i2e2 2v2 Tournament:
Maynard {PH}Shockwave |
vs |
Cop~Hero Cop~Zero |
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This is round one of the i2e2 2v2 tournament, a best of three game
series between team RaPe and team Cop. Maynard, also
known as the "God of StarCraft" especially in Terrans, teamed up
with {PH}Shockwave
against CoP~Hero and CoP~Zero of the infamous clan CoP. I was
honored to be offered the position of Co-Referee and the reporter of
this game series.
Game 1:
| Team Rape: |
Maynard {PH}Shockwave |
Terrans Protoss |
top right top left |
| Team CoP: |
CoP~Hero CoP~Zero |
Protoss Protoss |
bottom left top middle |
| Map: |
Hunters |

The first game started as all players cloned their peons to the
closest mineral patches perfectly. All three protoss executors went
with 2 gates while Maynard construct 3
barracks to compete with the psi-blade of zealots that he would face
very soon. CoP's scouting revealed that CoP~Zero was in a very awkward position between
both of their opponents, and decided to take out {PH}Shockwave ASAP with a fast zealot rush. With
a grand total of 10 zealots, 6 from CoP~Zero
and 4 from CoP~Hero, CoP team pressed in the
zealots and {PH}Shockwave, with only 6
zealots defending, retreated to his mineral patches while the CoP
forced his zealots to engage the invading force by hitting the
outskirt pylon. {PH}Shockwave waited for
his 2 new zealots to be warpped in, and along with 12 probes, fended
off the attack with no loss but several seconds of mining time!
While {PH}Shockwave was micro'ing his
zealots and probes, Maynard immediately
ordered 11 marines to counter attack Zero.
With a alarming probe layed in front of terran choke, Zero immediately pulled back his offensive zealots
and engaged the marines at his main. Maynard was not satisfied to be the only one
attacking, and instead he pulled back his marines and waited for
{PH}Shockwave to join his force. Zero, sensing an inevitable double team rush,
decided to go defensive and warped in 2 cannons for safty measures.
The RaPe team finally charged with 6 remaining marines and 8
zealots, and with the help from Hero, Zero was able to repel the attack with 2 cannons,
zealots and probes with the loss of several probes and all but 2
damaged zealots.
Nonetheless, the Rape Team offensive did not end there. More and
more zealots and marines were sent, and even with 2 cannons and
probes, Zero's defense was finally broken and
he could only curse at the unfortunate starting position which
brought his inevitable fall.
Seeing his partner's doom, Hero
sensed that his would come very soon if he did not take action. He
tech'ed quickly to dark templar, hoping to tick off either opponents
who were focusing on basic unit production. Meanwhile, {PH}Shockwave just started his gas and
cybernetics core with a forge, and Maynard was expanding to his natural while
started infantry upgrade and a factory.
Hero's DTs met with initial
success of eliminating the offensive force which were destorying
Zero's remaining buildings, Maynard's SCV constructing the expansion, and
several marines that wandered out of detection range of turrets at
main. Nonetheless, the DT had no luck testing {PH}Shockwave's detection at his main when 2
wall in cannons ended the fate of this opportunist.
At this point, I'd say Hero just
pulled off the most interesting strat of this game: his probe, which
sneaked into Maynard's main when the dark
templar scared away the marines that were blocking his choke point,
constructed a pylon out of sight range of the Terrans! Perhaps a
little late for a cannon push, but what do I know? Maynard was still doing his mass marine strat,
so a late cannon push might just be as effective as an early one!
Nonetheless, Maynard must
have played enough o-cannon whoring newbies on Hunters, and found
the probe and the pylon before any cannons could be built. Trying to
be cute, he killed the probe, spared the pylon, and ordered the
construction of a supply depot right beside it.
At this time, feeling confident with his cloaked threat, Hero expanded in the middle bottom main in order
to combat against two opponents.
With the aid of com-sat, Maynard was able to continue his construction
of expansion CC, along with a turret stationed right beside it.
{PH}Shockwave, however, count on the
mobile detecting observers, and broke out of the DT containment
while expanding to his natural as well. At this point CoP~Hero had 4 gateways while {PH}Shockwave had 3, and Maynard had 3 barracks but a factory also.
Now without fear of the undetected dark templars, {PH}Shockwave and Maynard pushed their way out with an army of
marines, zealots, and dragoons, facing Hero's force of mainly dragoons. Hero was only able to eliminate Shockwave's protoss fleet, while few of Maynard's marines survived and continue the
assault. More reinforcements were sent wave after wave and Hero could no longer hold off the continous
assault. He quickly declared "gg" and left the game.
