|~Electro28~ vs ~`DarkRider`~
Map: Dark Temple
Observers: bad_yellow28, Toilet-Duck-28,
The game starts and ~Electro28~,
henceforth known as Elec, starts off using the wiley terrans
in the mid left position. ~`DarkRider`~, now known as Sid, starts
off in the bottom mid position commanding the erotic protoss.
Each player goes for a standard build, Elec doing 8 depot 10 barracks 12
barracks, while Sid goes 7 pylon 9
gateway 11 gateway. Well, both builds are not very standard
for a TvP, but these are no ordinary players.
Here their builds differentiate. Elec floats one of his barracks to his
ramp and builds a supply depot there, commencing the dreaded
wall-in, at which point we realized his strat - "Electro Heavy
Metal". Why he did not just build the barracks at the ramp in
the first place is a question that is unanswerable by us
non-enlightened mortals. Elec also
adds another bunker and supply depot, almost completeing his
wall-in, and then finally starts to make a refinery.
Sid has not been idle during
this and makes a forge and a pylon near his ramp, starting the
strategy of walling off ones choke with cannons. He makes an
assimilator after three cannons have been constructed at his
ramp, and has five zealots there for defense. He adds another
two cannons next to his nexus for extra measures, and then
finally starts to warp in a cybernetics core.
After this Elec adds
another bunker thus sealing off the last crack in his
wall-in. Now he is free to continue the "Electro Heavy Metal"
at his will, as he starts a factory as well as an academy,
more than likely to have comsat in case of dark templars. But,
as you can see, Elec must be so
confident in his ability to handle the cloaked dealers of
death, that he builds his unmoveable academy right in the path
of his command center add-on. He then adds another factory and
starts on the construction of tanks.
Sid however, feeling confident
in the defensive power of his multiple cannons, starts
building several stargates and begins warping in... scouts!
Yes, with his four stargates, the scouts can start coming in
by the bucketload, but just after his stargates are completed,
he decides the time is ripe to attack. He sends the five
zealots that he has had for the past five minutes on a march
to Elec's base. I can only
speculate as to why he did not attack earlier, but I must
figure that he was so confident in his ability to micro five
zealots against a wall-in, that he could give Elec that extra time to prepare a
defense. The zealots plod along and lo and behold, they end up
being rifled down by the bunkers lining the cliff. Sid loses one of his zealots before even
reaching the ramp and decides to pull back. Apparently he
under-estimated the skill of his opponent, treating him as a
newbie instead of the master that Elec is.
After the attack, Sid has
started warping in the scouts and added another two cannons to
his main base and one more to his ramp. This brings his total
to eight, four at his ramp and four scattered around his
buildings. Sid has pulled his four
zealots back to his base where they meet up with another
zealot and dragoon, but they do not go into his base. Sid shows his ingueniety by keeping his
force just to the right of the center, so that if Elec should attack, Sid could pull a deadly pincer move upon
him. Meanwhile, Elec after
realizing that he was not defended properly at his ramp, took
his four tanks and sieged them at the ramp while adding a
third bunker behind them. He also made a starport and sent an
scv to make a naked expansion at the 12 o'clock position. A
few minutes later, our fellow observer Status draw our
attention to Elec's exp by
commenting, "look at elecs exp at work" - you can obviously
see how we reacted to this.
Sid then takes his now five
scouts to harrass Elec's worker
area, but are repelled by a lone turret. But, after realizing
that one turret cannot stop the might of five scouts, he turns
around and attacks it headlong. Elec, confident that his turret would not
fall, does not repair it, but instead starts to construct
another turret next to it. However, the turret does fall, but
the scouts wind up retreating when Elec's twelve marines come to the rescue.
Yes, Elec only had twelve marines,
all of which were formerly housed by his three bunkers at his
Finally though, Sid's scouting
probe finds Elec's expansion, which
was nothing more than a command center and seven scvs.
Immediately as the probe arrives however, Elec liftoffs the command center and runs
away his scvs. Sid also sends his
force of five zealots and one dragoon to deal with the
expansion but when they arrive, they find nothing but dust, so
they return to their post. Knowing he flew away, Sid uses his scout fleet to destroy the
command center, which had floated to the nearby island.
At this point, both
players are down to about 450 minerals in each of the patches
at their main base. Sid has also
added another 2 gateways to his main and a robotics factory.
He is continually making scouts, as well as zealots and a few
shuttles. Elec, after realizing the
threat of scouts, has constructed an armory, another starport,
and approximately ten turrets throughout his base, two of
which are located at his ramp for added air protection there.
