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News 1 History Manifesto7, June 09 Challenge League Losers Final Groups C+D Match 1: Group C, Yooi vs Jinsu



Yooi had gotten to this point of the Challenge League by beating resident whipping boy MuMyung, while losing his second match to the strong looking Nal_Rock. He would be fighting for his place in the Duel League against Jinsu, who had arrived at this point via a loss against the same Nal_Rock, and a win against MuMyung. A lot was on the line for both players, so let’s get at it.



Game 1: Requiem



The crowd was split 50/50 on who would win this match, and Jinsu (@9) looked to get the upper hand early as he burst out of his base with six quick lings. Across the map at 3 o’clock, Yooi played it safe by making a bunker in his base next to his two barracks. Maybe wanting to make sure he didn’t suffer an early exit, Jinsu's early ling pressure forced Yooi to put up another bunker close to his gas, and it was not until his marine count got higher that he could rid his base of those pests.



By this time Jinsu had taken his natural expansion and started on his lurkers. Yooi came across the map with his first marine and academy units, but he was unable to break though the zerg defense of sunkens and zerglings. Content with just containing the zerg until he got more units, Yooi started up on his factory and continued to send units to the front of Jinsu's natural. He then tried another frontal attack, but by this time Jinsu had several lurkers and he wrecked Yooi's marines, chasing them back to the east side of the map.



Both players took their naturals at this point, and Yooi again moved out, this time adding a vessel and a couple tanks to his medarine force. As he made his way across the top part of the map, Jinsu countered at Yooi’s expansion with a ling/lurker combo. He managed to halt mineral production, but didn’t remove his forces in time and got crushed by Yooi’s returning troops. Dropping a medarine force to kill Jinsu’s new 11 o'clock expansion, Yooi set out again to contain the zerg, but was forced back yet again by Jinsu’s lurker/ling combo. Although he managed to play some cute dropship games at Jinsu’s natural and main, Yooi was really unable to secure a push against the zerg, as Jinsu kept at him with lurkers and zerglings. From this point on, the game was very back and forth across the map with both players hitting each other straight on. In the end, however, Jinsu could not produce enough, as his expansions were limited. Yooi again formed up a large marine/tank/vessel force, and this time avoiding any flanking action, ran over Jinsu’s main.



Yooi > Jinsu 1:0



Jinsu stuck with his lurker/ling idea far too long, and his lack of imagination really cost him this game. Yooi didn’t do anything special this game, but Jinsu played in a manner where it didn’t matter.



Game 2: Nostalgia



Yooi (@7) opened this game with a 2 rax ebay combo for fast upgrades. Jinsu (@11) started with a typical 12 hatch 11 pool combo, but surprised the observers by placing a hatchery in the corner of the 5 o’clock main, away from the gas or minerals at the base. His plan quickly became clear as he teched to lurkers, and began making them at this hidden hatchery while relying on sunkens at his natural for defense there. This was all well and fine, except that his sunkens were too close to his bridges, and Yooi’s first force took the land bridge from 12 to 11, avoided the sunkens, and parked himself behind the minerals at the zerg natural, forcing Jinsu to run his drones.



Jinsu made up for this slip quickly, sending his now ready lurkers from his hidden hatch over to Yooi’s ramp, forcing him to cancel his CC and run his troops back up his ramp. This containment would hold for an extended period, as Jinsu delayed Yooi from sending reinforcements to his initial group or from expanding. This was Jinsu’s chance to take some of the map and get his economy in gear, something he hadn’t done in the first game. Unfortunately, Yooi’s first group of 6 rines and a couple bats/meds were a rugged group, and Jinsu spent massive troops trying to kill them as Yooi used cliffs and bottlenecks to his advantage. By the time Jinsu killed this small force (at a loss of at least dozen lings and three lurks… I'm not kidding), Yooi was able to break out of Jinsu’s containment, take his expansion, and move into the map with a huge medarine and tank force. Jinsu tried to surprise Yooi, and attacked him with some lurker/ling as Yooi came down his ramp, and had moderate success by splitting the Terran force in half. It really didn’t slow down Yooi that much, however, as he had been simply massing in his base for the past several minutes.



Yooi then went to 1 o’clock, where Jinsu had just spawned a hatchery, and destroyed it with no resistance because Jinsu was waiting for his defilers. Yooi then headed down to 5 o’clock, where Jinsu had decided to expand to compliment his hidden hatchery. Jinsu knew he couldn’t afford to lose this expansion, so he hit Yooi with a defiler/lurker/ling army. Unfortunately, he waited until Yooi was up into the base, and the lings he tried to send up the ramp got splattered before he could put up a single swarm.



From this point on, Jinsu really had no chance. The game continued for several more minutes as Jinsu tried to take out a couple terran expansions, but really he had done little to no damage to the terran base. The game ended when Yooi wiped out Jinsu’s natural expansion with about 70 MM.



Yooi > Jinsu 2:0



Man, Jinsu looked like shit these two games. He was unable to keep his units alive in either game. Masses of lurkers and zerglings (virtually the only things he made) died in spectacular fashion. I would like to say that Yooi played really well, but he was never really in jeopardy in either game. Jinsu looked very outdated, and when they switched to his FP mode in the second game, he was barely moving. His face said it all, he played like shit and he knew it.



Match 2: Group D, Sasin)Child aka [Soul]Child vs Eji



These two vinyl cloaked warriors set the stage for the second matchup of the night. Eji beat Mingu to get a rematch against Sasin, the player that beat him in the previous round. Sasin fell to Boxer in his second game, making Eji a happy guy not to have to face the Emperor. Could he bounce back from a first round loss to this same zerg?



Game 1: Mercury



Eji (@8) went forge first at his natural, putting up three cannon in preparation for a fast nexus. Child, who had nine pooled from the 5 o’clock spot, managed to get a few zerglings by Eji's cannons (which had horrible placement btw, no attempt was made to impede the path of any units), and they took down a few probes until they were chased off by a cannon. Seeing this fast expansion, Child dropped two hatcheries at his natural as well as two evo chambers for double zergling upgrades. He spent some time massing lings, and when Eji moved out with 5 ranged goons and 6 speedy zealots, he swarmed the protoss army with 30 1/1 lings and killed every last unit. Using this advantage, Child expanded to both 4 o’clock and the bottom mid expansion and attacked the bridges of Eji. Two lurkers and about 25 lings poured across, taking down the cannons and gateways at the expo. Eji held on to his nexus only by defending with his probes and a timely archon, and if Child had sent any reinforcements, the game would have been over.



Eji's play to this point had been pretty disappointing, and that continued as a shuttle headed towards the zerg natural, not with high templars, but with 4 zealots. After he lost his shuttle to scourge, he moved out his zealot archon army to secure the mid west expansion. After successfully defending against a zerg attack, Eji looked to be recovering from an early disadvantage, but Child was relentless, repeatedly mass dropping the protoss main. Again and again Eji was forced to defend and rebuild his gates, and with limited means of production, it was only a matter of time until Child, who now had the map, would run him over. The end came with a two prong attack from Child, dropping the protoss main and attacking the Midwest expansion at the same time. With his defense spread too thin, Eji was forced to concede.



[SouL]Child > Eji 1:0



Child came to play this first game, but Eji did him a favour and shot himself in the foot early. Honestly, those early cannons were horrible. He definitely had some work to do to catch up in the series.



Game 2: Requiem



Like a mirror of game 1, Eji started with a forge above his ramp at 3 o’clock, looking for the early nexus, while Child again went pool/gas from across the map at 9. Child hadn’t scouted where Eji was, so his initial lings took a moment to find him, which allowed Eji’s cannons time to get settled. With much better placement this game, Eji was able to take his expansion quickly, while Child took the expo at 11, just in from the corner.



Eji decided on a zeal goon obs combo to start, but once he moved out from his natural to clear the path from Childs early lurker containment Child dropped a couple lurkers with eight lings inside the protoss main. Although he had some time, Child could only kill a few probes before he lost his troops to cannons. Eji took this chance to walk into the zerg main with his goons and zeals, taking down the den and spire of Child as well as killing some drones. Only with his final force of mutas was Child able to kill this army, but Eji had been preparing for them with 2 stargate corsairs. After killing all of Childs mutas with his sairs, and leaving him virtually barren of units, Eji sat his army in place and did nothing for the next five minutes. It was only when Child was about to come back with another muta force did Eji get busy and finish him off.



Eji > [SouL]Child 1:1



If the ending sounds brief, it’s because this game dragged on ten minutes longer than it should have. Despite having the game won, Eji was too timid in finishing off Child, although some of this was in part to Child. Unlike Jinsu in the matches before, this guy kept fighting, dropping, harassing and hanging on until the end.



Game 3: Namja Iyaga



At 7 o’clock, for the first time, Child went for a hatchery at his natural before his pool. Over at 11, Eji didn’t go for the forge this time, he went straight for the nexus right away. Following this was a forge for defense, which allowed for cannons just in time to defend against some early lings. With this expansion secure, Eji put down a plethora of tech buildings, including a citadel, robo facility + support bay, a stargate and a templar archives. Child had gotten a spire by this point, and was free to rape inside the protoss main, because there were no cannons or units there. Probes popped like kernels, and all those pricey tech buildings went down. Game over right? Kind of.



Eji tried to take some of the corner expansions and managed to fight off the mutas with 2 stargate corsairs. Child for his part mined out the whole map, but for some reason he would not attack Eji’s natural turned main. Eji eventually managed to work up to four or five carriers while Child had 3/3 air units all over the map. Twenty minutes after killing the protoss main, Child finally ended it with defiler/ling.



