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Author:seksi_d00d
IP:cache-rtXXXX
Date: 11/16/05 02:11
Game Type: Starcraft
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Rust Wars 2

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Rust Wars II: Chobo's Revenge

Hi, there. I'm Seksi_d00d, and I'm back to prove that mediocre games can be mediocre reports! As you may remember, in the last report we covered a game between micro)machine and maareek, who were light on skill and heavy with rust. After some weeks of on-again, off-again training they're back for a rematch and this time it's personal!

Like the last game maareek plays predictably and by the numbers with mock pro strats. I understand that he is attempting to round out his playing skills by learning how to use more than one race, as he takes control of the yellow Zerg on the south western main, hereafter referred to as "the south".

Also like before, micro)machine is eager to employ *ahem* strange methods to achieve victory. He comes in as the blue Terran, and though he never seems to play any other race his willingness to be just plain silly gives him more diversity than other players might show with two races. His Command Center lands on the north western main, hereafter referred to as "the north".

The map for this game is called Blade Storm, a very popular Lost Temple variant used in PGT ladder. It has some notable changes from the traditional Lost Temple as well as major similarities. Made with the Twilight tileset, each main camp is stationed on high ground near the four corners of the map. There are two ramps to each main: one at the front leads down to a valley where a full set of resource nodes are located, and one at the rear which goes down to a mineral-only expansion. The forward valley opens into the central field, while the min-only is naturally protected by being placed behind each main base. Two additional expansions on the east and west are cut off from the central field by cliff walls, and as a result they can only be reached by air travel. All land formations are cut into sharp angles, giving the map its name.

Before we get into the actual report, lets learn a little more about the players involved. What is the reason for such animosity between these two people? Why would they go to such lengths just to compete with each other? How long is this intro going to be??

micro)machine: wher r u?!
maareek has arrived in the channel
maareek: right here
micro)machine: where is everyone?
maareek: btp is on but hes afk
micro)machine: gay
micro)machine: 1v1 then?
maareek: kk
micro)machine: you make

... Awash and Afloat in a Sea of Assumption and Presumption!

I've been ranting long enough, so let's go right to the build orders.

maareek's build: a second Overlord at 9 Supply, another Hatchery on 12, and a Spawning Pool at 12.

Multiple larve quickly transform into some Drones and Overlords, yet maar cannot help but lose a few Drones as he places an early 2nd Hatchery in his valley's natural expansion and a Pool in his main. The first Overlord floats due east and finds nothing in the south eastern main while a scouting Drone also finds nothing in the north eastern main, confirming that maar is the unluckiest bw player I've ever seen.

Meanwhile, the Hatchery-to-be in the valley sees the edge of a blue structure being constructed dangerously close by. At only two minutes into the game, a scouting SCV is already busy at work making a Bunker in the Zerg player's valley! With his options limited to using Drones or nothing at all, maar sends the majority of his peons against the attack.

The Bunker finishes, but with no Marines in sight the building collapses and the SCV is killed without much fanfare. With the crisis over, maar calls his Drones back to his main's mineral line.

maareek: i keep forgetting that you knew matt and decay
micro)machine: they are my heroes! <3
maareek: and you like being gay -_-

micro)machine's build: first Depot on 7 Supply, Barracks at 9, another Barracks at 11, the Bunker starts on 13, a second Bunker on 15, and a second Depot is started on 17 Supply.

The Terran crackpot's strategy this game is to play by one's, two's and three's. It seems absurd, but hear me out first. If there's one thing we can say about micro it's that he is really committed to his ideas, no matter how wrong or stupid they might be. The Offensive Bunker strat is a shining example of his irrational mentality, because as soon as maar's Drones head back to harvesting a second SCV appears in the southern valley and immediately starts a second Bunker while the first Marine peppers the nearby Hatchery. Having only reached the ramp, the Drones float back to the valley and surround the lone Marine. The new Bunker gets completed and a second Marine arrives. The two Marines score a kill from the safety of the Bunker and the Drones are forced to retreat.

