Battlereports.com your home for Starcraft Home Forum Starcraft Tournaments

"But I'm tenacious."
-Heartcutter


Rarin' To Go
View or Add Comments (# of comments thus far: 17)
Author:Computer
IP:24.156.2XXXX
Date: 03/10/02 09:03
Game Type: Starcraft
Labels:none
Categorize this report
Report Rating: 7.0, # of Ratings: 1, Max: 7, Min: 7
Lifetime Rating for Computer: 5.6667
I guess submitting a report at 12 midnight is pretty late. Due to lateness when submitting report, all complaints about spelling erors and grammar mistakes may be e-mailed to me at isuck@nddontlose.com where they will be deleted as soon as they arrive. Thank you and have a fucking good night... I think I'll go to sleep now ...

Warning: A few things before we proceed with the report. First things first, it is a text-only, knowing me. And second is that this report will be fairly long for a text-only, this is because I am reporting 2 games. I was going to report 3, but I guess it would be longer than usual. =P Enjoy!

Yes I'm back with another text battlereport. Hopefully this one ain't crap. The reason I was gone for so long is that I couldn't find any good games to report. Anyways, this is a ZvT of me versus The^Gullotine. The^Gullotine is some random newbie who I met on battle.net. Btw, I did save replays, but there are no pics. =[

I'm open up starcraft, ready to go. I enter battle.net a enter Clan ~NoHunters. And as usual, no one is in there. So I go to pubbie.

- Game One -

So Much Blood











- Setting -
The Players:
I, Computer - "Excellent" zerg player. He usually opts for gay, cheesy strategies and half the time they end in losses. He plays for the only reason - of having fun. He can be really good in serious games. He preferably chooses random for this game and ends up red zerg at 3:00.
The^Gullotine - I have no idea who this player is. His main race seems to be terran as he chooses it for this round. I read another game about this guy quite some time ago, too. The^Gullotine preferably chooses terran for this game and ends up at the 9:00 position with blue as his color.
The Map: Lost Temple (duh ;)

- The Game - First Builds -

I take a look at the long list of melee games and find the perfect one - 1v1 temple. The^Gullotine, the creator, welcomes me and starts the game. He has already chosen Terran for this match and I decide random will be ok.

I spawn a zerg hatchery at the 3:00 position. I have no idea where my opponent is, yet. I quickly clone my drones to their rightful patches and spawn another drone. I send my overlord scouting 12:00 to see if he is there. I want to make sure a terran isn't so close to me. I get another overlord and shortly after, I send a drone down my ramp and tell it to build a hatchery at my chokepoint. He isn't at 12:00, so I send a drone out to scout 6:00 then 3:00. At this time, I order a spawning pool.

When my scouting drone finally enters the terran chokepoint at 3:00 it notices a barracks building below the ramp. How odd. The drone then climbs the ramp and sees a finishing barracks atop the ramp, too. Dual rax marine rush? I think so. My drone also sees a good deal of the base inside before blasting into blood and guts by marine gauss rifle fire. He has a refinery, two depots and a lot of scvs.

- First Builds Over - First Blood -

















His scouting scv enters my choke. It promptly turns around and begins making a bunker outside my base to try and contain me. This always happens to me. An offensive bunker always crams me in my base and contains me. But of course, I always break out. =]

My pool and hatch-at-choke finish at the same time and I order up 8 lings from 4 larvae. Then I start an extractor in my main. I begin another overlord. I scout out with one zergling and find he has his bunker set up and four marines jump into it. I quickly turn my zergling around and bring them back. I start a few sunkens at my choke incase he sends a full out assault. I put four drones on gas and build another hatchery at my natural expansion. I order up 3 drones and 6 more zerglings all from 6 larvae. ^^ I now have four sunkens at my choke, which is a lot actually. I also have some drones in my main and I have 14 zerglings.

I try attacking but I automatically retreat after I see 6 marines outside a bunker. There is also a turret there. I begin a lair and as soon as the money rolls in, I start a hydra den. I keep pumping drones. When I have enough money and larvae I order up 6 more zerglings. Knowing my opponent has a bunch of marines outside my choke, I know he has medics coming. I am right at this because he sends in 10 marines and 2 medics. My 4 sunkens kill 4 marines before he retreats. I order up some hydras. I research lurker aspect and wait.