[SouL]Child > Eji 2:1



Painful painful game. Like the last game, although I have the notes for the whole game, I spared you from reading about a lot of boring StarCraft. Child had Eji beat once he killed his main base (repeatedly I might add), but he decided to go all air to win, when all he had to do was switch to hydras to win the game ten minutes in. Instead he spent forty five minutes mining out the map, almost letting Eji back into it with his 2 gas carriers.



Next week is the final losers matches, featuring games by Freshen, Cloud, newcomer Legend, and Midas aka Ddang.



Cheers,

Mani

Comments (19) ToKoreaWithLove, June 09 Ongamenet SKY Proleague LIVE reports 09/06/04 Another round in the ongoing SKY league was played today. This is how it went;



Round 1 : KoR vs Samsung Khan

Khan lineup: Siva, SHinya, SaferZerg, Doggi.

KoR lineup: Side, Max, Cloud, Zeus





Game 1 : SidE(z)/Qoo)Max(P) vs Siva(z)/Shinya(rT) on Vertigo Plus



A short, very action filled game. SidE(z@5) and his partner Max(p@7) went for the customary ling/zealot combo, and even tried a quick off cannon on the terran-playing Shinya(@2). No use for that; Shinya differed from the standard turtle -> m&m; path and broke out with a hard marine/scv rush. Looked like he was going to do some major damage, but it broke into a large fight in the middle, where everybody ended up about equally.



From there on it was an insane lot of small fight everywhere, way too many for me to describe here or for the announcers to follow on screen. To make the game desription short; nobody could get any real advantage and the battle went back and forth untill Siva got a few muta in the air before anybody else had something usefull. SidE was the natural target, and upon seing the mutalisks, both SidE and Max bowed out.



Score : 1-0 Khan





Game 2 : Saferzerg (Khan) vs [Oops]Cloud (KoR) on XenoSky



Saferzerg has not been one of the greates zergs in our time - despite him trying to prove otherwise by using the id "GreatestZerg". Furthermore, we should all pile up a huge stack of hate on him, since he eliminated our belowed Nazgûl from the challenge league way back then. No worries; Cloud is a rising star, taking down way superior players left and right lately. Heck, they even dubbed him the "Giant Killer" down there.



XenoSKy, also known as Legacy of Char for those few uninformed of you, was THE partyzone for zerg users, at least untill that Boxer guy took care of things with his fast expand strat.



Ah well, no Boxer here today. Safer(z@4) opens solid with a 12/12 then 3rd hatch before gas build, taking his free expansion right away. Cloud(t@2), opens 1 rax into 2 fac vultures. Not the best strat, imho. If he could hide it from zerg, it might work, but safer is on to it with a scouting lord, and no way any decent zerg will lose anything to that..



Safer proves me wrong as he somehow manges to lose 10+ drones, a buttload of zerglings and tons of mining time to the few vultures from Cloud, Finally fends it off with some hydra, but his game plan is now way open for Cloud to counter and terran switches to 3 fac metal with an exp. Safer tries to get back the element of surprise with a quick switch to spire.



Cloud is no dummy tho, and has enough turrets to hold the quick muta attack. Also gears things up with a few valkyries in the air. Safer takes his mineral only and goes mass hydra, while Cloud floats a cc to his island. Terran is now sporting a nice group of tanks with valks support, while Safer has mainly hydra working for him.



Safer tries to harass Cloud's island from below, while also puting a few hydra to harass Coud's now operating natural. Cloud counters right back with his growing number of siege tanks, and destroys Safer's natural with a quick turbo-newbie. No worries, Safer has the whole 7 main running for him, and hive is finished. No hive tech visible yet, tho.



In a sweet move, Cloud drops 6 tanks right inside Safer's main! Safer fights it off, but lost a LOT of hydras and all his air to the annoying valks. Zerg answers right back with his own drop, taking out Cloud's island expand. Cloud is being mass annoying with his drops, now dropping Safer's 7 main with like 10 tanks, and backing up the tanks with his ever-present valks. He also moves out with a mass of tanks and a few m&m; from his main, and sieges up in the middle.



Safer has finally gone into ultra mode, but is way behind on numbers and can't even kill Cloud's fewer tanks down at 7. Being hammered by a massive tank army and having no means to defend himself, SaferZerg offers gg and leaves.



Cloud reads safer like an open book and kept control from beginning to end. Safer needs some serious practice with real players soon.



Score : 1-1





Game 3 : Doggi(t) vs Zeus(p) on Nostalgia



Okai, stop laughting. STOP, damn it! How can you say Doggi has no chance? The fact that Zeus HUMILIATED him in the last Gilette round? The fact that Nostalgia sports an 16-8 PvT record? The fact that Doggi is the lowest part of the progaming food chain, while Zeus is on the very top and such a master of the PvT matchup that some people favor him over oov next OSL round? Ah well - you are all right. Keep laughting.



At least its looking better this time. Both opens standard builds into fast expands, with Zeus(@11) getting a late facility for some reaver action. Doggi(@5) adds facs for increased production, while Zeus speeds up his shuttle and goes on the scv hunt - with DUAL reavers. Doggi is playing way to solid for that tho, and Zeus only kills a few scv. Still looking ahead, now with speed zealots and a mass of goons. Doggi tries some vulture harass, but is handily fought off by Zeus' now massive army. Both players are taking their gas narurals, but Doggi is forced to lift from that annoying last reaver. Also loses his transfered scvs to ONE scarab. Hero scarab!



A big battle takes place outside the terran choke, where Doggi has set up his forces in the classice push fashion. No matter to Zeus, he is massively ahead and his army takes care of Doggi's without much trouble. Also kills the terran gas nat and takes more expands for himself. Doggi looks down the drain now and knows it. Does his best to come back with another push and even does for a while - Zeus loses his zealots to gosu vulture micro and draws back.



Doggi now takes another gas (finally) but Zeus is ahead by miles now, and runs hallucinated zealots to draw mines. Doggi again holds, and even pushes against Zeus' expand! Zeus just BARELY holds - but reinforcements from Doggi beats back the protoss tide and razes his expand! Oh man, did Zeus get a little too funny early on?



Could look like it, Doggi also handily eliminates every sigle probe from the 9 protoss expand, while pushing another strong tank group against the protoss-infested 2 main. If he can raze that, his comeback will be complete.



But no, Zeus realized he toyed with the mouse a tad too long, and finally brings things to and end with a lone carrier and a quick strike against Doggi's only running expand. Doggi's main force was occupied elsewhere, but with no money coming in he is eliminated and bows out.



Zeus is clearly way above Doggi in skill level, and the game was his right away. Got a bit carried away with funny stuff, but finished nicely in the end.



KoR wins 2-1







Round 2 : KTF vs Plus

KTF Lineup: Yellow, Reach, Oddysay, CHojja

Plus Lineup: MuMyung, AnyTime, Pusan, donGrae



Game 1 : Yellow/Reach vs MuMyung/AnyTime(P) on The Huntress



Yellow/Reach has proven a good 2v2 team in SKY - they ran into a wall vs HOT/Autumn like everybody else, but then who did not.



Yellow(@7) starts away from everybody, while Reach(@11) warps in right above AnyTime(@9). MuMyung is also getting some rest over at 3. Both zergs open standard 9 pool gas -> speedling builds, while tosses back things up from 3 gates.



Mumyung figured he made a good deal when he got 3 of Reach's zealots from free early on, but Yellow does not agree and runs his lings into MuMyung's undefended base. Not much in terms of damage, tho. A quick race for elimination follows, with the combined Plus team hitting Yellow and getting his pool, and Reach countering MyMung, but his partner AnyTime saves his ass.



Talking about AnyTime; he has somehow found moneys to tech to speedlots, while also maintaining the strongest standing zealot force - how did he do THAT? He defends the rebuilding MuMyung, his base and teches at the same time. KTf manages to hit on MuMyung again, but this AnyTime figure is running things here and saves him again.



All well and impressive, but it can only last that long. With Yellow back in the game and MuMyung missing a pool and basicly observing, Reach and Yellow ends up overpowering everything with a mass of basic units and winning the game. Impressive show from the unknown AnyTime, and the usual sub-par performance from MuMyung*.



*If anyone thinks I'm to hard on MuMyung; it is not my choice. As one of menrea's minions it is my written duty to look down on MuMyung and make him look the worst possible at every turn. Not as hard as it sounds; he usually does most of the work himself.



Score : 1-0 KTF







Game 2 : ArtOfHan (Aka Oddysay) vs donGrae[SG](t) on Requiem



Yay! Oddysay is back! While he is still a bit away from my favorite player (I can't forget the 3-0 beating he gave our belowed Grrr in the GhemTV final), it is great to see him on the big stage again. For those of you who don't know; there was a big story with the KTF manager pouring hate on him for something stupid, and Oddysay had to leave progaming for some time. Oddysay also held the reputation for best TvT in the world during the NATE era, and if I'm picking a winner for this match I'm going with him.



Both opens rax on the main platau, familiar with the bunkering tricks used so frequently on this map. No such plays this time around. Oddysay(@6) looks like he might, but switches focus and does a quick bamboo-style vulture/mainre rush, and have me wondering what the HELL that is suposed to do? No mines, no speed, no anything - no use.



Grae (up@9) defends well with a tank and vulture, and has advantage right away! Our man in the field Oddysay is badly screwed, and Grae plants mines around Oddy's factories - also pushes with a lone tank. Oddysay tries to fight with workers, but loses many of them as mines kill the new tanks. Oddysay had enough and types out.



