Heartbreak Ridge
[A] is for Article!
[A] is for Article!
Table of Contents
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Using Crtl+F or Mac + F you can skip ahead instead of painfully scrolling through each section, be sure to include the [brackets].
- [l] Disclaimer
[II] Why Heartbreak Ridge
[III] Map Balance
[IV] Change of View
[V] Reality Check
[VI] For Your Viewing Pleasure
[VII] Back to the Future
[VIII] KHAN Special
[IX] The Others
[X] Conclusion
[XI] Thanks!
[l] Disclaimer:
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- I am a D level Terran player.
- I'm not claiming to be the expert on this map.
- This is simply a detailed analysis done by a lower level player after watching and playing many games of this matchup.
- Any criticism or correction in my analysis/understanding of a decision made by a better player is welcome
- The game reviews will be biased in favor of well-known Terrans and Protoss'. The little trains that could that get rolled over by well-known players will not be so treated kindly.
- My goal for this thread is a better understanding for myself and other Terran players on how this matchup should be played out on this map.
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[II] Why Heartbreak Ridge?
I think its about time we all took a nice detailed look into this map, that for many Terrans has been a thorn in their side for vs Protoss. We'll focus on the pro level, which while is not, I understand not something to be copied mindlessly but read to understand why certain decisions were made and if they were, respectively at that time, right or wrong.
[III] Map Balance
For starters I'll go on to the dreaded subject of map balance, which has with all controversial maps, been a sensitive topic:
When I first saw this record, after my many frustrations on this map I scoffed and said that's obviously not a large enough sample, unwilling accept to that a map The Great D Terran such as I was having so much difficulty with vs those Iccup Scrubs, was balanced! So after seeing this balanced number I went to ask the winners, on the Terran side, what is their secret to victory on this map. This is what I was faced with:
[IV] Normal View
Monokeros' View
[V] Reality Check
After my extremely, judgmental overview of players, which, considering the desperate position I was in, very ungrateful. I painfully came to terms with (at last) no matter how much worse these Terrans or Protosses are from the best of their race, they're a lot better than I am going to be anytime soon. Realizing this I sit back and watch starting with my favorite.
Flash - Lee Young Ho - 이영호
Flash VS Jaehoon
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Monokeros' View
All of the quotes are referring to the Protoss who lost, not to the Terran player
[V] Reality Check
After my extremely, judgmental overview of players, which, considering the desperate position I was in, very ungrateful. I painfully came to terms with (at last) no matter how much worse these Terrans or Protosses are from the best of their race, they're a lot better than I am going to be anytime soon. Realizing this I sit back and watch starting with my favorite.
Flash - Lee Young Ho - 이영호
Flash VS Jaehoon
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Let's first of all take into account that this is during off-season and in my opinion this places both the players not at their best, but either way the difference in their skills is still well known to those who frequently watch Starcraft matches. I won't be going to quite extensive detail on this match I'll stick to observing each players builds, their decision-making and using the word capitalize a lot, I like that word.
This match plays out at the start with a simple FD by Flash and a 2 gate goon pressure with Jaehoon. After this initial pressure we see Jaehoon is behind, Flash's expo has started up before his with minimal scv losses and only 2 tanks to jaehoons 6 goons and 3 Zealots. At this point Jaehoon is behind but his expo is safe from a push thanks to his the costly pressure.
Now skipping the details and moving on ahead we reaches what confuses me, after this is Jaehoon opts for 2 base arbiter. He is currently very behind in tech, eco and unit count. So he throws caution to wind against Flash, a clearly better player, and decides to go heavy teach after such a setback. Flash, with his amazing star sense, knowing he's ahead immediately moves out to capitalize on his advantage before Jaehoon's now running expo kicks in. While this I assume was unknown to Flash the expo had already 'kicked in', but in the form of arbiter tech, setting him behind on unit count and sealing the game.
Take 2
Out of Flash's 3 wins on Heartbreak (and one loss to Bisu), I chose his win vs Pusan instead of the GOM TV match and the associated VOD is currently sealed away within the depths of GOM's video archive.
Not to take away any credit from Pusan, but lets face it he wasn't the shining star he used to be, and during the Summer of 2009 this didn't change. What also must be taken into consideration is the map is still relatively new in June, so all the plays haven't been, fleshed or 'Flashed' out as to say.
Summary
It begins with Flash walling in and choosing siege expand, while Pusan pressures with one gate range, robo followed by a triple expansion. Pusan with his earlier pressure is ahead but fails to notice Flash's Starport in the corner of his main. Flash's harras allows him to take his 3rd and with his superior macromanagement, intelligent base design and Pusan's risky switch to carriers, take base after base until finally Pusan is weakened enough for him to go in for the kill.
It begins with Flash walling in and choosing siege expand, while Pusan pressures with one gate range, robo followed by a triple expansion. Pusan with his earlier pressure is ahead but fails to notice Flash's Starport in the corner of his main. Flash's harras allows him to take his 3rd and with his superior macromanagement, intelligent base design and Pusan's risky switch to carriers, take base after base until finally Pusan is weakened enough for him to go in for the kill.