I chase his marines with my zerglings. I kill 3 before some hop into the bunker. I directly assault the bunker first even though he has marines outside his bunker, too. Luckily, though, he does not have any scvs around that can repair the damaged bunker. The bunker falls quickly and I kill the marines fairly easily even with the support of the two medics. :)

I send a zergling scout to his base and I see only a bunker atop his ramp full of marines. I morph my 4 hydras into lurkers and maynard some drones over to my natural and start a gas there too. I send my excess lings, 12-15 of them to counter attack quickly. He still has a barracks that is out of range of his bunker, below his ramp. I assault that first. He doesn't know what is going on until I manage to take out half the barracks's HP. He sends his marines down and I retreat my zerglings.

- Gets Bloodier and Bloodier -

I group my lings in the center of the map. My 4 lurkers meet up with them there. I also send a few hydras as well. They advance onto the terran main. He has a tank now, and also a turret. I send my lings up the ramp first and they begin to claw at the bunker furiously. I burrow my lurkers below the cliff where they are able to assault both the turret and tank at the same time. Btw, my hydras are also shooting upwards. I think I have won. But I seem to under-estimate him as he sends a handful of marines/medics. My zerglings kill the tank, bunker and marines altogether. My hydras are dead already. His marine/medic force comes and butchers my zerglings before I can retreat them. Luckily, I manage to contain his forces with my 3 leftover lurkers below his cliff. One died to tank fire earlier.

I expand to the 12 main because I have too many drones in my 3 base. I start a spire and make an evo chamber. Suddenly, my forces are under attack - at the terran main. He scans my lurkers and arclite cannons from tanks fire upon my lurkers. I helplessly watch them die. :( I start melee attack +1 first. I also start speed upgrades for zerglings. As soon as my spire is done (I am waiting for it to finish) I order up nine mutalisks. My 12 expansion is finishing so I send some drones over. Three make sunkens around the new hatchery and one makes an extractor. I place my zerglings atop the 12 ramp as well.

I upgrade +1 atack for mutas and I send my mutas down to the 6 base. This is where strategy comes in. I want to attack his mineral line from the back end of his base. =] I hope he has no defence there and send my mutalisks in. One turret, thank goodness. I destroy the one turret easily and begin picking peons off his peon line. I kill 6 before a group of marines and medics come. I try fighting it out, but after I lose 3 mutas and he has only lost 3 marines, I decide to retreat.

Suddenly, my 12 main is under attack. I click over and see a bunch of marines and medics defending a sieged tank, who is firing at my sunkens. I quickly send my mutas north. Just as my mutas sweep in, I send my lings that are protecting my ramp to attack as well. The siege tank quickly focuses his fire on my zerglings. One zergling dies and the others attack. The medics and marines around the siege tank tightly, so the tank can only attack the buildings. My mutalisk/zergling combo quickly takes care of the terran force. I lose one extractor, 2 sunks and some zerglings/drones. No mutas were, surprisingly, lost.

- Fight For The Temple -

So I head down to the six main with 6 mutas. They soon join another flock of them and make a total of 15 mutas. I rebuild my extractor and two sunkens at the 12 main. I spawn three drones from three larvae. I begin a queen's nest in my main. I have 15 muties, so I send them into the 9:00 peon line. I pick off many peons until he runs them away. So I order my mutas to begin attacking hatchery. He is completly caught off guard. He utters a few curses and then sends his whole marine/medic force. Well, shit. I have to retreat, and I lose 2 mutas.

I morph some hydras at my 3 main and some more mutas. At 12, I start another expansion at the 12 natural. I order up more lings. With my hydras hatching I morph them into lurkers. I scout his choke once with a zergling. I find he has a bunch of tanks and a good marine/medic force. I leave another zergling at his mineral-only to spot troop movement.

He sends his guys out, killing the spotting zergling. I gather my forces - hydras, zerglings, lurkers, and mutas - at my 3 choke for that is his most likeable attack target. Just as I begin Hive morph, he attacks. He has also brought a few sci vessels with him. I act dumb and all and send all my mutas to attack his science vessels. My mutas HP are going down, so I send my zerglings/hydras to distract him. I kill 2 of his 3 vessels before I even lose 2 mutas. I kill the last one easily. He sieges his tanks and they begin pounding on some sunkens at my choke. I then send in my lurkers and burrow them close to infantry. Suddenly, I notice my 12 main under attack as well. Damn. Double attack.

