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Lurker Invitional, Round 1
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Author:Silent Strike
IP:152.freeXXXX
Date: 12/24/99 10:12
Game Type: Starcraft
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Report Rating: 6.0, # of Ratings: 1, Max: 6, Min: 6
Lifetime Rating for Silent Strike: 6.7143
I was hanging in NoHunters, when all of a sudden Lurker spontanously tells everyone he will be holding a 16 player 1 on 1 tourney. Channel Lurk for all those interested he says. I join channel Lurk and wait for about a minute while Lurker joins and leaves the channel, probably spamming channels so people will join his tourney.. hey, whatever works.

Rules
-16 player single elimation tourney
-Default speed, faster
-Default map, Lost Temple or Rivalry
-Settings could be changed if both players agree on some other setting.

Game 1

Map: The Lost Temple
Speed: Faster
Opponent: HilbsTheZealot - random Zerg at 9
Me: Silent-Strike - random Terran at 12

My starting order
8 depot
11 scout
11 barracks
13 barracks
14 depot
18 refinery

This is a pretty versatile order. It lets you academy rush if the oppurtunity presents itself. It also allows you to tech somewhat slowly but safely.

The Game Begins
I use my order above, but scout a little prematurely as I see an overlord floating above my command center. I know Hilbs is zerg at 9 now, and so I scout him. He goes overlord then hatch above his ramp. All I learn from this, he doesn't want to advance to the next round. By not putting any pressure on me by expanding or 9 pooling, I can pretty much do anything I want.

My 2nd barracks completes, I opt for factory as opposed to an academy. The academy rush will only leave a lot of marine blood above his sunkened up ramp, not a good choice.

After I have about 10 marines, I send a marine scouting, waypointing his way around the outside perimeter of the ledge near Hilbs' natural expansion. This is so the marine won't die to the long-ranged sunkens in scouting. Hmm.. a hatchery morphing. The academy starts, let the smackdown begin.

Upon completion of my academy, I get stim and 2 medics, as well as researching seige and getting a tank just because I will probably need it for later lurkers. When stim is nearly complete, I send my marines, medics, and lone tank to Hilbs natural expansion, again being careful as to not let my attack moving marines get sucked up into the sunkened cliff of doom.

"Aaahhh yeah that's the stuff" say my 15 marines as they make short work of a single sunken at his natural and about 8 zerglings. They manage to kill most of the enemy drones at the expansion, but cautiously avoid charging the cliff. Unfortunetly for me, I cannot push up the cliffed ramp without an aerial spotter. Back to my main I go.

I complete a starport, science facility, and addon for dropships and science vessels. Two engineering bays start for double infantry upgrades. I scan the zerg main to see a lair, evolution chamber, and hydra den. No spire or queen's nest, no guardians, thank you. My first dropship finishes, and is loaded with 6 marines and 2 medics. I drop the marines and medics, stim and kill quite a few drones and hydras before finally being overpowered. The hydras were obvoiusly waiting at his natural expansion.

First vessel completes. I add a 3rd rax and start pumping dropships, marines and medics. I expand to my natural. I then start loading tanks/marines/medics from the area beyond my ramp to his main. Nice little trick with the 12/9 start locations. You can drop the opponent's main without having to worry about a frontal attack on your own main.

Marines/medics/tanks/vessels. Pretty much game over for a zerg without a large advantage in numbers. And it was, the drop killed his main, with a morphing hive. I then proceeded to siege up and tank his ramp and then his natural expansion.

Good game, SS off to round 2.

After the game, Hilbs said he wanted to pick protoss, but didn't pick it before the countdown ended. :-)

Important stuff you should know already or learned from here.

-Don't charge up a sunkened cliff, it's suicide.
-Zerg have to use the their initial advantage early game to really do something threatening. That hatchery above the ramp crap just doesn't cut it in 1 on 1.

That's it for round 1.





























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