"All good galaxy-dominating type persons have scary names. Atilla had The Hun, Vishnu had Destroyer of Worlds, and Martha Steward didn't need one.(She is scary enough.)" - EldritchEvil's A Journey Into the Stars
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| Fly Me to the Lun | | | Author: | | | IP: | dp-216-1XXXX | | Date: | 01/01/06 07:01 | | Game Type: | Starcraft | | Labels: | Starcraft(1), Funny(1) | | Report Rating: , # of Ratings: 2, Max: 9, Min: 8 Lifetime Rating for NewbEye: 8.1111 |   |
PvZ on Luna
Changelog:
2006 February 15: Swapped player names, because search and replace owns me. Thanks to veteran
reporter maareek for
pointing out my newbness.
Introduction
Welcome, readers, to yet another BW
battlereport. Our match today will be a PvZ on Luna, where Dream.t)YUBI pits
his noble protoss warriors against c00l[f0u]'s
insatiable zerg horde.
Luna is quite a popular
map. For readers unfamiliar with it, the four initial locations are
large, raised plateaux. A full expansion node is available at
the bottom of each main's access ramp, and a mineral-only populates the
remaining
vertex of the starting triangle.
Artificial and natural bridges allow travel between the massive
flatlands in the middle of the map and the corners. While the
choke points provide an advantage to the defender in any land assault,
the large size of the raised mains will force the commanders to guard
against drops and air assaults.
And without further ado, our feature presentation!
Early Game
c00l[f0u] bobs his initial
overlord over to the west, and Dream.t)YUBI
does
likewise with his eighth probe after teleporting a pylon at the top of
his ramp. The blue cerebrate elects to place a spawning pool at his
main and take his natural early, while his protoss opponent warps two
gates. c00l[f0u]'s second overlord,
heading south, will soon spot the enemy
camp. Dream.t)YUBI's scouting probe,
having gone counterclockwise,
determines the zerg position by the process of elimination.
The first few minutes are very quiet. c00l[f0u]
sends some lings down
south to keep an eye on protoss activities. Dream.t)YUBI's
zealotry can easily
handle the zergling invaders at the
ramp, so the enemies just stare coldly at each other. Development-wise,
the executor has opted for climbing the tech
tree, as evidenced by a forge researching ground weapons, and a
cy-core.
A lone goon pops a nosy overlord in the protoss base, but a couple of
scouting probes were dismantled by zerglings, so things are pretty even
at this point.
By the five-minute mark, the two players have revealed their
intentions. The zerg are morphing a lair and have a hydra den in the
works, whereas the protoss are warping a citadel. Dream.t)YUBI moves his
zealots to clear out the zergling onlookers, but through
a series of feints, c00l[f0u]
manages to sneak a pair of zerglings into the
protoss village. In addition to wrecking two more probes, the lings
manage to collect valuable intelligence -- they spot Dream.t)YUBI's templar
archives.
The commanders' two forces
tire of inaction.
Simultaneously, red zealots stream to the north and speedy blue hydras
string towards the south. The forces intersect at one of the mid-map
bridges, and the zealots have to retreat as the ranged zerg take
potshots. However, Dream.t)YUBI's
withdrawal is very well timed; mere
seconds after his melee units reach friendly lines, they pick up their
new leg enhancements and it's payback time. The zerg and protoss
skirmish from one end of the great plain of Luna to the other. Though
both sides lose units, the hydras are eventually thrown back into home
territory, where the protoss do not yet dare tread.
With what amounts to a stalemate, the cerebrate makes two tech shifts.
He morphs his hydras into lurkers, to better handle Dream.t)YUBI's pesky Zs; at
the same time, the zerg leader sprouts a spire to unlock the aerial
strains.
After claiming their natural, the protoss research psi storm and ready
two templar to employ this
deadly spell.
Dream.t)YUBI's army, camped outside
of the zerg infestation, is pushed back by
the new lurkers. This, in conjunction with some sacrificial zerglings,
enables c00l[f0u] to slip a couple
of drones to the west. The delay is just
enough to allow blue lurkers to manoeuvre to protect the drones from
the rampaging zealots.
So, how're our competitors doing so far?
Elapsed Time --
10:00
|
 |
Dream.t)YUBI
|
c00l[f0u]
|
Nodes
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2
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2+2
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Minerals
|
84
|
344
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Gas
|
40
|
253
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Supply
|
78/106
|
72/83
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Upgrades
(in progress)
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|
Infrastructure
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2+4 gateways,
robo fac, observatory,
templar archives.