I click over to my 12 main and see a group of medics/marines razing my hatchery. I curse and send all my available lings and mutas to attack the invaders. I leave my lurkers to deal with the tanks. My hydras are presumably, dead. My hydras always die first, surprisingly. A group of medic/marine I can easily deal with, with a muta/ling combination. I send in my mutas first, and the marines quickly focus their fire on my flyers. Then I send my zerglings in and surround the terrans. This confuses the marines and they end up dieing. Phew! Close one. That was a good bit of strategy used by Gullotine. ^_^

I send my leftover units - a few lurkers, 2 control groups of zerglings and one control of mutas - to attack the terran natural. My hive is complete so I send a drone to build an ultra den. I send my zerglings in and I burrow my lurkers in the 9 natural peon line. Spines rip through the ground and begin tearing up scvs. I send my mutas via cliff. Suddenly, a few arclite shells bomb my zerglings, killing quite a few. The zerglings decide to climb the ramp. Unfortunately, atop the ramp there is a host of marines/medics and he kills my zerglings with ease. I force him to lift his command center. When his marine/medic force runs down his ramp, my lurkers slice into them, ripping a few marines and damaging others. Gullotine retreats his infantry back atop his ramp. He does a quick scan of his natural, and tank fire kills one lurker. I unburrow the rest and run them farther away from tank fire, but a place where I can hit any scvs or infantry running past.

I now focus my attention back to my main again and I spawn 6 ultras and more crax. Gullotine is clever and scans the area, then sends his infantry down the ramp. Lurkers slice some up, but his forces soon eradicate mine. Btw, I had already retreated my mutas before. So the containment force was broken. Suddenly, I see some blue dots enter my 12 main. I click over and see 2 dropships. They begin to unload 12 marines and 4 medics. Damn. I send my mutas over there quickly. My mutas catch them off guard so I kill 3 marines before he focuses his attention on my flyers. Of course, one control group of mutas owns 9 marines and 4 medics. Glave wurm owns. :)

- The Bloodiest Part Of The Game -

I have 2 functional bases and one recovering base (12 main). I scout the six natural and main with a zergling. He has no expansions left except for his natural. How dumb. I scout the island next to the 12 main and surely enough he is there. I morph my spire into a greater spire. I have a shitload of cracklings and some ultras. My ground melee upgrades stand at 2-3 with armor +3 upgrading now. I scout the island expansion next to the 3 main and find another expansion there. I morph more mutas so I have 18 of them. I continue to pump out more crax and ultras, getting a few lurkers as well.

I decide to attack once again, with my ultra/crackling/lurker force. But before I do, I send my 18 mutas outside the island expansion at the top-left corner. I morph 8 into guards and 4 into devourers. Yes, its a two-pronged attack... kind of.

I send my ground forces in and I meet up with a huge force of marines/medics. Tanks are stationed atop the cliff and he also has a group of science vessels. He irradiates some of my guys, mainly ultras. I micro to the best I can. I surround the marines as best I could, but his marines are crammed in his choke, and all I can do is an all-out battle. I burrow my lurkers close to the cliff, but also close to the infantry. The lurkers begin slicing up both tanks and infantry.

My guardians are finished and I send them in. Yes! Turret range is too short for my guardians and my guardians raise all turrets! Then I send my mutalisks in. The scvs die easily. I raze the refinery and a few supply depots, then they work on destroying his command center. First island expansion down. One to go.

Down at the 9 choke, our forces are still fighting one another. I send mutalisks back from the island and they join the fray as well. I have one control group of cracklings left and two lurkers. His m&m force slaughters all my zerglings before I even have a chance to surround the m&m's. My mutalisks come in and kill all medic/marines with their glave wurms. Gullotine, though, is some sort of macro-whore and has another infantry force ready at hand. The infantry come down the ramp and assault my mutalisks. I retreat my mutalisks to the cover of lurkers. Infantry run directly into the spines of the lurkers. The lurkers slaughter some infantry, until he does a quick scan and a group of tanks above the ledge take them out. I retreat my mutas.

I send all my guardians to his other island expo. My devourers and mutas aiding them. And no I haven't lost a single one. The guardians storm in (well, not exactly, but you get the idea) and raze all the turrets. And then my firends, you know what happens. I send my mutas in and they pick the scvs in the mineral lines and raze the excess structures and if the Gullotine tries to fly his command center away I own it with my devourers. And that's exactly whats happened. =]

- The Beginning Of The End -

I have no idea what's going on in my main base right now. But suddenly I am aware of what's going on. His infantry enters my choke. My four sunkens there take out 2 guys then die. Shit. I send my guards/mutas/devos back. He completly razes my natural base. It seems he caught me off guard. I didn't expect such a fast counter-attack.

