"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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| Survivor FFA | | | Author: | | | IP: | px2ht.okXXXX | | Date: | 08/29/01 05:08 | | Game Type: | Starcraft | | Labels: | Starcraft(1), Great Writing(1), Long(1), Text Only(1) | | Report Rating: , # of Ratings: 3, Max: 9, Min: 8 Lifetime Rating for [c]Napoleic: 8.3333 |    | Hello and welcome to the first ever Surviver FFA Battlereport!
The Survivor FFA is a gruelling test of skill and determination, guts and resolve, and most
of all of ruthlessness and cunning. The ultimate Survivor is not only a player of
exceptional talent, but also the most conniving, scheming and unscrupulous of all.
The rules are simple. The players assume smurf names, hiding their identities to their
competitors. When the game starts, anything goes. Alliances, gang ups, backstabbing, all
are welcome after the countdown begins. But be warned! At the end of the game all
players will vote on who should be eliminated, except the winner of the game, who is
immune. If you backstab too many people or gang up too often you will no doubt find
yourself the victim of elimination by vote. The final two players remaining will 1v1 for
ultimate victory. In order to reach the end of the series you must be ruthless and cunning,
but the only way to win outright is to beat your opponent in single combat.
Let us meet the competitors:
[c]Namisu: Formerly known as {SmF}Tsunami, Namisu starred in one of my previous
battlereports where he reigned supreme over NoRushing in a zvp. He was a feared
member of the Brood War USA-1000 community and widely acknowledged as a
superiour strategist on the SC.Org forums. I can attest to both his 1v1 skills as terran and
his 2v2 skills as zerg. But how would he fare in the ultimate test of diplomacy and FFA
abilities? We shall soon see.
[c]Jon: An old school member of the Lords of Rage before leaving due to conflicts with
some members, Jon is a serious gamer. He takes what happens in the game seriously and
he is extremely competitive. When some members of the Lords of Rage decided to form
the Chosen, Jon was quick to join us. In his time between clans Jon created a whole
community practically by himself which is still very active in channel Cake. Liked and
respected by all for his quirky attitude and superiour skills, Jon would be a formidable
opponent in any game.
[c]Regehr: Regehr was once feared as hands down the best player in the Lords of Rage,
but lost interest in Starcraft for over a year. Rejuvenated by the Chosen, Regehr has
returned to the game with vigor. Though his skills have naturally deteriorated, Regehr has
what most other players don’t: experience in FFA’s. In fact Regehr was the one to invent
the Survivor FFA and won the first one, held by LoR. Though he himself will question his
rusty 1v1 skills, there’s little doubt that when it comes to cunning and conniving, he has
few peers. Regehr also has a lot of anymosity towards Evil Pop Tart and a longstanding
rivalry with Jon, but this should not come into play because their identities are hidden.
Magyc: Magyc is an original member of the Cake community and long time friends with
Jon. He was acknowleged among them as one of, if not the best player. He too has
experience in FFA play, and his quiet reserve masks a fiendish wit and intuition. Though it
is easy to discount Magyc’s chances due to his not being in the Chosen, remember that
during the game and vote, all players are anonymous.
EViL~pOP~TaRT: He hangs around a lot in the Chosen channel and happened to show
up at the right time, so we let him play. He isn’t bad and he knows how to play, but no
one was considering him as a serious threat.
Game 1:
I created the game on a personal favourite map of mine, Broken Steppes. It is a 7 player
192x192 badlands map. It is unsymmetrical and the start postions are seemingly randomly
placed. Each start position is on high ground and has 2 ramps. One ramp leads to the
main thouroughfares of the map, while the other leads to a semi secluded low ground
natural, which has an entrance also leading to the main thouroughfares of the map. The
dominant feature of the map is the twisting passages created by narrow low ground. The
whole atmosphere is one of suspense and the tactical possibilities created are myriad. Any
game with more than 4 players on this map will be a good game, so it was a natural first
choice for me.
Openings:
Namisu, smurfing as MyPantsFellOff, draws teal zerg at the 11 oclock position. He makes
4 hatcheries and a lair while teching to mutas and expanding.
Pop Tart, smurfing as ToasterStrudel (ironically a better name than his real one), draws
white terran in a position slightly above and to the left of the middle, placing him relatively
close to Namisu. He goes for 2 rax to wallin and 2 facs with a starport later on for an
army mainly consisting of metal.
Regehr, smurfing as Kathren (he loves to pretend to be a female while faking joining clans
only to humiliate them, ala Drefsab), draws yellow terran in a spot which is just south of
the middle putting him also relatively close to Pop Tart. He goes for 3 rax with 2 facs,
going mainly tanks and upgraded infantry.