[VI] For Your Viewing Pleasure
I enjoyed the game so much that I decided to do a full on battle report, I would be delighted if you partook in it otherwise the aforementioned summary will suffice for this article.
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Flash goes for a wall-in opting for a siege expand, with CC after making only two marines as apposed to his future, and I'm assuming better learned self of the future's FD with no wall, but ~6 marines. Pusan begins to pressure with a one gate range followed by robo and expand still all on one gate. With his pressure effective at a minor loss of one Dragoon and Flash being pressured to repair constantly, Pusan pulls back keeping a nice advantage. Flash unable to scout for any tech goes for ebay setting him back even more, then the screen pans down and we are shown the Starport Flash had started in the corner of his base.
How Flash wins the game immediately becomes to me clear even after he is faced with a significant setback early on, which after watching am glad I reported in more detail then the Jaehoon game (because I respect Pusan as a player more than Jaehoon). Pusan follows up with getting his 3rd after adding only one gateway and 2 goons to his forces. His swiftness to capitalize on his earlier gained advantages in eco and now tech, he attempts to seal his victory with a seemingly safe expansion. Pusan unfortunately does not see the Starport in the corner of the base and simple sees the armory and is expecting a timed upgrade push from Flash after massing up.
Confident that his eco advantage will allow him to reign supreme he plods on towards the inevitable. The dropship is out and the harrassing begins, first with Pusan's main. His lack of observers at the start of the drop seems to spell doom for Pusan but an obs pops out right when the vultures zip towards the probes, they would not dine tonight and simultaneously are denied by a pylon wall at the 3rd as well. The daamge was done though and Pusan for a short but crucial moment is running one base. Flash knowing now his damage was enough to allow him to expand safely, delaying and effectively decreasing the Pusan's stopping power of his 3rd, as Pusan was busy recovering.
Currently only on 4gateways Pusan realizing that with the Starport up Flash is now slightly ahead on tech and goes for Stagate followed by the well recognized Arbiter Tribunal. With a few games of goon and vulture, cat & mouse and mine field laying followed by clearing Pusan expands AGAIN to the mineral only at 12 o'clock, after witnessing Flash's 3rd and being unable to deny or even delay it he opts to be one base ahead, typical Protoss. Flash's superiority in upgrades is displayed when Pusan attempts to use a control group of goons to clear a the mine field set up on the ridge adjacent to Flash's now running 3rd. Flash overcomes the group of goons with his vultures and the vultures now run free, and spring upon their prey, the probes transferring to Pusan's 4th. With nothing but a measly cannon to deny the vultures of their meal they reduce the probes numbers to a measly 4-5, a shot of Pusan shows his frustration, another setback, things were starting to look grim.
Pumping Arbiters from Two Stargate Pusan prepares to finish this before he set back anymore by Flash's harass. While moving out with a group of Zealots and Dragoons along with a trusty Arbiter they move out to threaten Flash's 3rd base. Flash calls Pusan's bluff with a scan of his meager attack force and a dropship of 4 vultures on Pusan's preparations new expansion in the bottom right corner, adjacent to Flash's base, the plan was foiled. Fed up with this constant battle to defend his advantage Pusan moves in to cripple Flash's army and hopefully his 3rd before he suffers anymore damage from the dreaded Dropship and Vultures. Flash's position on the ridge is too strong and Pusan is forced to allow the madness to continue.
After throwing a few zealots and a pair of goons the expansion is finally secure, when, suddenly Pusan does to me, the unthinkable he makes four Stargates in a row along with a fleet beacon at his 3rd, where did he have the money for all of this was he this far behind in his macro? Or was he betting all-in on his still remaining advantage, whether the risk was necessary or not Pusan pursues with determination his every so slightly fading victory. Flash moves out with his ball of 2-1 tanks, vultures, goliaths, and dreaded EMP-laden Vessels. Pusan sensing weakness goes to strike down this expansion, if he secures that base even his carriers won't save him. Unfortunately, a triple EMP on Pusan's forces sends him fleeing and in his retreat the screen show his Stargate's flickering, not flashing, as Pusan would have none of that.
Once again Pusan moves out for blood, and this time with Flash's army defending his fledging 4th things were looking good for Pusan, hopes were high as he pressed forward with, images of burning factories and even a possible GG. He is once again set back by a cleverly placed supply depot and barracks the time it would take him to break that with his army would give Flash time to counter his army. He is once again denied revenge, and we see Flash is prepared for the dreaded recall with turrets lining his base. The Stargates flicked ominously, will they pay off? Probes from Pusan's now dry main transfer to his distant 5th. Flash is sitting comfortable on his now confirmed eco advantage, Pusan's only hope left lying in those flickering lights. Suddenly we are sent to Flash's base a recall in the corner of his base farm from factories and trapped by still mining SCVs, with well placed tanks and buildings, Pusan's recall goes to waste.
