MvP (MLG vs Proleague) Day Four

A round up of all the Starcraft II action from the fourth day of competition

Series III - Sasquatch Z vs Sos P
Game  I
After a disappointing showing on day three, Sos needs to reclaim these two games from Sasquatch to climb the very competitive Proleague division for a chance to advance.

Sasquatch wastes no time and throws a six pool right off the bat.
Sos luckily opens a forge first rather than the more commonly seen nexus.
With the faster forge, Sos already has his cannon coming, due to a scouting probe finding the six pool, and pulls probes in order to defend.
Sos has a great defence, not allowing any lings into his main with great probe micro.
He lost a lot of mining time but when the dust settles Sos has a great probe lead and is able to stabilize.
With order restored, Sos takes a Stargate and Sasquatch adds a lair and infestation pit.
The phoenixes deal zero damage, but they scout out the third base from the zerg and prompt Sos to take his own third base and techs to colossus.
At 16 minutes, Sos pushes with a scary force of four colossi and a stalker army that is a standard anti-greater spire timing.
Sasquatch however isn’t going for greater spire, he is moving into the more modern ultralisk baneling style.
Soz takes down both the third and fourth of Sasquatch but has to fall back with full energy infestors and banelings on creep.
Sasquatch takes full map control as Sos cannot engage the army and cannot create high templars due to his race to max with colossus-stalker composition.
Both players just sit back and try to harass with small groups of units as they get their perfect unit composition.
Sasquatch trades all of his ground units for a higher brood lord-corrupter count and Sos trades all his stalkers for a higher archon-void ray count.
Neither play wants to force the engagement as Sasquatch hasn’t got a bank to replenish his army and Sos can’t replenish his army as fast as the zerg even though he has a greater bank.
34 minutes of the game sees the first major engagement, the archon toilets deal zero damage as the infested terran swarm cleans up the archons in merge seconds, but Sasquatch has no answer for the void rays.
With the void rays taking down the corrupters and the colossus dealing with the infested terrans Sasquatch has no anti-air.
With his lack of gas, Sasquatch is unable to replenish his quality army and can only rebuild an army of zerglings.
Sasquatch tries all he can with his army of zerglings but its not enough, GG.


Game II
Sos redeems himself in the first game versus the NA zerg Sasquatch, can he double it up on Cloud Kingdom?

Both players take the moral metagame high ground this map with no early game changes.
Sos takes a fast twilight council that moves into +2 blink while Sasquatch takes the standard zergling speed, +1 missile attack and drones until the pressure comes.
Sasquatch scouts the forward pylon from Sos but is only able to take down the probe before an initial warp in comes.
Sos hits the third base of the zerg at nine minutes but unfortunately the zerg is supply blocked and is forced to pull drones before +2 has even finished for the protoss.
Sasquatch is up by only ten supply that is a massive deficit for a zerg at this point of the game.
Sos abuses his better production by not fully committing to the attack just taking down spine crawlers, drones and queens while maintaining a constantly increasing army.
Eleven minutes has Sasquatch abandoning his third expansion as he loses all his army.
With no answer to the army, Sasquatch GGs.

Screenshot

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