Game 1 Victors:Team RaPe({PH}Shockwave, Maynard) (16:50)
Game 2:
| Team Rape: |
Maynard {PH}Shockwave |
Terrans Protoss |
6 o'clock 3 o'clock |
| Team CoP: |
CoP~Hero CoP~Zero |
Protoss Terran |
12 o'clock 9 o'clock |
| Map: |
Lost Temple |

The second game began when all four players picked their race.
Both opted to go for the Terran/Protoss combo to effectively gain
the range/melee advantage in early rush. Both CoP~Hero and {PH}Shockwave built 2 gateways followed by
another one shortly, while Maynard built
early 3 rax and CoP~Zero built only two.
The first offensive went to team RaPe.
Hoping to end the game quickly, Maynard
and {PH}Shockwave sent 6 zealots and 7
marines against 6 zealots under CoP~Hero's
command. Seeing the range advantage of his foes, Hero immediately pull his zealots back from the
ramp and managed to stall the invading force long enough for
CoP~Zero to send reinforement of a control group of marines. The
invading army was forced to face two sided attack, and was mostly
decimented before many could escape. Maynard and Shockwave immediately pulled back
their own reinforcements towards Shockwave's ramp to prepare for a
possible counter attack.
Realizing the temporary advantage, the CoP team ordered
a counter attack against (PH)Shockwave. 7 zealots and 12 marines
from the CoP charged onto the ramp, facing 6 marines and 9 zealots.
{PH}Shockwave mirrored Hero's move by pulling back his zealots from the
choke and minimize range advantage; however, despite the high ground
advantage, Maynard's marines on high
ground was quickly dispatched by Zero's
marines from low ground due to sheer number, and Shockwave's zealots
fell quickly without marine support.
As more and more marines and
zealots from the CoP poured into Shockwave's base, he could no
longer survive the on-going onslaught especially when Zero's medics came into play. Maynard's help was often intercepted by Hero's zealots guarding Shockwave's ramp. {PH}Shockwave's main finally fell to the marine
horde.
After destorying Shockwave's main, the CoP felt
confident and decided to attack Maynard,
who had just expanded to his natural without any tanks. 6 zealots 2
dragoons and 12 marines along with 5 medics rolled into Maynard's expansion, only to be turned back by
Maynard's even BIGGER marine horde.
Marines were stimmed, zealots were healed, and the dragoons danced.
Blood shreded all across the land, and the battle remained only 4
marines under Maynard's command.
At this point when Hero's zealot
was finishing off Shockwave's last pylon, he tech'ed to dark templar
and templar to stop Maynard from advancing
too much with his strong infantry. Zero,
with a more sounded tactical skill, teched to starport and grabbed a
dropship ASAP. He scanned Maynard's main,
and found it was protected by virtually nothing because Maynard's main force was out at his expansion. A
dropship filled with marines and SCV were dropped right in the
middle Maynard's SCVs at main and the
peons were popped by those stimmed marines. Maynard, seeing a lost partner and lost SCV's,
finally conceded and left the game.
Game 2 Victors:Team CoP(CoP~Hero, CoP~Zero)
(14:15)
Game 3:
| Team Rape: |
Maynard {PH}Shockwave |
Zerg Protoss |
top right bottom left |
| Team CoP: |
CoP~Hero CoP~Zero |
Protoss Zerg |
bottom right top left |
| Map: |
Dire Straits |

After playing two games that ended shortly with rushing, the
third map was chosen to be Dire so there could possibly be a longer
game. As the countdown approached zero all players had already
selected their race, which turned out to be an interesting match up
of Protoss/Zerg vs Protoss/Zerg.
All were silently teching to air units except Maynard, who went 3 hatch before gas, attempting
to power up his economy and risking an early attack. He was counting
on his partner {PH}Shockwave to provide him
with air cover when his scouting overlord revealed the Cop's build.
Shockwave went with the 2 stargates build
while CoP~Hero had done the same; however,
CoP~Zero chose the muta rush build,
morphed a lair and spire before his second hatchery was finished.
Maynard shortly built a hydra den slightly
before the first corsair started patroling in the air.
The first action doubtlessly occurred in
the air, when both CoP~Hero and {PH}Shockwave's first corsair located a scouting
overlord of their foe and Neutron Flare quickly reduced the Zerg
supply to a puff of blood.
The next action belonged to the CoP; CoP~Hero dispatched 5 of his corsairs towards
Maynard's main, which was hastily defended
by a single hydralisk. Along with the corsairs, CoP~Zero also brought 4 mutas and 4 scourges to
the battlefield. The lone hydra was quickly dispatched by the mutas,
and the corsairs and mutas began to rape Maynard's overlords from the sky to prevent him
to reproduce more units to engage the
flyers. With 3 hatcheries, however, Maynard
was able to replace his overlords quickly and his newly morphed lair
began researching for overlord speed in order to escape from the
corsairs and muta abuse. A hydralisk was morphed in one after
another to engage the air threat, and although the hydras were
outnumbered by Zero's mutalisks, they could be replaced a lot
faster. Without losing too many drones, Maynard was able to marginally held off the
incoming mutalisks with several corsairs sent by Shockwave. Seeing Maynard had about 6 hydralisks, the CoP team
switched to harrass mode by attacking Maynard's overlords from the top and bottom so
that the hydralisks could not hold off the attack from both sides.
