"I have made a decision not to have sex with the hottest girl at my school, i dont care if other guys want to do it, thats their decision, but i'm not going to." -Merlin
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| Snowy vs. -pitt-: NWTR League Week 2 | | | Author: | | | IP: | XXXX | | Date: | 12/12/99 12:12 | | Game Type: | Starcraft | | Labels: | none | | Report Rating: , # of Ratings: 4, Max: 10, Min: 9 Lifetime Rating for SnowSquall: 7.4828 |     |
BattleReports.com
Introduction
I strolled into week 2 with a buttload of baggage,
being 0-1 already and losing a game that I thought was one of my
better chances to win on the season. Now I was staring the reality
of starting 0-2 straight in the face as -pitt-* and I were set to
square off.
* Pitt was not drunk at the time of
this fight.
I decided to be conservative and
selected Lost Temple as the map since I was the "Home" team this
week.
SnowSquall: Terran at 6 -pitt-: Protoss at 3
In the beginning...
...there were Terrans and all was good. Then protoss scum had to
land on the same planet. Sighing, I ordered my SCVs to start mining
with an ineffectual clone and got down to making a game plan.
I decided to screw walling in. I'm not liking the passive
mode it puts me in and the protoss never has to worry about an early
rush and can match your tech or expand like crazy.
Snowy's
Build:
8 Depot 11 Rax 14 Rax 15 Depot 20
Depot 22 Refinery 24 Academy 28 Depot 29 Rax 32
E-Bay 33 Depot 38 Depot 41 Factory
I'll refer
back to this so you can get an idea where I was in my build when
early game events happened.
I scouted counterclockiwse, thus
I found Pitt in the first place I looked. I arrived at 14 control
and saw he was doing a 2 gate build, the 2nd gate still in the
process of warping.
I went ahead with my conservative build,
but not as passive as heavy metal is. When I reached 30 control, my
SCV which I had posted just outside Pitt's choke reported a column
of enemy units headed southbound toward me. I had one bunker at my
ramp filled with marines and 5 more standing at the top of the ramp.
Pitt attempts to force up my ramp with 1 zealot and 4
dragoons but quickly aborts that idea as I start shooting troops
down on the ramp. He retreats with 1 zealot and 2 dragoons still
alive.
During this time my first medics pop out and stim
is being researched. I also add a comsat to my CC and promptly scan
Pitt's base when it's done, still seeing 2 gateways and a cybercore
which is spinning. There's no sign of a citadel of adun or a
robotics facility yet.
I decide that to sit around doing
nothing is to effectively relinquish the map to Pitt, so I quickly
gather up 12 marines and 4 medics and head on out. Range is in the
process of researching at this time. I also add a turret at my ramp
at this time, being mindful that Pitt could have very well hid his
citadel and templar archives someplace else.
I promptly run into a far more sizeable force than I had
expected; namely, 2 zealots and 8 dragoons. It catches me by
surprise that over half my number is cut down before I'm able to
turn tail and retreat to my ramp.
Things are looking pretty grim for me as 8 dragoons in
various flavors of damage arrive at my ramp and try to advance.
Fortunately a bunker on high ground can sustain a considerable
amount of punishment, especially with a SCV repairing it.
I also quickly block my ramp off with my medics, forcing
Pitt to engage the bunker.
With some slick micro, and an
extra SCV to continue to repair the bunker, reinforcing marines are
able to hold the goons at bay while my first tank rolls off the
line.
I seige it up on the cherry spot on my plateau and it
starts to punish the goons. Pitt elects to retreat his few remaining
hurt goons at this point.
As my 2nd tank rolls off, I take a
group down to my natural and begin to fortify it for an expansion
attempt. I seige the tank up, and start building a bunker.
Pitt instinctively knows I'm going to attempt to take my
natural at this point, and brings 7 goons back down to check. Sure
enough they run into my fortifications before they have a chance to
be properly installed... and are burned to the ground.
Once
again, Pitt thinks that he's going to push up my ramp.. but my tank
on my ledge is having none of that.

