
Introduction
Smurfing with my pen name,
GammaRayBurst, I was simply looking for a good game to do
a battle report on. But, as luck would have it, no one
seemed to be interested in playing a game. After hanging
around in nohunters for awhile, I gave up and joined a
2v2 on Dire, looking to satiate my desire to bash some
newbies. Well, that game went along pretty smoothly, but
that's not what I'm here to tell you about. By the end of
that game, one of my opponents was talking a good amount
of trash (he accused me of turtling :P) in spite of the
imminent destruction of his base. My pubbie partner took
great offense to this, and demanded a 1v1 to prove who
was the better player. My partner and I met up with the
guy in channel gopher after the game, and the game was
soon created on Rivalry. But first, a little about the
players...
RaBiD~GoPhEr: Merely by examining the ultra-cool way he
spells his name (using alternating caps, in case you're
ridiculously incompetent), one can tell this guy must be
a starcraft god. Right? Right? Maybe not... Anyway, in
the afore-mentioned 2v2, Rabid played much better than
his partner, so I figured he'd put up a good fight.
CooCooPooPoo: Wow! Not only does he have a frickin' sweet
name, but he was also my partner in the last game. He
can't possibly go wrong, can he? We'll see.
Opening
Game
The map is the infamous Rivalry, second in
popularity only to Lost Temple (and Hunters, I guess)
among those that actually know how to play starcraft.
Gopher picks
zerg and spawns in the bottom right starting spot. CCPP, on the other hand, prefers
to let destiny take its course, and winds up with terran
at the bottom left start location.
CCPP's
initial build order is pretty much what I'd expect in a t
v z: depot on 8, rax on 10, depot on 13, rax on 14,
refinery on 15. The interesting thing to note here is how
CCPP does not
wallin his choke. However, to make up for it, he does
rally all his units to his choke. He might be planning on
getting a quick tank with heavy medarine support, or he
might be going for a defensive build with an early
academy for reconnaissance. Meanwhile, Gopher morphs an overlord on 8,
then sends a drone at around 12 control to his natural to
create a new hatchery there. He then starts a spawning
pool on 13. Around the time the spawning pool completes, Gopher orders two drones to morph
into an extractor and a new hatchery next to his first
hatchery in his main. Once the hatchery at his natural
has finished morphing, Gopher
maynards 5 drones to begin mining there. He is most
certainly attempting to power like whore (what a bitch!).
Scouting,
who does that?
Well, apparently CCPP does--however, luck is not on his side, as he
orders his scv to scout clockwise, meaning that the
little bugger won't find the zerg brood till it reaches
its final stop. The scv comes to the bottom right corner
of the map to discover 5 drones mining at the
newly-formed hatchery. He quickly scurries up the ramp
and towards the zerg main. Sadly, CCPP's brave little scv met his maker
at the hands of two zerglings, but not before relaying
the valuable scouting information back to headquarters
that Gopher planned on powering like the 5
dollah whore that he is.
Ok, so, as
it turns out, Gopher scouts too. Hey, they're not
total newbies after all! Gah, I spoke too soon: the
overlord that Gopher had been using to scout the
terran base has been left wandering without orders a bit
too long. CCPP's marines eagerly pummel the
helpless overlord full of lead until it explodes in a
vast bubble of blood. Still the overlord managed to
reveal CCPP's two rax, refinery tech plan.
In this next phase of the game, Gopher puts down two sunkens,
fearing an early medarine rush. After morphing a handful
of lings and sending them to defend his natural, Gopher begins the Lair upgrade at
his main, and soon afterwards creates a hydra den, with
the obvious goal of lurkers. At the same time in the
southwest corner, CCPP
contructs an academy followed by a factory and then a
comstat station. Once the factory completes, he
immediately starts a machine shop.
To
Tech or to Power
For the
moment, each player chooses to power, with CCPP and Gopher taking the 9 o'clock and 3
o'clock expansions, respectively. At this point, however,
their build orders diverge, as CCPP elects to tech up by building a starport and a
3rd barracks, followed by a science facility. Once the
sci facility has finished the starports begin to blink
and I'm led to believe CCPP is
creating sci vessels to accompany his large contingent of
marines, medics, and tanks.
Yet, on the other side of the map, Gopher has chosen to forgoe any
further tech in the immediate future. Instead, he starts
his third expansion, this time at the top right
main. Back at his own natural, Gopher
morphs two evolution chambers. Also, it is important to
note that Gopher now has two
lurkers burrowed just in front of the hatchery at his
natural, in addition to the large group of hydras and
zerglings stationed there. Lastly, Gopher
runs a zergling around the map to scout for any opposing
expansions. It is only a matter time before that scout
zergling happens upon the terran cc and mining scvs at 9
o'clock...
Where's
the Blood?!?
As soon
as Gopher sees CCPP's expansion at 9, nearly a
control group of hydras are sent off along a direct path
to take out the terran mining capabilities there at all
costs. However, the direct path that the hydras follow
has them go right by the ledge of CCPP's
main, which is chalk full of terran infantry and tanks.
At first, it looks like the hydras are running back the
way they came, but it soon becomes apparent that they are
going to avoid the deadly ledge and take the back way to
the expansion at 9.
Because
it appeared that the hydras were heading back to the zerg
main (or perhaps simply because CCPP
was not paying a whole lot of attention), no terran
troops were sent to protect the new base to the north.
So, when 8 hydras ambushed the naked expansion from the
north, CCPP could do nothing
except try to float his cc away. If you're like me, at
this point you've given up hope on the game. I, in fact, almost
stopped taking notes on the game. But, for
some strange reason, I continued. Maybe that reason was
the large blue mass just above CCPP's
natural...
Hey,
I thought we were gonna get some blood!
Yes, that
big blue blotch on the above mini-map is CCPP's marine/medic/tank/sci-vessel
force finally moving out to attack something. A few
marines and medics break off from the main group to kill
the remaining hydras that just destroyed the sole terran
expansion. As those 8 hydras get severly raped, Gopher begins morphing another
hatchery, this time at the top left main, making what
would be 4 expansions for the zerg. However, he does not
have the time to set it up, since CCPP begins the first seige of the game before the
hatch has finished morphing. CCPP is
very careful in setting up his attack, putting tanks on
either side of the bridge leading to Gopher's natural and filling the bridge
up with marines and medics just out of range of the
lurkers attacks. A third tank is brought up onto the
bridge, in range of the two lurkers stationed there a
waaay long time ago. With the Sci-vessel providing
detection and added range for the tanks, the seige has
begun.

