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05th March 2008, 18:05

WC3L Analysis: mouz vs WE (PD6)

After being gone so long I bet you expect some kind of explanation or apology. Well... You can’t have one! I’m stockpiling them for a darker age, where only those whom have excuses coming out of their ears will survive! It’s a little ambiguous.

I could be referring to when the democratic state collapses and we’re thrown into anarchy, or I could be referring to when I get a steady girlfriend. Or something in between. Judge for yourselves what is more likely!

WE has been doing well lately, winning against our homeboys no less. Sky has returned to his former place, which I suppose is hard to define considering there’s no clear definition of where the sky begins, but since he hasn’t been kept in Check or been hunted down by Wolves (at night) I think it’s safe to say he’s in good shape.

MYM, on the other hand, has been meandering a bit, unable to find a stable foundation. We came close to defeating those pesky SK-players (random forum user: ”SK? More liek S-GAY! LOL!!!!1111” I’m serious, I’ve actually seen someone post that!).

With new life breathed into the 2s team results did get better, but after some creative countering from SK on Avalanche the best chance to win slipped away. The war against WE surprised me, as I expected both Susiria to defeat a TeD who has seemed in a bit of a downturn lately, and after Lucifer’s brilliant play last playday I expected him to school Infi. Oh well, life is full of disappointments.

This match isn’t about MYM though, it’s about WE and mouz, and mouz hasn't been too hot lately. Bad matchups can excuse the loss against Go, but Happy should’ve beat Soccer and Fly should’ve beat SouthSea.

One cannot expect less from these players, and especially not now that they are aiming for a place in the finals. Can they make up for their recently bad results or will this be yet another bitter drop to swallow? If it is, let’s hope it’s cough medicine so they can get it right sometime ~~

 

 




[1:2]


China Orc Fly100%
Infi Human China



Fly, as I said, lost vs SouthSea last time. A surprising and quite devastating result for mouz, and it doesn’t really get better considering he now has to face a high class human player in this clan war. Infi has been doing quite well for himself lately. Not only did he beat Lucifer last playday, but he also managed to win Kode5 China, beating TH000 in the finals.

Going into this I see little hope for Fly unless he can regain that little je n’est-ce qui that he seems to have lost. A surprise strat might win him one game, but Infi is stable enough not to fall for the same trick twice.

Game 1(TM): Ah, the surprise comes right at game 1 as Fly picks up the Far Seer (I’m spelling the name out in case somebody has forgotten the acronym...) Full aware of the ugly tricks humans can do with their militia he heads off to harass as soon as the FS pops. And what do you know, Infi is creeping the goblin laboratory!

Fly tries to harass but it doesn’t go very well as he can’t seem to decide what to attack. After driving Fly off Infi grabs a few mercs and goes off to expand. Not that Fly is really unaware of this, but because of his crappy start he can’t really do much about it. It doesn’t make it better than he quickly gets surrounded after coming back to harass.

 


Can you see something in this picture worth running from? No? Fly did...

At this point I would normally give them game to the human actually... But Fly comes straight back, and with some skillful right-clicking he takes down the main hall of Infi. Infi’s AM wasn’t at home at the time; he was off partying at the orc base, albeit to little avail.

After chasing the AM off Fly heads back, but not to the now badly defended main, but to the well-defended expansion and is driven off. At this point Fly realizes that it would’ve been nice to have an expansion of his own, especially since he has had complete map control for a good time now. He tries to expand, but Infi keeps watch with a zeppelin full of units.

The good thing about having an expansion is that it counteracts map control because you can always buy new tp-scrolls. Infi uses this fact to continuously cancel Fly’s expansion. Fly takes down the AM, but it’s too late at this point because the gryphon production has begun.

Infi starts expoing across the map... Aaaaand from here I’ll speed up a bit unless something really interesting comes up. Fly holds out for a while because Infi has no armor upgrades, but once he hits 3 there isn’t much Fly can do anymore.

Game 2 (TR): I can’t really figure out why Fly would choose TR as his map, considering how easy it is to tower there... Fly obviously hasn’t given up on the Seer for game 2, but I admit TR is probably a better place for it. Fly creeps his green camp and heads off to harass Infi, completely missing the three hurt peasants slouching back into the safety of the base. Fly does far better this time around however. He scares Infi off from the small ogre/troll camp and creeps what’s left, and then quickly follows Infi to his own ogre/troll camp and chases him off again. By this time Fly keeps up the harassing, killing a few footies and a water elemental.