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3+2 hatches,
spire,
hydra den,
pool.
|
There hasn't been
a whole lot of action so far, but with the protoss going heavy ground,
and the zerg soon to have four colonies, there's a potential for very
large battles.
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Mid-Game
With Dream.t)YUBI temporarily thwarted by
the lurkers, c00l[f0u] tries a
different route: mutas. A spying overlord sees that many of Dream.t)YUBI's troops
are stationed at the secondary nexus; it wouldn't be unreasonable to
conclude that the main would be lightly defended. However, the zerg air
force turns slightly too soon, and is spotted by the protoss buildings
below. Penetrating deeper into the enemy stronghold, c00l[f0u] discovers that
the primary nexus is guarded by a pair of cannons. Together with
red dragoons now arriving up the ramp, this will be too much for the
mutas to handle.
So c00l[f0u] instead directs his
airborne warriors to the ledge
overlooking the protoss expansion. By focussing his fire, he can do a
fair amount of damage to the probes; because of the cramped quarters,
defending dragoons will have problems getting into range. Oh, but the
best-laid plans do often go awry:
The mutas suffer heavy psi damage, in exchange for two probe kills. In
the aftermath, c00l[f0u] starts
mining
operations at his western regions, as Dream.t)YUBI
claims
the protoss mineral-only.
A red observer makes a circuit around the northern edge of the
map, taking in many interesting sights. Dream.t)YUBI
notes the undefended
primary hive cluster, but at the moment he does not have enough
transport capacity to raze the infrastructure there. The impassive
observer finds scourge, lings, and hydras at the zerg natural, and
though no lurkers show up on the view screen, they are surely not far
away.
The
flock of mutalisks makes a scouting run to the south,
inadvertently running across the bulk of Dream.t)YUBI's
army protecting his
expansion attempt. The protoss forces far outnumber the mutas, so the
zerg flee.
The zerg army can't hope defeat the protoss one for lack of numbers,
and the protoss army, if it invades, risks defeat due to scattered
lurkers, scourge, and static defense, not to mention c00l[f0u]'s potential
for speedy unit production. Looks like these two are gonna be feeling
each other out for some time yet.
Dream.t)YUBI rearranges his army to
cover for a probe expanding to the
7-o'clock natural. In the meantime, three speedlots wave bye-bye
to their shuttle as they embark on a suicide mission at the 11-o'clock
hatchery. Five drones bite it before c00l[f0u]'s
nearby mutas pulp the
Zs.
Probable loss of more valuable protoss lives aside, Dream.t)YUBI decides to
pressure the cerebrate with his main body of troops. The executor urges
his fat goons to lumber
across the plains; with the support of archies and darchies (with
maelstrom in the works), perhaps he can breach his zerg opponent's
defenses. He heads for c00l[f0u]'s
northeastern natural, but a watchful overlord spies
the impending attack and spoils the surprise factor. Dream.t)YUBI rethinks his
plans; pulling the eager Khalai back onto the plain, and regrouping
them to blockade the northwestern corner.
c00l[f0u], curious at the
delay, sweeps his fliers outside
of his borders to see what's what. Unfortunately, they glide smack dab
into the middle of the protoss army, and must -- yes, again -- run
away. As the protoss reform their lines, the mutas check the southwest
main and harass a land-grabbing operation, precipitating the
recall of Dream.t)YUBI's conscripts. Half
the mutas are butchered upon being
drawn into the goon fire, leaving c00l[f0u]
to wonder why anyone builds
mutas, and the rest of us to wonder when these two players are going to
stop dancing around and get down to some bloody BW-style action.
Though battle-wise things have been slow, both
commanders have been busy adding new weapons to their arsenals. Since
our first status update, c00l[f0u]
has spliced ultralisk DNA, in
addition to taking +2 melee/armour, both zergling augments, and
overlord transport. Dream.t)YUBI has +1
armour and +2 attack (+3 in the
works), and is preparing stargates to provide a little air cover. Both
players are near
max control.
With the moderate success of his first zealot drop, Dream.t)YUBI tries the same
trick in c00l[f0u]'s main, while
the main protoss army reorganises on the plains of
Luna. The drop wreaks havoc upon the drones, but the zerg air force
once
again annihilates the attackers. In addition to slowing c00l[f0u]'s
resource flow, the Z drop revealed the presence of the ultralisk
strain. This intelligence will allow the executor to properly prepare a
counter.
