At some point, my friend George told something like, “It just doesn’t feel like real StarCraft unless it’s Proleague.” Well, thanks to Fantasy Proleague, I have really gotten into Proleague, and it’s just about all I watch.
The timing is not terrible. Friday and Saturday nights work well, and I’m willing to stay up Sunday/Monday night until 1 watching games. The gaps between games give me time to take care of chores and get ready for bed. But of course, the real draw is that these are the best players playing high stake games and are willing to do all sorts of crazy all-ins, map-specific strategies, and builds tailored for the matchup.
This past weekend was the start of round 5, which is an all-kill round. Instead of each team picking a full lineup of 7 players, the winner of each match stays on while the losing team picks another player. There’s more variance for Fantasy StarCraft, and you don’t get as much exposure to new players, but the aces come out for more games. Innovation looked good in an all-kill of EG-TL, but I think the bigger bounce-back was Flash, who did poorly last round and got knocked out of his GSL Code S group of death (Life, Innovation, Parting, and Flash).
I have a few Flash builds written up. Let’s jump into them.
Flash’s Standard TvP
(v. Terminator on Neo Planet) (Twitch, Youtube)
- 10 Supply Depot
- 12 Barracks, Refinery
- 15 Reaper, Orbital
- 17 Command Center, Reactor
- 18 Supply Depot
- 19 Bunker
- 20 Engineering Bay
- 20 Marine x2 (continuous)
- 27 5:20 +1 attack
- 30 5:45 Barracks
- 6:20 Barracks
- 6:35 Refinery
- 6:50 Tech Lab
- 7:10 Factory
- 7:15 Refinery
- 7:20 Stimpack
- 7:30 Tech Lab
- 7:55 +1 armor
- 8:15 Reactor (on Factory), Starport
- 8:35 Combat Shield
- 9:15 Medivac x2
- 9:40 Armory
- 9:45 pushing out, delaying Protoss 3rd
- 10:00 Command Center
This build should look pretty normal: Reaper opening into Bio. The funny part of htis build is the very early Engineering Bay. This lets him get out +1/+1 upgrades for the usual 10-11 minute push. Otherwise, this should be reassuring since it looks like Apollo’s progression.
Flash’s TvZ Hellbat Drops into Mech
(v. Roro on Akilon Wastes) (Twitch, Youtube)
- 10 Supply Depot
- 14 Command Center
- 15 Barracks
- 16 Refinery
- 19 Marine, Orbital Command
- 22 Refinery, Factory
- 23 Reactor
- 26 Supply Depot
- 27 Bunker
- 29 Starport
- 6:00 Swap, Hellion x2 (+ a few more), Marine
- 6:10 Armory
- 6:35 Medivac (continuous)
- 7:15 Hellbat x2 (continuous)
- 7:30 Factory, Tech Lab (will swap onto Factory)
- 8:00 First drop out, Refinery
- 8:45 Siege Tanks start
- 9:00 Command Center
- 9:20 2nd drop arrives, Refinery
- 9:35 +1 Attack
- 10:05 Factory
I myself have been looking for a Hellbat drop build, and it looks roughly like what I should have expected. CC first if you like, or maybe don’t: I certainly won’t. Otherwise, it looks like Polt’s drops, but you add in an Armory for the Hellbats. Disclaimer: none of us can micro like Flash, but Flash was continuously dropping at 2 locations. The Starport and Reactored Factory are an endless stream of drops, and even Roro was losing tons of workers. This is a great way to punish quick 3 bases from Zerg.
Flash’s TvT Mech
(v. Reality on Whirlwind) (Twitch, Youtube)
10 Supply Depot
12 Barracks
15 Refinery
16 Marine, Orbital Command
17 Supply Depot
17 Marine
19 Marine
20 Command Center, Reactor
22 4:20 Factory, Supply Depot
23 4:50 Marine x2
5:20 Starport, Refinery, Swap Reactor, Hellion x2 (continuous)
Orbital Command
6:10 Viking (defend drops)
6:50 Tech Lab (Barracks)
7:20 swap onto Starport, Raven
7:50 fends off a drop and run-by (takes some damage)
? 9:00 Hellion pressure
8:30 Command Center
9:00 Armory x2
9:45 Refinery x2
9:50 Factory x2
10:30 +1/+1 vehicle
11:00 Siege Tanks x2, Hellbats x2 start
11:20 Engineering Bay
12:00 Medivacs, Missile Turrets
I don’t have much to say about this build: it kind of speaks for itself. I have just 2 things to draw attention to. First, there’s the early Raven. I have been looking at ways to integrate a single Raven into my own builds (great in TvZ for clearing creep, right?), so I guess the answer is just to go for it. Second, Siege Tanks start really late for mech play. Barring any signs that you need the defense, I guess it’s okay to go up to 3 bases before getting Tanks. I guess it worked in this game because Reality revealed his hand in the 7:50 Marine/Hellion pressure, but even so, that’s really late.
I hope you like the builds. To be honest, all Terran play is starting to look very similar to me, but I guess that makes it easier to put together a guide. On that note, I heard that Apollo will be doing another set of videos, so you should look forward to those. On a related note, I’m feeling good enough to write up a Terran guide at this point. Maybe you can look forward to that.
Finally, Blizzard is getting serious about replay analysis, and I’m very excited. They apparently have enhanced the data provided and released an open source library for parsing that data. I have already put together a tool for extracting build orders that I’m calling the Spawning Tool, so check that out when you get a chance. Note that this is primarily just a proof of concept, so there are a lot of bugs. I would go into more detail, but that’s not really what this post is about, so expect more news about that soon!