Hey everyone and welcome to the Singapore Starcraft League December Report! Where you can get all the exciting recaps of the matches and download the replays! Relive the excitement and intense strategies as the best of the best in Singapore battle it out in epic combat and when the dust settles, only 1 will walk away with $600 cash and the title of SSL Champion!!
I am LOOKING for talented writers to write the summaries of the semis and finals of the SSL. If you are interested, please watch the replays and post your summaries below! I will copy and paste it into the thread and give you full credit. No experience in writing required and no overlaps please. Pick your favorite match and lets hear your commentary on it! Thanks!!!
Brackets: http://challonge.com/ssldec10
(their version of lower brackets is different from mine so some of the matches are off.. Refer to the replay pack for the actual bracket matches ^^)
Revenant opened up with his standard early hatch, which Nirvana countered with a forge fast expand. Soon there were 8 angry drones hacking away at 4 pylons and 6 cannons but somehow, Revenant held and countered. While Revenant's counter did not deal damage as Nirvana already had his Nexus and cannon defense, Revenant was able to drone and got 7 harvesters ahead
Nirvana's next move was a 6 gate push, which Revenant responsed by getting his 3rd base and 5 spine crawlers as well as a mobile army of roaches and lings. When the push came, the roaches and lings bought enough time for the 5 spines to burrow into place and the attack was stopped.
As Nirvana tried to get his 3rd base up, Revenant made a brilliant tech switch into mutalisks. As zerglings teased the 3rd base, forcing Nirvana to move his army south, 12 mutalisks swarmed into the main. Nirvana was forced to retreat to chase away the mutalisk but in doing so, the zerglings came back and decimated Nirvana's constructing 3rd base.
Nirvana stored his gas and went for 5 High Templars and pushed out but it was too late. Revenant was already on 4 bases and as Nirvana's main force struck Revenant's gold expansion, a flock of mutalisks flew into Nirvana's main base as a horde of zerglings and roaches smashed into his natural. Nirvana was forced once again to retreat but the damage was already done. 44 probes were destroyed and just 6 remained, as Revenant suicided his remaining roaches to kill off all of Nirvana's Nexus.
Nirvana made a valiant last push but was once again stopped, this time by 4 angry Broodlords and Nirvana was forced to GG out in Game 1
Upper Bracket Semi-Finals 1: aLtnirvAnA(P) vs inF(Z) - Game 2 on Lost Temple
Once again, Nirvana opened up with a forge fast expand and it is far safer on Lost Temple. Revenant, being concerned about pylon cheese from Nirvana threw down a 14 pool without gas but once his overlord saw the fast forge, Revenant also threw down his hatchery. Nirvana made a beautiful wall and was perfectly defended but he left Revenant to macro freely and by 6 minutes into the game, Revenant was already 10 harvesters ahead.
14 harvesters down, Nirvana prepared his 6 Gate push once again but as he was warping in his army, a nedus worm exploded over Nirvana's natural cliff and spewed out 3 drones. With an overlord already there vomiting creep, the 3 drones instantly starting growing into spine crawlers! As the spines morphed, 10 hydralisks joined their ranks and rained destruction over Nirvana's natural.
Nirvana was once again forced to push but as he did, Revenant's zergling at the Xel'Naga watchtower saw it and quickly, all the hydralisks retreated back into the nedus and moved towards defense. However, it was simply bait as Nirvana only sent a few units to attack, while the rest warped in and quickly dispatched the threating nedus over the cliff. Thou Nirvana regained his natural, he was still 14 harvesters behind as Revenant took his 3rd base
Cheekily or not, Revenant then proceeded to nedus Nirvana's island expansion and take it while lings patrolled his 4th and 5th base location. Nirvana was quickly being cornered but already Nirvana had adapted and switched to the deadly Colossus. As Nirvana cleared his gold expansion rocks, Revenant poked forward but both sides quickly retreated when Revenant saw colossus and Nirvana realized the sheer number of lings and hydras would overwhelm him.
Nirvana constructed another colossus but now there were corrupters on the field. Revenant split a small detachment of lings and roaches to deny Nirvana's gold 3rd base while his main force waited in ambush. Nirvana didn't take the bait, allowing his 3rd to fall instead of risk losing his entire army. Realizing that Nirvana had to have a smaller army if he was not defending his gold, Revenant struck hard at Nirvana's natural. There were brilliant force fields, almost akin to a tower defense maze that cut Revenant's ground army into 3 parts but it was to no avail as the colossus quickly fell to the corrupters. Outnumbered 3 to 1, the Protoss held their ground but were swept aside like they were on Aiur by the zerg swarm as Nirvana was tapped out into the lower bracket.
