I suppose I should just piggyback this write-up off of my
previous one, I just got destroyed in 1v1 and I’m always up for more video
watching. As always, I’d like to put
forward SC2gg.com’s SC101 training class.
Still in its infancy, it’s an excellent training program that takes new
players and gives them a very solid foundation to build on as their Starcraft
career goes on. It’s a great program,
and I recommend that everyone at least give it a look if you’re new to the
game. SC2gg also has many seasoned
veterans who are willing to help you improve your game, and the community
itself is very inviting.
Now onto the match!
Match Info:
GOMTV MSL S4: Group A
Match 2: Sea (T)
< Blue Storm > ZerO (Z)
Here’s the second game of the tournament. If you haven’t watched the first game yet,
don’t worry, I won’t ruin it here. We
start off with Sea spawning in the 7 position, ZerO in the 2 position. ZerO’s
first overlord scout makes a mind-numbingly slow beeline towards Sea’s base,
and Sea has good luck with scouting as well, so any initial advantage to be
gained by scouting is moot for both sides.
Both players go for the fast expansion, with Zero seeming to go for a 12
hatch build, quickly getting 3 hatcheries and his spawning pool up. Seeing this, Sea quickly builds up his
academy and engineering bay, getting firebat and medic support for his initial
group of marines.
Sea pulls out his forces from the choke in what looks like a
push towards ZerO’s base, and passes within a hair of seeing a group of lings
that ZerO has run out and around the choke to go for Sea’s expo, which is
defended by two lonely firebats.
Watching the video it seems like Sea saw the lings, but apparently it
wasn’t the case and those two firebats are quickly dispatched by ZerO. Sea isn’t too far away and can pull back his
forces to defend the expo, but ZerO sends a pair of lings in to harass Sea’s
main and does some damage. While Sea is
going for the pair in his base, ZerO sends the rest of the pack at Sea’s
expansion, but they are tracked easily by Sea’s forces, and neither part of the
attack has much effect on Sea’s progress.
While the harassment is going on, ZerO has pushed tech to
spire, as well as pushing out for a second expansion at the 5 position. Sea anticipates the muta harass, though he
never got to scout it, and puts up a group of turrets at his expansion and
completes them with little time to spare.
The mutas arrive in short order, but Sea has both sections of his base
well protected. In a not-so-stellar
moment for his firebat corps, the mutaling push results in the loss of more
marines than would have been expected had the firebats been paying attention. I’m sure there will be some reprimands there. Sea is teching quickly to science vessels,
relying on his 3 rax build to keep him hanging on as the game advances. ZerO has seen the tech, and responds with
some scourges scattered across his forces, as well as expanding into position
3. He gets slightly unlucky as his muta
group, circling around Sea’s first marine group, runs into a reinforcing group
of marines, who take out a few mutas before ZerO can pull them back. ZerO makes up for it after a short amount of
time, finding a gap in the air defenses of Sea’s main and pushing in to harass
while Sea scrambles to pull a group of marines back to defend. Fortunately for Sea, ZerO only manages to
take out one SCV before retreating just as Sea’s science vessels come online.
At this point ZerO’s lurkers are known to Sea, but have yet
to claim their first kills; ZerO seems to be more interested in quick tech at
this point, moving very quickly to get his defiler mound onto the playing
field. Sea has gone for a 7 rak MnM
push, supported by science vessels, though it’s interesting to note that he has
left out producing tanks. Sea gets an
expansion up into position 9, and uses his large MnM army to try and push out
the fairly sizable raiding party ZerO has roaming around the map. Sea uses his newly teched irradiates to cut
down ZerO’s lurkers, ignoring the stacked mutas, relying on his marines to
handle that threat. He quickly finds
himself spread between two large forces of lurkers, one group was surrounded
with overlords apparently prepping for a drop.
ZerO makes a huge dent in Sea’s marine forces, but loses most of his
lurkers in the process. In an
interesting decision by Sea, he focuses on two lurker eggs instead of targeting
the group of 6 overlords sitting idle over one of the battles, a huge
opportunity lost. ZerO makes another
muta harass run, this time at Sea’s position 9 expansion, but Sea’s marines
drive him out with only a few lost SCVs.
With the appearance of defilers on the field, the game has
quickly moved into the late stage, very impressive at just over thirteen
minutes. ZerO has attempted to expand
into the 6 position, but the expo is spotted by Sea before the hatchery can go
up. We begin to see swarms popping up
all over the map, and Sea unluckily loses three science vessels in quick
succession to a band of marauding scourges.
