"My troops were fighting the lurkers like endersshadow makes wall-ins. Not very well at all." - ZerG~LinG's The Good Die Young
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| Cengame Hanafos MSL Semifinals : Nal Ra vs GoodFriend 02/26 | | | Author: | | | IP: | px1wh.vcXXXX | | Date: | 02/27/04 01:02 | | Game Type: | Starcraft | | Labels: | none | | Report Rating: , # of Ratings: 2, Max: 8, Min: 8 Lifetime Rating for Napoleic: 8.0000 |   | Nal Ra vs GoodFriend
This series of games is the semi-finals of the MBC Hanafos Cengame MSL. For more info on this league format, please visit www.teamliquid.net.
First an introduction for our players. GoodFriend is a relatively new school terran player that has recently made a name for himself primarily based on his stellar performance in this league. He only recently broke into the pro leagues and so does not have a heck of a lot of history to speak of. Nal Ra has been around for a while now, and is best known for his unorthodox and original starting build orders. He'll play with proximity hidden tech as the rule rather than the exception, and is well known for perfectly captilalising on his opponent's weaknesses in unexpected and unforseen ways. He also has the potential to break out with truly awesome micromanagement at any time. Nal Ra's biggest achievement is winning the most recent ongamenet starleague, and is also the only protoss player who even managed to qualify for this league. His victory in the OGN is seen as perhaps more a product of maps such as Paradoxxx than for any unusual amount of skill on Nal Ra's part, so another victory in a league with maps less favourable to protoss, such as this one, is needed for him to legitimise his victory and cement his place among the all-time Starcraft greats.
The first game is going to be taking place on MSL's U-Boat, a hybrid map that situations 4 corners island starting locations on a flat, interconnected mainland. Because of the strength of goliaths and the inherant advantage of floating buildings, this map slightly favours terran in the terran vs protoss game.
Nal Ra gets the 7 oclock position, while GoodFriend lands at 2. Both players initially start off with safe builds, Nal Ra going robotics first and Goodfriend floating his rax to scout. Goodfriend capitalises on Toss's need to tech a little before being able to mount an offensive by following up his factory with a CC first before beginning his starport. He also grabs an Ebay and puts up a fair number of turrets.
Nal Ra techs up to a support bay and begins working on reavers, hoping to capitalise on any openings that Goodfriend may have left if he had gone with an early expansion build order. To be safe he also gets a forge, primarily to defend against vulture drops.
Nal Ra scouts GoodFriend and discovers that he was right about the fast cc build, but GoodFriend had been fairly safe and put up 3 turrets around his main and 2 more at his natural, which, along with 3 tanks, covered him fairly well against reaver harassment.
Nal Ra has a shuttle now loaded with 2 reavers, and expands himself to his own natural, but he knows that economically he is significantly behind and needs to do damage to catch up. He first tries to hit Goodfriends main, but with the 2 tanks and 3 turrets it is too heavily defended. Nal Ra goes up and around behind the main to GoodFriend's natural, coming at it from the top. He sees that Goodfriend has only 1 tank there and makes the decision to drop, though because of turrets he cannot drop on top of the tank. His reavers are able to destroy the tank in a single salvo, but GoodFriend is already sieging more tanks on his island within range of the reavers, and he drops another tank off on the mainland. One reaver falls in the tanks counter salvo, and because of the still alive turret, Nal Ra would not be able to pick up his reaver without his shuttle dying. So he fires on some nearby scvs, killing 3 or 4, and runs the shuttle away. The second reaver falls without doing any more damage.
GoodFriend is now quite far ahead with his earlier expansion, and Nal Ra definately did not do 2 reavers worth of damage. GoodFriend puts up 3 barracks at his natural, looking like he wants to emulate Freshen vs Ggon of 2 weeks ago (in which Freshen humiliated and obliterated Ggon with an mm/tank attack on his natural).
Nal Ra also has some gateways up at his own natural and sends some goons up to investigate GoodFriends natural. They spot Goodfriend's rax right away, and then pull back, heavily outnumbered. At least now Nal Ra knows what GoodFriend's up to, but it may be too late to do anything about it.
Nal Ra's first step is to take the 10 oclock main, and cannon it up. It's lucky for him he got that forge. Upgrades are critical vs m&m and the cannons will prove extremely useful in fending off mm drops. To that end Nal Ra puts up 3 cannons at his main as well as adding a couple of gateways to produce templars out of.
