| *Disclaimer: I don't really know what Dr.Zchivago's face
looked like when he was a teenager.*
Transition
What, no introduction? Well,
in this case, the transition is the introduction. This is because you
absolutely have to have read Part 1 of Lessons in Macro in order for this br to have its maximum effect.
Originally, I had planned to release Parts 1 and 2 together, but the length
of Part 1 as well as my impatience convinced me otherwise. And now for
a brief description of the players.
RaBiD~GoPhEr: In game 1 (played on Rivalry), Gopher powered so hard that at one point he had hatcheries
at three of the four mains and two of the four naturals. However, he was
naught but a one-unit-wonder, as he produced only hydras out of his numerous
hatcheries. As a result, good micro from his opponent, CooCooPooPoo resulted in a rather embarrassing defeat. Of
course, we all know the real reason Gopher lost: he spelled his name in alternating caps
in a vain attempt to make himself seem as retarded as Benjy Compson. At the end of the last game, Gopher proclaimed that he knew why he lost and that
he would make sure he would fix his problems for game 2. But he still
spells his name with alternating caps...
CooCooPooPoo: Ah, the valiant hero of game 1. Fighting back
from near-insurmountable odds, CCPP man-handled Gopher despite mining out
only one base and never even attempting a second expansion until the game
was in hand. Using excellent unit combos and impressive troop positioning,
CCPP abused a 5 to 1 kill ratio over Gopher to slowly but surely trample every last one
of Gopher's bases in what was truly an amazing comeback.
CCPP did pull of a miracle in game 1, but can he
do it again? Moreover, will Gopher allow him to? Ladies and gents, take a seat
and kick back your feet, because it's time to find out.

Races and
Map
Gopher again picks zerg, spawning at the 9 o'clock
position of... lets just say he spawns at 9. CCPP, on the other hand, chooses toss and warps his
nexus at 3.
What? You want me to tell
you what map they're playing on? Umm, how bout I don't tell you, and we
pretend it's on some cool map no one's ever heard of? Oh well, that won't
fly. You probably guessed it already... =(

Building Up
Immediately after cloning
off his 4 drones to separate mineral patches and starting a 5th drone
at his hatchery, Gopher sends his overlord southeast towards the 6 main.
Gopher then starts an ol on 8 and build drones to around
12 control, at which time he begins morphing a hatch at his natural expansion.
Gopher builds one more drone and has it start on a
spawning pool when his second hatch is nearly half done. As far as scouting
goes, Gopher relied on his overlords at the beginning of
the game, stationing his first ol at 6 (I guess it was too tired to move
on towards 3) and floating his second in the general direction of 12.
CCPP used a more or less standard build for p v z,
going pylon on 8, gate on 10, another gate on 12, and a second pylon soon
after that. He finally scouts after his first zealot has been produced
(not rallied to his choke!), sending a probe clockwise around the map.
By the time that probe reaches the zerg expansion at the 3 natural, CCPP has 5 zeals on hold
position at his ramp. However, they don't stay there for long, as CCPP knows that he cannot
allow Gopher to power as much
as he did in game 1 and still hope for victory.
NO RUSH 30 MIN
K?
I think not. CCPP, hoping he can catch Gopher trying to power too hard, orders his first 5
zealots to attack the zerg expansion and take it out. Unfortunately, CCPP decides not to bring along any probes to accompany his zeals.
Also, he doesn't count on transit time from his base to Gopher's: when CCPP's zeals first set out, Gopher has just finished a creep colony and has zero
zerglings.
However, in the time it takes
those zeals to traverse the map, Gopher has finished his sunken and morphed 8 lings.
Also, Gopher cleverly micros
his lings dancing them away from the zeals, forcing CCPP to decide whether to attack the sunken or pursue
the lings. Once CCPP focuses his attack on the sunken, the lings are brought back
to hit the zeals from behind. As a result, Gopher loses only two lings and the sunken, while all
the zealots are sent back to Aiur.

