"Vultures own Goons" Bob_The_Newt
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| War in the Green Valleys | | | Author: | | | IP: | XXXX | | Date: | 08/27/99 09:08 | | Game Type: | Starcraft | | Labels: | Starcraft(1), Problem: Broken Images(1) | | Report Rating: , # of Ratings: 3, Max: 8, Min: 8 Lifetime Rating for MikeyMonty: 7.8571 |    |
Or Why Stasis Kicks Major Ass
My friend dzarkhan had been telling me about the virtues of the map Green Valleys. He had said that it was an excellent 2v2 map because the huge size of the map prevented the normal ealry rush fest turned 2v1. I agreed to play a game, but we could only get one other person to join so we collectively decided to ffa.
The Players
The Map
I thought an ffa sounded like a nice change of pace, and I took a quick glance at the map in the campaign editor while we waited for the other player, Slotheater, to get a drink or something. Green Valleys is a 256 by 256 map with 27 available resource spots, including the mains. The mains and mineral and gas naturals, one per main, are located in narrow tunnels of low ground that snake between massive cliffs, forming a sunburst type pattern with a group of ruins in the center. The majority of the rich expansions are located up on the cliffs, and on little islands of raised jungle on the cliffs. The cliffs are not accessible by land.
Terran have some advantages on this map, due to the ability to early CC float to cliffs, and also because of the ability to easily cliff-siege using tanks. Despite this however, I chose random, and got Protoss at the 9 o'clock spot. My opponents both randomed. Dzarkhan drew Protoss and Slotheater drew Zerg. I did not know this at first however, so I went with a conservative double gate build, seeking to eventually move to all purpose dragoons and reavers (Sorry Dev). This probably was a bad choice as I learned later in the game that the dragoon's bad pathing hinders it in the narrow valleys. Live and learn, I suppose. I continued to saturate my minerals and constructed an assimilator, cybernetics core, and forge. I warped in a few zealots from Aiur and a shield battery to protect my base, and then sought to expand to the 8 o'clock main. On my way, however, I encountered a morphing hatchery at the 8 o'clock natural. I dispatched a few zealots to deal with the hatchery, but pulled them back on spotting morphing creep colonies. I continued my expansion probe into the enemy main, seeking reconaissance. My opponent had sunkened his main, 3-4 sunkens were scattered about. My probe was killed, but I noticed only a spawning pool and an extractor.
I sent another probe to expand to the 12 o'clock main and placed 4 cannons and a shield battery there, along with some zealots and a dragoon. I made dual robotics facilities, seeking shuttles and reavers. I made a Robotics Support Bay, built dual shuttles, dual reavers, and upgraded shuttle speed. Whenever I had money, I made dragoons and probes, and I also placed a few cannons around my base and in my peon lines. When my reavers were finished I qeued up 5 scarabs in each and loaded them and 2 dragoons up and headed for the back of Slotheater's main. During my scouting I had noticed a gap in the protection of his sunkens behind his mineral patch. My reavers unloaded and decimated Slotheater's mineral line, leaving only about 4 drones intact out of 25 or so in just two volleys. One dragoon was killed by zerglings and a few mutas, but the two reavers and second dragoon were intact but for some superficial shield damage.
I loaded up my shuttles again and dropped behind Slotheater's natural, once again ravaging the drone line before being driven off by mutas and zerglings. At this point Slotheater disconnected, probably intentionally, because the game was lag free up until this point. However, I can never be sure, and Slotheater was still in a position to make a comeback. Hopefully it was an accidental disconnection.
I had not been idle at home at this point. I expanded simultaneously to the gas only spot in the top left and the mineral only expansion to the north west of my main. I was 2/1 in ground upgrades, with dragoon range, reaver capacity, and shuttle speed upgraded. I made five more gateways to spend my extra cash. I marched quickly up the templar tech tree, getting the Zealot leg enhancement, Psi Storm, and Kaydarin amulet upgrades. I began producing more templar and dragoons, and several more reavers. Scouting probes revealed that my other opponent was Protoss, and that he had expanded to his natural, two gas only spots, and two raised jungle spots. This gave him five expansions to my three and control of the bottom and right sections of them map. This was worrying as I only had a main, a raised jungle expansion, and a gas only spot, and I only controlled the top legt portion of the map. What was worse, dzarkhan had gone for an aerial form of attack, with carriers and arbiters being his weapons of choice. Unfortunately due to my late expansion, and the resources and time I had spent dispatching Slotheater, it was too late to build multiple stargates and a significant number of scouts. Instead I increased templar production and made more goons until I hit supply.
I made a few reaver and templar drops on his expansions, but was easily countered by defending templar and cannons. I started making observers to counter the arbiter's cloaking ability. I hit supply, and was hotkeying my dragoons, templar, and shuttles to attack dzarkahn's stargate laden main. I has about a dozen templar, 3 dozen dragoons, 4 shuttles full of reavers, 6 observers scattered around, and the rest of my suppply taken up by probes and token zealots. I was confident I could counter a carrier and arbiter force with judicious use of storm. After the fleet was taken out, I would continue my forces onward and take out my opponents' main and natural, leaving him without unit producing buildings and tech.
Unfortunately dzarkhan's choice of a mobile airborne force was superior to my clumsy though powerful land based force. Suddenly my 12 o'clock expansion was swallowed by a mass of Interceptors which faded in and out of view as they passed through an Arbiter's cloaking field. My cannons were shredded by the carriers, my probes were butchered as they fled with their minerals to my main, and my nexus was reduced to rubble.
Changing my mind about a mass assault on Protoss' main, I instead began setting up my troops in a defensive posture. Unfortunately, dzarkhan gave me no respite and the expansion northeast of my main was the next to be chewed apart by Interceptors. The doom fleet turned towards my main, attacking it from the north. They hovered over the cliff north of my main and began pelting my gateways. I moved my Templar up under dragoon cover to storm the doomfleet, but one well placed stasis froze all but one of them in a temporal prison, effectively sealing my fate.
Two more doses of stasis immobilized most of my goons. I estimate my opponent had 12 carriers and three arbiters, and I only had 1 templar and about 18 goons out of stasis. Things looked grim. I was only able to get 1 storm off before my templar was dispatched, and my dragoons were then methodically dispatched. As the picture shows, probably around 60% of my goon forces were unable to defend my main.
My base was being chewed to bits. Dzarkhan's stasises had been staggered enough that the goons came out of it a few at a time, and they were easily chewed up before the next bunch was freed. My goons managed to pick off 1 or two carriers, and my templar got off a good group of storms when unstasised, taking out 2 more carriers, but the carriers were soon reinforced and my dragoons were butchered one by one as they popped out of their gates. The carriers took out my pylons, leaving me with useless buildings, and I knew the game was over. I conceded a good game to dzarkhan and he generously agreed to ally with me so that we would both recieve wins.
Lessons Learned
-In an ffa, don't focus on taking advantage of one opponent's weakness to the point that you leave yourself open to a counter by other players. I produced lots of reavers and shuttles to eliminate zerg, and when the final carrier attack came I had 32 supply and a lot of money tied up in almost useless reavers.
-Play according to the map. Goons were a bad choice due to pathing problems in the narrow valleys. Still, I was inexperienced with the map and hope to do better next time.
-On big maps, air power is critical. Ground troops in shuttles just can't quite compare. They allow decent mobility, but are too slow to load to shut down expansions before they get up and running. Large maps like Green Valleys are similar to islands.
-Stasis is one of the most decisive and powerful spells, if used right. Granted, if you have a substantiial number of arbiters you're probably gonna win anyway, but its very effective. A force divided cannot stand.
Well, that's all. There wasn't any exceptional strategy or humor to the game, but I thought it would be a breath of fresh air to have a report on a free for all on an underplayed map. I'm going to make a point to play green valleys again when I get a chance, it's an awesome map. As always, questions, comments, and criticisms welcome. Any FFA experts or people with good GV strats feel free to help me out, I need it.
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