GoodFriend now has a sizable mm/tank army and is ready to push out and attack. Nal Ra only has about 8 goons, and Goodfriend has about 18 troops and 7 tanks. Nal Ra clearly cannot defeat that army, but he has a few tricks up his sleeve. The first thing he does is send in dts to kill the troops, one at a time. GoodFriend is forced to use up his scans 1 at a time. Nal Ra can only hope GoodFriend runs out of energy before he runs out of dts. He frantically produces them out of his 3 mainland gateways. GoodFriend is a little slow to scan at first and loses some troops, but still has more than enough.
He does get to Nal Ra's natural with a big army finally, but Nal Ra isn't there. His 9 goons instead countered to GoodFriend's natural, hoping to distract him. GoodFriend has too many defenses left behind there however, and Nal Ra just does not have the material necessary to hold the mainland at this point. He is forced to retreat, heading down to 3. GoodFriend had been building a CC there, and the dragoons do succeed in forcing him to cancel it there.
Nal Ra's natural falls to the tank army, but Nal Ra is already scrambling to replace it with an expansion to the 4 oclock main. He adds cannons and gateways to this base as well. At this stage Nal Ra's best chance of victory is a carrier switch, which Goodfriend probably knows. It may be why he chose to go mm's in the first place. A decent mm army negates the effectiveness of carriers, because stimmed marines can go toe to toe with interceptors and often times kill them faster than they get killed. In addition, upgrades to marines are cheaper, usually allowing terran to stay ahead in the critical upgrade race. Going marines is a risky choice only when your dominance of the mainland is in question. They are weak to upgraded toss ground units, especially goons and high templars, but because GoodFriend had good reason to believe that he would have mainland dominance by holding his early expansion attempt and killing the reavers, it was a safe and smart choice for him. GoodFriend, so far, is one step ahead of Nal Ra.
While Nal Ra is starting to take 4, Goodfriend is already moving on 10. He is low on dropships at the moment, so his plan is to use 1 to elevator his forces up the cliff. He has more than enough army to take out 10, the question is whether he can do it with an elevator. GoodFriend makes a critical error in his execution though, and positions his army within site of Nal Ra's defenses. Had Nal Ra not been aware of the elevator attempt, GoodFriend could have gotten his whole army up safely. Instead he tried to siege within range of Nal Ra's assimilator, to have his cake and eat it to. What he got was 2 dt's falling upon his mm's instead, and Goodfriend's first shuttle load is obliterated. He did finally get the energy to scan and kill the dts, but Nal Ra bought his 2 newly produced high templar some more time to accumulate mana. When Goodfriend unloads his next 2 shuttle loads of troops and moves forward, Nal Ra's templars are ready with storm, and take the majority of them out. The cannons do for the rest of the infantry, but 3 tanks are left to fire upon the cannons unmolested. Nal Ra morphs a couple of archons to take care of the tanks while Goodfriend elevators up his last 2 tanks. The archons go to town on the tanks as soon as they are done, but after the dust settles 2 tanks still remain. 2 more Dt's pop out and finish them off before they can do any more damage, and, miraculously, Nal holds 10.
Meanwhile, Nal Ra tries a dt drop on Goodfriends main with 2 dt's. They succeed in taking out a depot and an academy before getting scanned and killed by defending tanks.
GoodFriend now decides to try his luck on the 4 oclock main expansion with his next army. Apparently he's sick of losing troops to dts, as he now has a science vessel with his army. Nal Ra had probably been hoping to hold 4 the same way he did 10, but with vessels it won't be so easy. Nal Ra does send a shuttle to reinforce while GoodFriend begins elevatoring up under the protection of his vessel and sieged tanks.
As Goodfriend's army moves in, the shuttle unloads its 2 dts and a high templar. Nal Ra also sends in his other dts, and they focus on the tanks while Nal Ra tries to use storm to keep the troops at bay. He succeeds in killing all of the lifted tanks, but a few troops still survive. Nal Ra had been waiting for mana with a second templar, and it comes and storms the remaining troops. GoodFriend had another dropship full of troops on the way, which unloads now, and tangles with 2 goons and a cannon of Nal Ra which just popped out his gateways. GoodFriend matrixes one marine and with his help manages to take out the goons and cannon. Nal Ra had been warping in another cannon, but Goodfriend takes out the pylon powering it, leaving the base helpless. Nal Ra starts to warp in another pylon to power it, but Goodfriend takes out the cannon before it's done. When it's all said and done, 1 marine and 1 medic are still alive, and he is slowly taking down the undefended nexus.
