|
Time for a disclaimer in little
white letters that I doubt you want to strain your vision reading.
If your browser has a zoom function and you *really* care, I'm sure
you can find some way to read this without a magnifying glass. Anyway,
the actual disclaimer goes something along the lines of I'm incompetent
and there's no pictures. I replace them instead with a spiffy jungle
background. What more could you want?
Ah,
tournaments...those great communals of StarCraft players from everywhere
in the world with one goal. Victory. To raise your flag in your
opponent's base, and be able to back up your claims of superiority.
To climb the ladder, with each opponent another rung, until you
reach the top and can scream of your skillz.
What
better place to find a game to report on than the final game of
a tournament? The culmination of hours of hard play, weeding out
the weak and leaving only the strongest, ready to throw themselves
at each other, raising weapons and fighting until only one remains...
...the
champion...
...and
so I find myself not doing my work as I'm supposed to, instead sitting
in an observer slot on the 29th of February, waiting for this final
game to begin. The tournament in question is the Team Areola Duel
League (TADL), and the victor will claim fourth seed in the Team
Areola Starleague (TASL). Not a bad prize, in my opinion, as the
three current seeds are all players of great skill, and what's more
fun than getting totally beaten down? I say nothing is, and I should
know. I'd ramble on, but the game is starting.
The
TADL was a double-elimination tournament, and so one player comes
from the loser's bracket, while the other has won all of their games
so far. From the losers bracket is Born)Slippy, playing as terran,
having lost one round to his opponent, l00ker_mx. l00ker has played
as protoss for the entire tournament, and having come from the winners
bracket, obviously has won all of his games so far. The map is a
familiar one to most, except maybe money map playing newbies who
are incapable of clicking on game names without $$$ in them. Yes,
the supposedly Lost Temple, although scrolling through my maps folder
I find that it isn't lost at all...rather it is in surplus.
Beeps
fill the air...5...4...3..2..1...the countdown hits zero, and the
game starts.
Slippy
lands his command center at 3 o'clock, l00ker warps in his nexus
at 9, and they both clone their peons and begin their build orders.
l00ker gets a pylon, then sends the building probe out to scout.
As the pylon finishes, he puts up a gateway, then goes assimilator,
cybernetics core, pylon, and a robotics facility. Slippy gets a
depot next to his minerals, then scouts with another SCV, then builds
a barracks at his ramp, a refinery, a depot at his ramp, a factory,
then another depot finishing his wall.
l00ker
gets a second gateway, and then follows this with an observatory,
following a decently normal build. He is researching dragoon range
at his cybernetics core, and is currently building dragoons out
of his gateway. He sends these to his ramp, deciding not to attempt
any early engagement or harrassment. Slippy, on the other hand,
gets a second factory, and puts up a machine shop on the first,
moving towards tanks. Not putting a shop on the second factory,
he begins the reasearch of spider mines, and when this is done,
begins siege tech. Out of the second factory he produces vultures,
and the first, having a machine shop, is given the task of tank
production.
As
soon as he has a healthy amount of vultures, Slippy sends them out
towards l00ker's base. They reach his natural base mining the choke
point, then they move south, towards l00ker's ramp. However, l00ker
has seen them and send his dragoons out to dispatch them. Vultures
quickly explode into flames as the blue balls of energy strike them,
and they quickly attempt to lay mines again. Only one manages to
get his explosive into the earth. l00ker stands by for detection
so he can safely move out, and as soon as his newly produced observer
reaches his natural, he sends his dragoons out to destroy the mines.
Having dealt with this threat, l00ker orders his small army of dragoons
to move towards Slippy's choke point, along with an observer to
detect any hidden explosives that Slippy may have left lying around.
l00ker
expands to his natural base, now clear of mines, and soon afterwards
sends his dragoons to attack the terran wall. Slippy has three tanks
which quickly siege up behind the barrier, and the force of the
explosive projectices starts causing the dragoons to explode, forcing
l00ker to fall back, dripping blue ooze from his wounds. Before
he calls the retreat, l00ker manages to annihilate the left most
supply depot in Slippy's wall, however the fear of being converted
into a puddle of blueberry jam is enough to divert his dragoons
from continuing his assault on the terran structures. Or maybe l00ker
just didn't notice, I don't know. Anyway, Slippy quickly sets an
SCV to rebuilding his precious barrier, and puts up a "no tresspassing"
sign beside it as well. Shortly thereafter, Slippy begins a command
center in his base, preparing it to land at his natural to augment
his income. Back at l00ker's base, a probe quickly starts up a citadel
of adun for zealot speed and perhaps to move into the wonderful
world of templar. Slippy moves tanks and vultures to his choke to
assist in holding his new expansion, and looker's dragoons, still
just outside of Slippy's base, attack the new position, but are
again driven back by tanks.
