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GOMTV StarCraft 2 Open Round of 32 Day 3 - Battle Report

GOMTV StarCraft 2 Open: Round of 32
Korea IMmvp versus Korea oGsZenio @ Jungle Basin
Mvp spawns at the top left while Zenio spawns in the bottom right. Zenio started off with a 15 hatchery expansion to his natural and Mvp responded with a reaper and fast expansion build while working towards a bionic build. The reaper would provide very little harass, but does very well in scouting out Zenio.

Zenio would attempt to be aggressive by breaking down the rocks behind Mvp's natural. However, it is easily defended by Mvp with a bunker. With his ground forces being stopped, Zenio works towards mutalisks and attempts to harass. This harass was stopped short as Mvp moved out to take out Zenio's second expansion. With a bit of excellent micro, Mvp was able to dodge all of Zenio's banelings with his marines and was able to take out Zenio's second expansion.

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Mvp moves his forces back at the sight of banelings

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A large amount of marines remain for Mvp to take out the hatchery


With his second expansion being destroyed, Zenio would attempt to double expand while providing pressure on Mvp's natural expansion. Just as Mvp would move out, Zenio moves in to bring Mvp's army back to his base. Finally, Mvp decides to attack rather than defend his base and pushes straight into Zenio's main base with marines spread apart and tanks seiged.

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Marines spread out to counter threat of banelings


Mvp showed great control with his marines and was not afraid to play a large marine army against Zenio's banelings. Zenio would lose his third expansion while Mvp took his third. Thus solidifying Mvp's dominance in the game.

Korea IMmvp versus Korea oGsZenio @ Metalopolis
Zenio spawns at 9 o'clock position with Mvp right across at the 3 o'clock position. Zenio would take a fast expansion again while Mvp elects to not go reapers this round, but instead goes for a factory after his barracks instead. This factory would create a tech lab that would eventually be connected to a starport for banshee production.

Mvp would also expand right after finishing his factory, while Zenio opted to go roaches. Just as Mvp's banshee comes out, Zenio would take a third base. The banshee would not attempt to harass, but instead provides a more defensive presence for Mvp. Wondering why there was no banshee harass, Zenio would sacrifice an overlord into Mvps base in time to see a starport without a tech lab and four barracks.

Both players play quite cautiously with Zenio teching up for the final battles and Mvp just using his banshee to scout and poke around Zenio's bases. Zenio would make no anti-air units, thus allowing Mvp's banshee to be very dominant in the game.

Mvp attempted to break into Zenio's second expansion at one point and was able to wipe out Zenio's first defensive force with a great marine spread. However, the second wave of roaches and zerglings would finish off Mvps forces and a small standoff would resume between the two players. During this time Zenio took the chance to tech up farther up the tech tree, first to a hive and then a greater spire.

The next attack would be from Zenio who attacked just as his third expansion finished. Mvp would defend this attack fairly well, but as he fended off the attack, four broodlords were spawned for Zenio. These broodlords would help in taking out Mvp's gold expansion while at the same time, Zenio would drop zerglings into Mvp's main.

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Zerglings reek havoc inside Mvp's main


Zenio would switch from broodlords into ultralisks as his finishing move. Mvp would respond with a sizable marauder army and would be able to fend of Zenio's ultralisk push. While Mvp was able to fend off the first push, Zenio had a very large lead economically. Mvp was forced to work very hard to harass and keep Zenio's economy down as best as he could.

Mvp's great stand at his second expansion at 4 o'clock kept him in the game very long. With a planetary fortress he was able to fend of Zenio's attacks. In response, Mvp would keep the pressure on Zenio with his medivac marauder army. However Zenio would eventually mass up a large enough ultralisk army to take out Mvp's army. Rather than going for the second expansion, Zenio decides to go through Mvp's natural and take the game.

Korea IMmvp versus Korea oGsZenio @ Lost Temple
Both players spawn very close to each other with Mvp at 12 o'clock and Zenio at 3 o'clock. Despite the close proximity to his opponent, Zenio would still opt for a 15 hatchery expansion. Rather than going for a more aggressive reaper first build like in his first game, he opts for a factory with a hellion instead. A command center would also be made as Mvp's first hellion comes out of the factory.

The hellion would be denied entry into Zenio's base by two queens, but Zenio would not be denied an overlord into Mvp's base, just in time to see two barracks being built and a bare factory with no attachments. Just as the barracks finished, two reactors would be built for them. But eventually Zenio would also scout this out and it is no worry for Zenio with his large roach army.

The game would be opened up as Zenio attempted to expand at the 6 o'clock base and initiated a drop of mass of roaches into Mvp's base. Just as Zenio prepared his drop, Mvp would send around a medivac full of marines to scout for Zenio's third base. Zenio's drop would be fended off by Mvp and Mvp would take out Zenio's third base. The drop by Zenio would help him to get ahead by just a but economically. In response Mvp would use his marine filled medivac to provide a little harassment at Zenio's natural.