Sadly for Dream.t)YUBI, the enemy
cerebrate's next move does not allow the time
for a proper counter. With the protoss army practically unassailable
on open ground, and mutas proving ineffectual thus far, c00l[f0u] takes a
page from his drop-happy opponent's book. Except when zerg players
drop, they don't do no single overlord harassment jobs. No sir, that
swarm goes all the way. While Dream.t)YUBI's
army traverses the flatlands, a
group of overlords floats into the protoss main and unloads lines of
ravenous zerglings within the primary production area. With all of
the protoss ground forces at the other side of the map, there are but
three corsairs to stand against the zergling menace. The corsairs do
their best, which in this particular situation, amounts to bubkes.
Before red zeals and archons can make it back home, fully half of the
executor's base has been burnt, including all of the primary gateways,
the cybernetics core, and the templar archives. Amazingly, both players
are still at 190+ control.
c00l[f0u] continues with his
new aggressive stance, unburrowing the lurkers
guarding his natural and scurrying them towards the south. Ultras
follow, but not quickly enough: the lurks meet up with the executor's
forces in transit. c00l[f0u]
chooses to attack with his lurkers, and
although Dream.t)YUBI's observer is MIA,
the hasty and ill-clustered burrowing
lends itself well to some storming. c00l[f0u]'s
ultras arrive, and jockey
for position in the sweet spot around the surviving lurks, but then Dream.t)YUBI calls his dark archon to
the fore and unleashes a dash of
maelstrom. With a chunk of the ultras busy "looking at the pretty
colours," retreat is the best option for the zerg survivors.
So, at this point, the question is, wassup?
Elapsed Time --
20:00
|
 |
Dream.t)YUBI
|
c00l[f0u]
|
Nodes
|
4
|
2
|
Minerals
|
1334
|
2686
|
Gas
|
613
|
479
|
Supply
|
174/197
|
180/200
|
Upgrades
(in progress)
|
 
  
+3 
|
  
  
  
+3 +3
|
Infrastructure
|
5+1 gateways,
2 stargates,
robo fac,
observatory,
templar archives.
|
5 hatches,
spire,
hydra den,
pool,
queen's nest,
ultra cavern,
defiler mound.
|
| With their
attention needed elsewhere, both players have let their mineral stores
run up. Two of c00l[f0u]'s nodes
are almost dry, and Dream.t)YUBI is
keeping an eye
on unclaimed resources, so money may become an issue soon. Dream.t)YUBI hasn't
bothered to rebuild his main, instead putting his new gateways in the
southwest corner. He's got plenty of cannons there to discourage a
repeat zergling drop. With maelstrom and storm in the mix, c00l[f0u] will
be pretty leery of engaging the protoss army head-on. In
contrast, Dream.t)YUBI will be wary of
splitting his military against superior
zerg numbers, especially in light of the static defense at each of the
zerg naturals. What will happen? Who
can say? And don't you hate rhetorical questions? |
End Game
c00l[f0u] continues to press.
Zerglings and ultras race from the northern
corners onto the plain to engage the protoss army. The adrenalised
lings and lisks start to chomp and saw through the zealots, but Dream.t)YUBI's casting, supporting his invisible
assassin units, withstand
the zerg melee units. The Khalai, though victorious, by no
means escape unscathed.
Well, after this latest
set-to with c00l[f0u]'s mob, Dream.t)YUBI is feeling confident; he
marches his veterans towards the north.
However, this proves to be a fatal error. With available troops being
reinforced by nearby hatcheries, the protoss cannot punch through even
with their casting and DT advantages. There are just too many zergies,
and the protoss army is finally defeated.
c00l[f0u]'s first major
army-vs-army victory is tainted by his lack of ranged units: a squad of
red corsairs has been picking off overlords, making it
impossible to get a fix on the enemy DT. Consequently, the two
commanders spend a couple of minutes prancing their troops around on
the plain, neither willing to engage just yet. c00l[f0u]
pumps hydras to
defend against those annoying corsairs, while Dream.t)YUBI
works on
replenishing his zealot corps.
After
a couple of minutes' worth of waltzing across the map, c00l[f0u] manages
to draw some fresh protoss troops back to the north. This time, the
zerg melee strains are covered by hydras, effectively nullifying the
corsair/DT threat. Despite maelstrom making another appearance, the
larger zerg force soundly chastises Dream.t)YUBI's
troops.
Hydras, zerglings, and ultras dash south across the plains, with the
remainder of c00l[f0u]'s defensive
lurkers tagging along. Dream.t)YUBI's
army is
too small to take on the zerg forces, but he's got two darchies
morphing; perhaps they can pull a rabbit out of the hat. c00l[f0u] targets the protoss
mineral-only at 6-o'clock while his lurkers pester Dream.t)YUBI's troops at the 5-o'clock natural.