Magyc, smurfing as TheGoodPantyGod, draws orange protoss at 3. He warps in 3
gateways, a forge, and a cybernetics core while fast expanding to the 1 oclock position
above him. His army is mainly attack and range upgraded dragoons.
Finally we have Jon, smurfing as MOjojojo, who draws toss in the 4:30 corner. Jon’s
build is similar to Magyc’s, going for 3 gates, 2 forges, and a fast expand. He starts out
with mainly zealots as he delays his core until his exp is up and running well.
All 5 players have detection in the form of ovies, cannons, turrets and scanners quite early
and also have a few defensive structures each.
Let the Schemings Begin:
After copious amounts of zergling, scv, and probe scouting by each player, the
manouvering for advantage begins. The first players to declare alliance, ironically enough,
are Regehr and Pop Tart, the two terrans inhabiting the center of the map. This alliance
shall be known as the Terran Axis. Soon after, Jon and Magyc sign a pact of friendship,
and then join in the Protoss Alliance. These treaties leave Namisu isolated racially,
geographically, and diplomatically. What consequences will ensue?
The Terran axis, seeing that they are surrounded geographically, decide to take swift
action to remove themselves from the epicenter. A combined army of Pop Tart’s tanks
and vultures and Regehr’s upgraded infantry and tanks makes it’s way towards Namisu.
They camp outside of Namisu’s main entrance while Pop Tart constructs a bunker, a cc to
mine the minerals present, and a turret. Namisu’s high ground sunkens and lings
discourage the terrans from advancing further until a floating ebay can be constructed to
allow the tanks sight. The western front is static for the time being.
While this is happening, Regehr is eager to seize the open south west part of the map for
his own, and constructs 2 expansions at his natural and at a base to it’s northwest. Pop
Tart also expands to his natural, which is to the east of his main in the direction of Magyc.
In addition Pop Tart is mining a few minerals from the cc he constructed in the expansion
just outside Namisu’s main. Magyc and Jon are quick to pick up on the faraway conflict
and each expand twice more. Jon is moving his bases progressively west along the bottom
of the map while Magyc is consolidating his hold on the 1 oclock main by taking an
expansion just outside of it to the southwest, as well as it’s nat. Both toss players are
perfectly content to power and tech.
Seige of Namisu
At this moment Namisu’s muta swarm reaches nearly 2 control groups and he decides to
try to break the Terran Axis’ seige. His mutas swarm down from over the high ground
and using focus fire quickly eliminate the M&Ms, turrets and bunker, then mop up the
tanks and vultures. Pop Tart is forced to flee with his cc but it is flown down and
destroyed. Namisu is down to 6 weakened mutas but he has shown the Terran Axis he
will not go down easily. With that he takes 2 expansions in the 12 oclock area.
However the Terran Axis are intent upon eliminating the zerg hordes and a new army is
already arriving. This time, Pop Tart has goliaths with his tanks, and Regehr’s m&m are
2-2. Namisu, seeing the second assualt, quickly techs to hive level and morphs a greater
spire. Rather than wait for a floating structure, Pop Tart simply sends his gols up the
ramp. They do not fare well against the sunkens, but by providing vision for the seven
tanks below, they accomplish their task. Just then Namisu’s guardians complete their
morphing and form a semi circle around the top of the ramp. 6 guardians and 6 mutas
coupled with cracklings as fast as can be morphed out of 6 hatcheries proves a formidable
defense, but with Pop Tart’s SV casting some critical defensive matrices and with
Regehr’s powerful and large infantry army, the guardian/muta force is wittled down and
overcome. Now that the dam is broken, hordes of terran infantry storm up the ramp and
lay waste to Nam’s main. Namisu quickly sets about rebuilding in his bases at 12 and
secures an alliance with Magyc and Jon, after yielding an expansion at 12 up to Magyc.
Namisu is left with one mining base. Unfortunately for him, it isn’t long before Pop Tart’s
army stumbles across it and finishes it off, leaving Namisu with nothing but some
hatcheries at the top of the map, some ovies (which would later become critical) and a few
minerals. Namisu is effectively out of the game already.
The Machinations of Magyc
Meanwhile the Protoss alliance is sitting pretty with several expansions apiece and a pair
of shiny new carrier fleets. With their new alliance to Nam, they gain all the information
they need. The Terran Axis, while working on finishing off Nam, had been producing
large numbers of infantry, which would be little use against their carrier fleets.
Simultaneously, the Protoss Alliance fleets move west to claim victory. Magyc heads for
Pop Tart, striking his natural and wiping it out easily. Pop Tart now only has one base
which is to his west. He still has a large medic and marine army, which he sends towards
1 oclock from 12, where it had finished with Namisu. However Magyc is sending a large
goon army west which intercepts Pop Tart’s m&m army. Magyc’s superiour upgrades
carry the day easily, and Magyc sets up an expansion at 12. He then continues sending his
goons west. The goon army encounters Pop Tart’s last mining base and promptly wipe it
out. All Pop Tart is left with is a large number of Goliaths in his main, built after he first
saw the carrier fleet.
Magyc’s carrier fleet had not been idle this whole time though. He pestered Pop Tart’s
main from the outskirts briefly, then thought better of the large number of gols and
decided to head south towards Regehr.
Magyc’s goon army continues around the map in a counterclockwise direction, now
rounding Pop Tart’s base and heading south towards Regehr’s resource rich heartland in
the south west.
Return of Namisu!
Remember the overlords that Namisu saved? Well after some long distance mining he
managed to make several more overlords. Though it took him almost 20 minutes, he was
ready to unleash his scheme. His overlords quickly deployed into formation. Namisu
gave everyone allied vision. Screams were heard. Yes folks, the overlords spelled out
‘Fuck You White’. (who was evil pop tart)
How he managed to get his overlords to all stay still long enough to do that is beyond me,
but the talent that required should be properly appreciated.
Schemings of Regehr
While Magyc was dealing with Pop Tart in the north, Regehr was dueling with Jon in the
south. Regehr, realising that the Protoss Alliance would be quick to capitalise on the
combat weary Terran Axis, decided to send all of his troops home after destroying
Namisu’s main and natural, leaving Pop Tart to finish Namisu off at 12 alone. Regehr
used these troops to defend his borders from the ever more encroaching Jon. Jon had
continued advancing west and setting up new bases along the bottom unopposed. By now
he was right on the outskirts of Regehr’s heartland. Regehr succeeded in destroying a
base at 7 oclock, right outside the 7:30 main. He then continued his march westward,
coming upon an expansion at 6 oclock. It was here that Jon met him with his fleet of
carriers. The massive air force made quick work of the m&m and tank army. Then Jon
turned north to attack Regehr’s main. Regehr hastily constructed goliaths to throw at the
carriers but they were clearly not enough as the carrier fleet began to wreak havoc among
his base structures.
Regehr frantically threw down factories at the 7:30 natural and his heartland while
expanding to the 7:30 main.
It is at this moment that the long shadows of Magyc’s carrier fleet are cast upon the
northern part of Regehr’s base. Protoss Alliance victory seems secure.
Then from the north comes a banner of white as Pop Tarts goliath and sv army heads
south to relieve his beleagured ally. The two armies meet in the center of Regehr’s main.
Goliaths and Science vessels of the Terran Axis clash with massive Carriers complemented
by corsairs of Magyc and arbiters of Jon.
Suddenly Magyc’s corsairs light into Jon’s arbiters! His Carriers turn their interceptors on
Jon’s fleet! Defensive Matrices materialise around Magyc’s fleet! I don’t know what
passed between Regehr, Magyc, and Pop Tart, but this turned the game from a straight
forward beat down into a whole new realm.
Vengeance of Jon
Jon is no slouch however. He wastes no time in casting a mass of stasis on Magyc’s fleet
while fleeing the goliaths. His massive upgrades (3-3-3 in everything) grant his forces
tremendous power and he summons his reserves in the form of 6 archons. Half of
Magyc’s fleet pursues him as he heads south to safeguard his 6 oclock expansion. The
archons ambush them as they leave the high ground and slaughter the carriers. Then
pursuing gols arrive on the scene but are similarly slaughtered by the archons and carriers
of Jon.
Finally the rest of Magyc’s fleet unstasises and begins to move towards 6 to knock out the
expansion. However they don’t make it very far.
Concentrated goliath fire rips into the floating fortresses from Pop Tart! The very same
person who dmatrixed them at the beginning of this massive battle now turns his own
rockets upon them! What counter plots have Jon and Pop Tart conceived? Or has this all
been done to Regehr’s design from the start?
Magyc, at any rate, is forced to take what’s left of his fleet, a whopping 2 carriers from
12, and go home. Pop Tart has lost many goliaths and takes what he has back to his base
to defend a new mining operation began at his retaken natural. He is effectively out of the
game for some time. The balance of power in the world has shifted to the extremely
powerful armies of Jon matched up with the cunning of Regehr and the economy of
Magyc.
Jon needs to go on the attack now to have a chance at surviving this 2v1. He sends 6
carriers and an arbiter north from his main towards Magyc’s main. He also sends a large
land army of templar, archons, zealots, and dragoons to the southwest of the map hoping
to strike Regehr in his heartland.