The inexperienced Grae takes a surprise win against the former best TvT in the world Oddysay. I got the feeling Oddysay wanted to show off; after all he has been off the screen for some time now. Unfortunately it came back and bit him in the ass.



Score : 1-1







Game 3 : Chojja vs Pusan on Gulliotine



The famous "cowboy zerg" Chojja has not been quite up to it after his two final attempts. For some weird reason, he never got his stuff together after the beating NaDa gave him back then. Still, I would bet on him to take the inexperienced Pusan in a head-to-head.



Pusan(@5) opens the standard forward cannon/gate into expand build, while Chojja(@11) shows a little orginality and goes 12 hatch @ choke and 12 pool. Takes his expand and gets gas. Pusan keeps tab on everything with his scouting probe, while also getting gas and tech to counter Chojja's morphing lair.



Chojja looks to be going quick lurkers, with a hydra den and a finished lair. Junwi's beating of leg comes to mind, where leg almost had the game, but Junwi just kept things down with lurker drops and harass. Well, back to this game; Pusan tries to set up defensive perimeter outside his wallin, but Chojja is there and stops it with lurkers and lings. Pusan tries to run by and attack the zerg main, but Chojja is well defended at home and Pusan is left with no reward.



Chojja now looks to go guardians right away, while Pusan breaks the lurker containment and secures his 2nd natural. Chojja goes on the offensive with a small muta/ling lurker force, but rethinks things and pulls back to make guardians. Pusan takes care of the guardians withour much of a hassle, but Chojja has now secured his 4th gas and ultras are imminent. Chojja plays very safe and defends his expansions agaist any form of harass.



And that pays; for he has a large ultra/ling army running amok in Pusan's expansion, all while Pusan is crunching numbers and thinking about what to do. Pusan has to rally his forces all the way from Chojja's expand, giving the cracklings plenty of time to raze the nexus. Pusan owns up the opposition and defeats the next group as well, but Chojja lives up to Yellow's nickname and has more on the way. Pusan, realizing he is in trouble, takes everything but local nexus ghost and does a last, desperate end-run against Chojja. But something tells me Chojja is lurking around our forums, as he beautifully ensnares Pusan's army mid-way, and flanks from two sides with even more ultras. Pusan wins the battle, but has almost nothing left and types out.



KTF > Plus 2-1! Surprise!



Liquibets for the next two rounds are up; go bet!



No SKY games scheduled for this saturday, anyone knows why? Comments (12) Arbiter[frolix], June 08 Gillette OSL Quarterfinals Below is the full schedule for the Gillette OSL quarterfinals, which start on Saturday, for those of you who may not have seen the posts on the tourney forum. It is a best of three format but the games will be played over three weeks. If any player wins the first two games in his match, the third scheduled game will not be played.



Reach may already have a psychological advantage over Nada in their match-up. According to information on OGN's website, a nervous Nada's head dropped to his chest when he discovered he was up against the protoss legend and OGN are making Reach the favourite to progress.

Meanwhile, OGN are, perhaps surprisingly, giving Zeus the edge in his match against Oov. The Ongamenet website cites map selection as the reason, although Zeus' strong anti-terran play and his exhibition match demolition of Oov just a few weeks ago may also have influenced their choice.

The other news from OGN is that Silent_Control is unwell. His matches against Kingdom will go ahead as scheduled but Kingdom must be the hot favourite, especially considering the imperious form he showed in the group stage.



Here is the schedule for the quarterfinals:



Saturday June 12



[Oops]Reach (Park Jeong Seok) v [Red]Nada (Lee Yoon Yeol) on Mercury

Kingdom (Park Yong Ook) v Silent_Control (Na Do Hyun) on Namja Iyagi

Zeus (Jeon Tae Gyu) v Iloveoov (Choi Yeon Seong) on Requiem

Xellos (Seo Ji Hoon) v JulyZerg (Park Seong Joon) on Nostalgia



Friday June 18



[Oops]Reach v [Red]Nada on Requiem

Kingdom v Silent_Control on Mercury

Zeus v Iloveoov on Nostalgia

Xellos v JulyZerg on Namja Iyagi



Friday June 25 (games to be played as required)



[Oops]Reach v [Red]Nada on Nostalgia

Kingdom v Silent_Control on Requiem

Zeus v Iloveoov on Namja Iyagi

Xellos v JulyZerg on Mercury Comments (32) ToKoreaWithLove, June 08 Ongamenet ProLeague results 050604 A quick overview of saturday's games - not because i'm lazy, but becuase the games was pretty one-sided affairs, and really not worth writing many pages about.



Round one : Soul vs Hanbit



Game 1 : HOT/Autumn vs TheWind/Ccoma on Vertigo Plus



The godfavored Hanbit 2v2 team was back on the stage, and everybody expected them to win this easy. Easy is just not the word; for in a sweet match that reminded me of every single one of ElkY's matches, HOT and Autumn somhow managed to edge out a win. This after throwing mass basic units at well-defended bases and choke points for an eternity, and nothing was really decided untill HOT got mutas in the air and razed TheWind's nexus.



Score : 1-0 Hanbit



Game 2 : Control vs ToeContinued(T) on XenoSky



A short match, really - or it should have been short. Control is known for his lethal TvT, and despite this Continue guy's "gosu wgt record", I'm not betting on him.



Control took charge right from the go and gathered up a few kills on his first vulture. Both took their expands, and Control continued the pressure with a siege of Continue's main (the classic setup below the cliff), and looked to be winning right away. His foe had no dropships, and it was just a matter of taking over the natural cliff.



Now here is where things get stupid. Copycat Control is so much of an oov fan that he ignores the clearly game-winning advantage and just goes insanely many wraiths. Like a seasoned veteran toying with a newbie; Control built wraiths from what must have been 10 ports, takes total map control and after what must have been half an hour finally forces Continue out of the game. Good show, but hardly needed.



Hanbit wins 2-0! (again)



Round two : SK T1 vs GO



Game 1 : Zerglee/Rainbow vs Rage/Oversky on The Huntress



In the standard mirror ling/zlot affair, SK T1 took early map control, and in a sweet move Rainbow walled in Oversky with cannons and zealots while Zerglee ran over Rage with mass lings. OverSky tried to steam the tide with a whole 8 sunkens, but was ultimately overrun.



Score : 1-0 SK T1



Game 2 : Boxer vs Midas on Requiem



Boxer has not been his lethal self as of late, losing virtually every game in the SKY tourney. Midas is one of the upcoming terrans we keep hearing about, and he recently beat Yellow himself.



But does Boxer care about upcomers? No way. Midas looked to get the better deal from the start when he got the bunker/tank setup right above lim's base. Sneaky Boxer delayed his dropship to float the port away from midas' eyes, but once he got it in gear - oh man. His two tanks, two goliaths and lone vulture took care of Midas' whole standing army, his mineral line and random bases structures. Midas had another base up and kept playing, but it was all over and Boxer emerged victorious a few minutes later.



SK T1 wins 2-0! Comments (11) Manifesto7, June 06 Liquibition 14: Legionnaire vs Ogogo Wooo!! New liquibition! After a bit of a hiatus, team liquid’s showpiece, liquibition, is back on track. In the last round, Legionnaire defended his title vs Ret. Because it had been a while since Leg had had to defend his title, a worthy challenger had to be found, and few are more worthy than the current WCG champion, Ogogo! The format for this Liquibition was a best of 5, winner take all.



Game 1: Nostalgia



And it’s on! Ogogo spawned at 11, and guessed well, sending his overlord down towards Legionnaire who had warped in south of him at 7 o’clock. Leg’s build was a gate/core build, working towards a stargate for corsairs, as well as adding a forge for +1 attack upgrades. Ogogo, who started with a typical 12 hatchery/11 pool build, veered from the normal course of things by quickly expanding to the 1 o’clock main once his initial zerglings had popped up. Things were looking up for Leg, as the delayed lair by Ogogo meant that his corsairs had a chance to do some damage. Unfortunately for him, Ogogo had quickly put up a spore colony, which helped limit his overlord losses early on.



Finding that his corsairs would not be effective early, Leg switched up his tactics, warping in a citadel for zealot speed while looking to secure his expansion. A scouting probe found Ogogo’s expansion at 1 o’clock, and started up a pylon to which a gateway was added once it was done. The first real action of the game started up when Legionnaire sent his first 4 zealots from his base to 1 o’clock. Ogogo did not have enough zerglings at that point to defend against the zealots, so he decided to counter into the protoss main, but achieved little. Leg made it up to 1, but two hastily made sunken colonies, as well as some freshly hatched lings managed to save the fledgling expansion.



During these early stages of the game, Ogogo had been content to try and establish his expansions, and he was now gearing up to lurkers, hoping to set up a containment of Leg’s base. Before they could be made, however, Leg again went to threaten 1 o’clock, sending seven zealots from his main, as well as having 4 made from his proxy gate that Ogogo didn’t know about. Again Leg ran through the middle into Ogogo’s lings, but again he was able to slaughter them with his speed and attack upgrades. Knowing that he did not have the mobile forces to save his expansion, Ogogo made sunken colonies out all but a few of his drones at 1 o’clock, ending up with seven sunkens just as Leg attacked. Leg destroyed a couple of the colonies, but as Ogogo brought fresh troops from home to corner the zealots, Leg was forced to retreat without killing the expansion in the face of mounting casualties.



