
I'm always willing to lend fellow battlereporters a hand. I told Erad to host a FFA on Winter Conquest so that another person in ~nohunters could have a game to observe and report. Well, to make a short story even shorter, Erad's connection was suck, the other observer's connection was suck, and my connection was not suck.

Player Introductions:
Er, crap, I don't know anyone in ~nohunters anymore. Oddity was the only person that I have ever seen before, so I was rooting for him. Everyone else could go lose quickly for all I care.
Five minute build orders: (no, no one 4-pooled)
RichardSimmons opted for a quick, safe expansion. He went 8 Depot, 11 Barracks, 16 Command Center in main, 17 Depot, 18 Bunker at ramp, 22 Refinery, 23 Barracks, lifts off second Command Center and lands it at mineral-only natural at 27, and 29 Engineering Bay. Very solid, yet the slow teching may be a problem.
TeMpLaR:) didn't try anything interesting. 9 Depot, 11 Barracks, 12 Barracks (all at the top of his ramp, walling himself in), 12 Refinery, 15 Academy, 18 Depot, 18 Factory, stim research at 20, 25 Starport, 25 Depot.
\/\/arhawk went 9 Overlord, 10/9 Extractor Trick, 13 Hatchery at his mineral-only natural, 13 Overlord, 14 Extractor, 15 Spawning Pool, 18 Overlord, two Creep Colonies at his expansion, Lair morph, another Creep Colony at his expansion. What was he doing? I have no idea.
Oddity quickly built up to Dark Templar. 8 Pylon, 11 Gateway, 13 Assimilator, 14 Cybernetics Core, 17 Pylon, 17 Citadel of Adun, 19 Gateway, 19 Templar Archives, Zealot, 23 Pylon, 2 Dark Templar, 28 Pylon at mineral-only natural. Yep.
-;- played it safe. 9 Overlord, 12 Spawning Pool, 13 Hatchery on ramp, six zerglings hatch after Spawning Pool completes, 17 Extractor, 16 Overlord, 16 Creep Colony behind mineral line, two Creep Colonies on his ramp, 21 Hydralisk Den, 23 Lair Morph.
cowboy_bebop safely teched to mutalisks. 10/9 Extractor Trick, 10 Spawning Pool, 9 Overlord, 12 Hatchery in main, 11 Extractor, 15 Creep Colony in main, 15 Lair Morph, 15 Creep Colony in main, 18 Overlord, 18 Creep Colony in main, 17 Spire.
Early Game:
Everyone discovered where everyone else was by this time, more or less. Warhawk plopped down a Queen's Nest after Lair completion. Great. People think they can get away with anything in these games. On that note, cowboy_bebop decided to make another Hatchery.... at the east central vespene geyser. Meanwhile, Oddity was going for a power Dark Templar build, apparently. He expanded to his natural and waited until getting six dark templar before sending them westward. He had the choice of hitting RichardSimmons or TeMpLaR:). He chose TeMpLaR:) since he was unable to scout out RichardSimmons' second Command Center because of his bunker.
The dark templar come across the wallin and quickly penetrate TeMpLaR:)'s main after hacking down the Supply Depot. TeMpLaR:) had just loaded up 13 assorted marines and medics in two dropships and had to drop and scan quickly. They shoot down four dark templar, but the other two escape and go to harass TeMpLaR:)'s SCVs.
Meanwhile, cowboy_bebop decided to see how much destruction he could cause with his first six mutalisks. They start their flight counterclockwise, opting to pass RichardSimmons' main and expansion after spotting roaming marines and turrets. After losing one, they continue on to TeMpLaR:)'s main where they meet up with many SCVs repairing a Comsat Station that was receiving damage. Oddity was using one dark templar to cause that and the other one to kill marines, so TeMpLaR:) did not have the force to handle these mutalisks.
Oddity quietly slipped out of the base and cowboy_bebop left himself after much bitching by TeMpLaR:). TeMpLaR:) did lose his forces, a few SCVs, and a lot of mining time, though.
cowboy_bebop's mutalisks continue on to Warhawk's main to find a Hive, Ultralisk Den..... and absolutely no defense. After forcing away the drones, the mutalisks bring the Hive down to 1000 hit points before Warhawk could finally make an Evolution Chamber and four Spore Colonies. At this time, cowboy_bebop lost his Hatchery by the east central vespene geyser to -;-'s zerglings and hydralisks, but he wasn't discouraged. Seeking more blood, he flew his mutalisks northeast to Oddity's main. During this time, -;- expanded to his natural and lurker drop capability appeared to be his tech goal.
