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SnowSquall vs YourRoleModel
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Author:SnowSquall
IP:XXXX
Date: 08/04/99 07:08
Game Type: Starcraft
Labels:Starcraft(1), Text Only(1)
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Report Rating: 7.0, # of Ratings: 1, Max: 7, Min: 7
Lifetime Rating for SnowSquall: 7.4828
Brood War.

Map: Winter Conquest (very appropriate for me!)

Our Participants:

Snowsquall, Terran@10:00
YourRoleModel, Protoss@4:00

YourRoleModel (hereafter designated by YRM) kindly offered me a rematch after the spanking he administered the other night. I accepted the proffered lesson, and we found ourselves placed on the barren arctic map of Winter Conquest.

Once again, I start off with my standard build of 8 depot, 10 rax, 12 rax. Refinery came at 15 I believe, and I started an academy right after that as well, wanting an early comsat, stim, and medics.

My SCV left home with explicit instructions to hunt down YRM -- no fooling around! Amazingly enough I found him in the 2nd spot I looked. I peeked around, noticed 2 gateways, and proceeded to even kill a probe before retreating in victory!

Well, I can hope.

My SCV parks his big fat butt in the canyon separating the 4:00 and 2:00 starting points, carefully watching for any signs of an early attack. None is forthcoming.

Meanwhile, back at home...

...an evil probe arrives, and attempts to climb up my ramp to see what's in my base. Apparently, probes can't read... I had a sign hanging from my bunker which said "No tresspassing." That's quite ok, because the line below that said "Violaters shot on sight."

So I've killed 2 probes, and have yet to suffer a loss. Woo hoo!

A 3rd rax goes up at this point, stim has researched, and I have a group of 7 marines, 1 firebat, and 2 medics. I also have the bunker at my ramp full of 4 marines, and another bunker behind my peon line full of 4 marines. At this point I build an engineering bay and place 2 turrets on either side of both bunkers. We can't very well have Dark Templars spoiling the fun, right?

I figure since my SCV is *still* sitting in that canyon looking for the initial attack that hasn't come, he must be teching up. I'm not wasting a comsat to find out, though... too precious a commodity this early in the game.

So my group of 7 marines, 1 firebat, and 2 medics set out for YRM's base. I arrive, to find his ramp guarded by 2 zealots. Stimming, my forces charge in and force the zealots to retreat, and.... oh ho!

Not very far away is a robotics facility and a templar archives. Powered by 1 pylon.

Just as I begin to lay into the pylon, I see the telltale shimmer of a dark templar. I immediately scan, and vape him -- he kills one medic, I think. The pylon gets shattered then, and then I wipe out the templar archives.

Another shimmer approaches... this time I only find out until after the warp blades cut down some more of my forces, as my attention was momentarily on my main, directing SCV's to continue building depots and finally starting up a factory. Also, I begin production of a CC, which I intend to float to one of the center plateau islands.

That momentary lack of attention proves to be fatal, as I'm down to only 3 marines and 1 firebat, although at least I managed to erase the dark templar. I lay into his robotics facility, and as 2 (recharged) zealots approach, I'm forced to make a snap decision: Do 4 wounded infantry units, forced to stim, have enough to take out 2 zealots? Or do I try to tear the robotics facility down?

I fear I won't be able to take the zealots out, so I continue wailing away at the robotics facility, and I get it by a whisker. Literally. The very last shot that my last marine fired before he died blew it up. Phew.

Unfortunately I hadn't done a great job of queueing troops up at home, and don't have much to send over yet. (when will I *ever* learn?)

My CC has completed, and I float it to the plateau...and I say some very nasty words that I will not repeat here in this family forum. YRM had beat me to the punch, and had managed to get a shuttle over with a probe, and had cannons warping in. Damn. Okay, so I'll just get the other plateau, right?

Same situation. Photon cannons warping in. My CC has been reduced to a scouting engineering bay on some serious 'roids.

The lack of a starport is going to kill me. Time to change that.

YRM picks this time to drop me at the top left side of my main with 2 zealots and 1 dark templar. Fortunately my miners were well protected by a bunker, a tank, and 2 turrets, so he couldn't get at them. But it didn't matter. I was forced to cancel the production of my starport, had to lift off 2 barracks, and he ate 3 or 4 of my supply depots for lunch, turning my control number into a nice red color. Is 55/37 good? No, I didn't think so...