This victory for Ogogo gave him the time he needed, as protoss was forced to ease off the pressure in order to secure his natural expansion. Ogogo did not disappoint, as he dropped down four hatcheries and started on double upgrades for his zerglings as well as a hive for the andrall gland upgrade. Leg moved out again with a small zealot force, while making templars at home, and searched the open expansions making sure that Ogogo was not taking the map right under his nose. There was no worry of that though, as Ogogo was just making 1/1 zerglings from his eight hatcheries. With Leg roaming the map, Ogogo sent a solid stream of zerglings south and across the bridges to Leg’s natural. He obviously wasn’t too worried about his micro, as a straight line of zerglings ran into some well-placed storms by Leg and a wall of zealots. Ogogo wore down the defences to a nub, but he was unable to break through to shut down the natural expansion. This massive loss of at least sixty lings didn’t faze Ogogo though, as he had already made another huge army. Leg was in tough as Ogogo again attacked, this time from across the bridges and the land bridge just to the west of that. Again Leg defended well, and despite losing his Nexus, he didn’t lose the game.



Trying to rebound, Legionnaire expanded to the 5 o’clock main, and morphed archons to battle the waves of zerglings. Now 2/2, Ogogo’s lings formed up again to attack the protoss base, and again he was rebuffed without ending the game. Leg defended well with his massively outnumbered troops, as one of his archons reached the astronomic heights of 58 kills. In the end, however, Leg could not keep up to the zergling production of Ogogo, and the increasing zerg upgrades made the difference as Ogogo finally broke through to win the game.



1:0 Ogogo > Legionnaire



Well, this was a tough opening matchup for Leg, as Ogogo is spectacular on Nostalgia. A gutsy move, taking another main before his lair, but it worked for Ogogo, as he was able to both keep his expansion and defend against an early sair, then shift into high gear with his massive cracklings. Leg’s build was not the greatest, as it limited his early ability to pressure Ogogo’s expansion, and his corsairs were not a factor in the game.



Game 2: Into the Darkness



This is a new map from the MBC league, using the space tile set, so I’ll take a minute to describe it. It is a regular sized map, but with only two main bases @ 3 and 7 corners. A large ramp from each main leads down to a gas natural expansion at 6 or 12, which is joined via a land bridge to a mineral only expansion closer to the interior of the map. The middle portion of the map is quite small, with avenues leading off to expansions at 9, 11, 3, and 5. The overall effect is a map divided into as many as 9 smaller islands, all connected by bridges or land bridges. There are a lot of routes for units to travel, so it is easy to avoid confrontation, and base defence is a major factor as counter attacks could be repeated and devastating.



Legionnaire drew the lower position at 7, while Ogogo started at 3 with a pool/gas build. Leg again went for a gate/gas build working towards templars quickly. Three minutes into the game, Ogogo came down the map with 6 fast zerglings, but was seconds too late to get up Leg’s ramp, as his second zealot had just arrived, relieving the probes that were set up for defence.



Both players took their first expansions at this point, with Ogogo putting down his third hatchery before his lair; allowing him to quickly mass up his drone count, as well as to get started on his lurkers. He tried to probe Leg’s forces with a ling raid, but it was ill advised and he lost them all to Leg’s burgeoning force at his natural. This loss was not critical however, and Ogogo still looked good with a lurker ling force being massed at his mineral only expansion, where he had dropped down two hatcheries.



Leg had been using his secure position to make a force of zealots, dragoons, templars and observers, and he moved out after the failed ling attack. His forces came straight up the middle and were surprised, as Ogogo was also moving south along the same path with his 1/1 lings and lurkers. Leg got off a couple storms, which took out all of Ogogo’s lings at once, but there were too many lurkers to stay and fight, and Leg was forced back towards his natural with Ogogo in hot pursuit. Leg again stood his ground well though, and he took apart Ogogo’s ling reinforcements, so that Ogogo had to back his lurkers off in fear of losing them all.



Leg again moved out, this time going up the east side of the map, looking for any stray zerg expansions. Ogogo used this move to counter at the protoss natural, forcing Leg back to his base to defend. In a mirror of game one, Ogogo used his large numbers of hatcheries to tech to 2/2 cracklings, and sent waves down to the protoss base. Leg, as usual, defended well, but Ogogo then switched up to hydralisks and almost instantly had another large force ready. With Leg unable to leave his base for fear of a counter attack, Ogogo was free to expand to 11, and continue to mass his upgraded hydras. With a superior economy and map position, Ogogo sent his hydras down to the protoss base and ran over it, taking a 2-0 lead in the series.



2:0 Ogogo > Legionnaire



Another tough game for Leg. Despite winning most of the head to head battles, he could not put any pressure on Ogogo for fear of losing his expansion. That map is a nightmare for PvZ if the zerg is able to take both its expansions. I think that Leg needed to take a page from Nal_Ra or KTF-Autumn and go cannon crazy. That static defence combined with a few high templars would have allowed him to move about the map with less worry.



Game 3: Parallel Lines



Another map that I was not familiar with, so I’ll take a second to talk about this one too. A very striking map visually, this desert tile map is divided into two large landmasses, with a trench running from the northwest to the southeast corner. There are two starting spots on each half, 5 + 9 on the lower half and 4 + 11 on the upper half. There are two expansions for each main, as well as a corner expansion for a total of seven mineral sites per side. (As I write this I realize that maybe there are only 2 mains to start, one on each side, but I haven’t seen enough games on this map to know if the starting points can be on the same side or not, I am sure someone can clear this up).



Ogogo started at 5 o’clock, sending his overlord north and expanding quickly to his natural. It was all on the line here for Legionnaire (@11), as he went for a gate/gas build for the third straight time, as well as a nexus at his natural just before his core warped in.



Ogogo’s intentions were soon apparent, as he researched drop and speed upgrades for his overlords, as well as range and speed for hydralisks. I was again amazed by Ogogo’s almost supernatural ability to judge time, as his spire completed for scourge just as the first corsairs appeared in the air for Legionnaire. He looked to take control of the air traffic with double stargate corsairs, and things looked good for Leg as he caught Ogogo’s first 12-hydra drop crossing the canyon in the middle of the map. Just as it looked like Leg would deal a devastating blow to Ogogo’s early chances, Ogogo called down a dozen scourges to chase the sairs back to the protoss main, allowing the hydras to carry on to the expansion. Leg had also been teching to reavers, and had one reaver plus a few cannons for defence. Ogogo dropped his hydras just out of range, and then stormed the expansion, using the good range of the hydras to kill the reaver after only one scarab fired. The canons, combined with some brave probes managed to save the expansion, but Ogogo was still able to kill 1 of Leg’s 2 robotics facilities.



Ogogo, who had used any advantage very well thus far in the series, again capitalized on this small victory to expand twice on Leg’s side of the map, at 3 and 4. Leg, also taking a quick breather, tried to take the 10 o’clock expansion on Ogogo’s side, but Ogogo’s psychic powers came into effect again, and he scouted the expansion with an overlord just as the nexus warped in. Despite the relative success of his first hydra drop, Ogogo must have felt concerned about trying to ferry troops across with the growing number of corsairs, because he switched up to mutalisks and scourge, making large amounts of each. It was with these new mutas that he forced the protoss to cancel his nexus at 10, but it wouldn’t be the last battle over that expansion.



Legionnaire countered this loss by trying to reaver drop Ogogo’s expansion at 3 o’clock, but again the mutas arrived to take care of them before the hatchery could be destroyed. Leg countered with his now numerous corsairs (11 of them + upgrades), but Ogogo spread his mutalisks out well and both players fought to a standstill. With 4 gas though, Ogogo was looking good and FLEETS of scourge were flying around the map now. Groups of 12 patrolled the canyon between the two areas, and Ogogo rapidly built up a large muta force on the strength of his four gas sources. In a costly move for the protoss, those roving groups of scourge found Leg’s corsairs, and like a magnet they attacked from all sides, taking down all but two corsairs. This was a costly loss for Leg, because although his corsairs were upgraded, and he had three stargates, Ogogo’s production was far superior.



The 10 o’clock expansion was taken again, this time by Ogogo, but Leg used a stray probe to cannon this attempt, and both players focused their collective might at this spot, ready to battle it out for this territory. Leg dropped a couple reavers amongst his cannon, and backed them up with all of his corsairs. Ogogo countered this move by bringing all of his mutalisks, as well as about 20 scourges that swooped in from behind. The corsairs, now 2/2 (but no shield), took a beating, but backed up by a few cannons Leg managed to come out on top, halting the expansion and forcing Ogogo to withdraw. Ogogo came firing back quickly with fresh troops to force a retreat, not wanting Legionnaire to be able to secure the expansion.



Legionnaire killed 3 o’clock with reavers, as both sides took a minute to mass up some more forces. This pause in the action clearly showed that Ogogo was pulling ahead, as he had maybe thirty mutalisks with

1/2 upgrades. In addition to this he was working on a greater spire for devourers. Both players used their forces to trade expansion kills, but protoss needed to hold onto something, as his expansions were far outnumbered by the zerg’s. Repeatedly both players tried to expand while killing their opponents expansions, neither of them looking for the knockout punch. This style worked to the advantage of Ogogo, and his force of scourge, mutalisks and devourers soon outstripped Legionnaires ability to make corsairs. Once Ogogo felt his advantage was enough, he switched to hydralisks, filled up 12 overlords, and dropped them onto Leg’s side of the map. After destroying yet another expansion attempt by Legionnaire, the protoss was forced to type GG, making Ogogo your new liquibition champion.