Infi, knowing he is in bad shape picks up a BM and goes off to cancel buildings while he gets his own up. It’s arguable if it goes well or not as he gets two burrows and stops the lodge while losing the rest of his footmen. Fly, with little better to do, counters, trading a lvl 1 BM for a grunt. Fair trade I feel since a hero gives off more XP and costs roughly the same.

Here comes a clever trick from Fly: He waits a short distance away from Infi’s base for him to gather up a colonization expedition (militia for towers) and speedscrolls into Infi’s base, killing peasants and starts hacking off at his main. Infi realizes that he has no hope of dealing the same amount of damage to Fly’s base so he runs back, allowing Fly time to gather some more troops at his main. A decisive battle starts with both doing okay, but eventually Infi is forced to invis his AM and back off.

Fly cleverly heads straight into Infi’s base to make it harder for Infi to remobilize. Infi has some trouble with rally points, losing those few casters he would’ve needed to fight back, and after losing those (and his shop and sanctum) Infi surrenders.

Game 3 (LT): Fly does seem to be a little tired at this point, because not only does he mess up with his attack choices during the harass on Infi’s expo attempt, but he misclicks with his units and forgets to build a forward shop. Obviously the expansion goes up and Infi crushes the last hope of Fly to take it down by blocking in and killing 2 grunts.

After this it just keeps going downwards. Fly gets raiders (why I do not really know) and attacks the well-towered expansion again.

But Infi is fast on his feet, surrounding the BM who is out of mana now and is forced to tp. This theme continues with Infi surrounding the TC and killing it dead. Fly tries to compensate by creeping a bit, but that’s something he should’ve done a while ago. He creeps his expansion with his BM (again, something he should’ve done a while ago). Infi creeps a bit and builds 3 sanctums. Infi does a preemptive strike but is chased off.

Fly creeps his TC to 3, but when he meets up with his army at his goblin item shop Infi arrives with a huge army of casters and militia. Fly underestimates this threat and portals too late, losing a few crucial units.

Of course Infi heads over to Fly’s base after that, and after some not too hot micro from Fly he wins the battle and thus the game. It does take a while, after losing both his heroes it’s obvious that Fly isn’t coming back into the game...

 

 




[2:0]


Russian Fede- Undead Happy
suhO Nightelves China

I haven’t really heard or seen anything of suhO lately, and that usually means that he’s not in the worlds best shape. And, although Happy lost against Soccer last playday I don’t doubt his ability of killing off elves.

Game 1 (GW): The jury is still out on whether Gnoll Wood is a good map for undead or elf I think. On one hand it’s one of the few maps where undead can expand, and an undead with an expansion is a terrible adversary. On the other hand it’s almost impossible to ghoul harass effectively on a map this size.

suhO starts out with a BM, making it very clear that he intends to expo which I suppose isn’t such a bad plan on such a large map. However, Happy is on his close spawn which can mean trouble for that plan. A DK full of mana and a base within ghoul-harass distance is often a nightmare for elves, although I seldom manage to pull of a good ghoul harass myself... Happy can however, and does while suhO tries to creep a spawn point.

 


Panda: What do you want from me? Blood?
Ghouls: Actually, yes. And some bone marrow too please!


It doesn’t go as well as it probably could however, because he got his DK extremely hurt in the first hero harass. Happy creeps the middle (mana) while suhO puts down the obvious expansion. After some harassment from Happy suhO goes of to attack his enemy's base with a few archers, dryads and a bargain bin panda.

Happy punishes this hubris by using said panda as a boxing sand bag (and he was even lvl 2!). With that threat gone Happy heads down to attack the expansion. Naturally suhO shows up with his army to stop this dastardly crime, but with some fancy focus fire and ghoul-assigning Happy quite easily defeats him.

The panda arrives late and still suffers from a concussion it seems, as he does the Hazefire combo in the wrong order (which in all honesty doesn’t make things better for suhO).