At this point in the game, Sea has a 2-2 to 1-1 upgrade advantage on
ZerO. Sea has expanded up into the 11
position, and ZerO has expanded up into the 12 position and tried to move back
into the 6 position, but is spotted again by Sea and loses the hatchery before
he can cancel it. ZerO takes a large
group of forces down into the area to punish Sea’s small force, and quickly
wipes them out.
In another mid-map push by ZerO, Sea’s tanks finally make
their appearance, but ZerO’s defilers take a large bite out of their
effectiveness, and they go down with their marine and firebat escorts before
Sea’s reinforcements can get there. Sea,
with marines within range if they stimmed, carelessly loses another science
vessel to scourges. While the standoff
in the middle is progressing, Sea brings a small band of marines up against
ZerO’s position 12 expansion, and is immediately harassed by about 8-10 lings,
which have been upgraded with adrenal glands by this point. Sea fights them off and continues onto the
expo, but more lings are on their way and he pulls his full force out of the
middle to take out the expo. In
retaliation, ZerO attempts to bring 4 lurkers up into Sea’s position 11
expansion, but two get irradiated and Sea’s marines deal with them easily before
they can get into position. ZerO amazingly
manages to get a force of lings into Sea’s (who has jumped to 9 raks) main and
runs around wreaking havoc. ZerO almost
managed to take out Sea’s academy, but his raks pump out enough marines to take
out the lings before they can finish the job.
Sea retaliates by taking out ZerO’s position 6 expansion and continues
to pump out an extraordinary number of marines and firebats.
ZerO has teched ultralisks, and brings a sizable ultraling
force down the middle, supported with a defiler. The defiler fires off a plague that basically
signs the death certificate of the entire force of marines. Sea manages to irradiate one of the
ultralisks and the defiler, and nearly loses his science vessels to scourges in
the process, but this skirmish goes to ZerO, who only loses one of the two
ultralisks. ZerO brings another
ultraling force down the middle, this time with 3 ultralisks, but Sea
dispatches it rather easily.
Unfortunately for Sea, ZerO’s defiler gets off a plague before it is
killed, bringing all of Sea’s science vessels down to 1 hitpoint and his medics
frantically trying to heal his force of marines. ZerO makes another attempt to expand into
position 6, but Sea has a science facility camped over it and takes out the
drone. At the same time, ZerO sends a
third ultraling force down the middle, which Sea handles with relative ease
between his marines, firebats, and siege tanks with some irradiating help from
the science vessels. Sea is basically
pumping out a solid stream of marines, firebats, and medics from his 9 racks,
and on the other side Zer0 is sending out waves of ultralings. Neither player has really broken the
stalemate, and it seems like the only thing to break the deadlock will be a
careless move from either player. Sea has been doing an excellent job of
containing ZerO’s expansion; if you’ve been keeping track, he’s taken out the
position 6 expo about 5 times and the position 12 expo about 4 times. As a result, both players are pretty much
dead even resource-wise, and both players have settled with 2-2 upgrades.
With the fourth wave of ultralings, Sea makes a careless
mistake and lets the lings come right up to his group of 4 siege tanks,
completely without marine support, and loses them in seconds. He has taken a gamble and left his position
11 expansion completely undefended, and an ultralisk breaks through and makes
its way in. Watching the video it is
unclear how much damage the ultralisk does, but we do see a small force of
marines and tanks heading to reinforce the expansion. At the same time, ZerO sends yet another
ultraling wave at Sea’s main, whose forces are too spread out to initially
prevent the push. Sea brilliantly
manages to hold the choke long enough for a small group of 4 marines to come up
and slaughter over a dozen lings.
ZerO next few waves of ultralings are met with pretty stiff
resistance, both sides taking out their fair share of units. A few of the ultralisks take out a huge
number of units before they are put down, but Sea’s constant flood of ground
units is enough to make up for the losses.
ZerO makes another attempt at expanding into the 6 position, but the
science facility is still hovering and it’s just a matter of time before Sea
brings down forces to destroy it. ZerO
seems more focused on throwing all the units he can at Sea than expanding, but
it seems as if he’s running out of resources to do so.
Sure enough, after Sea finishes off another ultraling wave,
ZerO out of the blue ggs and surrenders the match.
Youtube video:
Part 1:
Part 2:
Part 3: