First, an intro.
I've watched these replays a day after these games were played, and rewatched them again while I wrote my review to get the timings down and properly make a narrative of each game. If I had good internet, I would have casted the games live on stream, and I would have likely made the same comments.
This review does not intend to bash any player and/or his skills. I am not a very good player myself, but I kinda have a good eye to detail and analyze well. So please take my words constructively.
I hope this helps make all of us better as players.
You may download the replays via the drop.sc links. I am still waiting for the rest of the Week 1 games and all of the Week 2 games so I could continue with my reviews.
GLHF to all and thanks for reading!
--------------------------
Week 1 games in review.HazairiJay (Diamond Zerg) vs nDLTechno (Diamond Terran)Game 1 : Ohana LE (Hazairi’s Home Map) http://drop.sc/315642» Click to show Spoiler - click again to hide... «
Hazairi spawns top-left and goes extractor trick, 13-scout, then 16-hatchery, 15-pool and 17-gas.
Techno spawns bottom-right and goes 12-rax with a wall at the top of the ramp, which Hazairi sees immediately. He then goes orbital command and builds his second command center at the natural, and takes his main base geysers by the 4th minute.
Hazairi gets ling speed as soon as he gets his first 100 gas and removes all drones from the geyser. This will allow him to pump drones faster. He builds a 2 macro hatcheries defended by 4 queens. He should have built the other hatchery on the 3rd.
Techno on the other hand gets a factory with his 2nd orbital command and a reactor on his first barracks to transition to hellions. His next 300 gas goes to a starport for banshees and the cloak upgrade. Techno pokes with his hellions but engages a queen--not enough firepower for any pressure.
Hazairi sacrifices an overlord and finds the starport with a techlab.
Techno pressures with 8 hellions (no blue flame) and a banshee. Hazairi loses a queen and a handful of lings but Techno is unable to push up the ramp with the spine crawler and 3 queens blocking. The banshee cloaks and kills off 2 more queens (almost kills one more) before dying to the spore crawlesr near the natural hatchery.
Techno still appears to be ahead as he has made a 3rd command center, transitioned to tanks and getting the stim upgrade. Hazairi is only on 2 bases (4 hatcheries) and no upgrades except for ling speed. His spire finishes but even though he has enough gas for 8 mutalisks, he can only build 5 as he will be supply capped.
Hazairi builds 3 more barracks (5 total) and gets +1 infantry attack. Neither player has taken their 3rd base by the 11th minute.
12th minute, Hazairi has 10 mutalisks and moves out to pressure Techno’s main. The mutalisks do no damage (kills only a single marine) at the Terran base, but manages to pick of a raven that is horribly out of position.
Techno lifts his 3rd orbital command to the 3rd base but changes his mind because of the roaming mutalisks. Hazairi finally takes his 3rd base. Techno moves back to take the 3rd after sending his whole military force for defense.
15th minute, upgrades aren’t spectacular for either player, but Techno seems to be ahead as he has the stim and shield upgrades for his marines. Hazairi will have his baneling speed and +1 carapace shortly however.
Techno's marine-tank force pushes forward and Hazairi responds by making 70 zerglings. Techno’s force melts to the muta-ling-bling and he is down 30 supply.
Hazairi attacks into Techno’s 3rd. Techno only has 16 marines and 2 tanks against 40 lings, 8 banelings and 14 mutalisks. Hazairi destroys the Terran 3rd base and is now 50 supply ahead by the 18th minute. This could have been a good time to tech to hive.
Hazairi continues to build mutalisks and is able to take out the orbital command transferring from Techno’s main base to the 3rd. Techno wisely pushes his scv-marine-tank force towards the 3rd base of Hazairi. Techno almost pulls even in supply with his superior upgrades.
It was a bold move by Techno to push into the natural, but he has lost too much to mount a comeback and he has to GG.
What Hazairi could have done better:
- Bases. He could have built his 3rd base earlier after he had scouted Techno’s natural at around 5:30. He built 2 hatcheries within 40 seconds of each other and could have just placed one of them at the 3rd base.
- Drones. His 3rd base did not reach full saturation.
- Upgrades. He built his one and only evolution chamber at around 6:30, but did not start upgrading +1 melee until the 11th minute.
- Gas. He was only mining off 4 geysers, which therefore delayed his…
- Tech. He was lucky to have won staying in lair tech. He was ahead at the 18th minute but still failed to transition to Hive.
What Techno could have done better:
- Bases. He started his 3rd command center early, but did not position it to the 3rd base until the 15th minute.
- Drops. Multi-pronged attacks could have pulled the game into his favor. Pressuring the 3rd base by attacking it head on is not always a good idea if you have to face 100 lings and with no upgrade advantage.
- Upgrades and Tech. As mentioned above, a late 3rd base means very late upgrades and tech.
Regardless, Hazairi had 3000 minerals and 1000 gas in the bank and could just select all his larvae and hold down Z for endless waves of zerglings.
Game 2 : Cloud Kingdom LE (Techno’s Home Map) http://drop.sc/315641» Click to show Spoiler - click again to hide... «
Hazairi spawns top-right. Techno spawns bottom-left.