Revenant advances!
Last edited by HDPhoenix; Fri, 31st-Dec-2010 at 12:42 PM.
Sweet spawns at the top, Nirvana spawns at the bottom.
Sweet does an unusual 15 hatch before pool - he plants it in his base upon seeing nirvana's probe heading to his natural.
The power of a probe
Nirvana goes for the 1 gate core to fast expansion, while sweet gets his natural expansion slightly faster than nirvana. After they finish, nirvana pops 2 stargates pumping void rays while sweet gets his lair and a roach warren.
Nirvana's void rays assigned to harassment duty. They do little damage
In the midst of this, sweet morphs 2 overseers for some reason.
So I heard void rays are better than banshees.
Sweet then expands to his third base. Nirvana spots it, and moves his army to the center of the map, where he catches a few roaches with force field before backing up.
Yay Jungle basin
The tension is broken yet again when nirvana attacks sweet's 3rd. Sweet splits up his forces into 2 halves, signaling a flanking maneuver.
Zerg flanks are awesome.
However, the flanking is made void by forcefields. Meanwhile, Nirvana's 3rd base is already set up and ready to go.
The power of a protoss death ball. Expand while attacking - a trait of BW players
The rest of the game is all about sweet's third base getting destroyed time and again. Sweet, realizing that he is behind, makes a futile attack at nirvana's third(by futile i mean a forcefielded ramp), but is caught in a bad position and wiped out.
Sweet - Perhaps it was the map, perhaps it was the name of nirvana that spurred him to do such a weird build on this map. In any case, he was clearly outplayed.
Nirvana - Props to him for playing a great defensive macro game - and great forcefields.
Lower Bracket Quarter-Finals 1 - SwEEt(Z) vs aLtnirvAnA(P) - Game 2 on Lost Temple --Commentated by DDengster!--
Sweet(green) spawns at the 6, Nirvana(red) spawns at 12.
Sweet starts off with a 9 pool, while nirvana goes for a forge first fast expand. Sweet's zerglings are able to get into nirvana's base before the cannons warp in.
9 pool > fe?
The lings are able to kill off a grand total of 2 probes before being surrounded by probes. Both players take their expansion, and sweet, clearly influenced by the first game, makes an evo chamber and adds a spore crawler in each base for defense against suspected protoss air, and then adds a spire. Nirvana, however, goes for a gateway explosion.
Mass gateway build 3 queens, 2 spores. Overkill against air.
Nirvana had earlier built a pylon at the left. He warps in some gateway units, and in a daring attempt, bypasses sweet's spine crawler defence and marches past the unguarded ramp into the heart of the zerg base.
When you see that, it feels like you auto lose.
Mutalisks arrive to save the day, but at the cost of a few drones and lost mining time.
When you see that, it feels like you auto lose.
Sweet's mutalisks destroy the pylon at the left and head to harass Nirvana's base. However, Nirvana is already well prepared for this with cannons near his mineral line. Additionally, he gets a twilight council for blink. The mutalisks kill only a few probes before they are forced to leave.
Well prepared.
In the meantime, Sweet gets his third base up. Nirvana then decides to push with all his stalkers. They promptly take out Sweet's third base, then head back to join up with 4 sentries, and destroy a small zerg force consisting of mutalisks and zerglings. Sweet ggs.
Sweet - Mindfucked and wrestled into submission by nirvana. Even when it was pretty obvious that nirvana had 0 air, he went ahead and built spore crawlers at his third base. It didn't help that he overdroned and had little to defend nirvana's initial and final push.
Nirvana - Nothing spectacular and just played straight up, made the necessary defenses and won.
Last edited by HDPhoenix; Fri, 31st-Dec-2010 at 7:47 PM.
Sheep(yellow) spawns @ 3 o'clock, Muse(blue) spawns at 9.
Muse starts off with a gas before rax indicating some sort of fast tech, while Sheep goes for a one gateway core.
Following up, Muse then proxies a factory below sheep's base and uses it to scout the entirety of Sheep's base.
Noting a robo facility and the lack of gateways, Muse drops 2 starports with techlabs, followed by 2 addtional raxes and walls himself off, while Sheep drops a nexus at his expansion, followed by a robotics. Attempts to scout into the interior of muse's base were scared off by the bunker at the ramp.