3:0 Ogogo > Legionnaire



Legionnaire was just unable to stop the economy of Ogogo, and that was really the difference in all three games. In the last one, Leg really needed to try and get a ground force to take care of the zerg expansions at 3 and 4 on his side, as they provided so much gas to Ogogo. For his part, Ogogo played with perfect timing and poise, making all the right moves and picking his strategy well on each map.



So another round of liquibition is over, and a new champ has been crowned! I don’t know when the next round will be played, but whoever it is will be in tough against a strong zerg like Ogogo. The replays are uploaded in the replay section, so gogo and enjoy.



Cheers,

Mani~

Comments (42) Arbiter[frolix], June 04 Gillette OSL Week Six Group A: Iloveoov (Choi Yeon Seong) v [Oops]Reach (Park Jeong Seok) on Namja Iyagi



With Nal_Ra and GoodFriend eliminated, Reach and Oov had already booked their places in the quarters. So what was at stake in this game? Maybe, just maybe, the status of tournament favourite. When they clashed in the MBC team league final Reach lost after trying double proxy gateway and a pylon to stop the wall-in. This time out Reach (protoss at one o'clock) sneaked his probe into his opponent's main for a gas rush, then followed it up with an ineffective manner pylon. Oov (terran at the 11 o'clock position) returned the favour, taking the protoss vespene not once, but twice, quickly cancelling the second building refinery. Reach's shenanigans in Oov's main meant he was extraordinarily late with his first gate. Reach built up a small complement of zeals, standing watchfully at his ramp, while Oov was playing it safe with a meagre squad of marines to help fight off any early attacks.



As both players shifted over to more orthadox play, dragoons, vultures and tanks, Reach took a stab at Oov's wall with his zeals but quickly saw there was nothing to be gained. Oov broke out of his main with vultures and marines as Reach, now equipped with a robotics facility, went airborne with his first shuttle. Reach's loaded shuttle tried to stealthily glide across the top of the map but was spotted by a couple of Oov's flitting vultures. Reach signalled reaver as he warped in his support bay.



Both players now took their naturals, Oov slightly before Reach, who still seemed to be playing catch-up following the fun and games in the opening moments. While Reach looked to be slightly hurried, Oov was simply gathering momentum, raising the factory count and massing the metal. Reach was putting together an impressive looking gathering of zealots, crowding in the middle of his main. However, as in his game with Nal_Ra, Oov showed here that when he was ready to strike he was able to strike hard and fast and take advantage of the slightest weakness in his opponent's set-up. Before Reach even knew what was going on, Oov had stormed across the map and set up a rock solid containment at the bottom of Reach's ramp. Reach weighed up his options and instead of trying a desparate breakout he tried a desparate counterattack with a triple shuttle drop on Oov's main plateau. His strike team of zealots, backed up by one dragoon and a dark templar caused some disruption but, again mirroring the Nal_Ra game, Oov rallied his SCVs to neutraluise the threat.



The containment was complete. Oov had Reach in a bear hug and started to squeeze, breaking onto the plateau and getting in amongst the mineral line with vultures. It was only a matter of time for Reach as Oov's SCVs constructed bunkers in Reach's main and the tanks moved in. Reach tried one late reaver drop at Oov's natural but once again it was the SCVs who extinguished the threat, surrounding and destroying the protoss robot with its safehaven shuttle hanging uselessly in the air off to the right.



Iloveoov (3-0) finished top of Group A, with [Oops]Reach (2-1) second.



The question, the question that haunts the Gillette OSL: can anyone stop Iloveoov?





Group B: Zeus (Jeon Tae Gyu) v Doggi (Choi Soo Beom) on Requiem



Despite his loss to JulyZerg, last season's losing finalist, Zeus (1-1), would have been extremely confident of qualifying for the last eight once again, needing a win against the overmatched Doggi (0-2). Zeus (protoss at 3 o'clock) did not have to wait long to book his place in the quarterfinals. Doggi (terran at six) could not even save his wall as Zeus simply rolled over him. First two zeals pressured the terran wall, with just a single lonely marine standing behind his barracks able to provide any return fire. When Zeus' first dragoon arrived at the frontline the writing was on the wall for Doggi. Zeus clinically destroyed the lone marine and set about knocking down the supply depot. Four SCVs rallied to repair but as a second dragoon joined the battle the depot exploded and the protoss strike force surged through the breach. At long last Doggi's overwhelmed terrans caught sight of a siege tank but not for long. Zeus pursued the lone tank through the terran base and destroyed it. With new reinforcements arriving all the time from the nearby protoss HQ, Doggi signalled gg and bowed out in undistinguished fashion from this season's OSL.



JulyZerg (3-0) topped Group B in style, with Zeus (2-1) finishing second.



Ongamenet may be taking a long hard look at their qualifying procedures. While Doggi was being made to look like an amateur, Boxer, Yellow, Junwi and Chojja were watching the latest Starleague on television.





Group C: [Red]Nada (Lee Yoon Yeol) v GoRush (Park Tae Min) on Mercury



Always strong, always among the favourites, Nada (1-1) was under threat of making an embarrassingly early exit from the Starleague. Following his unexpected defeat to IntotheRainbow two weeks ago, Nada faced an all or nothing battle against Suma GO's GoRush (1-1) on Mercury. No difficult mathematics here, the winner would go through, the loser would go home.



Nada (terran at 11 o'clock) opened with straightforward double barracks, while GoRush (zerg at eight o'clock) expanded immediately to the nine o'clock position with just one sunken for defence. Nada's first marine force moved out towards GoRush's position at nine o'clock but he withdrew it quickly without skirmishing, waiting for his imminent academy to help strengthen his assault. Nada was waiting for his academy as GoRush mutated his lair and hydralisk den but the zerg player was also expanding to a slightly unusual position, mutating a new hatchery towards one o'clock, just a short way from the main thoroughfare connecting the two mains and along which Nada's marines were walking back and forth. What was going through his mind?



As Nada started to go on the offensive with marines, firebats and medics, GoRush made his bid. Nada was setting up camp outside the nine o'clock expo but GoRush had three lurkers and a swarm of zerglings heading straight for the terran main, catching a surprised Nada with no siege mode and no turrets. The whole season was on the line for Nada. GoRush tried to advance his lurkers in amongst ling cover but lost one as Nada defended tenaciously. The whole game hung in the balance. Trying to advance again, GoRush lost a second lurker as Nada targeted the dangerous burrowers. Nada was almost out of the trap and he finally put out the fire with a comsat scan taking care of the last lurker. Counterattacking swiftly, Nada's marines and firebats raced round to destroy the hidden hatchery just in time before a mass of zerglings reinforcements arrived.



Detection difficulties ended with the arrival of Nada's first science vessel and he was clearly in the ascendency as his new force of marines and siege tanks rumbled across the Mercury landscape towards the nine o'clock expansion. Five tanks blasted GoRush's line of sunken colonies as Nada turned the screw on the expo. GoRush's last desparate attempt to counterattack came to nothing. The tanks survived the zergling onslaught, signalling he rest of the zerg base would soon fall. A crestfallen GoRush bowed out of the Starleague.



Nada (2-1) won the group, having beaten second-placed Silent_Control (2-1) in their game.





Group D: Xellos (Seo Ji Hoon) v TheMarine (Kim Jeong Min) on Nostalgia



TheMarine, beaten handily by Jju and Kingdom. Zero wins. The last week of the group stage. Yet still, despite his poor form, TheMarine had a chance to make the next round. If he could overcome fellow terran Xellos on Nostalgia he, Xellos and Jju would all have one win and two defeats and play off for the final qualifying spot as Devil Toss Kingdom relaxed and waited for the quarterfinal line-up to take shape. No doubt Jju was cheering TheMarine.



Xellos (terran at one o'clock) sporting his new trimmed look, and TheMarine (terran at seven o'clock) both opened two factory, although TheMarine looked to be slightly behind very early. The two players' scouting barracks passed each other in the centre of the map, with a solitary Xellos marine firing determinedly at the enemy building. Xellos appeared to be outbuilding his opponent from the very beginning and sent out his first squad of vultures backed up by one siege tank to secure the Nostalgia double diagnal roadway. As Xellos set up his defensive position and started work on a new command centre there was still no sign of a single tank rumbling off the production lines for TheMarine. He was slowly but surely building up a massive flock of vultures from three factories while taking his natural.



All was quiet on the Nostalgia front, the only sound being the grenades from TheMarine's vultures as they took potshots at Xellos' barracks which had cheekily landed in TheMarine's main, momentarily blocking in a group of factories.



Suddenly the the entire game erupted into utter chaos. Xellos launched a full scale assault on TheMarine's expansion. Unknown to him, TheMarine's vulture squadron had sneaked round the back of the advancing army and mirrored events at his own base with a huge attack on Xellos. At opposite corners of the map vultures were swooping on defenceless buildings. Both mains were full of rampaging enemy armies obliterating everything in sight. Devastation had ensued.



Xellos finally lifted his buildings and his command centre slowly floated towards a new home at the 12 o'clock position. Meanwhile, TheMarine sprang a surprise. In the bottom right hand corner of his rapidly disappearing main, a single wraith reported for duty from a previously unseen starport. As TheMarine attempted to attack Xellos' relocated command centre at 12, Xellos' own forces were racing back to the smoking ruins of his original main. On his mind just one objective: save his armoury. Despite the destruction, if the armoury fell the game would belong to TheMarine as his lone wraith would be unopposed and able to bring down an excruciatingly slow destruction upon Xellos' defenceless building and units. It was almost as if TheMarine did not quit comprehend the importance of the armoury, as he was slow to target it. Xellos surrounded it, destroyed the attackers and assembled a goliath to guard his new mineral line. Bizarrely, TheMarine's fleeing command centre took a diagnal route to the one o'clock position and set down amid the remains of his opponent's original base. However, with just two wraiths and Xellos preparing new air defences he knew it was a lost cause and typed out gg.