His 3 man wrecking crew bites it very fast once they approach my SCV's. Tank gets pissed, the marines in the bunker are not very happy either.

For the next 5 minutes I can't make any forces, since I'm building depots to catch back up.

Time to start up another starport, and in the meantime, I have to do *something* about those plateau expansions! I also start a CC at my natural.

I take a tank, 6 marines and a medic, which is all I could spare at this point without leaving my main very bare. I hike up to the canyon inbetween the 2 plateau exp's, and my SCV (the initial one which killed that probe waaaay back then) has built a missile turret by the time my little sortie force gets there. Bunker gets created, tank seiges up, and finally, my floating CC gets put to use. Tank rips into the cannons.

A high templar comes over and psi storms, killing my 2 marines and the medic outside the bunker, and I believe clipping my tank as well. The high temp dies shortly after, courtesy of an arclite round in the face. That's gotta hurt.

Starport has finished. Dropship pops out. 6 marines and 2 medics climb in. I *have* to get that expansion! My tank has blown up the mining probes and it's not giving him any income at least. I drop my forces off at the top end of the plateau, by my tank...

Which promptly get psi-stormed, half of them die before I can get them out of the bad weather.

I do however manage to kill the pylon there and lay into the (now drained) high temps, which retreat behind another cannon. I hear that merging sound as I take out the cannon... too late for me I find out, as an archon proceeds to kill them all.

My CC at my natural is online, I maynard SCV's over. Sci facility has completed with an attendent physics lab. A BC is ordered up. I have a 2nd starport at this point, which is making a sci vessel. CC's dont make great spotters. I start another sci facility, which is going to house a covert ops. I sense carriers coming soon, and I'm going to need lockdown.

My quasi-turbo newbie group (is it really a turbo newbie if you're on the low ground?) has been hanging around for a long time now. YRM manages to pick off the tank finally with 2 dragoons.. they start dancing, my SCV repairs the bunker. This pretty much is a draw until I bring 2 stimmed marines over and kill the hurt goon.

Sci vessel arrives. BC shows up shortly, with yamato.

I've reinforced my little encampment with a replacement tank, and 6 more marines... which promptly go up in flames from a reaver shot. Tank gets psi stormed, and then summarilarly destroyed. Bunker gets erased, and suddenly the center of the map is dark.

At this point, my modem hangs up, ending an (up until then) fairly tense game on my end at least.

I was destined to die though, and I knew it. YRM informed me afterwards that he was soon about to have 6 1/1 carriers. While I had ghosts, lockdown was still researching and I would have to wait for my ghosts to charge up as well.

The difference here was YRM grabbing those center expansions before I did. I was slightly late on floating my CC over, and it cost me. That was the only difference in our resources, as the final score put YRM at about 24k for resources, and I was at about 19k.

Also, his DT drop was very effective. He couldn't get at my workers, but I was crippled for 5 minutes trying to replace the depots, and forcing me to cancel my starport was especially devastating. Otherwise I have a dropship considerably earlier and I think I would have been able to take out one of those center expansions.

Perhaps also I should have tried to run into his peon line when I made my initial assault. I think he had 2 well placed cannons there though, and with 2 zealots I think he would have held me off, so I elected to take out his tech buildings. My REAL mistake was not keeping up with production yet again while I'm micro'ing this attack.

Time to switch that memo on my monitor from "Practice micro more" to "Practice macro more."

This leads nicely into...

Lessons Learned
~~~~~~~~~~~~~~~

--Keep producting units while fighting. This is a no brainer, eh? Do I have a brain? Sometimes I wonder...

--If you're floating a CC to spot for your tank... well, you just might be a redneck. (It's not my fault I live right next to West Virginia)

--Float those CC's early, and if you're not timely on getting a starport, float a barracks with it. I was a little tardy on floating mine, and it cost me.

--Firebats rip through protoss shields. Bring a few, and if you aren't fighting zeals, micro it so the firebats attack buildings until the shields are down, then switch them to another building, since their damage is severly limited against the building itself.

--YRM is an expansion hog. :)

I wasn't anticipating writing a report when I started this game, so no pics. Sorry! But the game was so good I felt compelled to share. :)



























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