At first both armies have great success. Jon’s heavily upgraded fleet knocks out Magyc’s
natural and penetrates straight to his main, where he goes toe to toe with goons popping
frantically out of gateways. At the 7:30 start position he takes out an expansion of Regehr
and defeats an army sent against him.
Counter Attack of the Unholy Alliance
Regehr decides that now is the time to show his hand and reveal how powerful he truly is.
He creates 2 armies and dispatches them to deal with Jon’s two pronged attack. A large
force of tanks and goliaths is sent to the southwest to dual with Jon’s land army, while an
equally large force of Valkyraes, science vessels, and goliaths is sent to relieve Magyc
from the besieging carrier fleet.
Jon’s exhausted land army is finally overrun when his templars run out of storm, allowing
Regehr to retake the 7:30 start, though the forces are too crippled to advance against
Jon’s expansions in the bottom.
Meanwhile, just as Magyc completes 3 new carriers and equips them with interceptors, as
well as having 6 reinforcement dragoons arrive from the north, Regehr’s large
goliath/valkyrae/sv army is approaching from the south. Jon’s carrier fleet is caught in a
pincher it is unaware of. Jon’s 6 beleagured carriers are pounding contentedly away on
gateways when the 2 forces engage. Jon quickly stasises the carriers and flees to the west,
but not before having 1 carrier downed by goliaths, which have just attained 2-2. The
goliaths and valks give chase over the rocky terrain. Regehr cunningly split his forces in
half, leaving several goliaths in the vicinity of where Jon is fleeing. After stopping over
some water, Jon destroys the valkyraes, but is forced to keep running when the goliaths
catch up. Meanwhile Magyc completes 3 new carriers. He has also produced several dts.
He sends his fleet pursuing Jon’s while sending his large dt army to attack Jon’s main.
Jon’s carriers continue to make a nuisance of themselves for Regehr, but they are
eventually caught and destroyed somewhere around 9. Magyc’s land army of DTs wipes
out Jon’s natural expansion but is unable to penetrate far into his main, protected by
archons, cannons, and high templar. Regehr sends in a large land army of his own which
succeeds in causing some damage but is stopped by templar. Finally Magyc’s carriers
arrive on the scene and break through the defenses and begin razing the base.
Regehr meanwhile, is mopping up Jon along the bottom, destroying his 3 southern
expansions. Jon manages to save some probes and sets up a new base to the east of
Regehr’s main which goes ignored for a time.
The End of an Era
The Unholy Alliance of Magyc and Regehr comes to a close with the removal of Jon as a
credible threat. The main powers at play are Regehr’s cunning terrans and Magyc’s
somewhat less than noble protoss. Magyc’s situation at this time is very good. While the
battle with Jon was ongoing, he was taking the whole top of the map. Not only that, but
he has mind controlled one of Pop Tart’s scvs and began constructing barracks to
compliment his massive forces.
Regehr realises that he has let Magyc build up too long now, and he sends his metal army
north to try to attack the massive northern establishment of Magyc. The era of the
Regehr/Magyc alliance comes to a close.
The army gets set up in seige mode and lays down their mines. Then they move in on the
dragoons and marines of Magyc. The battle begins in a small clearing just outside of
Namisu’s orginal main. After intense combat and several charges by Magyc, his inferiour
forces are pushed back several screens. He loses 1 expansion and is in bad danger of
losing another. His marines and goons are simply ineffective against the massed tanks of
Regehr.
But then Magyc pulls an extremely sneaky move. He strikes up a pact with the remnants
of Jon’s tattered forces. Jon’s last bastion is right in between the northern area of conflict
and Magyc’s carriers, which have just finished mopping up the last structures in Jon’s
main. Magyc needs to get his carriers into the battle quickly, and the shortest route is
over Jon’s base. Jon now has several cannons and dragoons and a few fully charged high
templar, which would take his carriers a long time to deal with. Because Regehr is
advancing up Magyc’s vital mineral supplies and all his terran production facilities, it is
critical he save every second. However Jon does not know how critical it is that Magyc’s
carrier move with all possible speed to the north. So Magyc succeeds in bullying Jon into
allying with him. He doesn’t use his carriers to wipe Jon out, and in return Jon gives his
carriers free passage over his base, and what’s more harasses Regehr with speedyzealots
and dragoons from then on. All in all an extremely successful deal for Magyc.
The Final Conflict
Regehr’s armies are terrorising the north until the carrier fleet arrives. With very little anti
air available, these armies are quickly crushed from above. In the end, very little
infrastructural damage was done. Only a single minor expansion was taken and all the
barracks were protected.
Unfortunately for Regehr, the heartlands of his production have been totally expended and
his resource intake is at an end. While he was fighting with Magyc’s armies in the north,
he had set up 2 expansions along the thus far unused west side of the map, but after he
lost his northern army, there was nothing to stop the southward advancing forces of
Magyc.