The mutalisks come upon Oddity's mineral line, which was also undefended. Reinforcement mutalisks arrived, bringing the number up to ten. Oddity expanded to his mineral-only natural and had some cannons there, but the only mobile air attack he had was a dragoon. Too busy making zealots and dark archons, I guess. Oddity was forced to move his probes to his expansion and he lost his main nexus. Reacting to that attack, he sent 9 zealots to cowboy_bebop's main.
Unforunately for cowboy_bebop, his macro suffered from concentrating on raping everyone. He had 3 Sunken Colonies, Lair, Hatchery, Spawning Pool, Spire, 42/42 Supply, 2643 minerals, and 559 vespene. Ouch. Oddity's zealots tear into this, and cowboy_bebop attempted to call his mutalisks back in order to save his main. To compound his problems, Warhawk had revenge on his mind as well. Three of his ultralisks and 12 zerglings approached 12 'o clock.
Meanwhile, TeMpLaR:) proved that he hated everyone equally. He dropped 9 marines and 3 medics on the southern edge of -;-'s main, away from the colonies. -;- had to retreat his drones to his natural while waiting for a lurker to morph. He had three lurkers at his expansion, but I guess he was too lazy to move them up in response to the attack. Eventually the lurker hatches and shreds the attacking force with the aid of some hydralisks. -;- did lose his Spawning Pool and Hydralisk Den, however. Ouch.
The battle stil raged on at 12 'o clock. Oddity pulled away his zealots when cowboy_bebop's mutalisks arrived. Oddity's forces almost ran into Warhawk's zerglings and ultralisks and quickly turned back toward cowboy_bebop's structures. Both Oddity and Warhawk desired the same thing, though, and cooperated in attacking cowboy_bebop's main. After the dust settled, cowboy_bebop had a Spawning Pool, Extractor, about 12 drones, and his ten mutalisks. Well, at least he had the minerals to possibly rebuild.
Mid Game:
RichardSimmons hadn't seen any action yet, so he decided to push his luck by floating a newly built Command Center to the north central island expansion. On second thought, maybe he wasn't pushing his luck. His supply was at 130/150, mostly taken up by a legion of 1/1 marines and medics. Oddity had the second highest supply... at 50 supply used... At any rate, bunkers were erected on the island, making any possible drop on it not cost effective.
cowboy_bebop decided that he wasn't seeing enough action, so he sent his ten mutalisks to -;-'s main to see what damage he could still do with them. The destructive power of these mutalisks are, in a word, sickening. TeMpLaR:)'s drop on -;-'s main depleted the number of hydralisks there. cowboy_bebop's mutalisks faced about ten hydralisks and two spore colonies which the mutalisks quickly destroyed. After a few seconds of them shooting at the Lair, -;- gets so discouraged he LEFT. My disgust toward TeMpLaR:)'s earlier bitching was nothing compared toward my disgust toward -;-. Leaving inactive drones by a person with dark archons? :(
cowboy_bebop continued to find targets to antagonize. Oddity had zealots and dark archons roaming outside of his main, but had to retreat them to his expansion after mutalisks descended on them.
TeMpLaR:) comsatted RichardSimmons' north central expansion and was uncomfortable with how it was already fully active. He loaded up three dropships, two full of marines and one with a tank and three medics. He attempted to drop on the western part of the island, but he failed miserably with 13 of the marines dying while still in a dropship. The lead dropship full of marines was shot down by the two turrets there while the second dropped the medics and tank. The dropship in the rear was on the edge, so it didn't drop any of the marines. Determined to make the drop a success, he tried to move the last dropship in a little further, but was only able to drop three of the marines in that before losing that dropship. RichardSimmons quickly sent 12 marines on the island to the failed drop and mopped up the rest without any real losses at all. TeMpLaR:) began to feel the frustration again, complaining about his dropships not dropping units. In an attempt to try to approach RichardSimmons' production, he floated a Command Center to the unoccupied south central expansion.
Oddity tired of cowboy_bebop's harassment and sent nine more zealots to 12 'o clock. The roving mutalisks find them and chase them up until they pass the northern end of the north central expansion. In a drunken stupor, the mutalisks fly back to 12 'o clock, back to the north central expansion to kill one of RichardSimmons' turrets, then back to 12 'o clock again. The only significance of this was that it was the first structure that RichardSimmons had lost all game.
The zealots that travelled to cowboy_bebop's main quickly rushed in and tore down his only Hatchery, losing only one of their number. After that, they bolt out with drones and mutalisks in hot pursuit. They go directly south, running by about 60 or so of RichardSimmons' marines and medics. The zealots continued to run like hell, the mutalisks and drones did not. After very quickly losing them, cowboy_bebop conceded the game. The havoc he created should not be overlooked, however.