Phase Two of Build-Up
After losing the initiative
in the last battle, CCPP is forced on the defensive. His cy core finishes and he starts
a third gateway as well as a citadel of adun. However, he still does not
have his zealots rallied to his choke. CCPP builds a few goons from his gates, then researches range and
starts a forge. Eventually, when he has around 7 zeals and 5 goons, CCPP expands to his natural.
Meanwhile, Gopher elects to build up his economy rather than trying
to overwhelm his opponent with mass zerglings. Gopher's troop count remains low as he uses his large
resource intake to start a second hatch at his main in addition to a hydra
den. By the time CCPP's nexus has started at his natural, Gopher has 10 lings, 5 hydras, and numerous drones
at both his main and natural.

Gopher hopes that his initial victory will put CCPP into enough of a defensive position that he
can start an expansion at 12 without any sort of defense. However, CCPP is not as dumb as
Gopher hopes him to be, and sends a scout zealot to
scout for just such an expansion. Rather than try and preserve the expansion
and put his main at risk, Gopher cancels his hatch at 12. He uses the money he
got from that to start his third hatch at his main (4 total) and begin
upgrading to lair.
A little later on, Gopher orders 8 lings to accompany another drone to
12 to clear out any reconnasaince troops CCPP may have stationed there and make another try
for an expansion. However, it is the absence of those lings, as well as
Gopher's still-low troop count that allow an incredibly
brave (and lucky) zealot to penetrate Gopher's defenses and run all the way through his main,
providing valuable scouting info!
Besides amazingly microing
a single zealot through Gopher's base, CCPP also starts a pylon surrounded by 3 cannons in front of his
choke and then begins warping in his templar archives and robotics facility.
Finally, he starts researching the weapons upgrade at his forge.
And so, phase two of build-up
ends, as Gopher begins to ominously gather his forces (comprised of almost
solely hydras) in the middle of the map.

The First Bloody
Battle
The first big battle of the game occurs when
Gopher's hydras in the center reach critical mass. At
least two control groups of hydras and several zerglings catapult towards
the choke at 3. And CCPP doesn't have a single dt, templar, or reaver. However, what
he does have is home field advantage, and he exploits it to the max. The
zealots and cannons engage the lings before the hydras are really in position,
and so the lings don't do much damage at all. When the hydras finally
get in position, they are forced to fight the zeals, cannons, and goons
in a cramped area. Also, some of the goons are on hold position at the
edge of the ledge to the 3 main, and so work very effectively against
the hydras that have no ol to use as vision over the cliff. CCPP fights off the zerg forces with one zeal and
5 goons remaining.
That one zealot quickly rushes
off to scout the map, as CCPP is well aware that Gopher's attack may have
merely been a diversion to allow an easy expansion to get started. There
are only a few drones mining at 12 when the zealot reaches its destination.
After quickly dispatching the drones, the zeal begins to attack the hatchery.
It doesn't take long for Gopher to react, however. He morphs the 3 idle larvae
he had there into zerglings, and, well, 6 lings owns one zealot.
The Action Resumes
Well, not quite yet. In the time after his first
attack, Gopher has been building
troops almost non-stop (rallying them to just outside of CCPP's choke), and once the lings clear the zeal at
12, he decides to build another hatch, this time at the 12 natural. Also,
Gopher morphed two evo chambers a little while ago
and is now upgrading 1/1 for his hydras.
CCPP, meanwhile, has finished his templar archives
and is producing dts as his main troop of choice. In addition, he has
started the second weapons upgrade at his forge.
Once again, Gopher's hydras have reached critical mass. Because he
has been producing troops constantly from the 4 hatcheries at his natural
and main, he grossly out numbers CCPP. However, Gopher has still not upgraded ol speed, and the nearest
one is on the other side of the map. He is totally without detection...