Zenio would pressure constantly with drops into Mvp's main, slowly picking away at Mvp's base. Just as it looked like Zenio would run away with the game, he would be forced to calm down his aggression to work up a large enough force to take out Mvp for good. Even with a large supply count, Zenio would not be able to break Mvp's defences.

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Multiple drops by Zenio in an effort to take Mvp out


Just as Zenio was looking like he was about to take the game with a massive drop, Mvp would defend against it perfectly, losing almost no marines to a baneling, zergling drop with mutalisks. Mvp's come back would seem to solidfy but Zenio's economic advantage allowed him to mass a large amount of mutalisks to take the game, stopping Mvp short of his come back.


GOMTV StarCraft 2 Open: Round of 32
Korea NesTea versus Korea oGsMC @ Scrap Station
NesTea opened up with a spawning pool and extractor rather than a fast expansion despite the long distance between both bases. An expansion was laid down right after. With very little action early on from both players, MC decided to go for an aggressive four gate with a twilight council for dark templar tech.

Eventually with his four warpgates finished, MC would move out with a mixed force of sentries, zealots, and stalkers. Showing great preparation, NesTea would have an overseer morphed. The first large attack would come from MC as his dark templars warped in. NesTea would be able to fight off this and offer a strong roach counter.

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MC attempts to stop the roach counter


MC would try his best effort to fend off the roach counter push, but it was just not enough. NesTea would take the first game. A key aspect of this game was the fact that NesTea had noticed very little aggression coming from MC. This is what tipped him off to create an overseer in preparation for the worst.

Korea NesTea versus Korea oGsMC @ Lost Temple
NesTea spawned at 6 o'clock while MC spawned at the opposite end of Lost Temple at the 12 o'clock position. NesTea would again opt for a spawning pool and extractor first before his expansion. His expansion would be laid down after his first pair of zerglings pop out. MC would decide to go for a 3 gate and robotics build.

With his robotics facility, MC constructs a warp prism and quickly loads up several stalkers to harass. Along with his dropped stalkers, he would also warp in three more stalkers to harass NesTea's natural cliff. However, MC would make a blunder of his attack and lose a lot of his army to NesTea's defences. While he could have taken a huge advantage with a successful harass and attack, MC would fall behind instead of taking the lead.

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Taking advantage on top of the cliff

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Deciding to leave the advantage and lose his army off the cliff


Once NesTea's mutalisks arrive onto the battlefield it was only a matter of time before MC would be forced to GG. A very disappointing end to a game which had shown so much potential from MC's opening. Poor micro control and decision making led to his initial push to fail miserably.


GOMTV StarCraft 2 Open: Round of 32
Korea oGsTheWinD versus Korea MakaPrime @ Shakuras Plateau
oGsTheWinD spawned at the bottom left location while his opponent MakaPrime would spawn opposite to him at the top right location. TheWinD opened up with a fast expansion to his natural while Maka elected to go reaper first with a command center. An overlord for TheWinD would scout out Maka's command center and both players would get a good sense of each other's builds.

TheWinD showed great control over the center as he was able to counter Maka's first attack of marines and a few marauders. With a large number of zerglings, TheWinD was able to kill off over a dozen of Maka's marines. TheWinD would push all the way to Maka's base and bust in with with banelings just as Maka laid down a barracks to close off the ramp wall at his natural.

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Maka attempting to build a barracks to wall off


Maka would be able to defend against TheWinD's baneling bust and TheWinD would back off electing to focus more on his economy. Maka did not fall behind and ended up massing a large marine and tank army. All the while, TheWinD would tech to mutalisks and put pressure on Maka while also taking several more expansions.

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Notice the units selected dwindling down...


Maka attempted to push out at one point, but was pushed back by a large baneling, zergling and mutalisk army. Eventually Maka would elect for a large drop to harass TheWinD, but these drops would prove to be useless as his attention was forced away from his drops to defend against broodlords. Maka would be able to defend this with vikings, but TheWind was already transitioning to ultralisks.

Maka would lose a large portion of his army in the end to TheWinDs combined ground army of ultralisks, zerglings, banelings, and infestors. To sweep up the win, TheWinD would also morph in more broodlords to seal game one.

Korea oGsTheWinD versus Korea MakaPrime @ Xel'Naga Caverns
Maka spawned at the top right corner of the map and TheWinD at the bottom left. TheWinD elects for a spawning pool first before his expansion and Maka would opt for an interesting placement of his second barracks. Coined the 'Makarax' by Artosis and Tasteless, the second barracks to Maka's build was placed at his gold natural expansion.

