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WNS Week 6: vVv vs Quantic

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This week brings vVv's first loss in WNS at the hands of DarkCell, of Quantic Gaming. These games showcase some strong ZvT, winning against Ruff's Cheese, Murder's macro-based play and NGry's timing based play. DarkCell also wins a close ZvP, coming back from having his third base killed for free.

Replays can be found here.

Game 1: vVvMurder(T) vs Agh(P) on Tal'Darim Altar

Murder opens with a gasless 1 rax expand, into a very atypical 3 rax into 3rd command center. Agh opens with a more standard 1 gate expansion, quickly adding 2 more gates for pressure and a robotics facility. Both players macro up from here, murder teching up to starport and taking his third on the low ground, Agh teching to DTs and taking the natural third base.

Both players drop simultaneously, murder dropping a medivac full of marines and marauders into Agh's base, which does little damage, Agh warping in DTs into Murder's base, killing a few SCVs and add-ons before Murder cleans up the DTs. Murder loads up four medivacs after dealing with the DTs, dropping Agh's main while also sending the rest of his units to Agh's natural. Agh sees the units coming from the front, and only breaks off a small number of zealots and stalkers to deal with the drop. These units get crushed with relatively few losses for murder, and having no form of AoE, the rest of Agh's gateway army gets picked apart by the split attack.

Dealing with Terran's split attacks as protoss is quite unforgiving, since small numbers of gateway units are incredibly inefficient against infantry and medivac armies. Agh should have sent far more units back into his main to deal with the four medivac drop.

Game 2: Murder(T) vs DarkCell(Z) on Metalopolis

In this game, Murder opens with a 1 rax CC into 4 rax with fast combat shields. DarkCell begins with a hatchery first, following by a very late gas and a fast third queen, droning incredibly hard. Murder scouts with an early reaper, and pushes out to attack DarkCell with a handful of marines as combat shields completes. DarkCell has a perfect defense, though, with 4 queens and 2 spine crawlers. Posturing aggressively with his marines and reapers, Murder forgets to build a supply depot, and is supply blocked at 46 supply for nearly a minute, followed by another lengthy supply block at 56. Coupled with DarkCell's bold drone production, this leaves DarkCell with a 17 worker advantage, while still producing lings in time to deal with Murder's attack.

DarkCell takes a third base while Murder techs to starport. Murder beings a third CC while dropping DarkCell's main. The drop is dealt with effectively, but after securing his third base, Murder returns with two medivacs dropped behind DarkCell's mineral line and a tank/marine push at the front. Murder's dropped marines sit safely behind a spire and baneling nest, killing several lings and drones, but is eventually clean up along with the entire push due to DarkCell's massive number of lings and banelings.

Murder continues macroing while attempting to drop DarkCell's main and picking off stray lings and banelings on the map, but DarkCell's macro is phenomenal. Every time Murder pushes out, his units are flanked and slaughtered by a nearly maxed army of lings and banelings. After losing two huge armies this way, Murder's main and natural are both mined out, and he ggs.

Murder's massive supply block during his initial push cost him a lot. DarkCell droned very greedily, but went unpunished because of the supply block. With an additional round of marines, Murder could have probably killed the spine crawler on the right side of DarkCell's natural and gotten behind the minerals to kill drones and delay mining. Going into the midgame with such a huge harvester disadvantage is almost always going to lead to a loss.

Game 3: NGry(T) vs DarkCell(Z) on Shattered Temple

NGry opens with 2 rax; DarkCell again opening with hatch first and a late gas. NGry's first push kills four lings and forces ten more on top of that, while losing no marines. NGry expands behind this pressure, setting him up for a strong mid-game. NGry adds a third command center quickly while producing marines from four barracks. DarkCell, on the other hand, produces mass ling/baneling, staying on two base for a very long time.

NGry sees no ling/baneling aggression, so moves out to attack what would be DarkCell's third base. Unfortunately for him, DarkCell has not taken a third, and counters with a huge number of lings, ripping through NGry's natural and into his main. Meanwhile, NGry's army takes out two rocks before getting to DarkCell's base, where he is greeted by several banelings.

NGry's opening was solid, but his mid-game plan was abused well by DarkCell. NGry often pushes at the time most zerg players will take their third, but since DarkCell stayed on two bases, he has a larger army than usual, and crushed NGry. With the extremely early third Orbital, NGry could have afforded to scan to check for the third base, but opted for greedy instead.

Game 4: Ruff(T) vs DarkCell(Z) on Testbug

Ruff opens with three barracks at his expansion, aiming to put a ton of pressure on DarkCell early. However, DarkCell opted this game for a speedling expand, and when Ruff's initial marines reach DarkCell's base, DarkCell surrounds them, stopping the rush cold.

At this point, DarkCell's hatchery has not yet completed at his expansion, so he cancels it and builds a baneling nest, to end the game more quickly. This is a mistake, as it gives ruff a chance of winning the game, but DarkCell's bust is successful, and ruff resigns.

Ruff's initial push was not executed well. He pushed with his marines out in the open rather than staying against the wall or behind the minerals, where they may have done better against the zerglings.

Game 5: Time(P) vs DarkCell(Z) on Shakuras Plateau

DarkCell opens speedling expand, while I open 2 gate FE. I am able to sneak a probe into DarkCell's base, seeing an early roach warren. DarkCell sneaks some lings into my main, seeing nothing but two gateways. Using hallucination, I scout DarkCell taking a quick third with very few units, and push with +1 attack and blink, killing the hatchery for free, as DarkCell has very few units and can do nothing to stop my army.

During the attack, I built a third base and began teching to colossi. DarkCell begins burrow, roach speed, his third, and quickly after his fourth base. Once I have finished colossus range and my third colossus, I push again while taking my fourth. Due to poor scouting, I engage DarkCell's army out in the open, and his banelings evaporate all of the zealots and sentries quickly, leaving the roaches to deal with the colossi and remaining stalkers quite well.

DarkCell adds infestors, while I tech to templar and void rays. DarkCell uses lings to take out the fourth base while dropping roaches in the main, turning the game back in his favor. I push again once I approach maxed, and successfully take out DarkCell's natural and most of his army. However, DarkCell continues to abuse burrow to kill buildings in the main and at my fourth, crippling my economy. With reinforcements, DarkCell cleans up the rest of my army, and with constant harass, prevents me from being able to deal with increasing infestor numbers, which continue to neural and spam infested terrans, winning the game.

Despite gaining a large lead in the early game by taking DarkCell's third out for free, I lose this game with poor army control, losing the first push due to poor positioning, and later due to allowing banelings to blow up all my high templar before using any storms.

Congrats to DarkCell for the all-kill!

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Very good assessment and analysis, Time - especially when you had to assess your own match. Storm kill cost you. We live and we learn - yet - only to achieve higher success in entertaining, educating and dominating.

Well done, Quantic.

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