The Zerg player has not let his macro slip, however, and six Zerglings come into the valley. The Lings and Drones throw themselves at the Bunker. At the cost of two Lings and three more Drones, maar is able to remove the Terran and secure the valley. The whole affair ended up costing micro 400 minerals (2 bunkers, 2 marines, 2 SCVs) and maar only spent 250 (2 lings, total of 4 drones), making this minor victory that much sweeter for the Zerg player.

Back in the north a scouting Overlord finally discovers the Terran player's location, but unfortunately it has wandered too far into enemy territory and is eventually shot down by a pair of Marines. Now that both players are equally crippled by the early game hijinks they spend the next few minutes pulling us through a macro update.

micro's additions: a third Depot at 19, a Refinery at 22, an Academy at 23, Bunker at 29, fourth Depot at 30, E. Bay on 32, a third Barracks at 35, fifth Depot at 40, and finally a Factory on 43.

As things stand now micro would seem to have the advantage in production. He constructs new buildings and units with respectable speed. A Bunker near the Refinery and minerals is manned by a trio of Marines. The first pair of Turrets are placed squarely behind his mineral line, and more of them are set in key locations around the bottom of his main. More Marines and SCVs gather at the ramp and mineral line, followed by Medics and a Comm Sat station when they become available. Stim Pack and U238 Shells are researched.

When micro's macro reaches a critical stage that only he sees and understands, he sends an all-infantry control group consisting of two Medics and ten Marines to the south.

maar's additions: replacement Overlord at 12/9 Supply, an Extractor on 18/18, a Creep Colony on 17, another Creep at 16, a third Creep on 22, the Lair also starts on 22, a Hydralisk Den at 25, fouth Creep on 24 Supply, a third Hatchery on 40, and at last a Spire at 43.

The Zerg player's Drone count has been reduced to a handful of peons working at the main and the valley expansion, and on top of that he is forced to wait for a replacement Overlord before advancing. Since the Terran player overextended himself so early, maar is given time to replenish his workforce. The Creep Colonies are placed in forward positions to guard the southern valley's entrance. The Hatchery on maar's main starts evolving into a Lair as soon as enough Vespine gas is collected, and a Hydralisk Den is laid down so that it comes to life near the same time as the Lair. Lurker tech and Ling Speed are researched.

A scouting Zergling alerts the Zerg player when the Terran forces start their trek, and the Creeps all morph to Sunken Colonies with time to spare. The Terrans lose a pair of Marines to the Sunken Colonies, and they set up a containment instead of pressing the attack.

micro spots the Hydralisk Den and Lair with a single scan. Luckily, the Terran player has already started work on a Factory, which will provide micro with anti-Lurker tech in a few minutes. Seven more Marines and a Medic are sent to bolster the containment force, bringing the group to 15 Marines and 3 Medics, but micro is not confident enough to attack without artillery. The containment force is then spread out, I assume to minimize the damage that will happen when the Lurkers come out to play.

And boy, do they play.

Mutas and Lings and Lurkers! Oh, My!

Five Lurkers supported by one and a half control groups of Zerglings run head on into the Terran's containment force. Five Lings go down as the Zerglings provide cover for the Lurkers, who are able to burrow without losses. The Terran player's containment quickly run back and only one Marine dies during the retreat. The remaining infantry hold position outside of the reach of the Lurkers' spines, and the Lings also pull back.

The Lurkers resurface and the Zerg player sends his army forward again. They are met by re-Stimmed Marines in a second sortie. Five more Lings are destroyed while the Lurkers burrow. The Terran player orders a full retreat, but focused Lurker fire takes down five Marines and one Medic.

maar's strategy is working, but he's already lost more than half of his Zerglings and he's only half way to the Terran player's territory. The Lurkers unburrow and the Zerg advance. This time the remaining speed Lings are ordered to run past the Terran infantry, hoping to out flank the Terrans. The Lings run by the Marines, the Terrans open fire. Still under the effects of Stim, micro's forces cut down all but two of the Lings. maar responds by throwing his computer's mouse at the wall, allowing the Marines to Stim again and begin firing on the unburrowed, highly visible Lurkers.