Happy’s army gets a little thinned out though and he backs off as his first destro arrives. Ah... remember the good old days when destroyers filled up with mana at the mana fountains? Those were good times for undeads...

Anyways, suhO gives chase and tries to fight Happy at the fountain, but his summons time out and so does his panda apparently. One thing that might be worth noting for an undead player is that if you’re facing beast master you can often compensate for being against an expo by having higher hero levels (which admittedly is unlikely), nuking off his critters (and the panda I guess) while banking, further cementing that advantage. Then, when both stop at 80 food you’ll have the advantage.

suhO heads back to Happy’s base again, but things just keep getting worse for him. Happy displays some sweet stone form micro of individual gargs as they get focused as he kills off summons, dryads and even the BM.

Being on a tavern map and actually having an expo suhO isn’t prepared to give up quite yet. He should’ve though, because the remainder of the match is just an exercise in painful failure. The expo goes down, they have a final battle which suhO loses hard and then it ends...

Game 2 (EI): EI-battles between elf and undead are often quite fierce, mainly because it so often involves the undead getting an expo. After some initial creeping ensues the dread dance of the DH, where Happy tries to surround it and suhO tries to get mana burns off.

The thing is though that the longer this goes on the better things look for suhO, because he gets to finish his AoLs without interference. Happy trades in his ghouls for a few gargs and continues harassing (or whatever that previous part was supposed to be).

At the same time suhO tries to creep up his panda. Happy does get a few wisps however, slowing the transition to bears. Meanwhile suhO creeps, Happy prepares to drop the hammer by researching ghoul frenzy and building a boneyard.

A nice trick: Happy lingers with his gargs as suhO starts building his expo and heads of to harass to prevent a cancel. Then it’s canceled by the gargs! suhO tries to delay Happy until he can get his bears out but he doesn’t do a very good job. His (almost-finished this time) expo gets canceled and soon thereafter his DH gets whacked.

Soon thereafter, underestimating the strength of suhO’s army, Happy tries to win against 3/3 heroes in a straight fight,which goes awry.

After healing a bit Happy skips over direct confrontation in favor of some good ol’ wisp huntin’. This goes down really well and he leaves suhO’s bears gasping for lumber (considering how much of it they cost I’m assuming they breathe the stuff). Undead heroes aren’t very well fit to fight elf heroes directly (at least not DH/panda), and once they reach 4/4 they’re getting very hard to kill indeed. Best to focus on killing his units. Happy sneaks in and cancels suhO’s expo for the fourth time.

It doesn’t matter much though, because the gold mines are now empty, and as neither player is at an advantage it’s the elf that wins (usually) by walking his main tree. However, this is also a point of vulnerability. For a while the elf will be unable to reinforce his ranks which means it’s time to spend all that gold in the bank and go for the final push.

This is just what Happy does, and also puts down an expo of his own to draw the elf out. A tip: Keep in mind when playing against bears to get at least one destroyer for the last battle, even if you’re already building wyrms,because being able to dispel roar and most importantly rejuv can be the difference between winning and losing.

Anyways, the first thing suhO does when encountering Happy is pop an invul pot on his DH. Now, don’t laugh, premature invulnerability happens to everyone now and then! Anyways, suhO seems to be the most afraid of the frostie, even though all his bears are already dead.

By focusing it he gives Happy breathing room which he uses to slay a few more dryads and kill off another discount panda. Happy now has twice the supply of suhO and the rest of the game is just minutiae (although suhO does put up a good fight for a while).

 

 

 




[1:2]


China Human Yumiko
TED Undead China



Yumiko vs TeD... When I saw that my first though was ”Mgghfrlubl?” because I have no clue as to the shape of neither player. Also I’d have expected ToD to play in this very important match, but he probably had something more important to do, like having a hangover.

If someone takes offense at me mocking pro players, do rest assured that I do it without both knowledge and reason, and regardless I doubt they care one iota.

Game 1 (TR): UD vs HU on TR (upper cap, lower caps, upper caps, lo... oh, sorry) doesn’t quite seem like a square deal, does it? Short distances, hard expansion spots and a lot to creep. Undeads thrive here if they know how to play it.