My mutas and guards assault the invaders. My guards have the advantage in this round. Their high ground (I put the guards atop the cliff overlooking the 3 natural) and superior range completly own the infantry. My mutas's glave wurm help out quite a lot, too. I build two more hatcheries in my main and get an expansion at the 6 natural. I have full 3-3 upgrades for both air and ground forces.

It seems that Gullotine has quite a lot of money to spend as another infantry force comes running up my 12 ramp. I sigh and send some cracklings over. Surprisingly, he only has 2-2 upgrades for his infantry. I turn my cracklings back and decide to counter instead. A two-pronged attack. One full force attack of mass cracklings with some lurkers mixed in at the front and my flyers at the back.

I decide to send my ground forces in first. I burrow my lurkers below the 9 ramp, while my cracklings climb it. He has two bunkers set up. But his small defence is no match for my geared-up cracklings. Then I send in my flyers. He curses, makes a smiley face like this: ":I^)" says "gg", asks for rematch and leaves.

-Game Two-

Storm Warning


He tells me to enter channel gullo. I readily accept the rematch. Besides, there really isn't anything else to do, ever since all the old-skool NHers went to X17. ;[

He greets me and compliments me on my performance from the first game. I tell him he is a great opponent and a great terran, too. Well, he decides to create a game. Gullo//Tine, he says.

I join up and see he is randomming this time. I random, too. He wishes me good luck and starts the game.

The Setting:
The Players:
I, Computer - Randoms Brown Protoss at 12:00 for this match. Protoss isn't my race.
The^Gullotine- Randoms Yellow Protoss at 3:00 for this match. Let's see how good his protoss is.
The Map: Lost Temple (chosen by The^Gullotine)

-First Builds - Boring -

I opt for a sort of anti-random build. I get a pylon fairly close to my ramp. I get a gateway and then an assimilator. I scout with my pylon builder to the closest position: 3:00 main. I find him there and I see he has set up two gateways. I begin warping a goon and make another gateway.

By the time my scouting probe gets out of gullo's base, he has two zealots running down his ramp. Shit. I get out two more goons to add to my other one. His zealots rush up my ramp and begin attacking my goon. I can only wait for two more goons to pop out of the gateways so I can pop those zealots back to Aiur. My initial goon's HP is running low. Boom! the goon goes splat. And just in time, my dragoon's pop out of the gateways and attack the zealots. The goons's take care of the job, fairly easily at that, too.

I add a citadel of adun and a forge. I get two more goons warping. I get another gate up and get a templar archives once the citadel is complete. I have four goons so I figure I should attack. I send them down my ramp and onto the enemy protoss main at 3:00. I meet up with three zealots at his choke. His zealots take one good look at my goons and run away, back up the ramp. I chase after them. All the while, I get goon range and get three DT. I get a pylon next to my ramp and build two cannons for detection. My goons begin firing on the zealots. Surprisingly, he retreats them farther into his main. I chase them. I seem to underestimate him as he has four cannons set up around his 2 gateways. I go into full retreat.

-A Regular PvP Battle (Mostly)-

My DT run out of the gateways. I send a probe down the ramp and begin a pylon down at my choke. I send my DT over to the enemy protoss. I also begein warping more goons. I set up a few cannons at my choke and start a nexus at my natural. My DT enter his base and climb his ramp. I am careful not to run into the cannons and send the DT on a detour around the range of cannons and into his peon line. I also notice a rob fac and an observatory warping. I don't have much time to kill all peons so I start right away. After 8 probes die, he retreats the probes to his cannon-fodder. My DTs are about to follow, but I tell them not to. His observatory is complete and I force my DTs to swipe up the nexus. Too late, his dragoons come and kill my DT, just as the nexus starts to burn.

Knowing he has a rob fac and observatory, I know he is going to get reavers as well. I make a pylon around my mineral line and make a few cannons there. I maynard some probes to my natural and pump more goons. I research storm. And as soon as my goons finish I warp some high templar.

My guesses are right as I see a shuttle enter my main base and into my probe line. My cannons chase the shuttle away but the shuttle comes back out of the range of cannons and unloads its cargo. Two reavers pop out and fire one scarab each into my peon line. (instead of my cannons) I send my goons over to defend myself. The reavers launch two more scarabs (one each) and boom some probes die. I run my probes away and in run my goons. The reavers now focus their attention on my dragoons instead. My dragoons with their quick rate of fire, kill the reavers while the reavers only manage to kill 2 goons. Nice odds, eh?