Slip
has gotten starports, and has produced a dropship. The pilot flies
down and lifts up two tanks, then moves towards the cliff overlooking
l00ker's expansion. While cliffing the natural has plenty of potential
to cause damage, l00ker has stationed two dragoons on his cliff
to counter this exact move. As the tanks unload, the dragoons open
fire on them. However, Slippy uses the dropship to lift the tanks
for short intervals to protect them from dragoon fire and keep them
alive, and is able to kill one of the dragoons and bring the other
to 7 hp before it flees to the right part of the cliff. He moves
his tanks to the edge of the cliff, and sieges up. The tanks have
just begun firing into the valley below when l00ker loads up two
more dragoons and deposits them on the tanks and rallies the 7 hp
one to attack as well. As they're within the minimum range of the
tanks, the two dropped off dragoons easily dispatch the already
damaged tanks and the terran threat is stopped, but the unfortunate
7 hp dragoon takes two tank hits and is left with a gaping hole
in it. Suffice to say that the protoss inside didn't wake up ever
again.
l00ker
expands to 6 o'clock at this point, and soon after it's finished,
Slippy finds out that it's there. He gets together a group of vultures
and rushes them down to the new protoss base. Dragoons are waiting
at the ramp, and they damage the vultures before they're able to
run in and kill the probe who is constructing the base, as well
as attacking a pylon and setting it on fire. They have laid mines
between the ramp where the dragoons are and the remainder of the
base, so l00ker doesn't move to engage the vultures immediatley,
instead waiting for an observer to reach the base so he can safely
remove the mines and then kill the vultures. As soon as this is
done, the goons attack the vultures, destroying all but three who
hastily escape and station themselves outside the natural base,
too afraid to face Slippy's wrath. Back at his base, Slippy loads
up another few tanks, some vultures, and some SCVs into two dropships,
then sends the two over to l00ker's 9 o'clock cliff. Again, dragoons
are there, and Slippy unloads his troops onto the cliff. He orders
his vultures to lay mines beside the dragoons, but most of them
are popped before they can dig their way into the topsoil, and the
vultures explode from dragoon fire. The tanks have sieged, but the
dragoons run up next to them and open fire, quickly bringing them
to a critical state.
l00ker
positions his newly replentished army outside of Slippy's base to
keep the latter from freely moving out, but Slippy sees this and
sends out his vultures to lay mines as his tanks position themselves
to attack the dragoons. l00ker falls back, as he's had enough of
his army put into airtight containers and sold as novelty items
at Slippy's local circus. Slippy's force chases them to the middle
where they stop, turn as much as dragoons ever turn, and engage
the terrans. The protoss force charges the terran position, opening
fire as soon as they get into range, and the fighting proceeds to
move in a small circle as both players fall back and push onward
as their armies dwindle and are replentinshed. In the end, Slippy
falls back with five surviving tanks, who siege up at the choke.
However, being just outside his base, he is able to restore his
army's size and then engages the protoss force again, pushing out
of his base towards the center of the map. l00ker orders his army
to move out of tank range, but as reinforcements join what he has,
he makes another attack on Slippy. This time, the tanks quickly
cut through the protoss ranks, leaving two surviving dragoons who
quickly escape the artillery and wait for more reinforcements to
join them. Slippy moves his troops and takes control of his choke
point.
l00ker
expands to the 6 o'clock natural as well as beginning dark templar
production to augment his ranks. A small force of protoss warriors
has accumulated, and l00ker sends them to attack Slippy's formation,
however once again the power of explosives is displayed as tank
fire and mines are able to force the protoss back, decimating much
of the attack force. l00ker regroups, and his dark templar have
arrived, but before he can attack Slippy's position again, a group
of vultures rushes down into the 6 o'clock area, killing peons at
the newly taken natural and the main base before being dispatched
by dragoons. Simultaneously, Slippy moves his forces further into
the center of the map. l00ker attacks the terran force, and as Slippy
has no detection, his dark templar are capable of slicing through
the frontmost tanks. Slippy quickly realises the hidden threat and
uses comsat on the battlefield, revealing the offending protoss
and allowing his tanks and vultures to remove it. Without this advantage
of invisibility, the protoss force decides to fall back. Slippy
puts up turrets around his tanks to avoid this in the future, then
proceeds to take his mineral only base.
l00ker
gets high templar, and then groups his forces at the top of the
central area. As soon as he has a sizable force, he hits Slippy's
mineral only from the north. As Slippy has pushed mostly into the
center, this part of his base is undefended, and the protoss do
a significant amount of damage before tanks siege close enough to
dispatch the protoss forces. Slippy responds by loading up two tanks
and cliffing the 6 o'clock natural base, and as there are no goons
on this cliff, he is able to raze the nexus without any trouble.
