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3 Game Series
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Author:PeonLover
IP:d172-148XXXX
Date: 06/03/00 05:06
Game Type: Starcraft
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Report Rating: 8.0, # of Ratings: 2, Max: 8, Min: 8
Lifetime Rating for PeonLover: 7.8571
Yes, The Pics are meant to blur together for all them hataz.

Map: Lost Temple

Paul-Van-Dyk: Brown Terran - 3 O Clock (Will be Brown throughout Report)
Fox^1: Orange Zerg 12 O Clock (Will Be Purple Throughout Report)Yes, by showing you a map of Temple I am insulting your Intelligence and I mean to


Game 1


This game started as Paul-Van-Dyk landed at the 3 O Clock position, and Fox^1 spawned at the 12 o clock position. They both started off making those loveable, Huggable peons, as Paul-Van-Dyk added a depot at his ramp at 8 SCV's, and then he added a Barracks at 10 SCV's. The standard build order for terran vs. random as he soon found out that Fox was Zerg when the scouting overlord found him. Fox, went for 9 OL, then opted to go 12 hatch below ramp, and 12 pool. This is most likely so that he can pull off an early expansion by blocking off his main and his natural at the same time.

Paul-Van-Dyk then started the games first offensive by scouting after his depot was finished and found Fox. The SCV hanged around for a while and then started to attack the hatchery. Fox, without any defense offered no resistance as another SCV came along and used their fusion cutters to attack the hatchery. (Note, Fusion obviously isn't that efficient of a power source because SCV's can't do jack poop by themsleves.) Fox^1 then put up a hatch at the top of his ramp as one of the SCV's begins on a bunker next to the hatchery. The bunker successfully finished and 2 new marines come in and hop inside the bunker.

SCV > Morphing Hatchery... It is a Fact

Paul-Van-Dyk had successfully razed off that hatchery attempt and kept the bunker their. During that attack both players began building up as Fox^1 had amassed a force of about 18 zerglings and Paul-Van-Dyk had added a second barracks to (not) Finish his wallin and a depot behind that barracks. Fox^1 adds a third hatchery next to his first and puts up an extractor and starts mining gas which was commanded of him by that hideous Bitch Slut Kerrigan. Paul almost at the same time began a refinery and an academy at the same time. Fox's lings had been tired of idling as they had said to the zerg cerebrate to Fox charged the lings right past the offensive bunker which is out of sunken range from high ground. The 18 lings make it past the bunker with few casualties and Paul-Van-Dyk sends 3 SCV's to his ramp to stop the attack. Fox^1 then charges in his zerglings and the SCV's chop away and the marines fight their hardest. It looked like Zerg would be able to win this battle but do to some excellent Terran Micro terran won.Man, don't guns do more damage than to have to shoot a little dog 5 times to kill it Fox^1 tried an attack of the same nature with the exact same results which means that it failed pretty miserably to micro.Micro>Zerglings... Yes, this is also a fact

Once Terran's Academy had finished it started blinking as the operators inside it were high and were playing light games, but soon it started working and stimpacks began researching. Fox^1 finally adds a Lair to start teching because Zerg need to tech vs. Terran to have a chance. Paul-Van-Dyk then finally adds a factory and starts making marines/firebats/medics out of his 2 rax's. Fox^1 adds a Hydralisk Den to his main base and adds a machine shop to his factory, and then he sends most of his infantry to help out with the containment bunker that is still their. He then adds a Starport to his base and an engineering bay fearing the deadly anti terran weapon known as lurkers. He adds a turret next to the bunker and sends in one tank to help with it. As this was going on Fox^1 morphs 3 lurkers either as defense to add to the 4 sunkens at the top of his ramp or the much more desirable weapon known as offense. He sends out a mixed force of hydras, zerglings and lurkers to the containment as a huge fight ensues. The lurkers burrow and 1 dies quickly to tank and marine fire. The 2 reamining lurkers burrow, and kill off much of the terran infantry as the bunker holds off the zerglings and the hydras but the bunker is razed, and all the infantry inside it lose their lives. Fox^1 has also successfully killed the turret and he loses all his stuff except for 2 lurkers. Terran throws up a quick scan and kills the remaining 2 lurkers which were almost dead anyway with 2 firebats and 2 medics. 2 new SCV's come along and add a new bunker, and a new turrett to help the containment.

Yes, they did contain you Mr. Hydralisk

Fox was able to get 2 lurkers out as you can see, and Fox once against Failed to break ContainmentDuring this huge battle Fox^1 adds a 4th hatch and Paul-Van-Dyk adds a second ebay for single upgrades because the first one is floating around as a spotter. During this time fox tries again to break containment as the inevitable happened as the containment stayed. The Containment Force From Hell.  Or at Least the terran homeland He also adds a science facility for a more efficient spotter and mobile detection. He has new tanks and begins blasting away at the sunken colonies and the hatchery at the ramp. During this time Fox has about 20 hydras and he loads them into slow overlords. This is as Paul-Van-Dyk finishes off the hatchery at the ramp and starts firing at the last 2 sunkens as he expands to his natural from a lifted off CC in his main and transfers a few SCV's there.