While that's going on, Nal Ra drops 12 with a pair of dts, which start slashing scvs right away, but Goodfriend is very alert and takes them out with mm before much damage is done.
GoodFriend's superiour macro is only widening the gap, and about 7 dropships hit 10. Nal Ra has no possible way to stop that kind of force. 2 templars get off a couple of decent storms, but are quickly overwhelmed. Goodfriend foolishly just stims and sends in his troops however, not counting on Nal Ra's cannons, which take out most of the troops. Some Dt's also take out the tanks, and amazingly 10 still stands. The nexus at 4 falls to the lone marine however.
Nal Ra has begun teching carriers with 2 stargates, but he is badly in trouble until they come. He is having the hardest time winning any fight and is only getting more behind as time goes on. GoodFriend had retaken 3 right after Nal Ra had gooned it earlier and was pretty far ahead in bases.
Goodfriend finally scans the dts at 10, and proceeds to raze that base with his many remaining forces. 2 carriers of Nal Ra's pop out and begin making interceptors. Nal Ra also expands to the 6 oclock low ground and the 9 oclock low ground to replace his high ground bases. He immediately dispatches carriers to try to hold them.
However, GoodFriend was not content to take out carriers with mere mm, and put up a physics lab on his science facility. He's now working on battlecruisers out of his 2 starports. 2 battlecruisers are completed soon after Nal Ra's carriers.
GoodFriend attacks 6 oclock with his large tank army, and Nal Ra only has cannons there to hold. Not the most sturdy of defenses, all things considered. Naturally 6 falls pretty quickly.
Goodfriend now has 4 bcs, the same number as Nal Ra has of carriers. In response to the razing of 6, Nal Ra successfully storm raids 12 with his carrier backup.
GoodFriend's tank army now heads towards 9, Nal Ra's only mining base, while Nal Ra looks to retake 4.
The tanks arrive at 9 unmolested and open fire. Nal Ra's carrier force arrive on the scene, and a couple of high templars arrive to help out. GoodFriend had brought his BC's along too though, and a tense air battle between battlecruiser and carrier ensued. Goodfriend got off a couple of yamato's, instantly killing 1 carrier, while Nal Ra stormed the battlecruisers in response, damaging all of them. Nal Ra's carriers are forced into retreat however, because of the superiour damage and armour of the battlecruisers. With some nice micro, Nal Ra kills a couple of the behemoths, but with only 1 remaining carrier vs 2 battlecruisers it doesn't look good.
The tanks razed 9 while this battle was ongoing, and now Nal Ra is only mining with a few probes at 4. Nal Ra attacks 3 with an archon, but it does little damage before getting killed by another tank army. Nal Ra also gets another carrier, and a few corsairs for backup. Meanwhile Goodfriend has 2 battlecruisers and 7 wraiths.
GoodFriend prepares his final assault on 4, while Nal Ra hopes to ambush it with his fleet and some templars. He does get off some nice storms on unloading dropships, but when Goodfriend's fleet shows up Nal Ra leaves the game with a GG, knowing it's over.
Game 2: Luna
The next game is taking place on Luna, another twilight tileset map. This map is a plain jane land map, with high ground mains, a first and second natural, and a huge wide open rocky terrain center. Almost everything about this map is tailor made for toss to own terran. Nal Ra has no excuse to lose on this map.
GoodFriend gets the 5 oclock base while Nal Ra warps in at 2, right above him. Nal Ra opens with a standard gate robotics build while Goodfriend is fac ccing. When Goodfriend's scv scouts Nal Ra's base, Nal Ra shows it an observatory, then cancels it after it dies, showing Goodfriend a standard goon/obs build. Nal Ra insteads starts his expansion Nexus right away however, and then adds his observatory after. Because Nal Ra expanded on 1 gate, he is actually ahead of Goodfriends fac cc. Nal Ra also made a hidden pylon at 12, but never puts anything there, possibly hoping to decieve Goodfriend into turtling harder against a hidden tech build. Goodfriend would know that Nal Ra hid a pylon by counting the pylons in his main, so it's a good play.