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Scouting out the 'Makarax'


A strange placement, that provided a close rally for an early aggressive marine rush, but this plan was foiled as TheWinD would scout out his Makarax and respond with aggressive lings and a roach warren. Maka would be forced to lift his Makarax and end up floating the barracks aimlessly before deciding to use it as a scout.

Maka at this point would attempt to expand, but TheWinD would deny his expansion and almost break into Maka's base as well, but was stopped short of breaking down Maka's wall. TheWinD would end up denying this expansion for quite a while before Maka can actually establish his first expansion. TheWinD would take a large economic advantage as Maka could only attempt, futilely, to stop TheWinD's third expansion.

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Baneling stampede


TheWinD's mutalisks provided great harassment and pressure as he began to amass his large baneling, zergling army. Maka would try to apply pressure himself with a few drops, but it was no use as TheWinD was too far ahead to catch up for Maka. Maka's only foothold in staying in the game was his gold expansion with a planetary fortress.

Despite TheWinD's strong broodlord and ground army attack on the planetary fortress, they were no match for repairing SCVs and vikings. Maka would stay in the game just a bit longer. With the large economic boost form the gold expansion, Maka would be given a short lifeline for a chance to come back.

TheWinD's final attack consisted of a mass of banelings plowing through Maka's army and finally putting in the final nail for Maka's GSL aspirations.


GOMTV StarCraft 2 Open: Round of 32
China Loner versus Korea Terious @ Scrap Station
Terious would open up with a 15 hatch fast expand and Loner would follow suit with a early expansion after his factory had finished. Loner would pump a single hellion out of his factory to scout out Terious and provide a little harass, but loses it fairly quickly inside Tedious' main.

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Right to the door step


After amassing an army of marines, marauders and tanks, Loner would break through the destructible rocks in the middle to attack Terious. Terious would sneak in over half a dozen zerglings into Loner's natural and attack his mineral line. Rather than defending his natural Loner decides to push through the middle instead causing him to lose a large amount of SCVs at his natural. Loner would be forced to commit to the attack and to make something happen.

After his attack, Loner seemed like he was at a disadvantage but he was able to pull out even with Terious the entire game. At one point, Loner had even lost a handful of marines to burrowed banelings, but Terious could not cash in on this mis-step by Loner.

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That black rubble used to be a dozen marines, notice the missing units being selected?



China Loner versus Korea Terious @ Xel'Naga Caverns
Loner would spawn at the top right of the caverns while Terious at the bottom left. Loner opens up with a similar build to the first game, but he decides to build a starport first before his command center. Terious also goes for a similar build to the first game with a fast expansion, but with a delayed extractor.

Tedious would be open to the poking and prodding of Loner's single unit scout and harasses. Loner would transition from a hellion to a viking harass and then finally a banshee harass as well. All the while gaining temporary map control early on in the game.

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Notice the banelings?

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So did Loner


Loner's sloppy play would eventually open up the game for Terious. Although Loner would be a lot more cautious this time around with burrowed banelings, he would lose to his own sloppy play against Terious.

As Loner moved out of his base to attack, Terious countered with a dozen zerglings and mutalisks forcing Loner to split up his army. One army would run up back to his base to defend while the other half would continue to march towards Tedious' base. However his offensive army would be caught out of position and easily rolled over by banelings. His army that was sent back to defend would end up doing a bad job of defending, leaving a couple of zerglings to destroy his base.

Having lost half his army to several banelings and a few units, Loner was set far behind and eventually was forced to GG.

China Loner versus Korea Terious @ Lost Temple
Both players would spawn in close locations with Loner at 3 o'clock and Terious at 12 o'clock. Terious would scout out Loner first with his overlord without Loner noticing the floating scout. Showing off a little interesting trick, Terious would be able to sneak his overlord over Loner's cliffs behind his main into a position overlooking Loner's mineral line.

Terious' scouting would continued to give him the advantage as he was able to sneek a zergling into Loner's base just in time to see him finish three barracks for a total of four barracks in his base. Seeing this Terious responds with a baneling nest and Loner is forced to consider attacking early to take an advantage. However, after scouting out a large amount of zerglings being produced, Loner would turn around instead.

Loner would decide to attack again, but this time with a much larger army than before. Terious would counter as Loner pushed out, but this time Loner was ready with bunker defence at his natural. Loner's push however would be met with a baneling, roach army that pushes him back to his base.

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A push up the middle


Terious would be dealt a huge blow in the mid-game as Loner's combination of marines, marauders, and tanks would push through the middle and up to Terious' base. This push would reach all the way to Terious' natural and take out his lair which was morphed using his natural hatchery. After having his lair go down and losing a lot of drones, it was only a matter of time before Terious would have to GG after falling behind.

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