes at the cost of two hatcheries, all of Zealatose’s twenty-five hydralisks and ten mutalisks.

Dragon2 has continued to build more battlecruisers and has even built a new undefended expo at the twelve natural. He now has six cruisers, but time and money have caused him to switch in favor of production of wraiths and cloak upgrades. Zealatose’s economy has come to a halt with both of his natural expansions being rebuilt, his six main tapped dry and a crude form of long distance mining at his three main expo. He has enough minerals to build an army and fight at most two major battles. Scouting scourge have found the twelve main and natural occupied by a heavy terran presence. It must be destroyed at all costs.

END GAME
Zealatose begins construction of a new flock of mutalisks. He has morphed both a hive and a greater spire. His eight hatcheries begin sending wave after wave of mutalisks to the center of the three main. After ten minutes of reconstruction and morphing, Zealatose can build no more. He now has three full control flocks of mutalisks at his command. He morphs one group into guardians and another on devourers. The three groups flock together at the center of the three main and wait for the order to attack.

Dragon2 has increased his fleets and now controls ten cruisers, eight valkyries and ten wraiths. They have gathered outside the twelve natural and plan to once again invade the three main and destroy what is left of Zealatose’s forces there. The fleet will then move south and with the help of mechanized forces, destroy the six main and natural.

Both commander look out into the horizon and tries to see what lies beyond the unknown. This is the end of the line and each knows that if this attack fails, there is no hope. It is all or nothing. The word is given and the terran fleet moves forward.

As soon as the first alerts are sounded the zerg flocks head north to engage the enemy. The devourers spray the terran ships and the corrosive slime begins to eat away at the hauls. The wraiths are exposed and become easy pray for the looming mutalisks as they drop the small fighters from the sky. Valkyries unleash a spray of halo missiles that shatter the air and begin to devastate the devourer’s numbers. Mutalisks counter and the frigates are unable to quell the power of the mutalisks flock. The remaining zerg concentrate their fire on the cruisers that fire sluggishly at the speedy mutalisks. Devourer acid spores begin to clog the weapons system, but the advantage of armor upgrades save the ships from being destroyed. Three cruisers are left standing with the ruins of the zerg flocks around them. They see a flock of guardians flying for the twelve natural and give chase. Then in the silence, an eerie scream is heard across the battlefield. Scourge exploded across the hulls of the cruisers and the terran vessels ignite the sky with fire. Under the guard of scourge, the guardians cast their shadow across the terran base.

But rescue was found in the form of goliath walkers that opened fire on the guardian flock. Missiles with chargon boosters send guardian after guardian splashing to the ground and the last hope for the zerg is destroyed. Within a minute, both the three main and the six main are under siege from a combination of siege tanks, goliaths and scattered infantry.

With his minerals gone, his bases in ruins and his armies’ mere pools of blood on the ground, Zealatose is forced to concede a well-fought battle.


GAME OVER



























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