Techno bravely does a Flash and goes Command Center first but loses the SCV building it. He follows it up with a barracks and his first reactor.
Hazairi goes 16 hatchery 15 pool 15 gas. The earlier gas, along with knowledge that Techno went 14CC tells me that he will go for an early kill. I wasn't wrong: he gets a roach warren after ling speed.
Techno plays standard and gets reactored hellions and teching to Starport.
Hazairi makes 7 roaches, pulls all his drones from the extractor and pumps zerglings.
Techno moves his 2nd command center to the natural and this game is almost over.
Techno fortunately owns both Xel’Naga towers and sees the roaches move out. He will need to make an epic hold to defend this.
Hazairi’s roaches and lings cause the natural base to lift. The zerg swarm approaches the ramp and is greeted by a couple of supply depots.
Techno has his first banshee out but his hellions are not in a good position to at least kill the lings. One of the depots fall and the roaches and lings do terrible, terrible damage. GG.
What Hazairi did well:
- Read and react. Countless zerg pros have always said that Zerg is a reactionary race. Hazairi did well to read what Techno was doing and took advantage of it. He made roaches and flooded lings.
(Hazairi could have taken a fast third base, instead of going roach. This approach is not wrong entirely. But we would have been treated to a macro game similar to the game in Ohana.)
What Techno could have done better:
- Positioning. His hellions could have been behind the supply depot to kill the lings with splash damage while the banshees focus on the roaches. His 2nd orbital command could have also landed behind the depots to reinforce the wall.
- Bunker. A single bunker built a small distance behind the depots could have helped.
- Cheese. 11/11 rax is not a bad idea when you’re down by 1 game. It's actually not a bad idea to pull off at the first game, just to put your opponent on tilt before the 2nd game.
onsSomeone (Diamond Terran) vs Rednaoki (Silver Terran)First off, the replays do not tell me which map was played first. Game 1 : Akilon Flats (onsSomeone’s Home Map) http://drop.sc/315644» Click to show Spoiler - click again to hide... «
onsSomeone spawns top left while Rednaoki spawns bottom right.
Both build their respective barracks at 12 supply but from there, the skill difference between Diamond and Silver is just apparent.
Someone goes gas first, while Rednaoki gets a 2nd barracks.
Factory goes down earlier for Someone while Rednaoki gets double gas before orbital command.
Someone completes his 1-1-1 and starts building a banshee and a tank.
Rednaoki starts up his relatively late starport. He is unfortunately down in supply and supply blocked at 27.
Someone starts his 2nd command center as the banshee leaves his base. Rednaoki starts a 2nd starport. Someone’s banshee manages to pick off 5 of Rednaoki’s SCVs before being driven out by the marines. Someone scouts the Starport with the upgrading techlab. He reacts by making a Raven for detection and turrets behind his mineral line.
While pressuring, Someone makes a couple more barracks and builds up his marine-tank force.
Rednaoki is just terribly behind. With the cloak done, Rednaoki sends his 3 banshees towards Someone’s base, but has yet to see what’s inside it. One of the banshees is killed by the turret, the other 2 by the Vikings and Raven. Rednaoki’s banshees only manage to kill 2 SCVs. Not enough to justify their cost.
Someone is 50 supply ahead and pushes out towards Rednaoki’s base while taking his own 3rd. He scans over Rednaoki’s natural and he sees that he is clearly ahead in everything. There is just no way for him to lose this engagement.
Rednaoki’s marines melt under tank fire and Someone pushes up the main ramp. He is 70 supply ahead.
GG.
Game 2 : Ohana LE (Rednaoki’s Home Map) http://drop.sc/315643» Click to show Spoiler - click again to hide... «
Someone spawns top left and Rednaoki spawns bottom right.
Someone goes 1-1-1 again, while Rednaoki gets 4 barracks before gas.
Rednaoki pushes out with pure marines, but will not be able to go up Someone’s base because of the bunker. Expectedly, all of Rednaoki’s marines melt. He should have just pulled back.
Someone sends his banshee to Rednaoki’s base and builds his natural base. The banshee kills 4 SCVs before being driven out by the marines.
Someone moves to hold the other Xel’Naga Tower then pushes forward to Rednaoki’s unoccupied natural base.
Someone sieges his tanks and the medivacs act as spotters to deal damage from afar. Rednaoki’s marines catch all of the tanks’ siege fire and they melt away.
Game over.
There are simply no words to describe Someone’s play vs Rednaoki. He was just better in every way. His timings were impeccable and everything that he did and built had a reason. He scouted well and made the appropriate responses to what he scouted.
We can all take a page and learn from what he displayed in his games. I can’t wait to watch Someone’s TvP and TvZ.
PurpleBear (Unranked Zerg) vs Jimbo (Silver Protoss) Just like Someone vs Rednaoki, the replays do not tell me which map was played first. Game 1 : Entombed Valley (PurpleBear’s Home Map) http://drop.sc/315646» Click to show Spoiler - click again to hide... «
Jimbo spawns top-left while PurpleBear spawns bottom left.