Gargs are the new destroyers on this map, with the philosophy being that if those towers never get up they aren’t that bad. So what happens in this match then? Weeell... Yumiko (isn’t that a japanese girls’ name? ~~) starts out with a (Inso style!) MK for some fancy shootin’ of ghouls and the like.

 


Remember, if the towers outnumber your gargs it's probably best to leave them alone...


Remember, bolt only after the first coil. After that it’ll go on pure auto. TeD fears the MK, and as we all know fear is the mind killer. For example he uses lvl 1 coil on a full-hp MK. That’s something we’d expect from complete newbies, not from korean star players!

After an amusing standoff with only the MK and DK twitching slightly, as if in a Western duel, TeD brings his ghouls out and chases him off. After a bit of tag TeD sends two ghouls after the MK and promptly forgets them. The storm bolt wakes him up, but it’s too late at that point. As for strategies it seems the TeDinator isn’t content to be faced with an innovator. He’s got a rep to protect you know! So, he picks up a DL. A clever choice if you can handle him, as he can help in hero killing and takes damage far better than the lich.

As for overall strategies we see Yumiko teching to tier 3 and mass air while TeD, once he discovers this, goes for fiends and frosties. While TeD creeps Yumiko brings in a few gryphs to harass his workers. This goes on for a good while.

Yumiko seems unsure of how to proceed. The best he could hope for as it stands is that TeD doesn’t change his strategy, but sadly for him, he does. He wins a battle against his fiends/wyrm, but shortly thereafter a squadron of gargs arrive to rip ’em up. Switching over at this point isn’t so easy, but Yumiko knows he (she? something in between?) has to try.

TeD cancels the workshops Yumiko tries to build. At great expense mayhap, but when the undead heroes arrive that issue is resolved. After a short stint TeD heads back to his base to spend the gold he had been banking.

I don’t understand korean, but judging from what the obs say I think Yumiko tries to bluff, saying he has an expansion and that TeD should just give. Hah, all is fair in love and warcraft! A few banshees ensure Yumiko can’t sneak a win with hero nuking. GG!

Game 2 (EI): The map to really use the MK on is EI, which is Yumiko’s chosen map. And MK is also once again his chosen hero, only this time I’m quite sure he will try to expo... And lo! That’s exactly what he does.

Usually the human will try to surround the DK as he comes in, forcing him to tp and leaving a nice time frame for towering, however in this case it’s TeD that surrounds the MK! Yumiko sticks in there though, bolting ghouls left and right and gets his expo up after a bit of a struggle.

Ahh... Everyone should try the MK-expo strat at least once. It’s great fun bolting those poor little ghouls to death one after another... Yumiko manages to get lvl 3 on his MK purely from ghoul kills! That should say something about TeD’s perceverence.

Then again... TeD gets lvl 3 off of peasant kills so... Doing a 2-crypt build against this strategy isn’t a bad idea either, since you’ll probably be going gargs anyways. Just remember to buy out the mercs from the human’s merc camp so he has no anti-air whatsoever.

To be frank, it would’ve been better for TeD if he had saved a few ghouls for the time when his gargs start coming out. With only a few gargs to bother you it’s annoying but not impossible to hold them off. It’s way harder with ghoul support.

TeD swarms from the main to the expo, back and forth, looking for something to kill or destroy, but soon there are too many towers up. At this point he should’ve headed off to creep and go for some destros or even wagons to break the stalemate, but instead he tries to continue his attack, which is more damaging for him actually.

He tries for a desperate push on the expo with defense-scrolled gargs and ghouls, but he is a bit reckless and loses not only most of his units but his hero too. At this point the game is over pretty much. He tries for a last, decisive destro push, but his hero is trapped and killed again, at which point he concedes his defeat.

Game 3 (TM): Yumiko likes the MK. Perhaps too much. TM isn’t known to be the best place for the little guy, adorable as he is, and perhaps TeD even foresaw that. The slow MK is far more vulnerable on a large map where the chances of getting surrounded are larger. And surrounded is exactly what he gets as TeD comes in to harass his creeping.

As dangerous as it seems it’s actually better to try harassing him than creeping on your own. Just don’t engage unless he does. TeD wants blood for his failure last game and goes for the same strategy to prove that it works.