Kingdom (3-0) easily won Group D. Xellos (2-1) took the second qualifying place





So the qualifiers for the last eight are: Iloveoov, JulyZerg, [Red]Nada, Kingdom, [Oops]Reach, Zeus, Silent_Control and Xellos. Comments (30) Manifesto7, June 02 OGN Challenge League Group A and B Losers Final This week featured the two players from both group A and B that already had one loss. The players played a best-of-three series with the winners advancing to the Duel League, and the losers out of the running all together. A couple of housekeeping notes, I didn’t put up the Sync vs Salmosa liquibet and only Autumn vs Soni was on liquibet, for no better reason that I am a retard. I made it worth two points, because I thought it was the only matchup, but from now on it will only ever be one point… Also, at the end of the reports I included a recap of the last couple months of the current Challenge league. The results of all the games, and who is still in the running are included.







Match 1: KTF-Autumn (p) vs Sir@Soni (z)



Game 1: Requiem



Soni had the support of the crowd on his side, as 59% voted him to win the best of three series against Autumn. Soni (@12) opened with a hatch/pool build, and then after fighting off some early zealot pressure from Autumn, put down a third hatchery in his main base before his gas. Autumn (@6) opted for a citadel/ archives/ forge after his initial harassment, setting himself up nicely for an expansion.



After the initial engagements, Soni got his lair and put down a spire, looking to take advantage of his early surplus of larvae. Once his first few mutalisks had popped, he sent them down to harass Autumn’s newly made expansion. Autumn had tried to sneak into the zerg base with a few speedy zealots while the mutas were away, but Soni had protected his choke well with eight sunken colonies, a number that would grow later on in the game. With the success of his mutalisk harassment, and with Autumn playing very conservatively, Soni felt confident as he first expanded to the 2 o’clock position, and then again to 11 and 5. With all the muta harassment, and Autumns apparent inability to mobilize his defence, Autumn was forced to cannon up his main and his expansion, using up more time and resources. The cannons were not enough at his main, however, as Soni sent a wing of mutas in to destroy the cannon and scatter the probes.



At this point in the game, I thought that Soni had it easily, but Autumn came back to make a game of it. After massing six or seven corsairs out of his two stargates, the tide began to turn as Sonis mutas were forced to run from engagements, and his overlord count began to rapidly dwindle. Soni had expanded to the top right corner by this point, and he also made devourers to counter the large number of corsairs that were rampaging unmolested around the map. Other than the sairs, Autumn had very few units, just a couple archons and zealots guarding his choke, backed up by about 10 cannons. Soni had been spending the last few minutes getting double upgraded ultralisks, and with the ultras and zerglings, he began taking nearly every expansion on the map. Protoss had expanded to the 7 o’clock expansion, as well as the bottom left corner, but he really had very little in the way of a land army. He also warped in a fleet beacon, but he would have to hurry the production of carriers as Soni’s force was getting huge.



Eighteen minutes into the game, Soni brought his ultra/ling force crashing down upon Autumn’s main and natural, tearing both of them to the ground. Autumn held on well for another ten minutes, using his carriers and corsairs to dodge swarms of hydralisks, but it was inevitable that he would lose. Soni plagued his carriers, and in the end, he just had too much economy for Autumn to deal with.



Soni > Autumn Game 1. Time: 33:45



Didn’t I just say last week that I had not seen a long game on Requiem? Well I did this week, as Soni and Autumn put forth an effort of over half an hour. One cute trick in this game was Autumn abusing the probe AI to get a probe through the mineral line at his natural to set up in the corner expansion. It didn’t matter however, as Soni had this game won once he killed the protoss main.



Game 2: Mercury



The pressure was on Autumn this game, as he was facing elimination if he lost. He opened up at 11 o’clock, and started with a gateway and forge. This forge turned out to be a good idea, because when he found Soni at the 8 o’clock position he managed to force the zerg to cancel his natural hatchery with a proxy pylon and cannon. Soni re-laid the hatchery in his base, but as is often the case on this map for zerg, he was being contained inside his own base. Autumn had a small force of zealots guarding a couple cannons at the zerg bridge, so with the zerg contained he started to tech up to templars and take his natural expansion.



About now the only thing going well for Soni was the fact that his scouting drone had still been outside his base when the cannon had come, so he was able to expand to the 5 o’clock main. In his main base, Soni had now gotten a spire and he began to harass Autumn’s main with his mutas. In reality though, Soni needed to do more damage than just harassing to stop Autumn. The protoss player simply shrugged off the mutalisks and repeatedly attacked the zerg base with zealots and archons.



Soni held on for a while, despite losing key buildings, and Autumn seemed content to take every expansion on the map while not following up his attack on the near helpless zerg. This break in the action allowed Soni to build up a good number of mutalisks, and he had moderate success inside Autumn’s unprotected main base, killing many buildings. In the end, however, Autumn had way too much money, too many cannon, and Soni wasn’t able to amass enough of a land army to escape from his main.



Autumn > Soni Game 2. Time: 18:45



Autumn came storming back in this game, dominating Soni early on. One thing for Autumn to work on is his finishing ability. This game should have been over in 12 minutes, but Autumn would not, or could not, finish off the zerg.



Game 3: Namja Iyaga



Did I say there was pressure in the last game? I think you could times that by ten for this third and final game. Autumn took charge early in game two to secure the win, and he would have to show that same poise in game three to snatch the spot away from Soni. Soni is no slouch himself, beating Gundam on the first day of the Challenge League in April.



Both players started off well, with Soni (@11) scouting across to Autumn (@1), with Autumn also sending his probe in the right direction. Soni decided to play safe and place his second hatchery at his ramp, which allowed his first zerglings to defend against the inevitable zealot pressure from Autumn. For the third game in a row, Soni went for a spire, while Autumn went again for a citadel and forge. Both of Soni’s ramps were being blocked by zealots early on, so mutas turned out to be a good choice, as Soni was able to scatter this early containment by harassing Autumns main, killing a couple cannons and hammering away at the returning zealots. This move allowed Soni to take his natural, and although Autumn made moves to attack it, he could never follow through with his early troops, as he had to keep his archons at home for defence.



With both players secure with their naturals, they traded attacks, with Soni managing to kill a few probes, but neither player doing any real damage. Protoss tried to expand to the 5 o’clock main, but Soni’s mutas stopped that attempt cold, while he expanded to 9 o’clock himself. Autumn again tried to attack the zerg natural, from the top ramp this time, but Soni had made twelve sunkens which quickly forced Autumn to turn around. Deciding he had had enough of the mutalisks, Autumn dropped down three stargates, and quickly made a huge force of corsairs, enough that zerg overlords only took 4 or 5 pulses to die. These corsairs helped stem the tide of zerg, and even though Soni was taking more expansions, it took him a long time to mass any kind of army, as his overlords could not stay alive for any length of time. Autumn took 12 o’clock and surrounded it with about forty cannons, effectively cutting off the top ramp leading to Soni’s natural.



Soni was up to ultralisks by now, having used up the last of his mutalisks fighting corsairs to a standstill in an epic battle at his expansion at 3 o’clock. Although he was able to get a fairly large army of ultra/lings, he truly had no place to go. Autumn had surrounded all of his expansions with cannons, and there were probably eighty of them on the map. The commentators were laughing so hard at Autumn, and I finally understood one phrase of theirs, as they commented on Autumn’s playing style as a “Cannon Festival”. With no where to go with his land army, and carriers being pumped out on the protoss side, Soni really had no where to go. He put up a spirited defence with defilers, but in the end, he had lost far too many overlords to mass an effective army. I skipped through the last ten minutes of the VOD, and while Soni managed to drag it out, the game was over.



Autumn > Soni, Autumn advances to the next round. Time: 29:16.



I have NEVER seen so many cannons in a televised game. The commentators were laughing throughout the game at how ridiculous it got. I understand that Autumn had been harassed by muta in the two previous games, but this was overkill. Whatever works however, as Soni could not attack anywhere, and pretty much just ran around the map chasing carriers as he had nothing to attack. Why he did not use dark swarm, I will never know, but by the end of the game I was crying for some swarm. Autumn advances to the Duel League, and Soni, despite a good showing, is out.



Match 2: Sync (playing as KTF-Qoo)Blaze) (t) vs Salmosa (z)

Crowd Prediction: 61% Sync

Game 1: Mercury



Salmosa spawned at 9 o’clock, going for a standard hatch pool build early on. Then, maybe taking a page from Yellow last week, he put a third hatchery at the 6 o’clock main on the far side of the geyser, away from the minerals. Sync was unaware of this hatchery, but it didn’t matter much. He got a quick academy after his two barracks, and went down to Salmosa’s bridge with 6 marines, 6 firebats, and 4 medics. Although Salmosa had put down three sunken colonies, Sync sliced through the small number of zerglings, splattered the drones, and blew apart the sunks. With the loss of his natural, Salmosa tried to regroup, but Sync showed good poise and finished it quick.



Sync > Salmosa Game 1. Time: 8:52.