Paul-Van-Dyk then adds a 3rd and 4th Barracks in his main. The containment force is now put into gear as he sends in all his infantry and 1 tank and starts destroying the zerg main. The drones best fight is to morph into creep colonies which does about nothing... tops cause the spawning pool is destroyed. Fox's overlords had been threatened by ultralisk carrying, which cuts them up from those huge blades, and those overlords got a spring in their step and started moving faster. Fox desperately morphs more sunkens to fend off the attack and to have more buildings as 20 hydras are dropping into the terran main. A huge fight breaks out in both bases as there is no resistance in the Zerg base but the Terran base has a few M&M which successfully fend off about 12 hydras and a few from his attack force come back to help.

This is 10 rounds of bare knuckle boxing.  Gogogogogo!

Fox^1 knows that he has lost as only a few creep colonies are left and he surrenders to Paul-Van-Dyk and the Terran commander wins the first game of this series.

Man, my score owns those two

Paul-Van-Dyk:1 Fox^1:0

Game 2


Paul-Van-Dyk: Brown Toss @ 6 O Clock (Brown Hack)
Fox^1: Blue Terran @ 9 O ClockSee first minimap pic


Paul-Van-Dyk has been appointed by Zeratul to command the protoss forces and he warps in at six o clock, while Arcturus Mengsk appoints Fox^1 to command the Terran forces and he lands at 9 o clock. Paul-Van-Dyk and Fox^1 start making peons as the Protoss commander adds a pylon at seven and then sends that probe to scout counter-clockwise (wrong way). Fox^1 adds a depot at his ramp at 8 supply and when that is done he builds a barracks at 10 and scouts with the SCV that finished the depot. He scouted clockwise (wrong way). Paul-Van-Dyk added a gateway at 10 and then a pylon at 12 supply while Fox^1 opted to get gas at twelve while getting a depot to finish off the wall. Fox^1 sends SCV's to mine gas as he makes a few marines to defend from an early attack. Paul-Van-Dyk then adds a forge at 13 supply and builds a pylon at his natural. He follows that up with a nexus as he has decided to early expand.Warping buildings all look the same

They finally are able to scout eachother and Protoss gets no information but the terran sees the new EXP and a warping cannon and 1 zeal defense. He sends 4 marines and that SCV to try to attack, but the cannon had warped in and the marines were forced to retreat. Paul-Van-Dyk then begins teching as he adds a Cybernetics Core and gas at his main while Fox adds 2 factories and an academy. Fox then puts up 1 machine shop and vultures start popping out of the other factory. Paul-Van-Dyk then transferred Probes to his natural and added gas their was well as a robotics facility and a second gateway. At about this time Fox^1 adds an engineering bay and sends his five vultures whizzing to the protoss encampment. The Vultures charge through the front lines and fly into the undefended peon line of Paul-Van-Dyk. The vultures start taking cheap shots as the goons stumble up the ramp to try to help.That is a translation.... DUH

Paul-Van-Dyk feels the need for more resources and expands once again to the 3 o clock main as Fox^1 adds machine shops, researches siege mode, and adds a third factory and starts up on tank production. Paul-Van-Dyk then adds an observatory and a third gate as he still produces goons out of his gateways.The brown dot at 3 is his exp Fox then sends 5 Vultures and 2 Tanks to the protoss main, but that erupts in a fight as grenades are fired out, plasma balls are fired, and Arclite cannons roar, but the goons prove to be superior after picking off the tanks and then easily destroying the vultures.

The goons succeed with about 10 probe casualties which is made up quickly by his two nexuses rebuildling probes. He then adds a templar archives and transfers some probes to the three o clock main base. He then adds 3 gateways to that base as fox, just finally expands to his natural. One lone vulture is able to find Paul-Van-Dyk's 3 o clock main on a scouting mission and makes it in just barely as that 1 vulture starts firing at probes but a few new goons from those three gateways end that "threat" as the vulture explodes and the little biker inside is sacrificed to the god of stinky armpits. Paul-Van-Dyk with his main almost mined out he protects his natural from turbonewbies with a few troops up on his ledge. Even though Fox^1 never attempted a turbo newbie the saying goes better safe than sorry. Fox^1 then adds a starport and a control tower.

Paul-Van-Dyk as I learned his was a resource whore this morning in a 2v2 (I was the expansion whore, but i didn't mine them like he did). He expanded to the 12 o clock main and then in his main layed down a 2nd forge, 3rd forge, and a 4th gate raising his total to seven. He also adds his eighth total gateway which is put at the 12 o clock main which is follwed up by 2 stargates and a Fleat Beacon.Who do you think has more resources The Protoss Executor is upgrading furiosly while the Terran commander is still stuck at 0/0.