Yumiko wants to expand, but TeD does a good job harassing him, killing footmen and peasants. Yumiko’s base is void of workers except for his gold miners after a while, and he doesn’t even get anything for it. As TeD’s tech finishes Yumiko’s hasn’t even started, and he even lost his rax. He holds out only because of the two towers in his base, but the outcome is more predictable than Satiini’s LAN attendance schedule.

TeD seem weary, so he simply brings in a few wagons to finish the job...

 

 

 

 




[1:2]


Sweden Nightelves SaSe
Sky Human China



Sase has done surprisingly well this season, going for a more aggressive and more strategically polished style. His micro still needs some slight improvement, but he has the important parts down. Is it enough to defeat a strong-looking Sky though?

Game 1 (TS):
Sky has switched his name to anan_loli for this game. Frankly, I don’t want to know... Sase goes by WoShiSase. I PROBABLY don’t want to know.

After being defeated by Moon and some other players on this map Sky has rewritten his city planning maps, moving the second town hall to his natural rather than an exo, making the creeping harder but actually making it less risky if the enemy use warden.

And warden is exactly what Sase starts out with, while Sky (or... loli... whatever...) builds the now staple in-base scoutfarm. Against an exo-expo it’s been common practice to creep the warden to lvl 3 before attacking, but Sky isn’t the only one to adapt. Sase goes of to harass as soon as his warden hits lvl 2.

The harass goes were well, netting Sase a number of footmen and militiamen. This does little to dissuade Sky from expoing however, but he tries to sneak it past Sase to the upper exo. Sase gets a little greedy in his harassment and is forced to tp when Sky uses Reveal.

But it doesn’t matter all that much, because Sky was coming in to harass anyways. Sky manages to cancel both lores before he is chased away. The expo is now finished and undetected, although the harassment should be a good signal to the elf that there at least is one under construction somewhere.

Sase decides to expo himself, but it gets quickly canceled by the AM. Sky tries to harass with a zeppelin, but he doesn’t really manage to kill much, although it does buy him some time. Sky then tries to take down the building expo using a sapper team, but it doesn’t quite pack the necessary punch.

He loses his zeppelin and is forced to tp out. It should be rather obvious that Sky is going tanks, since that is what the warden is the least useful against. Sky tries to harass with a zepp again, but now Sase has a hunter-killer hippo out.

Shortly thereafter, however, the first tanks arrive at chez Sase, chewing away at his moonwells. Since he already had an AoWi a good reaction might’ve been to get a Dott or two. They can both chase down zeppelins and lower the armor of marauding tanks.

Sase goes on the offensive, using his now lvl 5 warden to take down the pala and AM while chasing off enemy tanks with some glaive throwers at his main. Sase now has a large number of glaives, something Sky perhaps should’ve exploited by getting gryphs. He is getting knights however, so I assume he considers them sufficient.

Nice trick: Sase keeps watch at the other possible expansions of Sky with a dryad. A dryad cannot be bolted, so as long as your reflexes are okay it should be no waste of resources. Something worth noting concerning glaive throwers is that their shots don’t go in an arc, but straight forward, making their accuracy much better than every other siege unit.

While Sase fights Sky’s normal units at Sky’s natural his glaives have just taken out both the last wave of offending tanks, but also Sky’s expo! Sky tries to retaliate, but bears with glaive support at the bridge turns out to be more than Sky can handle. Game 1 to the sassy one.

Game 2 (TR): Game 2 goes down on TR, and I think we all know what to expect from a human scorned. Yes, that’s right: TOWERS! Sase seems to be anticipating this as he constructs two AoWs, one at each entrance. The problem is that they don’t do anything useful out there.

Sky runs right past them and starts towering right next to his main. Sase gets a few hunts out that dispatches most of Sky’s peasants, and he does stop most of the towers, but his DH gets blocked in and killed. Game 2 to Sky.

Game 3 (SV): Sase does sort of the same thing that dArk did vs Myth, picking another small map for the final game, risking yet another tower rush when Gnoll Wood, for example, would be less risky. Sure, it would mean a longer game but high-level DH and panda usually triumphs over the human combo.

And tower is exactly what Sky does, right off the bat. It’s not so much a game as an exercise in futility. By switching timing Sase is once again surprised and subsequently destroyed. Lame 3 goes to Sky.