Regehr did, however, have one final campaign to undertake. He had been saving the bulk
of his goliaths at his main, where he anticipated Magyc’s carriers would turn up next.
However when they went to attack his northern army, he immediately dispatched these
goliaths to Magyc’s natural. They met little resistance and began destroying the natural
when suddenly forces of Jon showed up to rescue the expansion! After a psi storm the
goliaths were mopped up by goons.
Magyc had sent a goon army to take care of his nat. To show his appreciation to Jon for
saving his natural, he promptly unallied Jon and engaged his goon army! While carriers,
dragoons, zealots, and marines swept down the west side of the map mopping up Regehr,
armies of speedy zealots, dark templar, and dragoons poured into Jon’s final base. Regehr
was out of money and Jon was hopelessly outnumbered, and it was only a matter of a few
minutes before both players were mopped up.
Tribal Council:
After the game the players met in the channel. While some players had some good
guesses, nobody really knew who anybody was. The final vote? Unanimous against Pop
Tart. Namisu because he was the person who finished him off, Regehr because Pop Tart
refused to help him for most of the game, Magyc because he backstabbed him, and Jon
because he turtled ‘dishonorably’.
Final thoughts:
This is without a doubt the best game I have ever witnessed. It was simply a colossal
battle of wits and strength. Regehr pulled off an amazing coup by managing to be
attacked by two massive protoss at once and leaving practically unscathed while both of
them were crippled. Jon played and microed like a demon. Even though he never had
even a slight advantage in numbers his armies were always a fearsome force. And he was
the only player to not backstab or scheme at all. Magyc was perhaps the slyest of them
all, making all the right alliances at the right times and managing to keep a massive
economy protected the entire game. The outcome of the game was never certain and the
person I thought was going to win changed 4 or 5 times. That one massive battle was just
the best battle I have ever seen. Masses of carriers, corsairs, arbiters, goliaths, science
vessels, and 2 different backstabs! My gut was a knot of excitement the whole time. I
only hope this battlereport did justice to the game.
On to the next game!
Survivor FFA Round 2!
The Battlefield: Bridge to Bridge Combat ‘98
This large 8 player map has starting positions arrayed in a regular pattern similar to the
Hunters. It consists of numerous platforms connected by bridges. It is not layed out in a
regular pattern.
The Survivors:
Magyc, the winner of the last FFA, gets Terran at 3 oclock. Regehr gets Protoss at 4:30,
right below Magyc. Jon gets Zerg at 6 oclock, to the left of Regehr. Namisu gets Protoss
at 7:30.
As anyone can see, things clearly look grim for Regehr and Jon, who are stuck in between
their enemies. Despite remaking this game a few times, we were unable to get any better
starting positions, and as we wanted to finish the series that night, we just decided to go
with it. Nevertheless, this game has the potential to be very interesting, as it will test the
diplomatic skills of Magyc and Namisu. Whichever of them could manipulate Jon and
Regehr to their own advantage would be the winner.
Namisu, with protoss, expanded to his natural, a little to his right quickly, and defended it
with cannons while teching.
Jon expanded to his natural as well, while upgrading a large low tech army to defend it.
Regehr expands to his natural, above him, and makes gateways and low tech rather then
teching fast.
Magyc, rather then expanding like everyone, decides to create a large m&m army instead,
because rather then increase his own power he’d rather try to fuck someone else over.
At the start of the game, Magyc and Regehr scouted each other quickly. Regehr offered
to ally with Magyc, but Magyc instead attacked him with his medic and marine army,
taking out his natural despite the 1 cannon defense. Obviously this makes Regehr sort of
bitter.
Meanwhile Jon attacks Namisu’s natural with his large low tech army, but quickly pulls
back from the reaver/cannon defense. Since Jon is in the middle, he automatically assumes
bloodlust mode and goes and attacks regehr instead.
Regehr’s low tech toss units barely hold the ling/hydra swarm.
Finally Magyc decides to ally with Regehr and tries to go and attack Namisu, who was
discovered starting his second expansion by Regehr. However Regehr doesn’t really
know exactly where Namisu’s main is, so as he gives directions to Magyc to attack
Namisu, he actually leads Magyc to Jon’s main.
Jon easily breaks this attack with his lurkers. Magyc finally decides to expand himself, and
Regehr remakes his expansion, once again forced to forego teching.
Jon still isn’t thinking he wants to attack Namisu, so he decides to attack Regehr again.
This time he sends in some lurkers, and because Regehr didn’t have any tech to speak of,
Jon is able to kill his army and starts manouvering around the cannons to kill gateways.