The noose is feeling a little
tight..
I'm fully aware that if I dont bust out of this containment, it's
going to be a very short and unenjoyable game -- at least on my end.
I start on a 4th rax at this point and currently have 2
factories and one starport with an addon in progress.
I start
construction on a CC, intending upon floating it down into my
natural at *some* point. Meanwhile my SCV which is still scouting
around tells me that the 12 is still empty, and a comsat reveals a
nexus in progress at Pitt's natural. Ahhhh.. I smell a turbo newbie
and a chance to get the pressure off of me. I wait for my 2nd
dropship to finish, and load up 2 tanks, 2 scvs, 5 marines and 1
firebat.
I head off to his ledge while impatiently waiting on my
CC to finish so I can float it down. I continue to pump marines and
medics out of my now 4 raxes, and tanks out of my 2 factories.
I discreetly unload my troops, at least as discreetly
as a couple of megaton tanks can be anyways. However once again Pitt
shows himself to be a master of exactly knowing when to attack.
Another sizeable force comes barreling down into my natural, but
fortunately my completed CC is still on my ledge. This time Pitt
shows he has high templar, and I'll let the following collage speak
for itself...

Pitt actually manages to push up my ramp this time
with judicious placement of storms to lead the way for his dragoons.
His advance stops shortly thereafter as my fresh tanks seige up by
my barracks and newly trained marines throw themselves at the
remaining goons, finishing them off.
I hope you hadn't forgotton about my turbo newbie group
because I hadn't. While I was struggling to hold Pitt off at my
main, I had constructed a pair of turrets, seiged my tanks, and
started working on a bunker. I was forced to rush this before
completing the bunker in the hope of diverting Pitt's attention.
I'm able to get the bunker up anyways and proceed to lay
waste to Pitt's natural. He attempts to drop a shuttle full of
unknown goodies but I stamp it "Return to Sender" and send it back
to Aiur.
With that threat aborted, Pitt's natural is
destroyed.

Get that noose away from me!
I feel like I've bought myself a breather and begin to float my CC
down into my natural. No sooner than I begin to float it down, Pitt
brings yet another sizeable force into my natural, and I'm forced to
float it back. Again, my ramp is the focal point for a lot of
action. 4 zealots and about 10 more goons attempt to scale it
once again, and this time I have the ramp blocked fairly well and my
tanks reach out and bitchslap a lot of goons.
The attack is pretty much a collosal failure until
you pause to consider that I'm still bottled up to my main base and
Pitt undoubtably has expanded to somewhere. Before the last goon
dies, my CC once again floats into my natural and this time I'm able
to land it and get it up and running almost immediately. I start
scanning to see what is in Pitt's main, and I see 4 gateways which
are pumping an assortment of troops as this picture shows:

Things
are definitely not looking good for my newly trained infantry.
12 is stil empty, so I scan around looking for expansions
and a solitary wraith I produced is checking the upper island as
well. I hit paydirt as I fly eastward and see that Pitt has taken
the 12 mineral-only, and also see that he has his own mineral only
from a scan of mine.
My wraith is amused at the budding expansion and starts
picking away at probes until a high templar abuses storm to show...
well, to show just how abusive storm is. I'm aware that Pitt has the
edge on expansions 2-1 and I need to even the odds very quickly.
I hastily scrounge around and load up 1 tank, 6 marines
and 2 medics into a pair of dropships.. realizing halfway there that
somehow the 2nd tank never came along for the ride. Oops. But the
story still has a happy ending as I drop the defenseless
mineral-only at 3, destroying a goodly number of probes before Pitt
is able to run them away.
Needless to say Pitt doesn't
take too kindly to this.