 


Woah, Déjà vu!

 

 

 

 




[1:2]


Russian Fede- Undead Happy & China Orc Fly100%
China Undead TED & China OrcLiKe


Looking at the lineup for the 2s my first reflex is to give the win to mouz. I consider Happy better than TeD and Fly better than Like. My second reflex however is... quite the same. The teamwork between these two WE-players hasn’t been a wonder of harmony exactly. Happy&Fly is a rather untested combo, but they seem far quicker to react to the actions of the ally they are paired with.

Game 1 (AV): Avalanche is quite an unfair map where massing strategies are prevalent. The fountain right between bases (and the lack of multiple passages between allied bases) means the massers can fight until the enemy ports in, then go off to attack the other base. If they give chase they can just camp at the fountain where they will have a large advantage.

For the first trembling minutes of the game Fly harasses the enemy with his BM while Happy borrows his grunts for creeping purposes. One teamwork point to note is that when Happy’s DK gets surrounded Fly tries to free it by doing the routine where you use WW, stand at the exact spot of the unit you want to free and attack an enemy unit, making the collision physics eject it.

Then you ’walk again. It doesn’t work this time, but the reflex was a good one. He handles a little clumsily afterwards, however, and gets his BM trapped. 2 tps wasted in as many minutes. Not a good start for mouz, although they’ve gotten some good items.

WE, being aware of the mouz tp-famine speedscroll into Happy’s base. They manage to take down the haunted goldmine, but lose several units in the process. mouz wants blood now and quickly heads off to the enemy well. The battle goes quite well too.

More spiders and grunts go down for WE. After some healing mouz attacks Like’s base, but this doesn’t go as well, mainly because Happy doesn’t have his lich out yet, which means no frost armored orc units. They almost lose the game right there as the DK gets very close to dying, tp-less as it is. The BM does go down however, so things are looking more than bleak for mouz.

They start opening up the blocked-off expo-spots to right the situation, but of course WE arrives. A tip that you may or may not want to use at home: the healing and mana regain spells of the obsidian statue have different cooldowns.

One can have health on auto-cast while casting spirit touch manually to get the most out of it. Happy does this mid-combat, which sort of suggests what level of micro he is on. Fly’s BM comes directly from the detention box and lays the smack down on Like’s equivalent. Happy notices and coils, forcing Like to TP. And when your ally tps it’s often best to do the same.

Given some breathing room mouz creeps the expansion spot, but holds of the actual expoing. The last battle is a bit chaotic, but it’s safe to say that it ends when TeD’s DK dies. Tip: When fighting these mirror matches with healing skills involved it might be a good idea to fake out the enemy. Start out with a full scale assault on one of his units, then quickly switch over to another, because the DK or SH won’t have time to heal the unit you switched over to. But yeah, mouz kills off WE’s heroes one by one and ends game 1. Not a bad 2s game.

Game 2 (TM): When you don’t have any particular strategy in mind TM is a great map. It’s not too large, not too small, not populated with too strong creeps but not too weak ones either. As the game begins Fly heads off to harass Like’s lumber peasants while Happy creeps. Happy does a good job fending off Like’s BM as it tries to steal creep kills, dusting (GGXX?) just at the right moment and not resuming creeping until the BM is chased off.

Fly somehow manages to lose his BM to the burrows, but it was just lvl 1 so it doesn’t matter much. After retrieving a few units mouz heads off to Like’s base, destroying burrows and canceling buildings, but losing 2 grunts in the process. After a stint of gosu-dancing (where two armies sort of run around in circles, waiting for the other team to attack or run away.)

WE attacks Fly’s base. What follows is interesting, because mouz doesn’t have a unit advantage or hero advantage while WE has had access to the shop and has a armor scroll active. The teamwork of mouz is better, where both players instantly both focus the same hero, killing it before their opponents have time to react in a useful way. Another example is Fly hexing the enemy DK before he has time to coil his lich. Mouz’s teamwork is simply better and that is what wins them the game. The final battle at Like’s base is just a parenthesis.