It does not take long for the tank to
bring an end to the two lurkers, but Gopher does get enough time to
prepare the worst drop in recorded history. Three
overlords full of hydras drop right next to the tanks and
medarine force. Unfortunately for Gopher,
hydras don't do so well one at a time against the
combined might of a large group of marines and medics. To
add insult to injury, CCPP
irradiates one of the overlords, but it doesn't really
change the outcome of the battle anyway (since the terran
forces were already going to dominate). Despite this
latest victory for CCPP, he
decides not to press onwards into the zerg natural,
buying enough time for Gopher
to morph 7(!) lurkers on the spot (the guy has 3
expansions after all). By the time CCPP
moves his infantry accross the bridge, the lurkers have
finished morphing. Though the terran troops fought
valiantly, 8 marines, 4 medics, and 3 tanks are no match
for 7 lurkers with hydra support, especially when the
lurkers can attack the main force out of range of two of
the tanks which were left behind the bridge. In the end,
all the terran forces are decimated at the cost of only 3
of the 7 lurkers and a handful of hydras.
Meanwhile
While the first bloody battle of the game
was concluding, several other events occurred around the
map. First, yet another hatch at an expansion finished
morphing, bringing Gopher's
total potential resource intake to a whopping 5
expansions, plus his main node which is still not mined
out. However, it is important to note that only 3
expansions actually have drones mining, and all but one
are naked. Also, at around the middle of the seige, Gopher's hydras and lurkers got
the attack and armor upgrade, putting them at 1/1.
Also during that first battle, CCPP flew
another cc to the 9 expansion and resumed mining there
with a few scvs (mostly on gas). Moreover, it became
apparent that CCPP had been
constantly making troops during the seige, because as
soon as his first attack was finally repelled by Gopher's lurkers, he set out for
the top right main with approximately 12 marines, 6
medics, 4 tanks, and 2 sci-vessels. The ease with which
that force steamrolled through the three hydras Gopher had stationed there is not
even pic-worthy.
However,
as that is happening, Gopher
sends a gigantic force of 6 lings southward from the
hatch at the upper left natural towards the 9 expansion.
These 6 lings proceed to (once again) disrupt the mining
process, as CCPP is forced
to lift his cc and run his scvs back to his main.
However, the lings follow the scvs back to CCPP's main and are promptly
destroyed by the arclite and gauss rifle fire of tanks
and marines. The result is CCPP
loses a little mining time, but not a significant amount.
So
what the heck is Gopher doing?
Well, as
soon as Gopher sees the huge terran force lay
waste to his upper left expansion, he spends no time in
sending everything, and I mean everything, at CCPP's main. Apparently, Gopher felt that since the majority of
CCPP's troops were off killing one of
his many expansions he would be able to end the game in
one swift stroke. However, he makes a few tactical
errors.