The Terran forces pull out before the next sortie even starts, losing another Marine as they head back into the northern valley. Here they make their stand as containees instead of containers. The Lurkers move in for the kill. Now that the Zerglings are not a problem the Marines bag their first Lurker and wound the others, but the Terran units are finally forced back onto the northern main where Detection and reinforcements can be found. The Lurkers are content to wait in the Terran's valley.

Do they wait for very long? Is it time for a macro update? Nope, the blood just keeps flyin'!

Just then the first Tank rolls out of the Factory as Siege tech finishes. The Marines are issued +1 Gauss rifles and they are moved into defensive positions in the valley. The Lurkers are moved to form a line to block the valley's only exit and a control group of speedy Zerglings arrive for support. The Tank transforms into Siege mode.

A scanner sweep washes over the Lurkers. The Tank attacks with no hesitation, and it bull's eyes a healthy Lurker. The control group of Lings leap into action. The Marines abuse Stim and slaughter all the Lings while the Lurkers get up and run into range, and then the Lurkers are also destroyed. The Terrans take no casualties.

A completed Commander Center floats away from its construction zone in the Terran main and lands in the recently re-taken valley, and the expansion is up and running. Marines and Tanks are produced, and micro starts another Command Center at the rear of his main.

maar is not one to be outdone at expo whoring. He already has a mature Hatchery in the southern min-only, though there are still too few Drones at his main and two expansions. Instead of producing more peons, the Zerg player is switching tactics: a Spire is already finished and Mutalisks begin growing at the Lair and Hatcheries. When ready, they fly along the western edge of the map up to the Terran player's territory.

The Mutalisks fly menacingly around the Terran's main destroying Marines and Tanks and Turrets, but they are chased by nearly two full control groups of Terran infantry. The Mutalisks lose half their number before leaving. More Turrets are set around the parameter of the northern main.

At the southern main, maar uses a pair of Evolution Chambers to evolve ground Zerg Carapace and Spine weapons, and the Spire also evolves Zerg air weapons. Two Drones morph into Hatcheries at the south eastern main and valley expansions, but a patrolling Marine spots one of the Drones and almost destroys it. A group of Mutas take care of him before that happens.

The alarm is raised at micro's base. Tanks, Marines, Medics, and a Firebat march to the south east. They are spotted by roaming Mutas, and half a dozen Lurkers spring out of the southern valley to intercept the Terran offensive. The Lurkers burrow while the Terran forces are fending off the flying units, and Lurker spines rip through the infantry. Comm Sat scans sweep over the battlefield, and more Lurkers and Zerglings join the fray. Both sides lose most of their units, and the remaining Lurkers chase the surviving Terrans to the northern valley. micro lays down the groundwork for two more Barracks, and he uses the unmatched range of Tanks and unstoppable Comm scans to hammer the Lurker containment. Lings and Mutas crash into the Terran player's defensive line, and the Lurkers also move in. A wounded Tank explodes on contact with a Ling, infantry are cut down by the Lurkers, but in the end the Zerg are beaten back.

The Terran infantry are awarded +1 Armor for their valour. A Marine jacks up a Stim, and runs in a straight line from the Terran valley to the south east and finds a pair of Hatcheries there in the valley. When he arrives at the location unmolested, two control groups of Tanks and infantry head out for the south east once again. They are, once again, ambushed by Zerg, but the Terrans have the advantage in power and numbers. This time they raze the Hatcheries in the south eastern valley, but then they find that the main plateau will not be taken so easily: maar has been setting up Sunken Colonies on the high ground. While micro organizes his troops to counter this threat, another Zerg force attacks the Terran units from behind yet the Zerg only succeed at dying. With nothing left to hold them back, the Tanks crush the Sunken defenses and the expansion falls.

maareek: i swear all terran players hack -_-
micro)machine: sure we do
micro)machine: how else would we know where to scan?

