"But he lags like a government worker" -VRAM1974
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| An abnormal Comp Stomp! (China style) | | | Author: | | | IP: | spc-isp-XXXX | | Date: | 01/03/00 12:01 | | Game Type: | Starcraft | | Labels: | none | | Report Rating: , # of Ratings: 1, Max: 6, Min: 6 Lifetime Rating for Happy2000: 6.0000 |  | This is my first Comp Stomp report. On being an original Comp-Stomper I elected to create a game in which no other newbie had played before. I’m sure you’ve all seen enough of “7v1 Comp Stomp” on the game selection menu, and here I created the reverse: I decided to be CannonBalls the Second, only to exceed his achievement and to take on 7 computers myself.
Happy2000 proudly presents:
1 v 7 Comp Stomp!
Map: Regular Hunters
Position:
| Happy2000 | Terran 12 |
| Other computers | 2 Terran, 3 Protoss, 2 Zerg |
As the game began, I quickly selected all 4 of my SCV and right click on a mineral patch. Holding the shift button, I quickly left click on one SCV from the wire-frame and then right click on another mineral patch. I repeated this until no more SCV was selected. This method of cloning had brought me the benefit of having all my SCV mining different mineral patches because only one farmer could mine a mineral patch at a time. My clicking was proven to be successful when all four SCV returned to my command center with 8 minerals each at the same time. More SCV were queued up, and when my 8th SCV popped out, I ordered it to construct a supply depot here my choke point. The depot was finished just as my 11th SCV started building, and a barracks was soon laid down beside my depot in order to create a semi-wall in at my defence line at choke. On my 13th SCV, I constructed another barracks near my mineral patches and my 14th SCV built another depot there.
First blood
One zerg computer began its first move. 6 little zerglings ran into my choke when my barracks was just finished. So a 4 pool let it be, and a marine was quickly summoned while the computer zerglings were tricked to follow my SCV that just finished constructing the barracks. When my first marine Bob was finished, I rallied it near my mineral patch and the zerglings started chasing him. Poor Bob. Nonetheless, Bob was reinforced by a horde of SCV command on attack-move against the zerglings. The zerglings could not understand that the SCV were blocking their way to reach the marine, and were quickly dispatched by lone marine and SCV’s with the loss of Bob.
During this attack, I did not forget building SCV and more marines. When the 2nd barracks was finished, I built a bunker between my depot and first barracks at choke, and ordered 4 marines to climb into the bunker for defense. The bunker was placed right behind the supply depot so only two zealots could reach it, and enemy marines could not attack the outskirts of my building without taking fire from the bunker because of its one bonus range. Another pack of 12 zerglings from the same computer located at top left charged my bunker, but a scouting SCV spotted the incoming force and 1 SCV was ordered for bunker repairing purpose. The zerglings were quickly decimated with no loss of my troops but a few dollars for repair. At the same time, I began the collection of gas and my 4th barracks, as well as an academy. My goal was to destroy my zerg foe at top left first with heavy infantry in order to obtain a common choke point for my main and its main for better concentration of defensive force when I took over his base.
Quad Team
When my 4th barracks was finished, a huge force of quadruple-team from the computer attacked my choke point: total of about 16 zealots, 30 zerglings, and 20 marines along with 2 medics; and I had about 2 groups of marines, 2 firebats and 2 medics, waiting for the research for stim to finish. Although my force was outnumbered, my wall in building placement minimized the firepower of the melee units, and the ranged enemy marines were blocked by the puzzling zealots and zerglings trying to get in range to attack. 4 SCV were ordered for constant repair purpose to keep my bunker alive while the marines force were firing at zealots and zerglings that were trying to over power my bunker. Much zerg blood were shed, many zealot souls were sacrificed, and marine guns were dropped, and my infantry, although outnumbered, returned their gauss fire until they fell. My bunker was destroyed, but not before all zerglings were dead and half of the zealots were gunned down. Thank God at this time stim was finally finished and the drug injection beefed up the marine firepower, and much zealots were sent to zealot heaven before they could kill more then 6 marines. The remaining enemy marines who were foolishly attacking my barracks and depot at choke were quickly dismissed by my superior marines and firebats. I lost a group of marines after this assault, although another group was trained during the battle.