Also, wanting to be a contender in the air war, he has made
two valkyries and several wraiths with cloak, as well as
non-stop goliaths from his two factorys.
|Now Elec loads up a dropship and sends
it off, apparently to the cliff above the 3 o'clock
natural. Looks like he is pulling a turbo newbie, but
Elec being the master he is,
flew the dropship right over Sid's lone dragoon where it was
almost shot down. Once the dropship was out of range of
the dragoon, he unloaded its contents, which were
surprisingly five scvs. Apparently, Elec wanted to make this turbo
newbie so newbiesh that he was planning on building a
factory on the cliff to make tanks, rather than have
them ferried over by dropships. At least that is all I
can figure, for it is near impossible to figure out what
goes on inside the mind of a master like Elec.
Sid then finally expands once
his minerals are almost gone.
Here Sid drops the hammer. He
drops four zealots on Elec and
covers them with his eight scouts. Zealots shred with
psi-blades, goliaths launch hell-fire missiles, wraiths fire
lasers, scouts fire anti-matter missiles, and observers
observe, all in this epic battle.
It looks like Sid just may
conquer Elec's forces, until Elec deploys his secret force of two
valkyries and the rest of his goliaths. Sid ends up limping away with only one
scout left. Not even the observer made it out. He did manage
to kill half of Elec's wraiths, one
of his valkyries and a few of his goliaths. Back at Sid's base though, he has not been
active during the battle and his expansion has not changed
since when we last left it.
With that battle over, both contenders finally start to do
something with their expansions; Sid has maynarded his probes to his
natural and Elec did the same once
his minerals mined out. Sid starts
to rebuild his scout fleet and zealot army while Elec starts the churn mass goliaths from
his three factorys.
Ten minutes later, Elec decides
its time to "counter attack" Sid.
He sends his total four tanks, twelve marines, about twelve
goliaths, and his reamining air force of about three or four
wraiths and lone valkyrie. Sid has
also been rebuilding and has about five scouts as well as a
samll contigent of approximately ten zealots.
However Elec, with his mastery
of the "Electro Heavy Metal" strat, has made a wall-in so
thorough that he ends up having to fight his way out of it.
Sid, not realizing the
approaching doom, drops all twelve of his zealots on Elec's virtually defenseless base. But
Elec, undaunted, continues his
"tank push" and proceeds to lay waste to Sid's natural. He also shows his distain
for his opponents skill by moving his units to the
natural instead of attack-moving.
Sid's attack was foiled in the
end though. How Elec managed to
pull a defense together so fast amazes me. He is truly a man
Note: Elec used the five scvs
that were there as well as a few marines and goliaths to kill
the zealots while they engaged the treacherous supply
With the destruction of Sid's
natural, he was out of resources and it looks like Elec had the game in the palm of his
hand. But Sid, refusing to give up,
transports two probes out of his base and deposits one of them
at the top left island, and the other at the 12 o'clock main,
unaware of Elec's expansion right
below him. Sid, also confident in
his ability to win the game despite the circumstances, even
waits a long while before even starting to make probes at his
Elec continues with his tank
push, but pushing up a ramp guarded by four cannons proves to
be very difficult and he ends up losing half of his forces to
the tricky cannons. Finally he makes up the ramp once two more
tanks come to replace the ones lost to the cannons.
During this however, Elec has
continued with the "Electro Heavy Metal" strat by making
non-stop goliaths.. and nothing but non-stop goliaths. He also
made another command center with intent to expand to the 12
o'clock main, but as you can see, this failed miserably. He
ends up floating the command center to the top left island,
where it lands never be used again.
Now that Elec knows of Sid's exp, he attempts to nuke it into
oblivion. But Sid not yet giving
up, uses his only fighting unit, a lowly probe, to kill the
ghost. But! The nuke lands regardless, and although it landed,
it does not kill anything - Sid had
cancelled the four warping in cannons, so the nuke merely
weakens the pylon and nexus there. After the nuke is gone, he
quickly replaces the four cannons while the forge at his main
base is still intact.
However, no amount of cannons can save Sid now. For Elec has a formidle size of goliaths
ready to explode at the might of cannons. Watching these
goliaths fight the cannons was just heart breaking. If you
have never seen goliaths fight cannons, consider yourself
lucky. Although Elec's losses are
high, the goliaths shown here in the picture are merely a
third of Elec's total army, which
consists of 100% goliaths. The goliaths tear through, well,
more accurately, they slowly chip away at the cannons until
they prevail. Sid finally concedes
after a grueling 56 minute match. "Electro Heavy Metal" has
1) "Electro Heavy Metal" should only be used by those
skilled in the art of idiocy.
2) Watching goliaths fight cannons is pure torture.
3) Scouts do still have their uses, even though this was
definately not demonstrated in this match.
4) This has to be one of the funniest matches I have ever
had the pleasure of observing.
5) Cannons on a ramp are not greater than a tank push,
despite that they almost were in this match.
6) Making buildings in the place of your command center
add-on is very idiotic.
7) When you make an expansion, don't let it just sit there
collecting dust, something which happened to every expansion
made during this game.
8) If you wait to expand until its a do or die situation,
consider yourself a good candidate for the "Electro Heavy