He then proceeds to further his hold on the middle of the map by
moving his tanks further out. l00ker, seeing that the 6 o'clock
natural will not be his for some time, expands to the mineral only
and groups forces outside of the range of the push. Slippy sends
an SCV northward and takes the 12 o'clock natural. He also sends
a portion of his tanks north to prevent a ground attack on 12 as
well as an attack on his 9 o'clock mineral only. l00ker attacks
yet again, but as in the previous attempts he is forced back. l00ker
takes his mineral only.
l00ker
ships a probe to the northwestern island just as Slippy sends a
force of vultures to the 6 o'clock mineral only and forces the probes
there to fall back to the interior bases. He then sends his forces
down, attacking the natural that l00ker has retaken recently and
also the probes in the 6 o'clock main base. l00ker is able to dispatch
the vultures with his dragoons, but not before losing several probes.
Slippy fortifies his economy after hurting l00ker's by taking 12.
As he does so, a pair of shuttles fly over it and unload three dragoons
and a reaver into the 12 o'clock natural. Beyond a few turrets,
Slippy has left this base relativley open to attack, and he is forced
to run his SCVs away before he loses them all. l00ker destroys the
command center then moves down towards the mineral only, but of
course his three dragoons are no match for the tanks that are currently
fortifying this base. They quickly meet a gruesome end.
So
far l00ker seems to have been incapable of causing any major breaches
in Slippy's force, only damage them slightly. His attacks have been
small groups of troops, and the large amount of tanks, mines, and
vultures has been able to handle them time and time again. l00ker,
seeing no way to win this by attacking the push by ground, decides
to take drastic action. He plays his trump card: three stargates
and a fleet beacon are constructed in his base, and he begins production
of carriers, as well as reasearch increasing their capacity. Slippy,
though he doesn't know it at the time, makes a similar move to capital
ships, constructing a physics lab and then beginning production
of battlecruisers out of his two starports. He retakes the 12 o'clock
natural and then proceeds to cliff the 6 o'clock natural yet again,
with similar enough effects.
l00ker
has accumulated a healthy amount of carriers, and they move into
the center and begin to wreak havoc on the terran force. Tanks explode
left and right, and turrets are quickly destroyed as the might of
the interceptor swarm is focused on them. A few dragoons come to
join them, but they do very little in terms of damage, getting popped
open by the tanks that currently hold the center. Slippy sends vults
to the 6 base again, but they are lost to dragoons coming out of
the gateways at the 6 o'clock main base. While Slippy has a pair
of battlecruisers done, he does not deem them sufficient to prove
useful against the protoss force, instead cranking out goliaths
from his factories to engage the carriers. The carriers move to
12, and while it is peppered in turrets, are able to handle threats
relativley easily. Goliaths come, but they are picked off one by
one as they wander up the ramp by the might of the massive amount
of interceptors filling the air. Slippy sends his BCs to combat
the carriers, however the misguided crews open fire on the interceptors,
who in turn focus fire the BCs. Yamato takes down a few carriers,
but in the end Slippy is forced to flee from the carriers. While
the surviving four battlecruisers flee, l00ker razes the 12 o'clock
expansion.
Ground
forces engage the remains of the push, but Slippy proves that while
he may not be doing so well against the carriers, he still owns
the ground. As he loses his 12 o'clock natural base, he sends a
portion of his force to 6 to decimate it. While they meet little
resistance, every second they attack is a second that Slippy is
losing buildings to carriers. They have made their way through two
bases and now the carriers move into Slippy's main from the north.
Slippy's BCs attempt to yamato the carriers, but they are unable
to do signifcant damage. Instead of trying to fight for his base,
Slippy takes the battle to l00ker's soil, destroying 6 and attacking
9 with goliaths and battlecruisers. He runs his buildings away,
sending his command center to the southeastern island, however it
is detected by an observer that is stationed there. Slippy's factories
make their way to 6 as his main is burnt to the ground, trying to
buy his attacking force precious time. The carrier fleet then turns
and chases the fleeing buildings before eventually making their
way to 9 o'clock to defend l00ker's main from the battlecruisers
and goliaths that are attacking. A few carriers destroy the fleeing
command center, and Slippy, realizing that he is fighting a losing
battle, concedes the game and tournament to l00ker_mx.
Good
game to both players, and congrats to l00ker for winning the tournament.
Hopefully I can get a BR out of the TASL games :) As always, comments
are thx. Go make comments. Love from the DD man.
|