Pitt presumably takes those same forces and immediately
launches a counterattack on my natural. At first it doesn't look too
intimidating with zealots trickling in.. but soon the trickle
becomes a veritable downpour.
Quickly they steamroll through my defending tanks and
the bunker and begin to tear into my CC which has seen better days.
Fortunately zealots can't attack floating buildings, although I'm
sure patch 1.09 will fix that bug. :)

I
whip into the micro bag and block the the goons that are following
from coming up my ramp. The zealots eventually are overwhelmed by
more marines and SCVs assisting. The dragoons die a slow death,
unable to get past the blocking SCVs.
While that donnybrook is raging in the south, another 2
dropship force of 2 tanks and assorted infantry is dropped just
south of Pitt's mineral-only at 12. I seige and take out the
defending cannons, and quickly the expansion is razed to the ground
with minimal losses from storm on my end. Comsatting around a bit
more reveals Pitt has started a nexus at the 12 main, and another at
the 9 main... but neither are operational yet. By my calculations
he's only getting income from his mineral-only natural at 3 right
now.
Things often look brightest before the darkness
arrives...
And arrive it does as a couple of control groups of zealots patrol
into my (once again) rebuilt natural. I've trained firebats but
they're no match for the sheer amount of zealots that are arriving.
 It's
worth noting that while my forces are 0/1, Pitt's are 0/0/3, which
really isn't helping matters. Once AGAIN I'm forced to float my CC
away, and once again Pitt starts up my ramp. My SCV's really start going above and beyond the call of
duty, once again acting as lineman and killing a fair amount of the
zealots as well even. The zealots pathing is thrown off by the
blockage of the ramp, but Pitt has a cruel card yet to play in his
bag of tricks. A shuttle unloads a few high templar and Pitt begins
storming. My poor SCV's start dancing left and right as storms start
flying. As if I need any more bad news, the game has to inform me my
geyser is depleted. Oh wonderful.
Incredibly, I'm able to hold the ramp with just a
handful of marines thanks to my usage of dancing SCV's. Pitt's
shuttle is forced to limp home with many gauss rifle holes and once
again I attempt to rebuild my natural exp.
Realizing that I have to go for broke, I disassemble my
forces at my turbo newbie, which was still holding firm, and load
them onto my pair of dropships which had managed to survive many
harrowing trips back and forth across the battlefield. I unload at
his 12 main, but he's left freshly produced goons there.
Aside from some gratuitous probe killing, the drop
doesn't really accomplish much besides making me feel good that I'm
still attacking.
Pitt has been able to get his expansions
back online and operational however, and is ready to kick me off the
map once and for all. A very sizeable force, several control groups
at least, of goons and zealots come strolling into my natural, and
this time it's burned completely to the ground.

This
time Pitt is able to easily scale my ramp, dancing SCV's
notwithstanding, and begins the process of base destruction. Sharing
vision shows how he was able to easily run me over.. with more
gateways at 12 to complement the ones shown here at 3.

Wrap Up/Lessons Learned
I hadn't tried a non-heavy metal variant build in quite some time,
and need to remember.. if I'm going to academy rush, I need to try
it FAST or not at all. Doesn't do me any good if he's got goons like
he had.
I was planning on trying out Deep Six, but never got
past making 4 barracks.. the constant fighting just never gave me a
chance to build up. It really is a strategy that is good at
expansion busting, and building very strong turbo newbies as well.
The problem, which is illustrated here, is it's very difficult to
try to stop 2 or 3 expansions at the same time. I'd stop one, or
raze one to the ground, but another would be building or already
running. I can definitely see the potential for it though, as it's
an expert level strat and I'm nowhere near an expert. So far I'm
finding 2 tanks and 8 assorted infantry units is a good combo to
expansion bust with. You need those tanks to be able to eat storms.
Nice containment and constant pressure by Pitt, knowing
exactly when to attack to keep me from building up. I just never
could get my natural running for any length of time.
So now
I drop to 0-2 on the season. Week 3 has me playing Diogenes'_Dog and
he will have home map advantage. 0-3 and I can forget about making
the playoffs.

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