Without cowboy_bebop in the game there wasn't continuous conflict, a quiet period occured. RichardSimmons was nearly at 200 supply. 3/3 Upgrades were nearly complete for the marines, and he augmented his huge infantry force with science vessels. TeMpLaR:) attempted to make his south central island expansion impregnable, putting many turrets around the edge of the island. Warhawk was quietly making zerglings, ultralisks, and defilers. Oddity was up to no good. He used a stolen overlord to transfer two zealots and a dark archon to 12 'o clock. The zealots cleaned up while the dark archon took control of an inactive drone. This drone began morphing a Hatchery there, and Oddity functionally had two races.
RichardSimmons decided to try to penetrate TeMpLaR:)'s south central island expansion. Maybe there were easier places to expand, but none were as strategically important as that one. Three dropships were filled with marines and matrixed up by three science vessels. One vessel had the energy to martix another vessel, and the matrixed vessel led the flight to the western part of the south central island. The plethora of turrets rapidly fire at the dropships and vessels, but the dropships are able to drop roughly half of their payloads, about 12 marines. These eliminate all of the defenses that were there at that time and destroy four turrets before succumbing to the mighty fusion cutters of TeMpLaR:)'s SCVs. TeMpLaR:) quickly rebuilt the destroyed turrets.
Meanwhile, Warhawk dropped 24 zerglings and a defiler on the southern part in Oddity's main. A dark swarm was used to help the zerglings kill the two photon cannons there, and the zerglings destroy a Templar Archives and Robotics Facility before getting quashed by zealots.
Oddity tried to transport two dark archons in an overlord on the south central island shortly after RichardSimmons' drop there to steal one of TeMpLaR:)'s SCVs, but this overlord came from the southeast where the turrets hadn't been bothered. The overlord blew up before dropping anything.
Oddity shifted focus and became expansion hungry. He built a nexus on the 2 'o clock natural. Shortly after, he placed several Hatcheries at the 12 'o clock natural and warped in a Nexus on -;-'s old main. While -;-'s and cowboy_bebop's mains were not great mineral sources anymore, they still were half full of vespene.
Warhawk tried another 24 zergling drop, this time on TeMpLaR:)'s south central island expansion. In itself, this drop wasn't too destructive. A few of TeMpLaR:)'s tanks were ripped apart, but he still had a vulture, 2 medics, 2 tanks, and all of his turrets on the island. Quickly after, though, RichardSimmons loaded up SIX dropships full of marines, matrixed the lead one, and sent them there. Over thirty successfully drop and annihilate all units there. This series of events agitated TeMpLaR:) enough for him to become fed up with the game and quit.
RichardSimmons patrolled a few marines outside of Oddity's 4 'o clock natural but found that it was a bad idea when archons skirmished with them.
Warhawk saved a big drop for RichardSimmons. Ten overlords (5 filled with zerglings, 2 filled with ultralisks, and 3 empty) drop on RichardSimmons' 10 'o clock natural. The cluttered building placement enables RichardSimmons to dispatch the threat of 2/2 zerglings and 2/2 ultralisks with a mere 16 3/3 marines, though.
After floating a Command Center there, RichardSimmons took four dropships and filled them with the idle marines on the south central island expansion. One dropship dropped on Oddity's 12 'o clock main zerg base while the other three dropped on Oddity's 2 'o clock main protoss base. The marines at 12 destroy an extractor, slowng gas production. At 2, the force nearly eviscerated Oddity's Nexus, but it survived at about 20 hit points.
RichardSimmons tried a direct assault on 4 'o clock, sending about three hotkeys of marines and medics to the area. The execution was poor, however, as Oddity's archons electrocute large clusters of marines. The remnant of the attack scatters, and legions of Oddity's hydralisks mowed down the infantry that are left. A group of marines snuck up to 2 'o clock and destroyed the nexii at the natural and main there, so this attack was not a total disaster, I suppose. Meanwhile, Warhawk expanded to the only untouched mineral-only expansion, the 8 'o clock natural.
Oddity filled overlords with hydralisks and zealots and dropped them on RichardSimmons' south central island expansion. Having recently moved nearly all of the marines off of the island, RichardSimmons did not have much else other than SCVs there. These proved to be a formidale force, though, with their armor fully upgraded. The fusion cutters tore through the attacking force. The six overlords of zerglings that Warhawk sent in, though, overwhelmed the SCVs. During the battle, RichardSimmons floated the Command Center away and Oddity snuck in a dark archon and stole a heavily damaged SCV.
A few moments later, RichardSimmons dropped 24 marines in Oddity's 4 'o clock main. These only manage to destroy the Nexus in this mined out base before being overwhelmed by a vast variety of troops. RichardSimmons did do something constructive in this time, though. He had been supplementing his infantry with battlecruisers and used them to clear out the few remaining zerglings on the south central island expansion in preparation for taking it again. The Command Center that retreated returned and most of RichardSimmons' SCVs were quickly transported there.