Game 2: Requiem



I don’t know if Salmosa had just given up, or just was trying to be cute, but he opened this game with a four pool. He ran across the map from 9 to 3, but Sync managed to defend with his first marine and his large number of scv. After a second attack, Salmosa gave up as he had no chance of victory.



Sync > Salmosa, Sync advances to the next round. Time: under 5 minutes.



Truly, a disappointing effort from Salmosa on this day. The first game he misjudged the power of Sync’s firebats, but the second game was just horrible. I would think that if you were fighting for your place in the duel league, you would not resort to a four pool in your final game. To me, that speaks of a real lack of confidence in your own ability.



League Overview to this point,



Here is a list of the original groups, the results of the games over the past two months, and who is going on to the finals of the Challenge League and to the start of the Duel League.



Starting Groups

Group A: KTF-Autumn, Oversky, Gundam, Sir@Soni

Group B: Eros~Rage, Salmosa, Sync, Qoo)Max

Group C: Jinsu, Nal_Rock, MuMyung, Yooi

Group D: Boxer, Mingu, Eji, Sasin)Child

Group E: Yellow, ArtofTerran, Midas, Legend_SJHR

Group F: Chojja, Freshen, [Oops]Cloud, Stay[HyO]



Week 1: Groups A+B

A Oversky > Autumn, Soni > Gundam

B Salmosa > Eros~Rage, Qoo)Max > Sync



Week 2: Groups C+D

C Nal_Rock > Jinsu, Yooi > MuMyung

D Boxer > Mingu, Sasin)Child > Eji



Week 3: Groups E+F

E Yellow > ArtofTerran, Midas > Legend

F Freshen > Chojja, Stay[HyO] > [Oops]Cloud



Week 4: Groups A+B

A Oversky (2-0) > Sir@Soni (1-1), Oversky advances. Autumn (1-1) > Gundam (0-2) Gundam eliminated

B Qoo)Max (2-0) > Salmosa (1-1), Qoo)Max advances. Sync (1-1) > Eros~Rage (0-2) Rage eliminated.



Week 5: Losers from groups C+D+E+F

C Jinsu (1-1) > MuMyung (0-2) MuMyung eliminated

D Eji (1-1) > Mingu (0-2) Mingu eliminated

E Legend (1-1) > ArtofTerran (0-2) ArtofTerran eliminated

F [Oops]Cloud (1-1) > Chojja (0-2) Chojja eliminated



Week 6: Winners from groups C+D+E+F

C Nal_Rock (2-0) > Yooi (1-1) Nal_Rock advances

D Boxer (2-0) > Sasin)Child (1-1) Boxer advances

E Yellow (2-0) > Midas (1-1) Yellow advances

F Stay[HyO] (2-0) > Freshen (1-1) Stay advances



Week 7: Tie Breaker for Groups A+B

A Autumn > Sir@Soni 2 - 1, Autumn advances

B Sync > Salmosa 2 – 0, Sync advances



Players still to play for their spots:

Midas - Legend - [Oops]Cloud - Freshen - Yooi - Jinsu - Eji - Sasin)Child



The next two weeks will be the deciding games for those players with 1-1 records from groups C+D+E+F. Once that finishes up, the undefeated players will fight for the top spot, which ensures them entry into the next StarLeeague. The remaining eleven players will be gearing up for their matches in the Dual League.



Cheers,

Mani Comments (13) ToKoreaWithLove, June 02 OnGameNet SKY Proleague 020604 Round one : Hexatron Dream Team vs Pirates Of Space

Hexatron Lineup: Love, Jinsu, Assem, ElkY

POS Lineup: BlueK (aka Joyo), Fable, Juni, July



:// Rant : The Live VOD is kinda blurry so it might have been someone else than Fable, but that was what I got out of it //:



Game one : Game 1 : Love/Jinsu (Hexatron) vs BlueK/Fable on The Huntress



Despite their speed bump last week, Love(p@4) & Jinsu(Z@7) used to be one of the better 2v2 teams in the SKY. Lately more and more teams are coming up with good 2v2 teams - but nobody can really get a hold of Hanbit. And the 2v2 games is important; Hanbit is right now ranked #1, and can owe a lot of that to their kickass HOT/Autumn 2v2 team. POS brings out the inexperienced 2v2 team of BlueK(P@1) and Fable(z@11). This should be interresting.



All players open normal builds; going a little longer than usual with everybody zerg doing 3 hatch and tosses 3 gating - Love even taking it to the next level with a 4th gate.



With these kind of build, mass units are running around reallly quick, and it's hard to get a good idea thru the low-quality live broadcast. The Hexatron team seems to get the best part of the deal when they out-position POS right outside Fable's main and get the better part of the not-combined POS forces. Fable is naturally hit hard, but manages to hold without the biggest drone losses.



But nevertheless, Hexatron got the momentary advantage and after gathering another army, sets out to relive Fable of his army, drones and base. It works out quite well, POS dosnt have enough to hold the zerg base ,and Fable falls to the combined Zealot/zergling might. BlueK tries a sneaky counter on Love, but is quickly fought off.



With Fable now out of the game and BlueK on his own, Heaxtron simply gathers the largest group of lings and zealots I've ever seen and walks over BlueK with a laught. Hexatron takes the first win in convincing fashion.



As we've seen before, the key to these mass basic level 2v2 fights is keeping your forces together and preventing the opponents from doing the same. Hexatron did this is the first fight, and from there on they stayed on top and finished in style.



Score : 1-0 Hexatron



Game 2 : ElkY vs POS_July on Gulliotine



To be brutally honest; I'm partially hoping ElkY will lose this game. Not because I don't like ElkY or is an avid July fan, no, but I'd really like to see what Assem have been doing down in the Hexatron headquarters all this time. Now ElkY used to be feared TvZ, taking care of zergs left and right in his prime. But why would that matter; July just went 3-0 in his Gilette group, taking care of the premier toss player Zeus, the TvZ specialist Casy and well .. Doggi on his way. Not the hardest group but tough enough for a newcomer.



Anway, things get going. ElkY(@11) opens standard 2 rax build, while July get things running right from the start with a quick 9 pool speedling build. ElkY had foresight enough to wall in his choke and hold fine. Is also up to some trick with a proxy rax building right below July's 2nd nat. Floats it over to the zerg base and sets on building. Looks like our ElkY could be on his way to a quick victory right away, but July, aiming for a 1 hatch lurker build, spots the rax with a lucky lord and fights it off with hydras. Camera shows a quick glimpse of the Hexatron coutch shaking his head as the rax is discovered.



But ElkY didnt spend it all on the party, he also busts out with a small infantry group. July shows off excellent zergling micro to cut down the marine numbers, and with lurkers running from his base he eliminates the rest quick. ElkY, in deep shit now, gets a bunker done just as the lurkers start running around his base. Saves his scan addon with a few hp left, but July has in the meanwhile burrowed lurkers everywhere and ElkY has no means of dealing with them.



JulY shows he is for real (did anybody really DOUBT?) with a quick humiliation of the Elkster, bringing Assem on the stage.



Score : 1-1





Game 3 : Clutch (t) (aka Assem) vs POS_Junitoss (p) on XenoSKy



Well, my wish got fulfilled, but now I'm worried about the liquibet points:o Neither of these guys have any real experience; Juni made like one brief show in the mbc minor, I think, while Assem is a white sheet for everybody. XenoSky should favor toss a little, but nothing big.



Assem(T@2) looks almost bored from the start - also sports an almost scary resemblance to Hugh Grant .. and I get the feeling I should stop caring how these guys dress, look or smell. Things run fairly standard as build orders go; terrans opens 2 factory tank into a fast expand, while Juni also safes things with a 1 gate - obs - 2nd gate build, and expands right after Assem (he spotted it with an obs). Also takes a sneaky expand down at the 6 island.



A short first person view shows Assem managaing his base at a frightening speed. Not quite Boxer yet, but fast nevertheless. He is also getting another command center, btw. Juni tries to halt the terran buildup with some reaver harass, but dosn't do much. His scret island expansion is also found by a floating barrack. Assem is now up to 3 bases and adding up some serious fac count. Unless juni does something usefull now Assem will get mean on the troop count.



But like progamers tend to; he does! Takes advantage of the wide open main with a 4-shuttle doom drop and just keep shuttling troops inn - leaving the terran main a smoking ruin. Assem hangs in there as best he can, but Juni keeps up the punishing drops and eliminates the terrans bases one by one and just pours it on like rain on a romantic summer night. Assem hangs in there as best he can, and somehow manages to get a decent force going to clean stuff up. Unfortunately it does no good, as Juni is now way superior and simply drops again untill everything terran is gone. With a dissapointed look, Assem types out.



A quick game, really. Assem extended himself and wasnt properly prepared for the first big drop. Then did a costly mistake by not smacking it down big at once (he had a buttload of tanks down at his mineral only), giving Juni the freedom to keep the drops running and by the time Assem realized it was turning into a problem - it was too big a problem to handle.



POS wins 2-1



Round 2 : Toona SG vs KTF M@gicians

Toona Lineup : Sir@Soni, Nada, Silver, TheRock

KTF Lineup: Reach, Nal_Ra, autumn, Chojja



Game 1 : Nada(T)/silver(Z) (Toona) vs Autumn(P)/Chojja(Z) (KTF) on Vertigo Plus



Teams are cross-mapped today, with Nada(@10) teaming with Silver(@4) and Chojja(@2) playing with Autumn(@8).