As the nexus goes up, Nal Ra adds a couple more gateways, bringing his total to 3. Nal Ra clearly guessed that Goodfriend would fac cc and countered it nicely with an even faster expansion. Goodfriend cautiously fortifies his own fast expansion, still looking out for whatever hidden tech Nal Ra never built. Meanwhile Nal Ra uses dragoons to block both of the exits to Goodfriends base and keep any scvs from scouting him. Under that cover he takes the 11 oclock main as well.
Goodfriend is now completely in the dark and playing confused and innefficient. He is unable to scout Nal Ra at all, and without a scanner it doesn't look like he'll be able to. While Nal Ra starts mining from 10 and is producing units out of 8 gates, GoodFriend is finally ready to try something. He uses tanks to move Nal Ra's goons back a bit from his exits and then springs out a vulture squad. Nal Ra had only just switched to zealot production, and at the worst possible time. GoodFriend shows up at his natural with 8 vultures and Nal Ra has only his 6 zealots to hold. Nal Ra had very cockily not produced any cannons to defend his miners, and the zealots prove useless against the upgraded vults.
The vultures go to town on the mining probes, utterly raping them while the useless zealots mill about getting blown up by mines. Nal Ra cannot send his goons home or he'll sacrifice the middle to Goodfriend's tank army, a mistake that would probably lose him the game. Instead he has to try to get rid of the vultures with his 0 cannons and gateway units popping out. After clearing out the natural, Goodfriends vultures chase fleeing probes into Nal Ra's main and kill still more probes.
Finally Nal Ra pops out another round of zealots and with the vultures out of mines he is able to kill them off, but not before losing 3 quarters of the probes at his main and natural. Luckily for him he still has 10. Goodfriend aims to end that lucky streak with another group of 12 vultures however. Nal Ra did not make the same mistake though, and had gateways, cannons, and goons blocking the 10 ramp. After losing some vultures, Goodfriend pulls back. A second group of goons caught the retreating vultures in crossfire, and they were destroyed to a man, getting only 1 goon for their troubles. After losing about 22 vultures in exchange for about 30 probes, 6 zealots, and a dragoon, Goodfriend has caught up a little bit to Nal Ra, but the map means that he still has a long way to go.
Goodfriend continues his main push, heading along the side of the center and over the bridge into Nal Ra's second natural, the safest possible location for his units. However Nal Ra still has a way larger army and should be able to win the fight there with little trouble. For some reason, Nal Ra elects not to fight that battle though, and instead runs past Goodfriend, and into his base.
GoodFriend still has a loaded bunker at his natural and several turrets, depots, and tanks barring his way though. Nal Ra does have a gigantic army, but Goodfriend has excellent defensive positions. He also sends his army back right away to flank Nal Ra from behind and cut off retreat. Nal Ra made a pretty big error here. He does kill some stuff, but he lost his entire army, which was way bigger.
Nal Ra did buy himself some more time though, and his astronomical power edge is only going to translate to more units as time goes by. GoodFriend, knowing this, is turning around and rushing back into battle. He has about 10 tanks and 12 vultures, and until a few more rounds of gateway units pop out Nal Ra only has a couple of zealots and goons. Nal Ra, unbelievably, takes 10s nat now, rather than produce more gateways to spend the huge amounts of money he is already making now.
Nal Ra uses zealots in a shuttle to take out 1 tank while Goodfriend heads north. GoodFriend gets right to Nal Ra's natural entrance before stopping and sieging up. Nal Ra's tiny army quickly gets owned, but with a good 12 gateways producing units non stop, he may be able to hold on the strength of reinforcements alone. Goodfriend moves forward more, taking out Nal Ra's defending cannons at his natural, while Nal Ra masses reinforcements and loads his shuttle again. Nal Ra drops the tanks with dt's and zealots then while the vults move up looking to get probe kills. Nal Ra had a couple more cannons there though, and zealots which just popped out of his main gateways help in holding off the vultures. Meanwhile the dts rape Goodfriend's defenseless tanks. Goodfriend made a couple of bad decisions there which may cost him the game.
Another round of reinforcements from 10 arrive and flank Goodfriends reinforcements, and at this point Nal Ra just has too much power. Nal Ra has lost his army 3 times, and Goodfriend only once, but by the virtue of Nal Ra's power edge, he is still way ahead. Despite his mistakes, there is no reason Nal Ra should lose the game now.