Timing push no doubt You were doomed ever since you warped into this world, nexus.
Upon getting 16 marines, 3 banshees, and a raven, Muse decides its time to push out.
Inc semi-allin
However, Sheep decides to engage muse's push within the proximity of the PDD. He loses the majority of his zealots before retreating.
You may have uber forcefields, but I have OP PDD
This allows muse to push into the natural expansion, and also allows him to do the following:
Ramp Manner fac: Terran version of forcefield No way in hell you're getting outta there
Even with a colossus out, sheep could do nothing against the muse's growing banshee count and eventually ggs out of the game.
Muse – Great timing attack executed just before sheep's observer got his base.
Sheep – He clearly expected a timing push of some sort that consisted of marauders and marines, but just got the unit composition wrong. Other than his costly decision to engage near the PDD, his decision to chose to tech to colossus fast with a low gateway count also cost him the game.
Lower Bracket Quarter-Finals 2 - aLtSheepy(P) vs GGMuse(T) - Game 2 on Metalopolis --Commentated by DDengster!--
Sheep(yellow) spawns at 2, muse(blue) spawns at 8. Cross positions.
Both players scout each other, but for some reason, both scouts decide to leave early. GGMuse misses a chrono boost on the core, while sheep misses the tech lab addon constructed immediately after the barracks finishes.
Sheep's intentions are revealed as he adds 3 gateways behind his gas and a pylon outside his opponent's base.
The feared 4 gate
Meanwhile, muse has concussive shells researched, and moves out with 3 marauders to apply some pressure at sheep's base, while sheep moves all of his forces to the pylon.
Both forces completely miss each other as they move.
Sidestepping. What?
The next part is the defining moment between the 2 players. Muse pulls ALL his scvs to deal with the 4 gate, while sheep pulls half his probes and warps in a zealot at his base to deal with the 3 marauders.
Crisis mode
3 marauders? It's ok, probes+zeal>marauders without micro.
This allows muse to force the protoss army out of his ramp, and reinforce his defense with additional bunkers.Sheep, unable to support his 4 gate thanks to the 3 marauders destroying probes in his base, taps out.
GGMuse was simply better at adapting to such crisis mode situations. Sheep on the other hand, underestimated the damage that 3 marauders with shells could do, and responded poorly to them.
Last edited by HDPhoenix; Fri, 31st-Dec-2010 at 6:40 PM.
Sweet spawns at the top, Nirvana spawns at the bottom.
Sweet does an unusual 15 hatch before pool - he plants it in his base upon seeing nirvana's probe heading to his natural.
The power of a probe
Nirvana goes for the 1 gate core to fast expansion, while sweet gets his natural expansion slightly faster than nirvana. After they finish, nirvana pops 2 stargates pumping void rays while sweet gets his lair and a roach warren.
Nirvana's void rays assigned to harassment duty. They do little damage
In the midst of this, sweet morphs 2 overseers for some reason.
So I heard void rays are better than banshees.
Sweet then expands to his third base. Nirvana spots it, and moves his army to the center of the map, where he catches a few roaches with force field before backing up.
Yay Jungle basin
The tension is broken yet again when nirvana attacks sweet's 3rd. Sweet splits up his forces into 2 halves, signaling a flanking maneuver.
Zerg flanks are awesome.
However, the flanking is made void by forcefields. Meanwhile, Nirvana's 3rd base is already set up and ready to go.
The power of a protoss death ball. Expand while attacking - a trait of BW players
The rest of the game is all about sweet's third base getting destroyed time and again. Sweet, realizing that he is behind, makes a futile attack at nirvana's third(by futile i mean a forcefielded ramp), but is caught in a bad position and wiped out.
Sweet - Perhaps it was the map, perhaps it was the name of nirvana that spurred him to do such a weird build on this map. In any case, he was clearly outplayed.
Nirvana - Props to him for playing a great defensive macro game - and great forcefields.
Lower Bracket Semi-Finals - aLtnirvAnA(P) vs GGMuse(T) - Game 2 on Lost Temple --Commentated by DDengster!--
Sweet(green) spawns at the 6, Nirvana(red) spawns at 12.
Sweet starts off with a 9 pool, while nirvana goes for a forge first fast expand. Sweet's zerglings are able to get into nirvana's base before the cannons warp in.