Time for 4-pooler to pay
Shortly I ordered a counter attack on the zerg computer at top left with 2 groups of marines and 5 medics, while strengthening my defense at home with 2 bunkers filled with 6 marines and 2 firebats. My attacking-force was greeted by no more then 12 zerglings and 3 sunkens, and sure enough, without micro the zerg could not take out more then 2 marines before its fall. If the computer had held its zerglings until my marines focus fire on a sunken, the zerglings would have a better chance to fight before getting killed from a distance. Of course, the computer did not know this, and it paid for his 4 pooling on me earlier in the game. During the attack, I started a factory and 2 e-bays for infantry upgrades. As my offense was out at the zerg base, another attack from the computer appeared at my choke. This time dragoons, hydralisks and vultures appeared on the battlefield, but smaller in number then the previous assault. I quickly stimmed the offensive marines and destroyed the zerg hatchery and then pulled them back to my main just when my two bunkers were destroyed by mainly hydras and dragoons. The computer troops were trapped from two ways: my main defense from north, and my reinforcement from west. The poorly co-ordinated computer assault was held off with the loss of about 12 marines. I sent 6 marines and 2 medics to finish off the zerg at top left, and extended my defense line at an expansion below my main with 2 bunkers, 2 turrets, and 2 tanks, along with a horde of marines and medics stationed there.
Things were rather silent as I expanded twice at the zerg main and its expansion at top left. 2 more barracks were built at my defense line while the other 4 barracks continuously trained marines. A starport was built and soon followed by a science facility. My marines were 1/1 at this point. My lone factory was also assembling tanks which were rallied to my choke.
Land War
Just as my 2 expansions command centers were built, I transferred 6 SCV’s to each expansion from my main. This method would immediately put my expansions online because there could only be so many SCV mining from a mineral patch. Setting them to mine from more mineral patches would logically generate faster resource intake. This sudden boom of resource gathering allowed my constant production of infantry and tanks from 6 barracks and a factory. To avoid stacking up resources, I altered my choice of forces and ordered 3 more factories for tanks.
Nonetheless, before my 3 factories were finished, the computer ordered their third big attack on me. My defense line met a BIG horde of about 20 speeded zealots, 16 ranged dragoons, 4 cloaked dark templars, a couple dozen of marines and medics, 6 sieged tanks, a few wandering goliaths, and at least 2 groups of hydralisks and 6 mutas. Bloody battle between the computer and I began at the little choke point at the expansion below my main, and the computer came from two sides: zealots, dark templars, marines and 2 tanks coming from the east entrance, and other tanks, dragoons, hydralisks and mutas from the south entrance. The battle wasn’t pretty, and with over 4 groups of stimmed infantry and 4 tanks I was unfortunately defeated by sheer number, but not before all dark templars and enemy marines, hydralisks, and mutas were dead. Only 6 enemy tanks and 3 dragoons remained in the battlefield, and after beating off my defense, chose to pound on my 2 barracks there instead of charging into my main. This bought me enough time to rebuild my force with 4 barracks and now 4 factories online. As 4 tanks were made, I moved them to my original choke point along with 12 marines, and I floated my 2 barracks which were being attacked by the enemy tanks and dragoons. The tanks could not shot at my floating barracks while the dragoons remained their foolish acts and continue to fire at my burning building in the air. The enemy tanks unsieged and first entered my own tank range, and 3 of them exploded before even getting into siege mode. The other three were only able to fire once before my tanks did a short work of them. None of my tanks were destroyed, only one damaged to 12 HP and another 81 HP. They were quickly repaired and rallied to my defense line below my main again, and along with my marines, they defeated the dragoons with no loss but a few hit points of the tanks. Nonetheless, one barracks there was destroyed while the other was flaming and losing hp. 4 SCV were sent to the chokepoint to construct 4 bunkers filled with marines and 3 turrets for detection.