Jimbo goes 9-gateway and sends his scout towards the bottom right base.
PurpleBear goes 17-hatchery and tries to drive away the scouting probe with all but one of his drones, missing valuable mining time. Pool goes down at 16 supply.
Cybercore starts a little before 3:30, very late. PurpleBear has figured out that Jimbo’s base is top-left, but hasn’t scouted there yet.
Jimbo’s zealots move out and kills Purplebear’s lings. Purplebear responds by making 26 lings and a couple of spines. The zealots return home, but did their job of wasting valuable larvae that could have otherwise been morphed to drones.
Jimbo secures his natural base and builds a Twilight council. Purplebear still has no gas by the 8th minute.
Purplebear pokes in and should figure out that Jimbo has his natural secured. This could have been a good time to take his 3rd. Making 11 drones is not bad either. His first 100 gas goes to lair.
Jimbo pushes out to pressure and kills the 3rd hatchery that’s just started to build. Purplebear does not cancel. Jimbo’s zealot/stalker force gets trapped by the throng of slowlings. Jimbo starts his 3rd, and his Zealot charge upgrade finishes.
The slowlings decide to run up to Jimbo’s natural, but is mismicroed. All the slowlings (around 70) die after only killing 1 stalker. Purplebear starts his 3rd up again.
Jimbo builds a couple of immortals while waiting for his Robotics Bay to finish. PurpleBear finally has ling speed and his spire around 2/3 done. Both players have 3 bases by the 14th minute, but are only mining from 2 geysers.
With his observer, Jimbo sees PurpleBear’s 3rd base and pushes out with his forces. Purplebear makes 8 mutalisks as soon as his spire finishes. Purplebear loses his 3rd along with 11 drones. Jimbo is clearly ahead. Until he decides to 1-A into the lings, mutas and spines.
As expected, Jimbo loses his forces. And a wayward colossus and immortal also sacrifice themselves.
The mutalisks also decide to fight the stalker force, but pulls back as the stalkers have the upgrade advantage. Jimbo continues to make Colossi, but fails to upgrade thermal lances. 5 more gates gets built. Purplebear continues to make mutalisks and lings off 2 hatcheries.
Jimbo makes a hidden 4th base at the top right, and around a minute later, Purplebear makes his own hidden (3rd) base at the bottom right.
Jimbo pushes out with his colossi/stalker force, but PurpleBear focuses his mutalisks on the colossi. Jimbo’s force is decimated. He still takes a 5th base with all the minerals he has. 95 probes vs 45 drones by the 23rd minute.
Jimbo’s observer finds the bottom right base and his forces move out from his base to kill it. Purplebear loses the hatchery and more drones, but his muta-ling force decimates all of Jimbo’s stalker/immortal force.
Jimbo responds by making more colossi, immortals and even voidrays. Not the composition you want against mutalisks. Jimbo again is decimated, but is still 40 supply ahead due to his worker advantage (107 vs 27).
Jimbo defends his natural with stalkers but continues to make voidrays and colossi.
Purplebear decides to push into the stalker force with all his mutalisks but gets destroyed. Unable to replenish, he GGs.
What Purplebear could have done better:
- Bases. He should have been more aggressive in taking bases. He had mutalisks for map control and could have easily defended against any force trying to pressure any of his expansions.
- Mutalisk usage. He always used his mutalisks attack the stalker force head on. Mutalisks are better used as hit-and-run units. He was able to pressure the protoss natural, but had he flown his mutalisk towards the main and destroyed a few tech buildings, then flew towards the 3rd base to pick off probes, then to the 4th and 5th bases to pick off even more probes, Purplebear could have won.
- Tech. Mutalisks just doesn’t win games by themselves. Even Day9 says so. Zergs should always transition to hive tech by the 17th minute
- Upgrades. His mutalisks were at a decent +2/2. But using muta-ling entails you to upgrade the lings as well.
What Jimbo could have done better:
- Overall decision-making. After killing the 3rd base, he should have just pulled back, expanded and made a couple more rounds of stalker reinforcements before attacking into the zerg natural. Also, he saw the mutas, but continued to make colossi. He saw even more mutas, he still made colossi/immortal/voidrays. The right composition would have been stalker/hightemplar. Or stalker/phoenix. Or if micro skill is lacking, pure blink stalker with +3/3/3 upgrades.
Game 2 : The Ruins of Tarsonis (Jimbo’s Home Map) http://drop.sc/315645» Click to show Spoiler - click again to hide... «
This is a 2v2 map. Purplebear spawns at the 5 o’clock position, Jimbo at the 11 o’clock position.
They open just like the game on Entombed Valley. But Purplebear goes 2-hatch roaches, hitting Jimbo by the 11th minute.
Purplebear is 70 supply ahead and Jimbo just does not have anything to defend with.
This is a rather quick game with not much explanation needed.
Purplebear’s injects are just superb compared to the Entombed Valley game. This allowed him to mass roaches continuously. Mechanics is just as important as your build order.