Such harrassment brought Maynard a lot of
trouble until his speed research was finished. 3 overlords that
Maynard had spared fleed towards Shockwave's main for better air cover.
Losing less overlords now, Maynard was
finally able to amass more hydralisks and began the vac sacs
research for his overlords. Not paying enough attention to his
corsairs, CoP~Hero's corsairs were lured
towards a horde of hydralisks and were destoryed quickly.
Seeing that harrassing state was over, both Hero and Zero invested on dropping capability.
CoP~Hero quickly loaded up his shuttle of
4 zealots and silently dropped them at the edge of Shockwave's main island unnoticed. Nonetheless,
he also missed Maynard's overlords which
dropped 12 hydras on the top of his main! The hydras began to
assault Hero's cannon defense while the 4
zealots engaged the same at Shockwave's
main.
 Several cannons
fell to the hydralisk spine, though the hydras were reduced to 7.
Newly built zealots forced the hydras to retreat, and being a caring
lover for his hydras, Maynard actually load
them back up in the overlords for future use!
Then he expanded to the small island between his and Hero's main with about 10 hydras as defense.
The CoP's were not satisfied by the first attack action
by the RaPe, and launched a massive attack with 4 zealots and 2
reavers, along with 8 mutalisks from Zero. Nonetheless, while Hero's zealots and reavers were out on the
offensive, Maynard dropped a bigger load of
hydras onto his main, which was lightly guarded by an empty reaver
and damaged cannons. Sheer number of hydras tore through the defense
with heavy losses and began to work on structures. Although more
zealots were trained, they came out one by one and got slaughtered
rather quickly, and finally Hero lost his
main, although most offensive hydralisks were killed.
With the distraction at his main, Hero
was unable to control his offensive units to the maximum efficiency,
and his reavers and zealots were destoryed by {PH}Shockwave's cannons and dragoons although the
damage was done. This left the mutas to finish off the remaining
wounded dragoons and cannons, and the remaining 5 damaged mutas
started to work on the mining probes. A pair of fresh dragoons were
finally warped in, and along with several corsairs, terminated the
badly damaged mutas. CoP~Zero took this
chance and expanded to the small island below him between his main
and Shockwave's.
Although his main was slowly destoryed
by merely 6 hydras, Hero decided to spend
his remaining cash on reaver scrabs, and dropped the reaver and two
zealots on {PH}Shockwave's main. The reaver
launched enough scrabs on Shockwave's
mineral line to destory about 20% of the probes before his dragoons
could react, due to his recent establishment of an expansion in the
middle island. Nevertheless, the defending dragoons defeated the
offensive with the help of corsairs chasing away the shuttle.
Now {PH}Shockwave had finally established himself an
expansion in one of the middle island, he immediately constructed a
pair of cannons, along with 4 dragoons and patroling corsairs, to
further fortify this expansion. Zero
spotted this expansion with a patroling mutalisk, and soon
afterwards a large number of zerglings were dropped and mutas were
sent to challedge the defense. Zergling tore through the cannon
defense while the muta absorb fire. Unfortunate for Zero, Maynard, at this
point, dropped 5 loads worth of hydralisks onto his main, only
facing 5 sunkens and several zerglings. Hero built more sunkens during the attack and
pulled back his mutalisks to strengthen his defense. The hydra
decimated the sunkens with heavy losses, but more were sent into the
battlefield wave after wave from Maynard's
main. More and more sunkens were built and destoryed, and Zero's main was reduced into plain creep by
hydralisks spines.
{PH}Shockwave's shuttle finally
located Hero's expansion above his main,
and he sent 4 shuttles of dragoons on the expansion denial duty. The
dragoons faced with nothing but several drones and 8 zerglings, and
the bleeding zerg overmind could no longer hold any node of resource
or larva source. As a last ditch effort Zero expanded naked to another island right
next to Maynard's main, but it was spotted
quickly and hydras were dropped to stop the fortune. Now the CoP
finally realized it was over, and declared "gg" and conceded to team
RaPe.
Game 3 Victors:Team RaPe({PH}Shockwave, Maynard)
(23:09)
Winner of first round in i2e2 2v2 Tournament:
|
Team RaPe (Maynard, {PH}Shockwave) |
(2:1) | |