9 pool > fe?
The lings are able to kill off a grand total of 2 probes before being surrounded by probes. Both players take their expansion, and sweet, clearly influenced by the first game, makes an evo chamber and adds a spore crawler in each base for defense against suspected protoss air, and then adds a spire. Nirvana, however, goes for a gateway explosion.
Mass gateway build 3 queens, 2 spores. Overkill against air.
Nirvana had earlier built a pylon at the left. He warps in some gateway units, and in a daring attempt, bypasses sweet's spine crawler defence and marches past the unguarded ramp into the heart of the zerg base.
When you see that, it feels like you auto lose.
Mutalisks arrive to save the day, but at the cost of a few drones and lost mining time.
When you see that, it feels like you auto lose.
Sweet's mutalisks destroy the pylon at the left and head to harass Nirvana's base. However, Nirvana is already well prepared for this with cannons near his mineral line. Additionally, he gets a twilight council for blink. The mutalisks kill only a few probes before they are forced to leave.
Well prepared.
In the meantime, Sweet gets his third base up. Nirvana then decides to push with all his stalkers. They promptly take out Sweet's third base, then head back to join up with 4 sentries, and destroy a small zerg force consisting of mutalisks and zerglings. Sweet ggs.
Sweet - Mindfucked and wrestled into submission by nirvana. Even when it was pretty obvious that nirvana had 0 air, he went ahead and built spore crawlers at his third base. It didn't help that he overdroned and had little to defend nirvana's initial and final push.
Nirvana - Nothing spectacular and just played straight up, made the necessary defenses and won.
Last edited by HDPhoenix; Mon, 3rd-Jan-2011 at 1:40 AM.
Sheep(yellow) spawns @ 3 o'clock, Muse(blue) spawns at 9.
Muse starts off with a gas before rax indicating some sort of fast tech, while Sheep goes for a one gateway core.
Following up, Muse then proxies a factory below sheep's base and uses it to scout the entirety of Sheep's base.
Noting a robo facility and the lack of gateways, Muse drops 2 starports with techlabs, followed by 2 addtional raxes and walls himself off, while Sheep drops a nexus at his expansion, followed by a robotics. Attempts to scout into the interior of muse's base were scared off by the bunker at the ramp.
Timing push no doubt You were doomed ever since you warped into this world, nexus.
Upon getting 16 marines, 3 banshees, and a raven, Muse decides its time to push out.
Inc semi-allin
However, Sheep decides to engage muse's push within the proximity of the PDD. He loses the majority of his zealots before retreating.
You may have uber forcefields, but I have OP PDD
This allows muse to push into the natural expansion, and also allows him to do the following:
Ramp Manner fac: Terran version of forcefield No way in hell you're getting outta there
Even with a colossus out, sheep could do nothing against the muse's growing banshee count and eventually ggs out of the game.
Muse – Great timing attack executed just before sheep's observer got his base.
Sheep – He clearly expected a timing push of some sort that consisted of marauders and marines, but just got the unit composition wrong. Other than his costly decision to engage near the PDD, his decision to chose to tech to colossus fast with a low gateway count also cost him the game.
Sheep(yellow) spawns at 2, muse(blue) spawns at 8. Cross positions.
Both players scout each other, but for some reason, both scouts decide to leave early. GGMuse misses a chrono boost on the core, while sheep misses the tech lab addon constructed immediately after the barracks finishes.
Sheep's intentions are revealed as he adds 3 gateways behind his gas and a pylon outside his opponent's base.
The feared 4 gate
Meanwhile, muse has concussive shells researched, and moves out with 3 marauders to apply some pressure at sheep's base, while sheep moves all of his forces to the pylon.
Both forces completely miss each other as they move.
Sidestepping. What?
The next part is the defining moment between the 2 players. Muse pulls ALL his scvs to deal with the 4 gate, while sheep pulls half his probes and warps in a zealot at his base to deal with the 3 marauders.
Crisis mode
3 marauders? It's ok, probes+zeal>marauders without micro.
This allows muse to force the protoss army out of his ramp, and reinforce his defense with additional bunkers.Sheep, unable to support his 4 gate thanks to the 3 marauders destroying probes in his base, taps out.
GGMuse was simply better at adapting to such crisis mode situations. Sheep on the other hand, underestimated the damage that 3 marauders with shells could do, and responded poorly to them.
Last edited by HDPhoenix; Fri, 31st-Dec-2010 at 6:39 PM.