Regehr manages to get a few more goons made, and after a scan from Magyc, defeats the
lurkers.
Namisu, meanwhile, expands again to the top left main and continues making a huge toss
ground army.
Jon loads an overlord and gets an expansion up in the middle of the map. With that
expansion he goes up to hive level, quickly getting defilers, ultras, and cracklings.
Magyc expands to the top right main and another expansion below it, and makes a big
terran army of random assortments. It consists of about 4 bcs, 2 svs, 8 goliaths, 6 vultures
(for laying mines to defend his exps, he thought he was powering the hardest because he
didn’t know about Namisu’s expansions) 3 ghosts, about 6 tanks, and about 40 troops.
Regehr is still trying to rebuild, but his main is out of money so his only mining base is his
small natural. Suddenly Jon showed up with about 40 cracklings and finished Regehr off
pretty easily. Then Jon threw everything he had at Namisus bases all along the left side.
Since he was ahead in upgrades and had nice tech and micro (dswarm/ultra/plague/lurker
rules) he managed to take out a base before he was stormed to submission.
Then Namisu countered Jon and took out his base in the middle, while a small group of
troops of Magyc stumbled upon a new exp of Jon’s and stopped it. So Jon ran out of
money and contended himself with loading lurkers into overlords and randomly dropping
them in spots around Namisu’s base to annoy him. (not because he’s an imbecile though
bob, but because he is an honourable warrior and was doing his part to take out the
strongest player).
So finally, as was obvious at the start, the battle had come down to Magyc against
Namisu. Magyc had his army of random crap, and camped it behind bridges blocked by
depots and rax. Namisu meanwhile had his maxed out full tech toss army consisting
mostly of goons and zealots, with ht’s thrown in, and 2 arbiters.
Namisu controlled the whole left side of the map while Magyc had the right side. Right
then Namisu had 1 extra base and better upgrades. Namisu decided then and there to
attack Magyc, which is of course just what Magyc wanted. So 200 supply worth of toss
ground at it’s finest crashed into about 150 supply of low upgraded turtling terran.
Obviously they failed miserably, and about 70 supply of toss ground limped away after
having killed 2 supply depots and 20 or so troops. One thing of note is that Namisu didn’t
have his arbiters in this attack, and none of his temps succeeded in getting off a storm.
Magyc then left his base while making more factories to switch to a pure metal army. He
proceeded to the left side of the map, however 12 gateways managed to produce 2 more
rounds of troops by the time he got there, and the temps all still had mana. Magyc’s
mostly m&m army was brutally massacred. However his BCs did succeed in taking out a
nexus at a different part of the map with emp/yamato.
Namisu then launched his counter attack, which consisted of a newly produced carrier
fleet (of 4) backed up by mostly goons and 1 arbiter. Namisu stopped an expansion
attempt at top middle and proceeded on to top right. Magyc had mostly tanks there, but
with the carriers and arbiters and a lack of turrets the tanks fared very poorly.
Meanwhile Namisu had his other arbiter recall about 20 zealots and a reaver into Magyc’s
main. Seeing that, Magyc was forced to quit.
After Thoughts: As you can probably tell, I didn’t much care for that battle. It’s really too
bad we couldn’t get better start spots going. Anyways Magyc’s mistakes were the story
of that game. He should have expanded and allied Regehr rather then attacking him. That
screwed over Regehr who could have been a big help against Namisu.
Tribal Council:
Namisu voted for Jon, who was the biggest annoyance to him. Jon voted for Magyc, who
attacked him pointlessly near the start of the game. Magyc voted for Jon, simply because
he had no one else to really vote for, and of course Regehr also voted for Jon who killed
him. So Jon was eliminated despite the fact that he fought with honour in both games.
Survivor FFA Round 3:
Battleground: Gladiator Pits
This 4 player map isn’t played too often but I quite like it. It is a horizontal rectangle 196
by 128 with start spots at the corners. They are all on high ground and have no choke.
The middle is entirely low ground with a few ramps to it from the high ground around the
outside. There are expansions at 12, 6, 3, 9 on the high ground, but every other expansion
is in the low ground. There are also many cliffs in the low ground making for twisty,
narrow passages.
Survivors: Namisu, random to protoss bottom left, Regehr, random to protoss top left,
and Magyc, random to terran bottom right.
All three sides built up conservatively, with the protoss teching to templar quickly while
Magyc once again did his m&m opening.
When Regehr and Namisu scouted each other they knew they had to be enemies. Regehr
was the first to make a move, sending down 7 zealots and 2 goons with his first dt. More
Dts followed soon after.
By the time he arrived however, Namisu had already set up a cannon for detection and had
7 goons and a dt of his own. Although Regehr technically had a bigger army, he was
forced to flee the enemy dt. Namisu’s dt gave chase, but had to turn around when it
arrived at Regehr’s base, finding a cannon waiting for it.