Fox then drops tanks and SCV's inbetween the two bases and sets up in between the two bases. The gap their spotted by one of his dropships did considerable damage to 1 gateway, but it ended up that goons on high ground were able to take down the tanks and end that threat. It turns out that that Fleat Beacon was not for carriers, but for D-Web (I used its proper name becuase this game was not that gay). Corsairs pop out but do nothing for a while, but will be used later. Fox^1 then iniciates the biggest fight of this whole game. He unsieges all his tanks at the same time that Paul-Van-Dyk is sending in all his troops. The battle that erupts was filled with tanks, sci vessels, storm, dragoons, and lasted for a long time. Both sides suffered extreme casualties as tanks were killed in battle and goons were turned into soup so that they could be reincarnated as another Dragoon yet again.

This fight was awesome, and i hope this image is good As you can see in the mini-map Paul-Van-Dyk has decided to expand to his mineral only natural as only a few of his goons make it through and into Fox^1's natural. Then those corsairs come into play as the two tanks are D-Webed as the goons and a new templar come and storm them.My fellow obs likes the name Gayweb. Fox puts up a fight at the end, but the huge force of ground units from Paul-Van-Dyk flow up the ramp and run into Fox's defenseless main because all of his units were destroyed trying to defend his natural. The dragoons died to a few lone tanks that were around, but there were enough that only about 4 casulaties didn't matter as Fox^1's base went up in smoke, well at least after they burned. GG's were exchanged and Paul-Van-Dyk took a two game to 0 lead.

My score owns.  I mean 94000+ that is nothin compared to me.

Paul-Van-Dyk:2 Fox^1:0


Game 3
Paul-Van-Dyk: White Zerg 12 O Clock
Fox^1: Purple Terran 3 O ClockJust so you don't have to scroll up.  I put this here becuase you are stupid


Paul-Van-Dyk spawns at 12 O Clock with the white Zerg brood while Fox^1 lands next to him at the 3 o clock starting position with a purple Terran. Fox^1 makes the first building moves of the game buildling a depot at 8 at his ramp and then a barracks also at his ramp. Paul-Van-Dyk has been making drones like a madman and expands to his natural at 12, reproduces that drone, and then puts up a spawning pool. Fox^1 then opts for quick gas and puts up a refinery and scouts and finds the zerg on the first try because he saw the Overlord. After the gas at 12 he gets 1 more SCV and then goes to work on a second barracks. Paul-Van-Dyk then adds a hatchery at the top of his ramp and then gets gas of his own.

Fox^1 then adds an academy and following that a factory is added to his technology. Paul-Van-Dyk begins putting Sunken Colonies above and below his ramp for good protection from any type of non siege tank ground force. Once he feels confident in his defense he morphs his main hatchery into a lair. Fox^1 finishes his academy and begins researching stim packs, adds a machine shop once his factory is done and then starts on medics. Once he has 1 control group of M&M he sends them to outside of the zerg base where they sit.Moving Troops=Gosu Paul-Van-Dyk has secretly snuk a drone out of his base and uses it to expand to the 9 o clock main base while adding a spire to his main obviously going for mutalisks because no hydralisk den shows up.

Fox^1 adds and Engineering bay and researches siege mode in his base as Deon the Peon who is on another scouting mission is able to finds the 9 O Clock expansion and Nobely begins attacking the hatchery there as Paul-Van-Dyk begins to morph three sunken colonies.This three game series has a lot of SCV attacking hatcheries Paul-Van-Dyk's spire has finished and he begins gas at his natural EXP and at the 3 o clock exp. Fox^1 then sends about 10 M&M to the 3 o clock main expansion and makes it there and starts firing at the extractor. Paul-Van-Dyk's First 8 muties come to help his base and with sunkens by the hatchery the M&M are forced to retreat, but the muties intercept them and are able to kill all of them with only about 3 casualties.

Paul-Van-Dyk has continued making Mutalisks and Fox is now beginning a tank push with a floating engineering bay and 1 tank and about 18 M&M. Fearing that this could be dangerous Paul-Van-Dyk sends a huge forge of Mutalisks and Zergling out to fight the force which has recently had 1 missile turret added to it. A battle erupts as stim is used and muties explode in puffs of blood and ling blood litters the ground. The lone tank dies and all but 6 M&M die as terran "wins" the battle, but zerg is easily able to reproduce. During this time Fox has put up 3 turrets around his SCV's to guard against the mutalisks that Paul-Van-Dyk has.

The Zerg Cerebrate then decides to increase production and adds a hatchery next to his first one and a hatchery at the 9 o clock main base. The Terran commander adds a starport and repairs the spotting engineering bay. Right when Paul-Van-Dyk was about to fight the turrets guarding Fox^1 peons with about 10 mutalisks Fox^1 for some reason abruptly says Oh Shit and leaves. It was pretty obvious to me and my fellow observer that Paul-Van-Dyk would have won this game with his muta raid because 10 Muties>3 turrets and he would ahve destroyed the SCV's and just overrun Fox^1 with his huge mutalisk force and the stats of this game tell what would have happened.

Methinks Dyk would have won this one.  And my score ownz

Paul-Van-Dyk:3 Fox^1:0



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