Sweet spawns at the top, Nirvana spawns at the bottom.
Sweet does an unusual 15 hatch before pool - he plants it in his base upon seeing nirvana's probe heading to his natural.
The power of a probe
Nirvana goes for the 1 gate core to fast expansion, while sweet gets his natural expansion slightly faster than nirvana. After they finish, nirvana pops 2 stargates pumping void rays while sweet gets his lair and a roach warren.
Nirvana's void rays assigned to harassment duty. They do little damage
In the midst of this, sweet morphs 2 overseers for some reason.
So I heard void rays are better than banshees.
Sweet then expands to his third base. Nirvana spots it, and moves his army to the center of the map, where he catches a few roaches with force field before backing up.
Yay Jungle basin
The tension is broken yet again when nirvana attacks sweet's 3rd. Sweet splits up his forces into 2 halves, signaling a flanking maneuver.
Zerg flanks are awesome.
However, the flanking is made void by forcefields. Meanwhile, Nirvana's 3rd base is already set up and ready to go.
The power of a protoss death ball. Expand while attacking - a trait of BW players
The rest of the game is all about sweet's third base getting destroyed time and again. Sweet, realizing that he is behind, makes a futile attack at nirvana's third(by futile i mean a forcefielded ramp), but is caught in a bad position and wiped out.
Sweet - Perhaps it was the map, perhaps it was the name of nirvana that spurred him to do such a weird build on this map. In any case, he was clearly outplayed.
Nirvana - Props to him for playing a great defensive macro game - and great forcefields.
Sweet(green) spawns at the 6, Nirvana(red) spawns at 12.
Sweet starts off with a 9 pool, while nirvana goes for a forge first fast expand. Sweet's zerglings are able to get into nirvana's base before the cannons warp in.
9 pool > fe?
The lings are able to kill off a grand total of 2 probes before being surrounded by probes. Both players take their expansion, and sweet, clearly influenced by the first game, makes an evo chamber and adds a spore crawler in each base for defense against suspected protoss air, and then adds a spire. Nirvana, however, goes for a gateway explosion.
Mass gateway build 3 queens, 2 spores. Overkill against air.
Nirvana had earlier built a pylon at the left. He warps in some gateway units, and in a daring attempt, bypasses sweet's spine crawler defence and marches past the unguarded ramp into the heart of the zerg base.
When you see that, it feels like you auto lose.
Mutalisks arrive to save the day, but at the cost of a few drones and lost mining time.
When you see that, it feels like you auto lose.
Sweet's mutalisks destroy the pylon at the left and head to harass Nirvana's base. However, Nirvana is already well prepared for this with cannons near his mineral line. Additionally, he gets a twilight council for blink. The mutalisks kill only a few probes before they are forced to leave.
Well prepared.
In the meantime, Sweet gets his third base up. Nirvana then decides to push with all his stalkers. They promptly take out Sweet's third base, then head back to join up with 4 sentries, and destroy a small zerg force consisting of mutalisks and zerglings. Sweet ggs.
Sweet - Mindfucked and wrestled into submission by nirvana. Even when it was pretty obvious that nirvana had 0 air, he went ahead and built spore crawlers at his third base. It didn't help that he overdroned and had little to defend nirvana's initial and final push.
Nirvana - Nothing spectacular and just played straight up, made the necessary defenses and won.
Last edited by HDPhoenix; Mon, 3rd-Jan-2011 at 1:39 AM.
Lower Bracket Semi-Finals - aLtnirvAnA(P) vs GGMuse(T) - Game 1 Xel'Naga Caverns
Nirvana(red) spawns at the top, Muse(blue) spawns at the bottom.
At the start of the game, Nirvana sends his probe out, indicating his intention for a proxy gate. The proxy gate is however, spotted by muse as his scv scouts around his base. Muse immediately sends out 5 scvs to try and destroy the gateway as nirvana puts up a second gateway.
One gateway too many?
Fortunately, the first gateway is destroyed and the second gateway cancelled. Nirvana puts up 3 gateways in his main base, and those prove to be useful in holding off the counter-pressure of 3 marines from muse.
Recovering from failed 2gate proxy, Nirvana-style
Meanwhile, back in Muse land, muse puts up 2 more raxes, 2 starports and walls his front with a bunker. Nirvana is unable to scout any of those.
Does this look familiar?
Muse then decides to push out with banshees, many marines, a raven and some scvs.