Namisu then expanded into the lower left part of the pit and quickly put up cannons to
defend it. Regehr, meanwhile, expanded into the upper left part of the pit himself, and
teched to robotics for observers. However Namisu’s dt scouted the expansion and forced
him to cancel before the observer was completed. Regehr then expanded to the top right
base, above Magyc.
Magyc, meanwhile, seemed paranoid that the two protoss would ally against him and
consequently powered extremely conservatively. He made an even mix of m&m and tanks
with 2 rax and 2 facs and expanded into the lower right part of the pit. He then fortified it
heavily with tanks, mines, depots, and bunkers, expecting a toss army to attack at any
moment. As a result, when he scouted Regehr going to top right, he was too slow to stop
him before regehrs cannons, dt’s and ht’s arrived to hold it.
After getting that base up and running, Regehr expanded into the pit into his old spot
again. Namisu could not easily have stopped him, so he decided to expand himself to the
6 oclock area of the pit.
Magyc finally decided to leave his fortifications and attempted to tank this expansion with
sv support. Namisu lost many probes and a few minutes of mining time before destroying
the tanks on the other side of the cliff.
Regehr had observers everywhere, and seeing that battle decided to expand more himself,
getting the 12 oclock pit and the top right pit base.
Magyc then decided to make a determined effort to slow that down and sent most of his
army up to fight the top right bases.
A large battle ensued between goons and tanks with supporting dts/hts and infantry for
terran. Regehr had way more resources at that point however and though Magyc microed
well, Regehr managed to hold with little damage. So he expanded again to the 9 oclock
pit.
Magyc and Namisu could see what was happening at this point and quickly allied each
other. At this point Regehr was maxed out on troops easily, and Namisu was approaching
max on his goon army. Magyc was lagging behind in forces as he had only one mining
base, so expanded again to 3 oclock pit. He did however have 6 bcs.
Namisu and Magyc launched their attacks on Regehr simultaneously. Magyc first sent his
BCs to Regehrs top right pit base and put them over the cliff to kill mining probes. While
Regehr dispatched his goons from his main to deal with this threat, Namisu sent his
massive toss army to Regehr’s main. Regehr was forced to turn his army around to
protect his vital gateways, or he would be left with no way to spend his massive amounts
of money. So a huge battle ensued between Namisu and Regehr. Namisu had 1 extra
upgrad, but Regehr had more troops. Finally after massive storming Namisu was forced
to retreat from that battle.
Meanwhile Magyc had killed all of Regehr’s probes at the top right pit base, and was
working on the probes at the 6 oclock pit base. Namisu again attacked Regehr, this time
at his 9 o clock pit base. So Regehr was once again forced to defend himself as there was
still a lot of resources to be mined there.
Regehr once again barely managed to hold onto his base, and once again Magyc’s BCs
finished off all the probes.
Regehr’s resource stockpile was pretty much at an end by now, and he was forced to let
his army be for the most part to remake his nexi and probes.
Magyc, however, was not done yet. No his BCs were enroute to kill more probes at
another one of Regehrs expansions, his newly started base near the middle of the pits.
However they stumbled upon 4 dragoons on the way. They quickly hid over top of a
narrow cliff to get the advantage then began pelting away freely. Regehr had 3 temps on
the other side of the cliff. 6 storms. GG BC!
Namisu had wasted a heck of a lot of money trying to put a dent in Regehr, and unless he
had vision with Magyc, for all he knew he did nothing at all. But he grimly went about his
business expanding again to a free spot above his 6 o clock expansion.
Magyc’s scv met him there. That was the end of that alliance. Magyc had about 12 tanks,
6 svs, and 4 bcs and in this terrain they were ideal troops. Namisu had his goons with the
odd zealot. The two of them battled each other for that expansion back and forth for
minutes. Magyc had a cc and scvs that he would fly in to mine minerals from it whenever
he could while Namisu had a shuttle full of probes that would make a nexus and mine
whenever they could. All in all it was incredibly innefficient for them to battle over the
expansion that way, as they poured wave after wave, securing it for 2 minutes then losing
it all over again. Regehr, meanwhile, rebuilt his gateways and restabalised his economy.
Finally Namisu got a critical edge in his battles with Magyc as he introduced DA’s into the
fray. He mc’d a bc and an sv and put feedback on the rest, killing 2 svs and damaging the
bcs. Namisu got the 6 pit expansion and the one above it stabalised and running just as his
other bases were getting mined out. Magyc was basically out of money.