The Late Game

(((presented in High Definition where available)))

Twenty minutes into the game the action just keeps rolling, but we need to stop for a macro update.

maar's build: 1 Hive, 3 Hatcheries +1 morphing Hatch, 2 Evolution Chambers, Spawning Pool, Greater Spire (morphing), Hydralisk Den, Queen's Nest, and Sunken Colonies. +1 Ground Carapace, +2 Spine Attack, +1 Claw Attack, +1 Air Attack. 150 Minerals, 1000 Gas. ~80/100 Supply.

During the past minutes maar obtained top-tier evolution. Zerglings benifit from Move and Attack bonus tech, Hydralisks are given Range and Move tech, and very soon his Mutalisks will be capable turning into advanced air units. His low cash and Supply count can be attributed to the loss of two expansions, but he's far from giving up. Lings, Hydras, Lurkers, and Mutalisks gather in the center of the map. A Drone is sent to the north eastern valley expansion, and it's ordered to become another Hatchery. It is not morphing for very long before the Terran player spots it. The marauding Terran units in the south east head to the north eastern valley, where they begin to pummel the undefended Hatchery.

The still-morphing Hatchery threatens to buckle, being reduced to 20 Hit Points before aid arrives. In an odd turn of events, a whole control group of Terran infantry units walk through the valley and go up the ramp to the north eastern main. The Terran units that remain in the valley are consumed by the Zerg. More Terran units come out of the west while the Zerg units run, fly, and crawl back to the center of the map. The two forces meet in the central field.

The Lurkers burrow before they take too much damage and the infantry fall over like dominos. Many units are lost by both players, with maar's Mutalisks securing victory for the yellow Swarm.

micro's build: 4 Command Centers (3 w/ Comm Sat), 5 Barracks, 2 E. Bays, a Factory w/ Mac Shop, 2 Starports w/ Control Tower, a Science Facility, and an Academy. 1/1 Infantry. 3400 Minerals, 2900 Gas. ~120/170 Supply.

We certainly have seen micro use worse macro strats, but he still can't seem to spend his cash fast enough. I can't really blame him this time: even with five Barracks constantly making units, infantry are really cheap. A pair of E. Bays are half way done with 2/2 upgrades, and a pair of Starports each have several Sci. Vessels planned for production.

The seemingly misguided infantry at the north eastern main gather around a secret Command Center. Before maar's Drone started morphing into a Hatchery in the north eastern valley, micro had an SCV building a town hall on the high ground. The infantry on guard up there are ordered to go back into the valley once the Zerg forces had left, but when they start attacking the crippled Hatchery the Mutas and Lings come running back.

The Hatchery finishes morphing with only 36 HP and is then immediately destroyed. The Marines beat back the battle-worn Zerg units. Fresh Cracklings (with new +2 Carapace) aid the surviving Mutalisks in defeating the Terran force. Then, a group of 2/2 Marines with Tanks and Science Vessels show up and take the valley back. The Zerg player surrenders this battle of attrition, because he has another ace up his sleeve: four Guardians are ready and waiting at the top center of the map!

The Guardians tear into the northern valley expansion. Since micro has no proper air units he sends a group of Marines against the Guardians, but most of them die before getting close to the flying siege monsters. The Science Facility begins researching Irraidiation technology.

micro has a definate advantage in numbers and his army could easily obliterate the Guardians but the Terran player moves his army to the southern valley, hoping to stop his problem at its source. Hydralisks and Zerglings stream out of the southern valley, taking their toll on the Terrans. When micro arrives at the southern valley the Sunken Colonies start ripping through the Marines, since there is only one Medic at the battle. Defensive Matrix spells prolong the lives of several Tanks and Marines, and more Zerglings and Hydralisks are spent holding off the Terran assault. Lurkers kill the infantry but after the long, bloody fight Terran reinforcements win micro the day.

The Guardians in the northern valley are also defeated by a mass of Marines.

Having lost control of his valley, and with every advantage now in the Terran player's hands, the game spirals downward for the Zerg until maar says "gg" and leaves.

Lessons

Life sucks, and then you die.

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