Does this look familiar again?
Both forces engage at the outskirts of nirvana's base. Unlike his clanmate, nirvana wisely decides to pull back as soon as the PDD comes out. Muse uses this opportunity to take out Nirvana's expansion.
In a moment of mismicro, Nirvana loses 2(all) sentries to banshees. This allows muse to push up nirvana's ramp and take the game despite nirvana's 2 colossus.
Muse - The same one base timing push that took sheep out. Well played.
Nirvana - Nirvana played well and taught us how to recover from a failed proxy, but still had no answer to Muse's timing push.
Lower Bracket Semi-Finals - aLtnirvAnA(P) vs GGMuse(T) - Game 2 Lost Temple
Nirvana(red) spawns at 6, Muse(blue) spawns at 3.
Muse starts off with a 1 rax orbital, while nirvana goes for a 1 gate core. Perhaps wanting to force Muse off his banshee marine raven timing push, he steals one of muse's gases.
Gas steal, BW style.
Muse sends a marine and 2 scvs to destroy the assimilator. Muse then hides a factory at the back of his base, following up with an armory. Nirvana applies some pressure at Muse's front, but is unable to glean any information. He hides a stargate and gets a robo.
Is that what I think it is? Nirvana was known for his phoenix play during the beta days of sc2.
Nirvana eventually spots the thor with his phoenixes, prompting Nirvana to get some void rays. Muse then pushes out with 2 thors, some marines and a handful of scvs.
Thor timing push
Both forces engage at the top of nirvana's ramp. Nirvana focuses his fire on the thors, and pulls all his probes to help. Unfortunately, Muse takes this opportunity to snipe the void rays with his marines.
Thor is here!
Muse also reveals his other trump card: the 250mm strike cannon. It 1-shots the immortals being pumped from the robo.
Muse - His decision making was top notch. If anything, GGMuse definitely sealed his place as a solid one-base terran player. He was visibly happy when he took this set against Nirvana.
Nirvana - This guy did everything what he could, but the minor mistakes are what cost him the game. Better luck next time.
KOIS BubbleTea! Oxygen so full of it.. too much pearl to handle? Let's see you handle your Zerg HGHx!
Standard opening and wall off by Oxygen~
"I SEE YOU!" -Overlord
While that happens, in Zerg land, HGHx open a fast expo at 14!
Typical early drone harass by HGHx..
"Dun disturb my friend!" -SCV
A gas steal from HGHx.. good move there since it delays banshee and other gas heavy techs!
"I steal you!" - snared the drone (he's pissed after being poke by fusion cutter!)
6 Zerglings running towards Oxygen's base! (Yesh.. Zergling runs not crawl nor walk!)
Oxygen opening with a reactor factory and a tech lab rax!
"Light it up!!!!" - Hellion
Just as the Zerglings reaches the door of Oxygen, Hellions is cooking Zerglings for dinner!
*note - At this point the zerglings doesn't have speed upgrade and once the hellions are out, they are as good as toasted chicken~ opps i meant zerglings...
Seeing the Hellions, HGHx quickly drops spine crawlers one at Main and one at the expo~
After the hellion harass, time to harass AIR!
"You delayed the banshees but u can't delay me!" - Vikings spawning 2 at a time due to the reactor swap with the factory!
More toasted drones for the main course!
(*note - At this point HGHx is really behind Oxygen in terms of worker count.. HGHx is in real bad shape given that he doesn't have any roaches to deal with the fast hellions)
"pew pew pew" - Viking
(*note - HGHx's overlords being sniped down by Oxygen's Vikings!)
After being sniped off so many Overlords, HGHx could only spend larvae on spawing more overlords..
and with more OVERLORDS, COMES MORE VIKINGS!
Oxygen doesn't just snipe overlords.. He flew the vikings over to the expo and harass the drones there too!
"Just when air is a pain to deal with.. Deal with my crash landings!" - PCV (Party Crashing Vikings)
HGHx doing a poke at Oxygen door steps and is only greeted by more Hellions and the MMM ball!
The death ball flew into Zerg land... smashing.. crashing.. crushing anything that stands in their way!
"No.. -.- i dun mean literally! since when any units in terran use smash, crash and crush! they only do the PEW PEW thingy!" - Zeion
And with that, HGHx taps out giving Oxygen his first win!
Last edited by Zeion; Wed, 5th-Jan-2011 at 1:04 AM.
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