Goodfriend tries another vulture raid on both 10 and Nal Ra's natural, but there are now many cannons and the raids are useless. Nal Ra is holding the center of the map with a gigantic ground army and amusingly using the tiny patches of buildable terrain to put up single pylons and cannons while Goodfriend is trying once again to mass a ground army to do something about it.
I guess Nal Ra got bored or something because he elects to waste his army in another head on assault, doing almost nothing and losing a good 5,000 worth of perfectly good toss ground. While Goodfriend microes his ass frantically trying to stay alive, Nal Ra amuses himself by taking 9 as well.
Even though Nal Ra only lost his army about 20 seconds ago, when Goodfriend tries to push out with a 20 tank army, Nal Ra already has more than enough goons, high templars, and zealots to completely obliterate it as soon as it gets past his ramp entrance.
For whatever reason, Goodfriend still isn't giving up, in spite of Nal Ra's 5 mining bases and massive army, now backed up by arbiters.
Nal Ra decides his coffers may run dry and takes 7 and 7's natural, bringing his mining base total to 7. Goodfriend attacks that with some vultures and succeeds in mining some dragoons to death, but are quickly mopped up by reinforcements.
Nal Ra decides to head on attack Goodfriend again, hoping to win before he dies of boredom. This time he has the backup of an arbiter with stasis, but amazingly Goodfriend holds again with his copious turrets, high ground tanks, and narrow choke points.
Goodfriend moves out again with 8 tanks and about 15 vultures, laying about 30 mines everywhere. Nal Ra attacks right away with zealots and dragoons, but Goodfriend scans and with the help of his huge mine count does not instantly get raped. However Nal Ra now has 2 arbiters, and with constant reinforments from a good 15 gates, quickly overwhelms the siege moded tanks with pure dragoons.
gg -- finally.
Final Map: Enter the Dragon
Enter the Dragon is a 2 start position land map with an interesting layout which essentially boils down to 2 alternate routes from each main meeting at a flat open center point Each main has 3 naturals, a close in mineral only, a slightly further away mineral and gas expansion along the further route, and a third mineral only past a ramp on that route. For kicks there are islands thrown in at 12 and 6. I'd say the map favours terran in tvp ever so slightly since it's a pretty small map.
Nal Ra opens with a zealot, hoping to capitalise on the close start positions. Followed up with ranged goons, Nal Ra has been known to knock over terran ramp defenses in the past with this build. The zealot starts beating on a depot before any rines are done, but Goodfriend starts repairing right away and also builds a bunker, fortifying his base against that possibility. By the time the goon gets there the bunker already has 3 rines, ending any chance for an early offensive.
Nal Ra continues up his tech order with a dt drop build, getting archives and robotics before expanding. His first shuttle has only a probe in it though, which he uses to start an expansion at the 6 island.
Friend is producing mainly tanks after scouting with a single vulture, a little strange since most terrans will at least try to vulture harass. He may be planning to go for a semi quick expansion, but he already has 2 fac so it won't be that fast. All in all a very defensive build. He uses his vulture to block Nal Ra's expansion nexus with mines, but Nal Ra already has his island up and running.
Meanwhile Nal Ra has gone back and picked up a couple DT's with his shuttle, and moves out towards Goodfriends main. After giving it the once over, he decides Goodfriend's main is sufficiently defended and just puts the dts on his island.
Now he gets a stargate, not content to tech up a mere two trees in the first 7 minutes of the game. It all reeks of desperation, but with Nal Ra you have to keep in mind there's usually a method to the madness.
GoodFriend seems kinda confused at Nal Ras lack of anything visible, and satisfies himself with mining his entrance.
Nal Ra now has 2 stargates and a fleet beacon, with a couple carriers on the way. Nal Ra also amuses himself with a dt drop on Friend's natural expansion attempt, now with a full four dt's. What follows will probably never be forgotten by myself. Luckily I wrote the sequence of events down as I was watching the game.