I never imagined 6 dts could
cause so much damage. They nearly single-handedly take down the opposing
forces. Really, all the cannons and goons do is stall the hydras while
the dts rape them completely undetected.
Dark Templar on
the Move
Suddenly, the momentum has
totally changed; CCPP now has total map control with his 6 dts (at least until Gopher gets speedy ols. But that won't happen for awhile)
and makes good use of it. The first thing he has his pimp squad of dts
do is head for the 12 main and raze it to the ground once again. Without
detection, the dts rip through the zerg defenses and make short work of
the expansion at 12. At this point, I'm thinking the dts will then go
straight for the 12 natural and eliminate the newly-made hatch there (which
would equalize the expansion ratio), but CCPP forgets to check that spot, and instead sends the dts south
towards the 6 main.
On the way there, however, the dts stumble upon
some more hydras without detection (remember how Gopher had his hatcheries rallying to just outside
of CCPP's choke?) and boy do they know what to do with
them. When the overlords finally get on the scene, there isn't a single
solitary hydra left. Ouch. After dealing with the hydras in the
middle, the dt squad moves on to the 6 main. Once they have verified that
there is no zerg expansion there, CCPP has them return home to defend against future zerg assaults.
Despite this tough setback,
Gopher is by no means out of it. Far from it in fact.
He has finally, finally gotten speed for his ols, and his hydras
are upgraded to 1/1 (CCPP, in contrast, has finished the second attack upgrade and is
working on the third). Because CCPP is content to simply sit back in his base and build units, Gopher is allowed the time to regain map control and
build his army up again.
More Carnage. A
Lot More Carnage.
I swear, Gopher is like some sort of chemical reaction that
is in a state of perpetual repitition. All he does is build hydras and
throw them at his enemy. This time, he's using 3 control groups of hydras
to attack a few of cannons, about 8 zeals, the pimp squad, two reavers,
and (the real danger) 6 templar. Maybe, maybe, if the hydras were able
to surround the toss forces on all sides and attack at once, well then
maybe Gopher would have a chance. Unfortunately, that is
not the setup. Basically, the hydras crowd each other in the choke, making
the scarabs and storms that much more effective. Well, at least
it makes for a nice animated gif. =)

During that battle, Gopher's main ran out of minerals. To compensate, he
started an expansion yet again at the 12 main and maynarded most of his
drones to the 12 natural (that CCPP still doesn't know about). CCPP uses the time he gained from this victory to send a probe to
the bottom right island and start up an expansion there. And predictably,
he sends a scout to the 12 main, but not the 12 natural. Gopher tries to anticipate his opponent's next move
by sending a group of hydras to the 12 main. However, this cuts the size
of his containment force (his troops are still rallied to the
outside of CCPP's choke) in half.
Toss on the Offensive??
CCPP immediately takes advantage of the reduced number of hydralisks
outside his choke and makes a move to break out of his containment. A
control group of speedy zealots accompanied by one reaver easily take
down the meager group of 12 hydras gathered just outside CCPP's choke. However, the hydras focus fire on the
reaver and are barely successful in their effort to destroy the giant
slug. Nevertheless, the reaver dies and the zealots have to do whatever
they will do without its splash damaging support.
In a peculiar manuever, Gopher has the group of hydras at the 12 main move
out of the way of the zealots leftover from the breakout battle. In fact,
the two sides pass by within a screen of each other, but do not engage
one another. As a result, the zeals go unfettered into the 12 main and
raze everything in sight. By the time Gopher sends enough reinforcements to take out the
zealots, the hatch and all the drones mining there are gone. A little
note here is that at this time CCPP has 0/0/3 zeals and Gopher has 2/2 hydras.
Gopher, Teching?
After losing his expansion at the 12 main for
the 10 billionth time, Gopher starts to get a little smarter. First, he decides
to expand at the 6 main this time. Second, and by far more important,
Gopher has completed a spire and has a few mutas at
his disposal that make the important discovery that CCPP is mining the lower right island expansion.
Also, Gopher is upgrading his
lair to a hive. Finally, Gopher makes 6 queens, although for now they just float
near the bottom right island, building up mana.
CCPP, on the other hand, is feeling more and more
cramped. He has a number of probes doing nothing in his main, but his
natural is already saturated with probes. He desperately needs another
expansion, so he goes on the offensive again. This time, he brings 6 goons
and two temps in an attempt to destroy the zerg forces at the 12 main
(comprised of hydras and a few mutas). Initially, the goons do well against
the hydras with the support of several well-placed storms. However, units
seem to flow in constantly from Gopher's hatcheries, and the toss troops are worn down
until they are finally beaten back before doing any damage to Gopher's resource intake at all.