With
no detection and little templar energy, the executor watches helplessly
as his expansion falls. c00l[f0u]'s
surviving units move on to the
southwest corner, aiming to choke the protoss economy.
However, with Dream.t)YUBI's
gateways located there, the base is not as undefended as the zerg
player might think. As the zerg units attack, Dream.t)YUBI
plants a couple of
psi storms to rip apart the hydras, which, as hydras are wont to do,
are clumped like premium kitty litter. At the same time, Dream.t)YUBI pilots an
observer over to his natural, lifting the lurker containment. Those
forces join up with the defenders at 7-o'clock, turning the zerg troops
in a squishy sandwich. Advantage protoss.
Not content to rest upon the laurels of recent victories, Dream.t)YUBI
gathers his loyal followers and treks towards zerg territory. By this
time, c00l[f0u] has defilers, who
are having a pre-battle snack of raw
zerglings. With his ultras reduced to dust and bone, the cerebrate
must use zerglings and hydras to hold mixed toss ground forces at bay.
The two commanders face off at the top edge of great plain, as we pause
for our final situational overview.
Elapsed Time --
25:00
|
 |
Dream.t)YUBI
|
c00l[f0u]
|
Nodes
|
3+1
|
4
|
Minerals
|
226
|
1346
|
Gas
|
285
|
133 |
Supply
|
168/200
|
123/167
|
Upgrades
(in progress)
|
 
  
+3 +2 
|
   
  
   
+3 +3
|
Infrastructure
|
13 gateways,
2 stargates,
robo fac,
observatory,
templar archives.
|
7 hatches,
spire,
hydra den,
pool,
queen's nest,
ultra cavern,
defiler mound.
|
Two of Dream.t)YUBI's
functioning bases are running dry, and in retaking his min-only, he's
not really getting a full node. In contrast, c00l[f0u]'s
three nodes are
still healthy, including the 9-o'clock mineral patch which he has
recently claimed. c00l[f0u]
probably won't be able to hold off Dream.t)YUBI's
approaching army with just lings and hydras, but if he survives, his
stronger economy may tip the balance back in his favour. However, the
executor's greater production capacity, now split between the two
southern corners, means he can keep up with the swarm.
|
Within seconds, Dream.t)YUBI's
Khalai are upon c00l[f0u]'s troops.
A defiler,
too far ahead of
friendly lines, unleashes an ineffectual shot of plague before
expiring. Predictably, the rest of the zerg forces are turned into
mincemeat
when the protoss casters work their magic. The protoss march on,
rolling over the hatchery at 12-o'clock, leaving barely enough time for
the resident drones to elope. c00l[f0u],
lacking the numbers
to go toe-to-toe with the attackers, sends a new batch of ultra/ling
into protoss lands. This move, though doing little economic damage,
draws Dream.t)YUBI's minions back, and
buys precious time for the zerg to
respawn their military.
Understandably, Dream.t)YUBI is unwilling
to provide
any breathing room to his opponent. Fresh
warriors from the southwestern gates pour into the new zerg hatchery at
9-o'clock, but the protoss have insufficient numbers to defeat the
garrison and the reinforcements. The main protoss task force is more
than enough to trash the zerg expansion, but once that big red blob
appears, c00l[f0u] dispatches yet
another group of melee units to draw them
away. This time, the zerg raze the original natural in the southeast,
and incapacitate
the five gateways at the top of the ramp before Dream.t)YUBI
can remove the
attackers. c00l[f0u] may be on the
ropes, but Dream.t)YUBI
hasn't quite got this
one in the bag.
One more time, Dream.t)YUBI
arrays
his might in the northern flatlands, and tears up the zerg resistance
despite a sudden outbreak of bubonic plague in the local zealot
population. The protoss cleanse the 12-o'clock position of a new
hatchery, and fall back to rest at a new
nexus in the 9-o'clock mineral node. Zerg troops mop up the remains of Dream.t)YUBI's
original corner. Then, the two armies, both in transit, meet on the
plains
and the protoss predictably maul the zerglings and ultras. This
continues for some time; Dream.t)YUBI
trying to finish c00l[f0u], while c00l[f0u] uses
his speedy units to force a retreat. Both players expand; both players
lose their expansions. The dashing to and fro is much better served by
an animation of the match's last ten minutes, and by the final frame,
it will be clear who the winner is:
In the end, c00l[f0u],
continually losing units in a war of attrition against the tougher
protoss warriors, must concede. To Dream.t)YUBI,
the victor, go the spoils.
Interested parties can download the 1.13e replay from GosuGamers.net.
And that's that. Thanks for reading, and don't forget to leave a
comment. Oh, and first second
of 2006, moohahaha.
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