In this battle report, you'll discover the
strangest tactics to distract your enemy's attention and thus lead
your way to victory!
6 o'clock (Protoss)
Today we have two staffs in BR.com fighting against each other:
YourRoleModel, our adminstrator; and TT.Boy, one of our early
raters. Both got enough balls to select random on this relatively
small island map, and TT.Boy landed his circular CC at 3 o'clock
while YRM warped his nexus at 6.
Both parties tech very fast towards their first transport.
TT.Boy, however, built rather conservatively and erected an E-bay
and academy before his first starport. YRM, chose to reach the
templar tech and robotics early and got his first shuttle before
YRM immediately shuttle a probe to the 9 oclock starting
position, an attempt to expand there early. Back at home YRM was
busy to prepare his assault with templars, dark templars, and
dragoons. During the time when YRM was mad teching, TT.Boy was able
to float a CC to the 12 o'clock starting position and started mining
before YRM's expansion was up! Also, he ordered a dropship of
infantry and headed towards the other starting locations. First he
headed towards YRM's expansion when the protoss just started warping
in pylons. Several marines were dropped to stop the expansion
attempt, and YRM canceled his pylon in order to save the cash.
Fortunately for YRM, the probe was able to escape and hid itself in
the corner undetected. The same squad of infantry was loaded back
into the dropship and headed towards YRM's main. However, this small
force was almost instantly repeled by the psionic might of the
templar, cutting 6 marines 2 medics into 2 marines that died to
defending cannons in no time.
At this time, YRM decided to pay back a visit to TT.Boy's main,
dropping 2 cargoes of 2 templars, 2 dragoons, and 2 zealots behind
TT.Boy's mineral line his main. Although all the loads were dropped,
YRM lost one of his shuttles to a well-positioned turret.
Nonetheless, YRM pulled out a Whoop-style and casted 3 psi-storms on
the mineral line, destroying half of the mining SCV. Defending tanks
and marines, along with a wraith, were able to repel the force with
no loss of other units except SCV's and a turret.
The next action belonged to YRM again, when he dropped 2 dark
templars and a dragoon at TT.Boy's main again. Turrets were unable
to cover the entire base, and the refinary was promptly destroyed by
a lone dark templar who was fortunate enough not to run into
detection range. Finally TT.Boy realized the invicible threat, and
used all his SCV, a wraith and 3 com-sats to eliminate the assassin.
Thinking that his opponent's economy must be hurt from all the
assaults, YRM finally began his expansion at 9 and warped in 3
cannons and a gateway there. His scouting shuttle also found
TT.Boy's expansion at the 12, and he immediately dropped 2 reavers,
a dragoon and a templar to destory TT.Boy's other node of income.
With only one bunker with a mere marine in it, TT.Boy's defense
there was quickly dispatched. Feeling experienced in storming SCV
now, YRM stormed twice in the middle of the patch, but unfortunately
Whoop's spirit wasn't with him at that time and he completely wasted
2 psi-storms killing nothing. This allowed TT.Boy's wraiths and a
dropship of 2 tanks to come to rescue because the templar has only
one storm left. Powerful tank fire destoryed the offense with the
loss of only one wraith. Using this confusion, YRM also expanded to
his the closest natural expansion on the right of his main and below
Seeing that YRM had lost a significant number of troops, TT.Boy
decided to launch his own attack. 2 wraiths were sent downwards and
found YRM's expansion. They cloaked and drove away the guarding
dragoon when 2 tanks were dropped behind the mineral patch.
Nonetheless, one tank was not in the mood of just sitting there
blasting cannons from a safe distance, and decided to run into a
high ground cannon, only to be destoryed before it could even siege.
The remaining lone tank was then owned by 2 dragoons and probes.
Angered by the incompetant tank, TT.Boy abandoned the dual tank
idea and instead dropped 4 marines and a tank at the 9 o'clock
position where YRM had established as his first expansion. With only
cannons as defense, the tank blasted away with impunity. The
remaining marines, however, was not guarding the tank, but ran into
the mineral line for probe kill. Nonetheless, they didn't realize
the tank was firing too.....
Again, the lone tank was owned by 2 reinforcing dragoons that YRM
sent for rescue.
TT.Boy, seeing a semi-successful drop previously, got greedy and
sent two more dropships of tanks and assorted infantry towards same
target at the same path. Nonetheless, YRM had 3 dragoons and a
cannon sitting at that exact spot. The first dropships arrived and
it was blown off the sky almost instantly. The second dropship
mirrored the exact same move and exploded in the air. The wraith
pilot didn't learn the lesson at all, and yet again followed the
path of transport pilots, only to walk into the plasma of doom.
YRM was not pleased with the continous attack from his terran
foe. He decided to obtain map control in order to stop any further
assault. Normally I'd see protoss warping in more corsairs and
observers and patroling them across the map in order to achieve
map-control; nonetheless, YRM got a better idea. He shuttled a probe
in the middle of the map and started warping in series of cannons
TT.Boy quickly realized the threat in the middle and dropped 2
tanks on the low ground of YRM's second expansion below his main.
This would be a good idea if this was carried out earlier, but now
YRM already had plenty of shuttles and templars. The tanks exploded
quickly to the might of a reaver's scrabs and a templar's storm.
After establishing 2 expansions and map-control via cannons, YRM
finally decided that it's time to attack! 4 shuttles of dragoons and
templars were went towards TT.Boy's expansion on the top to seek to
cause some trouble!
Luckily (or unluckily for TTBoy), YRM's inner self denied the
hidden T_mac charactor inside of him and came back before the
countdown went to 0:00. The cargo was dropped quickly and the
templar stormed 3 ghosts before they could cast lockdown against the
dragoons! The remaining 4 dragoons was able to destory the defending
bunker and a few marines while the reaver destoryed the mining SCV
in no time. Now TT.Boy's resource node was down to one: his main
Realizing that the loss of his only expansion would
cause him the game, TT.boy deployed his last ditch effort: NUKES!
While TT.Boy was hurrying for his nuke, YRM was confident
at his situation that he's gonna win regardless, and built something
I haven't seen in a while: a all-purpose SCOUT! 3 of them were built
when TT.Boy finally finished his nuke. 3 precloaked ghosts were
dropped on the ledge of YRM's natural expansion and hoped to cause some nuclear
polution at the probes below them. Nonetheless, what he didn't
notice was that there was an silent observer hanging right above
them. These 'ding's' quickly reported the threat and the 3 scouts
were sent to kill the ghosts. The 45 hp ghosts bravely fought the
250 hp scouts. Unforunately, they were no rambo and were killed
quickly before the nuke could drop.
Failing the last effort of nuking, TT.Boy conceded to YRM. Later
on YRM commented on TT.Boy's transport tactics and explained his own
-- End of report --