Gopher uses the famed line dance
technique, getting expected results: not a single
solitary marine is killed in the first wave. Ouch. The
second wave doesn't even try to make it up the ramp to
certain death. Instead, the 8 or so hydras choose to sit
outside the terran natural and wait for CCPP to maynard some scvs over to resume mining at
9. When he does, the hydras follow in hot pursuit. All is
going well for the hydras at first, but it doesn't take
long for CCPP to order a few of his marines and medics to
intercept the hydras and make short work of them. A few
more scvs are sent to mine, and the expansion at 9 is
back online.
Who's
in control now?
Duh, CCPP is. He has just fought off a huge assault from
his opponent with relative ease, and he has a
seemingly-indomitable force of terran troops that could
steamroll right through the zerg bases. At first, I
thought CCPP would simply send his forces
straight southward and roll right through the zerg
expansion at 3, but apparently he was afraid the previous
zerg attack on his main would do more damage than it did,
so he ordered those troops to return home, just in case.
By the time he realized it was not necessary, the troops
were already onto the middle section of the map, and CCPP, finally having 1/1 upgrades for his marines, decided to go straight for the jugular: Gopher's main.
This time,
CCPP is a little less catious
approaching the zerg natural. The first marine he sends
in wanders too close to a sunken colony and quickly bites
the dust. However, the tanks seige up and begin to blow
everything sky high, including two evolution chambers and
the previously-mentioned sunken. Gopher reponds to this imminent threat
by attack-moving 12 zerglings into the terran forces. The
results of this failed attack are 12 big red splotches on
the ground. Yuck. But perhaps that was just a delaying
tactic, for now Gopher has gathered about 10 hydras on
the ledge of his main and just to the left of the bridge
between his main and his expansion at 3. These hydras
have been upgraded to 2/1.

Oh please,
as if there's any question. The tanks start firing on the
hydras to the north, and they engage the tanks in battle
before the hydras on the ledge are in position to attack.
However, they only move in far enough to attack the
tanks; they don't move right up beside them where they
can avoid being hit. So, the tanks take care of those
hydras fairly easily with a little support from
rines/meds.
Once the
first group of hydras starts attacking the tanks, Gopher scrambles to get the rest of
his hydras on his ledge in position. But they run into
each other going down the small ramp, and CCPP has most of his medarine force waiting for them
at the bottom. It is an ambush, and as soon as the first
group of hydras is destroyed, the tanks begin raining
fire on the lower group of hydras, of which there is
quickly no more. The result: a whole lotta zerg blood,
not a whole lotta terran blood.

With the
conclusion of this battle, the game is all but over. CCPP
knows about each of Gopher's final two expansions, and
the rest is clean up. A force of two marines and two
medics is enough to take down the upper left expansion,
and two tanks accompanied by 4 marines raze the expansion
at 3. All that is left now is the zerg main, which falls
very quickly after the terran forces demolish the last
defensive stand, a group of 12 hydralisks.

And now
for the minimap animation:

Man oh
man, how could this have happened? As Gopher himself would point out:

So what
went wrong? Well, for one thing, he could have
diversified his strat...

And it
would have helped to have gone up the tech tree, maybe
even gotten cracklings and queens with ensnare. But
that's hard when this happens..

Damn, I
mean, I hate it when I forget to make a queen's nest 30
minutes into a game! Well, anyway, I figured it'd be a
good game to do my first battle report on, because it was
pretty damn close, and there was the amazing swing in
power, too. So, being the polite gentleman that I am, I
asked the players if they minded if I made a battle
report of the game:

asdfsldfjki!
&$%#$%! ARGH!
Apparently,
Gopher is afraid people will think he
sucks too hard (ok ok, it's not totally inconceivable).
However, he boasts that he can do better the next game.

I eagerly
offer to watch and br a second game, so that Gopher can prove just how much of a
fluke that last game was. With this promise, Gopher finally agrees to allow me to
br the first game. *Breathes deep sigh of relief*
And for
those of you keeping score at home, I ask you to pay
particular attention to the unit scores and resource
scores of each player. Note how CCPP had a 5:1 kill ratio over Gopher, and how Gopher had a 3:2 resource ratio over CCPP. Also of interest is that both players
collected the same amount of gas. This probably factored
into Gopher's lack of tech.

Wrap-Up
So, the question remains, has Gopher actually learned anything
from his defeat? Or will he forever remain mired in his
"power all over the map and make only one type of
unit" strat? Only one way to find out: look for
"Lessons in Macro, Part 2" to come out sometime
next week. That will feature game two, the rematch
between RaBiD~GoPhEr and CooCooPooPoo and will provide the
answers to both those questions.
Another question that seriously needs to
be asked: when will the raters stop drooling over Diablow
2 and read and rate some of the brs that have been
produced lately. I was hoping to get at least one rating
on this br, but it seems like the past ten reports
haven't been rated at all. I mean c'mon...
And the last question: What is a Gamma
Ray Burst? Well, to put it simply, it's the second
largest explosion in the universe (behind only the Big
Bang!). If you are interested (which I highly doubt) then
you can go here
to learn more.
Till next time,
Gamma Ray Burst
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