Conclusion: Both mouz and WE are in a bit of trouble. mouz hasn’t won many games, but are staying up there thanks to a lot of 3-2 losses. WE has been riding a roller-coaster, winning one clan war big just to lose the next in a catastrophic way. This war says less about the actual strength of the teams because mouz didn’t use ToD and WE didn’t use Like in the solos.

In game 2 TeD made Yumiko look better than he actually was, which was further cemented in game 3 where TeD ripped him a new one. Whether or not ToD would’ve done better I’ll leave unsaid, but suffice to say is that mouz needs him at his best if they want a shot at the #1 spot.

suhO showed signs of being a bit out of whack, making some strategical and micro managerial mistakes. I cannot say for certain that Like would’ve done better vs orc-slayer Happy, but at least the matchup would’ve favored him.

The difference between the two teams is, however, that mouz’s players have yet to reach their full potential while WE is practically at maximum. If they want to win the season finals they will have to steal a player away from one of the other top contenders or find another diamond in the sea of gravel. The mouz players’ problems are easy to spot.

Fly is a bit reckless, Sase needs to up his micro a little bit while ToD simply needs to return to his former glory. Most of the WE-players seem to have reached their peak, with inconsistency being the only reoccurring problem among most of the players. But WE always bounces back! I’m looking forward to seeing what their new talent team will become.

 

 
Comments (14)

 

Page :
  • 1
(4 months ago)  #1 NeverGG
 
nice analysis
Better light a candle than curse the darkness!
(4 months ago)  #2 Gvis.PieLieDIe
 
woshisase = i am sase
(4 months ago)  #3 scorpiass
 
WTF
Worstly analysis ever!


rly..
(4 months ago)  #4 virc
 
fun read

maybe even better if it was an audio comm; how is your voice?
(4 months ago)  #5 Dectilon
Dectilon
You'll possibly find out soon : P
Suprise and Terror!
(4 months ago)  #9 MYM|Grubby
Grubby
bump
(4 months ago)  #6 wormmum
 
Sky and Sase switched their IDs because they were playing the games on VS--a Chinese platform. I guess Sky used his girlfriends's VS account and Sase used his own VS account.
(4 months ago)  #7 phoenixxgm
 
nice analysis! especially the words"
that mouz’s players have yet to reach their full potential while WE is practically at maximum."
(4 months ago)  #8 MYM|Grubby
Grubby
Hi Dectilon! It seems as if you've become just a bit more critical of players. I often am too critical of other players too, so personally I would like to see more what you appreciate in someone's play style. Instead of which mistakes you see players make. Mistakes are always going to be there, and you can keep pointing them out, but what I find more interesting to see is someone picking up all the beautiful little things players do.

As in: what makes TeD go dreadlord? Could there be more important things going on than losing 2 ghouls? Was he doing it to save time? Did he need to clear up food? Of course, this is just my opinion and you are welcome to ignore it! You can't please everyone.

For example, when I was watching Fly vs inFi, I felt that there were many great moments - but when I read your analysis, it was just full about how poorly fly played. Looking objectively, I really don't believe he played poorly! Maybe only when you compare it to some of his more great games? I felt on TR, if he didnt go into inFi's base to surround the beastmaster with a very far-fetched grunt surround, there was no way he could've stayed in that game! It was a really unrealistical solution to the bleaky situation. Just an example :)
(4 months ago)  #10 Dectilon
Dectilon
Highly possible... I was very tired when I wrote this one, but because of other circumstances the choice was to do it then or not do it at all, so quality took a hit.

Right now I'm sick, but I'll try to make a better one once I get well ~~

Also, Wind suggested I interject more humor into the text, and the easiest way when it comes to games is to make fun of peoples mistakes : P I wasn't very happy with it myself ~~

Suprise and Terror!
(4 months ago)  #11 MYM|Grubby
Grubby
Stick with your old style :) I like it better
(4 months ago)  #12 sohseki
 
This is the first analysis I've ever read so I can't really compare it to anything. I thought it was interesting and pretty funny :)
(3 months ago)  #13 HU_hybrydz
hybrydz
well done article
(1 month ago)  #14 myMYM|Meitre
 
well done

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Dectilon
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Last update : 06.03.2008 21:43
4 updates
Wind
Last update : 07.03.2008 10:27
8 updates
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Last update was 4 months ago.
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