First Nal Ra drops 2 dts, killing the turret and starting to beat on a building comsat. 3 Vultures come to lay mines, but Nal Ra picks up and repositions his dts on the other side of the cc to safety. Goodfriend does not have a main scanner up yet. Some more scvs come to build turrets, but Nal Ra remembered where the mines were laid and carefully avoids them while killing the scvs before they can make turrets. Friend keeps laying mines everywhere furiously, and while he was doing that, Nal Ra dropped 1 dt into the middle of them, causing a mine to blow up 2 vultures. The Dt, which survived the first mine blast, then kills the third with a mighty swipe before getting killed by another 2 mines. Now the mines and vultures are basically out of the picture and Nal Ra has 3 dts left. More scvs come and another scanner is started. Nal Ra drops all three dts to take out the scvs and scanner again. More vultures come to kill the dts and the main scanner is now up. Nal just picks the dts up once they are scanned and waits 5 seconds before dropping them again. While he was waiting Friend laid more mines to kill the dts. Nal Ra again carefully dropped his dts into the mine fields, taking them and the vultures out and saving himself 1 more dt, which he uses to finish off the hurt ass scanner. SCVs continue to try to get turrets up while another round of vultures is sent. These vultures had laid mines along the other route, so had none left, but Friend was counting on getting that second scanner up, or at least some turrets. Friend uses scvs to repair the scanner while building more turrets and the dt finishes off the scanner, then starts killing more scvs. Finally some more vultures with mines show up, and Nal Ra picks the dt up and carts him back to the island. Hella good harassment.
Turns out Friend used his first scan to scan the stargates, which is partly why it was so late.
Nal Ra takes that opportunity to get his natural expansion, and uses 3 pylons to block the bridge leading to it's rear, blocking off 1 route that vultures could take to harass it. His first 2 carriers are also already out, but because Friend had scanned him he already had range upgraded goliaths out.
Nal Ra wants to harass Friends natural again, but Friends goliaths catch him on open ground and chase him back to his island at 6. Nal Ra gets a third carrier out while starting to produce some regular units for the first time. Friend now has a sizable gol/tank army and is starting to push out. Nal Ra tries to stall with some dts but they are scanned and killed before doing too much.
The battle is met at the location of Nal Ra's mineral only natural, which he hasn't taken yet. Nal Ra has about 3 carriers, 3 zealots, and 11 goons, while GoodFriend has 6 tanks, 8 goliaths, and 6 vultures. It will be a very close fight. Nal Ra takes the offensive, going right after Goodfriends army. He focus fires on the goliaths while keeping his carriers moving. He succeeds in taking out the goliaths with the loss of 1 carrier, allowing him to chase the tanks home with his air force.
He barely won the fight, losing almost all his ground forces, but with Friend forced to turtle up while he's already behind in resources, the game is pretty much over. Nal Ra's gamble paid off.
Nal Ra goes about his business of harassing Friends natural with the 2 carriers, but cloaked wraiths kill them. Friend did lose all of his wraiths to goons in the process though, and Nal Ra already has 2 more carriers out. Nal Ra takes his mineral only expansion while using those 2 carriers to harass at Friend's expansion again. 2 more carriers are added soon after.
Goodfriend gets some vultures into Nal Ra's natural, halting mining for a second while the probes hide behind cannons, but goons come and kill the vults before too long.
Nal Ra then attacks Goodfriend head on at his mineral only while Goodfriend was trying to float a cc there to expand. The tank/gol defenses barely hold out, and Nal Ra pulls back after delaying the expansion for a bit.
Nal Ra lost a couple of carriers, but 2 more had completed, and he goes back to harassing Goodfriends natural with them, which now has a a healthy smattering of turrets. With the 4 carriers concentrating fire, the turrets start to explode, and the carriers get a few scv kills until goliaths come. Friend tried to surround and kill the carriers by going down the alternate path, but Nal Ra takes that opportunity to fly north and hit his mineral only again. Meanwhile, now that the turrets are gone, Nal Ra can send dts into the gas natural. Goodfriend is holding, but he's losing scvs at both bases.
Nal Ra pulls back after a little while, when it becomes clear that Goodfriend has stabalised his situation. Nal Ra has amassed a bigass goon/templar army now, although he lost all of his carriers in the process.
Goodfriend moves out for one last gasp with a big tank/goliath army. After some light skirmishes, Friend succeeds in getting the center of the map. Finally Nal Ra throws in everything, including 2 more carriers, and after a big fight, GoodFriend's army is decimated and he leaves with a GG.
2-1 Nal Ra, excellent, if predictable, series. Nal Ra loses on the terran map, wins on the toss map, then pulls some strange shit out of his ass on the balanced map to beat the as of yet inexperienced, if solid, Goodfriend. |
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