Oddity's SCV began construction of a Command Center at the 2 'o clock main. He pondered possibilities on what was the best way to disrupt RichardSimmons. He assembled a dropping force in 13 overlords and 2 shuttles of over thirty hydralisks, a handful of zealots and dragoons, and an archon. RichardSimmons' cluttered building placement helped greatly against Warhawk's drop, but it hindered him now, as the marines had to weave their way through a labyrinth of random terran structures. All of RichardSimmons' science vessels worked overtime, spewing irradiate on the hydralisks. Like a pro gamer, Oddity quickly shot down the hydralisks that were targeted by the vessels. Eventually, enough marines were able to make it onto the 10 'o clock plateau. The drop destroyed most of RichardSimmons' main. Multiple Supply Depots had to be rebuilt on the south central island expansion; RichardSimmons' max supply went down from 200 to 110.
RichardSimmons did not have long to rest after that attack. Warhawk executed another large drop on the 10 'o clock natural moments afterward Oddity's assault. Eight Overlords drop 41 zerglings and five ultralisks (2 armor, 3 attack), and RichardSimmons only had about 24 marines and seven medics available. The zerg force slowly diminished the terran defenders. When the number of marines fell to less than ten, RichardSimmons exhibited amazing matrix micro. This turned the tide of the battle, as the matrixed marines would simply not die.
Late Game:
The amount of resources left on the map was dwindling to nothing. The controller of the late game resources will probably be the winner. Oddity had 198 minerals, 1224 vespene, around 2700 potential minerals at the 2 'o clock natural (he was rebuilding there, a Hatchery since it's only 300 minerals), and 912 potential vespene from the 2 'o clock main. Warhawk had 1913 minerals, 626 vespene, and around 3600 potential minerals from the 8 'o clock natural. RichardSimmons' had 1026 minerals, 3187 vespene, around 5200 potential minerals from the south central island expansion, and 4464 potential vespene from the same place. RichardSimmons knew this, so he used his dropships to move almost every unit he had left onto the south central island.
Oddity and Warhawk knew this as well, and tried to do what they could before RichardSimmons could fortify his island. Oddity tried a drop on the eastern part of the island, but was repelled away by a loose group of marines and medics. On the low ground south of the plateau, Warhawk's defiler plagued an outer depot and a group of marines. RichardSimmons reacted by sending out his four science vessels. The defiler was irradiated, and they continue to where Oddity's loaded overlords were going. The vessels irradiated two overlords before being driven off. They hit paydirt. The two overlords that died to irradiate had four zealots and two hydralisks in them.
Warhawk scrapes for more vespene, morphing a hatchery at the 8 'o clock main. The geyser there had 312 left. In the meantime, Oddity attempted to utilize his terran tech. Two tanks of his siege directly adjacent to the south central island, but from there the marines on the high ground destroy them easily. RichardSimmons had a hunch that Oddity wasn't going to give up with the tanks, so he matrixed his two battlecruisers and the island and sent them east, exploring. Sure enough, they catch another tank attempting to get into position and destroy it. These two battlecruisers patrolled around this area, and Oddity was able to lure one of them away and kill it easily.
Realizing that it would be suicide for him to drop zerglings on the south central island expansion, Warhawk tried to pick a fight he may be able to win. He dropped about 50 zerglings and one ultralisk in the 4 'o clock main. These quickly eradicated Oddity's original main and continue on to the 4 'o clock expansion. This fell as well, Warhawk's force continued northward and ran into a small group of zealots and hydralisks supplimented by drones. Warhawk quickly lost his whole attacking force due to AI issues.
By now, RichardSimmons had nearly mined out the south central island. He was moving his infantry, about 50 marines and 20 medics, onto the low ground with the three battlecruisers and four science vessels. Mr.Squad, the other observer, decreed it to be the end of the game.
Mr.Squad: time for the final attack
RichardSimmons: oh don't worry, with my micro I'm sure I will kill off all of my own troops
No matter how lousy his micro was, this terran juggernaught clove through Oddity's 15 zerglings, hydralisks, drones, and one zealot. Warhawk padded his score in the meantime by destroying RichardSimmons' defenseless 10 'o clock bases, but was unable to do anything about the actual threat.
Here, RichardSimmons attempted to make love not war with his medics. I guess zealots do not have penises or something.
Warhawk and Oddity bow out of the game, making RichardSimmons the victor.
The replay to this game can be downloaded here.
Lessons Learned:
If you learned anything from this, you were paying far more attention to the game than I was.
Game Stats
Time: 58:24
Scores
Overall
| RichardSimmons: |
252140 |
| Oddity: |
157785 |