Toss on the Defensive...
It's never good to be on
the defensive this late in the game, but that's the position CCPP finds himself in. He has to scramble to build
two stargates when he sees the mutes. I'm sure this threw him off a little,
as he probably expected wave after wave of hydras and nothing else. Still,
if he can manage to pull of a major victory in a decisive battle, he's
not out of it. And knowing Gopher's tendency to throw away units, perhaps this is
not that much of a longshot. Then again...
As the last goon melted into
the land, Gopher's hive finished and he quickly began morphing
his spire into a greater spire. Almost as soon as it is finished, Gopher morphs 8 of his
mutas into guardians. CCPP, however, notices this with a nicely positioned observer just
out of range of Gopher's detection but still in range of his attack units.
Because of this recon, CCPP was better able to prepare for Gopher's next attack, which consisted of three nearly
simultaneous phases.

The first wave was a brute
force attack on CCPP's main using guardians in an attempt to take out
a good number of CCPP's defending dragoons on the upper ledge of the
3 main. However, a few good storms from CCPP as well as decent control of his goons beat that off without
great difficulty. Phase two was a much more tactical strike: the 6 queens
that Gopher made quite some time ago had now collected enough
mana to broodling 3 of the 6 templar that CCPP had defended. This ended up being a crucial
manuever, being that phase three was overrun what was left with every
single hydra Gopher had. Had CCPP had those three templar, he could have at least stopped the
zerg from destroying the natural expansion at 3 and prevented Gopher from entering into his base. Even though CCPP managed to beat off the remnants of Gopher's hydras using a dt and reaver with 11 kills each,
the game was pretty much over at this point.

Clean Up
CCPP has been cleaned out of units, and only has
one expansion. Gopher has two expansions
in full operation and is starting up another on the top left island. In
addition, he is capable of making many more units much faster than CCPP. Therefore, it is only a matter of time before Gopher sends in some more hydras to finish off CCPP's main. When a group of guardians with devourer
support begin taking out the cannons at CCPP's bottom right island, CCPP knows the game is over and conceeds with a gg that is returned
by Gopher.

And here's the spiffy animated
minimap:

And the final scores. Not quite as interesting as last time,
but what the heck. The most important differences between this game and
the last game as far as scores go is that Gopher improved his kills ratio
to CCPP's kills ratio and he harvested much more gas this game (which
allowed him more freedom to tech).

Post Match Analysis
Wow. These two games were
incredible to watch. Right after the second game was over I was pinching
myself to make sure I wasn't dreaming. Both games were practically identical
for the first half, but were drastically different in the second half.
In the second half of the first game, Gopher continued to build nothing
but hydras. Even though he owned most of the map at one point, he ended
up losing because he did not get the higher tech units necessary to beat
a half-way decent terran. In the second half of the second game, Gopher
managed to go up the tech tree, and made use of queens, guardians, and
devourers. By getting air, he forced CCPP to devote some money into corsairs.
The queens served their purpose by destroying half of the templar in the
last meaningfull battle.
I know these guys aren't
the best starcraft players in the world, but the games were so close and
illustrated such a good point that I absolutely had to report them.
At the beginning of game
2, CCPP announed that he could not play a game 3, so the winner of game
2 would be the winner of the series. Thus (in spite of spelling his name
like a castrated retard), Gopher is our winner! Congrats dude, you earned
it.
Another note: I tried to
keep the same theme pic-wise for this report as the last one because originally
I planned to introduce the two brs together as one Lesson in Macro. In
retrospect, this was the right choice, but I still wanted to keep a somewhat
consistent theme going.
One other note: Gopher and
I played a 2v2 pubbie game after the two games I br-ed, and we dominated
:) So Gopher is pretty cool, for all my ragging on his name.
Ok, there are some more notes:
try as I might, I just couldn't find any empty space! Damn...
Keepin' thos notes going:
Go here to find out what a Gamma Ray Burst is.
Final note: I put a ton of
time into this, I hope you enjoyed it! Please comment on it. That's the
main reason why I do these.
-Gamma Ray Burst
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