I decide counter-attacking will be the best thing to do right now if he's teching up that fast. I bring 7 goons and 3 DT to his choke. I didn't bring my high temps because they don't have any energy to cast storm yet. I bring my forces up his ramp. He has a couple of goons and some zealots guarding it. He has the advantage of higher ground, but I keep my forces there. Doh! My attack isn't organized at all. My DT are running around at the bottom of the ramp while the goons are at the top battling it out.

Suddenly, a shuttle comes into view and drops two reavers at his choke. His forces are trying to sandwich mine! Without thinking, I send my DT to assault the reavers. Woohoo! No fucking observers around. My DT swipe up the reavers and then run up the ramp with the dragoons.

He has two more reavers in his main and they both fire one scarab each. Two goons die and I am down to 2 goons and 3 DT. I send my DT around the cannons again and attack the probe line. My dragoons die to cannon/scarab. He gets his observer in range and his reaver blow the DT up.

-Tech Or Power? - Which Will Win?-

By now, Gullotine has two reavers, one rob fac and 4 gateways, no expansions. I have three gateways, some tech buildings and one expansion. Tech versus Power-which will win?

I feel its safe enough to expand since Gullotine needs to heal his wounds after the last battle. I send a probe to the 9 main and begin warping a nexus there. I build a rob fac in my main as well. As soon as the rob fac is complete I make a shuttle. I have six templar ready to go. I load two templar into my shuttle and send my shuttle over to the cliff north of the 3 main. Hoping there are no cannons around, I send the shuttle in. One high templar unloads and I cast a peon-raiding storm. The storm kills a bunch of probes. Just as the first storm disappears, I storm again with my second templar. I load my high templar back up and send them back to my main. I then start another shuttle.

I defend my new 9 main expansion by warping a few cannons in and around my mineral line. I also build a few atop my 9 ramp. Once I have 4 shuttles I ferry 4 templar and 6 goons to the 3 main. I unload my cargo and another battle begins.

The first thing I do is storm the probes once. Some of the blow up. My goons take some more out before resistance comes. And lo' and behold! 8 goons and 2 reavers come charging in. I storm some goons and the reavers. This is where I have to spread my goons out to avoid all of them dieing at the same time. I cast another storm over the two reavers. I have one storm left. Who to use it on? Luckily, his goons are all together in one group which makes storming easy. One more storm and 5 goons die. Three damaged goons and 2 damaged reavers battle it out with 2 damaged goons. Damn. =[ Without energy for templar, I hide the templar away in a corner of Gullo's base and begin transformation of archon.

I have a total of 7 gateways all pumping units. I have three working bases and a shitload of money coming in. I expand again to the 9 natural and cover the area with cannons.

Once my archons, hidden away in the darkest shadows, are complete I send them off a peon raid. My archons start blasting little probes away. His four cannons in and around his gateways are still out of range. =P I let my archons die (to goons) and I focus my attention back on my main base again.

I send 14 goons, 4 HT and 3 DT to Gullotine's choke point.

-Is It Over?-

My forces gather at his choke point. I send my goons first, my DT next, then my HT. My attack seems a bit uncoordinated but I go along with it. My goons climb the ramp meeting only a few goons on defence. His reavers I suppose, are at the back somewhere slacking off.

No cannons atop ramp, so I send my goons back down and send my DT up first. That proves to be a fatal mistake, as two scarabs come flying out of nowhere and kill one unlucky DT. The others survive and run away. Damn observers. My goons go up next. I storm his goons once and a battle for the ramp ensues.

Fortunately for me, I have +1 attack and +1 armor which I researched earlier. =P He doesn't have money to support all his gateways. His reavers are pretty well fucked up. One storm takes out both of them. (the same reavers I damaged earlier with the 6 goon/4 templar drop)

-It's Over-

My goons storm his front, taking down all four cannons. Reinforcements come out of his four gateways, but in vain. They die mighty quick to 9 goons. It's over and we both know it. So he leaves. GG.

----------

ACK! That PvP was the worst game I ever played. Well, in a sense that guy's toss was so newb. Even worse than mine. He wanted another game with me another time. I haven't had another with him yet, but when I do, I'll tell him to pick terran. =P

Due to extreme lateness of time when submitting report, please leave me a complaint about spelling erors and grammar mistakes at isuck@nddontlose.com and I will delete the message as soon as it arrives. Thank you and have a fucking good night. Now I think I'll go to sleep...

View or Add Comments (# of comments thus far: 17)
Back to Report Listing