Regehr then attacked Namisu for all he was worth, sending the limit of goons and temps
to attack Namisu in the pit. Namisu’s mostly DA magic support crumbled before the
goons. He still had a lot of minerals and held on with speedy zealots for a while, but he
was basically dead.
Then it was a case of Regehr patrolling forces after forces in Magyc’s base, which was still
perfectly fortified from the start of the game. Regehr actually lost about 50 goons doing
very little damage before he finally brought in some sairs to dweb. In another few minutes
it was all over, Regehr was the winner.
Final Thoughts: This game was really great too, if only Magyc and Namisu didn’t fight
each other so much over that one expansion Regehr wouldn’t have been able to kill them
both at the end. There was a ton of different units used and some very interesting battles.
Definately better then game 2, but not as good as game 1.
Tribal Council: As Regehr was the winner, only his vote counted, and he voted for
Namisu, because he thought he had a better chance against Magyc in the 1v1.
Survivor FFA Final Round!
BattleGround: Archipelago
This island map is very similar to Dire Straights with the primary difference being that
there are cliffs behind the main mineral lines.
The Survivors:
Magyc: Random to Zerg, top right. He has won the first game, come in second in the
second game, and second in the third game.
Regehr: Chosen protoss, bottom left: He came in second in game 1, last in game 2, and
won the third game.
Now for the 1v1. Both players used every bit of cunning and ffa talent to get this far, but
now it’s all about the 1v1. In the end, only the strongest will survive.
Regehr starts off going for reavers, making 1 goon as a precaution before getting robotics
up. He also defends himself with 3 cannons.
Magyc is going for hydra drops and does the fast 2 lairs build. He has 1 spore and 1
sunken for defense.
Regehr is the first to leave his base, loading up his shuttle with a goon and reaver. At
home he has a reaver in progress and 2 more goons with one building. He has 2 gateways
and a robotics.
His shuttle proceeds clockwise around the map, and comes upon Magyc’s base just as 3
overlords are loading. Magyc doesn’t see the reaver until it drops in his mineral line. The
sunken opens fire on the goon, which drops first, while Regehr orders the reaver to kill
drones. Magyc quickly shifts his sunken to attack the reaver and brings his hydras over to
attack this drop. The Reaver gets off another scarab, killing 8 in total, before dying to the
sunken. Magyc has about 8 left, plus drones on gas untouched. The goon drops to the
hydras quickly.
Magyc loads up again and prepares to counter Regehr. He now has 4 overlords with 15
hydras and 2 lings ready to go. Regehr is ready and waiting.
Magyc’s drop lands right onto a cannon, which kills an overlord, but it had already
unloaded everything. Things turn grim when the reaver pops out however. The hydras
focus on it and kill it, but its 2 scarabs kill 6 hydras. The lings die to another cannon
quickly while the remaining hydras go toe to toe with 4 goons. Regehr brings probes to
fight, and after some blue and red blood hits the ground 1 hydra is left to pick off probes.
In total Regehr lost his whole army and about 2 probes and a cannon. Regehr still has his
shuttle however, which he uses to expand.
Magyc makes another sunken to block a reaver drop and remakes his drone corps.
As soon as another reaver pops out, Regehr loads it up in his shuttle with another goon
and sends it Magyc’s way. This time he sends it the other way. Magyc’s drone force is
totally replenished but he has only 4 hydras when regehr unloads. He keeps his forces
back, letting the reaver kill the sunken from a distance. Regehr’s damage upgrade is
obviously done as it falls in four hits. The hydras, however, were not idle and got a few
shots on the reaver before all dieing to a single scarab (oops). The Reaver then gets
another scarab into the mineral line, killing 5 drones. 6 more hydras then pop out and
finish off the reaver losing 2 of their number. They kill off the goon after 1 more hydra
falls.
Regehr then transfers probes to his expansion with his shuttle and puts down another
robotics and 2 more gateways. His attak upgrade finishes.
In desperation Magyc loads up his overlords for one more drop on Regehr’s main, this
time with 5 overloards, 20 hydras.
Regehr has 2 reavers and 6 goons waiting for him, and 4 zealots cued. He also started
going up templar tech at his expansion.
The 20 hydras drop just out of range of Regehr’s army away from his mineral line and
cannons. They advance as one, while Regehr ordered his troops into formation, making a
line with the reavers in the back.
Magyc spread his hydras out a bit, but each scarab killed 2. When the dust cleared, the
goons were all dead but there were only 3 hydras left. They went up and shot one reaver,
actually managing to kill it, before all dying to 2 scarabs.
Regehr loaded up his other reaver and his 4 zealots and dropped onto Magycs main.
Seeing that they had speed, he was forced to quit.
Regehr is the ultimate survivor! Luckily since I live with him now, I can easily give him
his million dollar prize.
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