Dual attack
After losing a huge amount of force from both sides, I figured I should pressure the computer this time with the most efficient manner. I found a protoss encampment at top right location and had expanded to its natural with 3 cannons, 1 templar and a few dragoons, along with 2 scouts for defense. I sent 6 tanks and a dozen marines to charge the protoss while ordering 2 SCV to build bunkers to provide cover for the marines guarding the tanks. The templar was vaporized by powerful tank fire, but not before he could cast a storm on my 4 marines that were running into the newly built bunkers. The dragoons and scouts tried to fend off the attack, but the narrow pathway limited the goon firepower, and the scouts did not fare too well against bunkered marines. Several zealots charged my tanks, but with 2 bunkers they signed their death sentence before killing one tank. The 2 SCV quickly repair the tanks while they were firing at the expansion nexus. At the same time, I loaded up 4 dropships of 16 marines, 4 medics, and 3 tanks and dropped them at the back of Terran base at 9. They faced virtually no opposition until they caused havoc at the unsuspected computer base. A few cloaked wraiths and tanks were proven to be ineffective against mass marines and my own sieged tanks, and one by one, the terran troops fell.
My tank push towards the Protoss main at top right had not ended when its expansion nexus exploded to my tank fire; instead, 4 more tanks were sent as reinforcement while the silly protoss computer kept sending reavers and scouts, only to be defeated by tanks and bunkered marines. The other 4 computers tried to save their protoss ally by counter attacking my frontal defense line, but the 8 tanks stationed there, along with a handful of marines and medics, were proven too strong to charge from land. Bunkers were slowly built towards the protoss main and the same as the tanks started charging the protoss gateways from a safe distance.
The troops dropped at terran base were finally defeated with the reinforcement from the zerg ally and protoss ally, with mass mutas and zealots/reaver, but not before the entire terran main base was completely annihilated. My main was dried now, and I expanded to the expansions below my main where my main defense line was, and the former protoss expansion which I destroyed with a tank push. A few attempts to stop my expansion attempt there was stopped by my tanks and marines, but they bought enough time for the computer to take the middle expansions and strengthen the defense there with their own tanks, zealots, templars, and mutas.
Air attack
I was finally able to establish the expansion at the previous protoss expansion and slowly eliminated the protoss main at top right; nevertheless, I found 8 guardians, along with a few hydralisks and scouts started charging my middle defense line again. With only two wraiths I was unable to fend off the sieged air attack. Tanks and marines did not do very good against the guardians, and wraiths were killed easily by hydras and scouts. To buy time, I immediately ordered mad construction of turrets: 12 SCV were ordered to build turrets there all over while I hastily built 3 more starports and 2 armories. A few wandering guardians foolishly reached turret range and were heavily damaged, and my marines made a short work of 3 of them at a relatively high cost of over 2 dozen of marines sacrificed their lives to mainly guardians and hydras. 5 wraiths were finally built, and with cloak, they were able to eliminate the aerial guardians that had eliminated much of my defense: over 5 tanks, 3 dozens of infantry.
I noticed the aerial threat when corsairs and guardians suddenly became the enemy’s choice of offense: d-web were casted to my turrets and marines as they fired at the corsairs that entered their range, and the occasional guardians began to harass my expansions until my wraiths drove them away. I had to be very careful with my wraiths because they were now my only mean to combat guardians, and such aluminum foils were particularly fragile against hydras and corsairs which were running around in the map. While keeping my wraiths alive, I switched my production to battlecruisers and mass marines with 4 starports, now 8 barracks, with constant upgrades from 2 E-bays and 2 armories. With 4 active mining base I was able to constantly produce troops while my cash remained below 1000/1000.