Nada opens with a 2 rax wall off bunker build, but Autumn is on to it and wasted no time to cannon NaDa's main! Chojja meanwhile runs around the base, harassing with zerglings and NaDa looks dead right away. His partner is in no position to help; he went many sunken and lair right away, having only 6 lings. But who am I trying to fool - NaDa just SOMEHOW kills the warping cannons with marines and scv's, while Silver is already at lair. How does he DO that? Chojja even made a costly mistake of leaving his main undefended, so Silver's 6 slow lings got a free kill on his spawning pool!



With Nada free to roam the map, Chojja try to even things by morphing his own spire (Silver has his going), but that won't help Chojja. With no pool to get sunkens and NaDa/ Silver has the strongest m&m;/ling combo ever seen on this map - all going medival on poor Cho's base. Chojja has no means of survival and is eliminated quick as a rabbit in an eagles nest.



Autumn is hanging in there, keeping Toona at bay with dts while getting his expand - but dts are useless vs the roaming mutas from Silver, and Autumn gives up when his expansion is killed.



Nada and Silver gives a cool high five after the game, drawing cheers from the fans



Score: 1-0 Toona



Game 2 : Sir@Soni vs Nal_Ra on Nostalgia



I know I promised to straighten up, but I just gotta get this. Sir@Soni gotta be the CUTEST player in pro circuit. I really wonder where his leagion of female fans are. Just give the guy a chance to make it in the big ones, and I'll bet he rivals Yellow and Boxer on the female side. On the gaming side, he should be no match for even the slumping Ra.



In a weird move, Ra opens 1 gate zealot rush, with what looks like insanely late gas. Soni, who went exp-pool, loses a drone to the early zealots, but is free to power drones. Sets up a sunken and jumps to 3rd hatch, while Ra is clearly running for zergling burners with +1 coming and teching for speed. Unfortunately for Ra, Soni has it all well under control - his overlord is not moving anywhere and everything is wide open.



Ra finally gets rid of the overlord with a goon, but Soni knows everything now and jumps to 4 hatch and hydra den. Ra moves out with zealots, but have to move back as Soni abuses the two entrances and goes to hit on his main. Changes forcus and goes for and expand instead, while pressuring with his zealots. But zerg has a surprise - for oh man! That is many hydras from Soni!



I'm sorry, let me rephrase myself. It was supposed to be - "Oh man! That is such a perfect flank from Ra!". Yep, Ra did the perfect flank yet AGAIN and Soni loses everything! Ra also takes care of the new zerg expand up at 2! And did anyboyd say "Sun God"? I'm filing a complaint - "Storm God" is the correct term. Soni's hydra forces are just not getting anywhere in this weather. To make things even worse; Ra is setting up another expansion and will soon be outmining the zerg.



Soni is heading head first down the steepest hill in korea now, not getting more expansions and Ra is adding gate after gate and his forces seems unstoppable. The camera guys takes the time to show a quick glimpse of Reach smiling proudly of the game.



Sir@Soni tries to make a game out of this with a last force of hydras, lings and lurkers, but Ra is well defended and Soni is just not getting anywhere.



Ra makes the end brutally short; takes his massive army and ignoring lurker spines, sunkens and bridge advantage he steamrolls over the struggling Sir@Soni



Score: 1-1





Game 3 : TheRock (Nal_Rock?) vs [Oops]Reach on Requiem



I'm sorry, but this really seems like a bad joke. If you ask people about the 3 greates protoss players ever, you will get Reach in the list 9 out of 10 times. Seems like a bad choice to put a no-name like TheRock vs Reach, the hero toss himself. On the other hand, almost any player KTF could send out now would have the same legend status as Reach - that's just how overpowered this team is.



Reach(@9) opens 2 gate - and in a sweet move manages to manner pylon Rock. No big problem tho - Rock has solid zealot numbers and holds the following zealot rush just fine, while dealing with the pesky pylon quickly. A funny scene takes place on Rock's ramp, where both players have two zealots on the ramp and constantly switching hurt ones for fresh ones..



Rock eventually breaks out with a larger zealot number, and both players now have goons to help out. Rock is amazingly holding the stronger army, and takes it to Reach for some head to head. Too bad for him, Reach shows classy micro and ends up on top. Reach, now sporting observers and a 4th gate, takes his turn attacking, while also securing an expand.



TheRock, who went speedlots , sets out to even things. In a heated battle, Reach realizes he is outnumbered and brings his probes into the fray. Again he shows stronger micro and surprisingly ends up on top. TheRock tries to come back with an expansion of his own combined with another attack, but Reach has the advantage now and after smashing TheRock's attack, he walks over the inexeperienced protoss player.



TheRock plays a good game, but Reach shows why he is a living toss legend and handily takes care of the opposition.



KTF wins 2-1!





Next week:



Soul(4-2) vs Hanbitstars(5-0)

Suma GO(2-3) vs SK T1(2-3)



Gogog liquibet! Comments (36) Arbiter[frolix], June 01 Gillette OSL Week Six Five players are already through to the quarter-finals but on Friday night the remaining three qualifiers will be decided. At least two big names, Nada and Xellos, are under serious threat of not making the cut, while Zeus will be confident up against the outclassed Doggi. Here is the schedule for the final week of the Gillette OSL group stage.



Broadcast begins Friday June 4, 7pm KST.



Group A: [Oops]Reach (Park Jeong Seok) v IloveOov (Choi Yeon Seong) on Namja Iyagi



Both players are 2-0, have seen off champion Nal_Ra and have already qualified for the quarter-finals. The winner of this game will win the group, the loser finishing second.



Group B: Zeus (Jeon Tae Gyu) v Doggi (Choi Soo Beom) on Requiem



July Zerg (3-0) has already qualified for the last eight as group winner following his four-pool mugging of Casey last week. Zeus (1-1) needs to win to secure second in the group and avoid a playoff for the second qualifying spot.



Group C: [Red]Nada (Lee Yoon Yeol) v GoRush (Park Tae Min) on Mercury



Silent_Control (2-1) is through. Heavy hitter [Red]Nada unexpectedly went down to subsequently eliminated IntotheRainbow two weeks ago and finds himself in a do or die match against GoRush. Nada will actually win the group if he can take this game.



Group D: Xellos (Seo Ji Hoon) v TheMarine (Kim Jeong Min) on Nostalgia



Kingdom (3-0) has already qualified in style as group winner. TheMarine (0-2) looks a shadow of his former self but, astoundingly, could still force a playoff for the second qualifying spot if he can triumph over Xellos (1-1). Comments (12) Legionnaire, May 29 ITV League update. Previous results (May 13th):

http://www.teamliquid.net/forum/viewmessage.php?topic_id=13676



Ranking League format details:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=13526



The groups:



Group 1 (spots 1-4): JulyZerg (z), s.s.m.~Silver (z), ggon (r), [Oops]Reach (p)

Group 2 (spots 5-8): Chojja (z), SuMa_Black (z), Silent_Control (t), SC_Side (z)

Group 3 (spots 9-12): [SouL]TheWinD (z), SuMa)OversKy (z), [GsP]JJu+___+ (z), SKTelecom_iloveoov (t)

Group 4 (spots 13-16): fOru (p), KTF_TheMarine (t), Ogogo[Inca] (z), KTF_YellOw (z)



Results for May 20th:



[SouL]TheWinD > SuMa)OversKy on Highway Star

SKTelecom_iloveoov > [GsP]JJu+___+ on Lost Temple 2.3

SuMa)OversKy > [GsP]JJu+___+ on Evolution Warp Gate II

SKTelecom_iloveoov > [SouL]TheWinD on Evolution Predator II



**Update**

Results for May 27th



Firstly, some notes:

a) I apologize for the late reports: I was particularly busy last week . None of the games were too spectacular, though, so not much point in writing reports =P.

b) This week, iTV's music was all new stuff .

c) I didn't typo Chojja's name: he was using "KTF_CJoJJa" .

d) During Chojja's game vs Black, they showed a nice close-up of Chojja's wicked-fast hands .

e) For some reason, Evolution Warp Gate (the first version) was used this week instead of version II o.Oa .



Previous results (May 20th):

http://www.teamliquid.net/forum/viewmessage.php?topic_id=14104



Ranking League format details:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=13526



The groups:



Group 1 (spots 1-4): JulyZerg (z), s.s.m.~Silver (z), ggon (r), [Oops]Reach (p)

Group 2 (spots 5-8): KTF_CJoJJa (z), SuMa_BlacK (z), Silent_Control (t), SIdE (z)

Group 3 (spots 9-12): [SouL]TheWinD (z), SuMa)OversKy (z), [GsP]JJu+___+ (z), SKTelecom_iloveoov (t)

Group 4 (spots 13-16): fOru (p), KTF_TheMarine (t), Ogogo[Inca] (z), KTF_YellOw (z)



Results for May 27th:



KTF_CJoJJa > SuMa_BlacK on Lost Temple 2.3

Silent_Control > SIdE on Evolution Warp Gate

SIdE > SuMa_BlacK on Evolution Predator II

KTF_CJoJJa > Silent_Control on Highway Star



1-4: to be determined

05: KTF_CJoJJa (z)

06: Silent_Control (t)

07: SIdE (z)

08: SuMa_BlacK (z)

09: SKTelecom_iloveoov (t)

10: [SouL]TheWinD (z)

11: SuMa)OversKy (z)

12: [GsP]JJu+___+ (z)

13: Ogogo[Inca] (z)

14: KTF_TheMarine (t)

15: KTF_YellOw (z)

16: fOru (p)



Thanks to the mighty Bill307 Comments (16) 1

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