The Aerial fleet
Guardian harassment and occasional D-web was driven off by wraiths and marines while the computers all dried their main, and during such time I was buying BC and SV equipped with yamato and irradiate. When my 8 BC and 4 SV popped out from my starports, I began my final charge to the middle, facing cannons, hydras, scouts, tanks, and goliaths. I ordered one BC in the front to attract enemy fire, matrix it and then charged in my marines and remaining BC. Focus fire on my front BC allowed my marines to dash out a considerable amount of damage before falling, and constant D-matrix had kept that BC alive for a long time until all my SV ran out of energy. With 2/2 BC and 3/3 marines, my fleet emerged to be the victor with loss of only 1 BC and a large amount of marines. I switched my target to the terran expansion on the left, and earlier weakened by my drop, the computer had nothing but bunkers, turrets, and tanks, which did not fare too well against battle cruisers. The terran foe was finally eliminated, and I stationed most of my marines in the middle to keep the computer at bay. Many SCV were ordered to repair my badly damaged BC and the others were ordered to construct many bunkers in the middle to avoid storm and guardians. 8 bunkers were built, 4 at each entrance from east and south.
The 7 repaired BC found the zerg enemy had expanded to the terran old main which I had dropped and destroyed, and the poorly defended expansion was quickly killed by the BC. 3 more BC and 5 more SV reinforced the fleet, and along with the 8 bunkers filled with marines, held the middle expansion as well as the terran expansion which I had just leveled few minutes ago.
I hit my supply limit very soon, and I started an attack on the zerg and terran main at bottom left and bottom middle. A few scouts, hydralisks, scourges and valks had weakened my BC, but matrixed BC and marines finally overpower the zerg expansions and main, and slowly the terran expansion as well. Only 2 BC fell during the attack, but when I began my offensive at the terran main at bottom middle 4 ghosts appeared in the battlefield! 4 of my BC were instantly lockdowned and 8 goliaths and 4 tanks were proven to be very cost-effective when they took down 4 BC and over 24 marines before they fell. With the sudden drop in supply, I again ordered to build 6 more barracks and 2 more starports, now with the main production the plain old marines and now SV. 5 BC and 15 marines remained after they cracked the main defense of the terran computer, and they slowly destroyed the remaining buildings. Now the protoss commander pulled out the infamous “gay-web”, webbing most of my marines, and 6 scouts and 4 corsairs started charging my weakened BC! My SV were all out of energy, and the corsairs kept webbing my marines which were trying to protect my BC. All my BC were extirpated, but they also cost the computers all their corsairs and 3 scouts. My remaining marines destroyed the remaining scouts, and continue their gauss fire on terran buildings until every one of them fell.
Behold the power of matrix
Now remained only 2 more protoss foes, one at middle left, and the other at bottom left. Just as I had lost all my battle cruisers I could not found a cost-effective mean to combat the cannon/reaver/templar defense with which the protoss computers defended. I also found that 3 of the expansions at top left and top right ran out already, and although I had expanded to the middle, I was down to two mining base: middle expansion and top middle expansion below my main at 12. Occasional corsairs appeared to d-web my marines while a good number of zealots, archons and templars charged the middle, and I lost a bunker after another after defeating the attackers with a bigger marine force.
At this point, I had 4 starports and 16 barracks pumping marines and science vessels. When I hit my supply limit again, now with 16 SV and the others marines and medics, I spent all the energy of SV to cast d-matrix on about 20 marines, and marched into the protoss ground guarded by cannons, reavers, and templars. The orbital shell surrounding my courageous marines had kept them alive long enough to clear the defense while the remaining marines joined the attack. Over 50 marines caused traffic jam at the bottle neck of the protoss choke, but they faced mostly scouts, d-web, and no more then 4 dragoons, which combat poorly against mass stimmed 3/3 marines. This mass marine strategy made Mao of China proud as they took down the protoss main with sheer manpower. 3 carriers from the last protoss executor at middle left came to rescue, but the interceptors were quickly shot down like birds. I repeated the same tactic against the other protoss computer, which had ran out of resources now, and eliminated it in the same fashion as 80 million men stepped over the protoss ruins.
An hour and forty-six minutes game……
---Computer bashing ends here---
Happy2000 Co. Ltd. Production™ |
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