All Pusan has left is a measly Dragoon force, a few Zealots fresh from his gateways and his Carriers. After the failed recall Flash smells a weakened prey and goes in for the kill. The massive 2-2 ball moves onward, onward to the carriers, EMPing and reducing all to blue goo and disintegration along the way.
Flash scans the carriers, scoffs at their numbers and EMPs. A feeble stasis does nothing to slow the onslaught, the carriers poke out to delay the push but even with the ledge's LOS advantage, and his remaining goon force, Pusan is pushed back by reinforcements from Flash's main.
He races to defend his mineral expo, but he is too late the probes are slaughtered in control groups another stasis appears to delay the inevitable, a blue spec appears in the upper right corner Flash's victory was in plain view. 4 tanks move in a finish off what is left of the probes final safe haven, Pusan's eco is in tatters his forces only his trusty arbiter and carriers. The ominous 3-2 on the tanks upgrades tolls the bells of the end.
[Indent] In a desperate attempt to return the pain of losing his expansions to Flash, Pusan moves out to destroy the mineral only. We witness a mass of goliath and charon-boosted missiles fill the air. A switch to Pusan's sweating face in contrast to Flash, calm and ready to end this charade. Pusan flailing in defiance of this loss scrambling to recover his expo goes to kill off Flash's corner base but is denied by quick repairs and massive goliath forces. Before the end we are given view through the eyes of the defeater and the defeated, the difference in eco is staggering, Flash low on minerals and true to his name Ultimate Weapon, while Pusan floundering for money his minerals trickling in.
In Pusan's final breath he destroys Flash's CC in the upper right corner.
Flash not even needing his whole army to fend off this threat splits his forces to end the game and kill of Pusan's expansions.
As Pusan fights off the never-ending army of Goliaths, Vultures that had spelled his doom from the start finish off his last running expansion, and with no more money for interceptors Pusan types out.
[VII] Back to the Future
After that, in my humble opinion, thrilling blast from the past and my obvious Flash fanboyism shining through, we return what now TvP on Heartbreak Ridge has been reduced to for Protoss.
2 Base Arbiter
Combined Summary:
I've decided to combine these two into one summary because the play out the same, albiet one longer than the other. I understand that theres four aren't the greatest, and some may argue they are the worst at this matchup. The fact remains that the Terrans recover from an earlier pressure and the Protoss taking his a lead a bit too far goes with a 2 Base Arbiter. The Terran capitalizes on this huge tech switch and pushes the natural and wins the game there, or as with the case of UpMaGic vs Rock the Terran gains a virtually permanent advantage that leads them to victory. Flash vs Jaehoon was also a 2 Base Arbiter game, but Flash get's his own article, and redundant redundancy is quite redundant.
Proxy Gate into Reaver
Summary
Guemchi Proxy Gate's fantasy, overextends himself with a cute cannon gets punished horribly, his proxy reaver is scouted thanks to
(A)He traps his probe, like the champ he is, and has to build the support bay in his main without a robo bay. Which to fantasy's suprise magically appears when he pushes into Guemchi's defenseless main with his attack force.
(B) Fantasy than using his superiour star sense goes to the obvious location of the proxy robo bay, defends the reaver harrass effortlessly and the game ends.
Summary
Much showing his experience with age doesn't over-extend himself or give away his Proxy Reaver, unfortunately this is to no avail. fOrGG's clever base design and cute/clever Vulture Marine micro, sans mines holds off the proxy Gateway Pressure, leaving Much in the red.
Capitalizing his triumph fOrGG adds a second factory and moves out making short work of the proxy followed by teasing the crowd with almost discovering the proxy robo. The reaver moves out to cause what would be expected TERRIBLE TERRIBLE damage to an undefended base, but the scarab god has and always will hate Much. After trading worker kills, fOrGG, with his trusty wraith comes out clearly ahead and finishes off our beloved CJ Uncle Toss.
[VIII] KHAN Special
Yes this section title is a double entendre referring to Special Education and a Menu Special you would see in a restaurant. I think a separate section should be devoted to two of our beloved Dragons and Protosses from Samsung KHAN, Jangbi and Stork.
So I heard you play WoW....
Whether the rumors were confirmed or just a fun little joke tossed around as an excuse for the current lackaluster play of one of the Golden Mouse possible, OSL Title-Holding, Dinosaur Toss. This game is one that chills me to the core and was one that I laughed my ass off all the way through. Both of the players having their mouths hanging open in their profile picture didn't really help when I was loading the VOD.
Summary
Rather then do a legitimate summary I'd like to post a few pictures focus on part of the VOD, because as they say pictures speak a thousand words. Of course I'll keep on going afterwards just to emphasize on the hilarity of my discover.
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Stork shows us some amazing micro...but back on the farm...
http://www.youtube.com/watch?v=WVs62UFlxKI&feature=player_embedded#t=11m29s
Shine could have an advantage after that I may or MAY NOT be right
Stork once again showing us some amazing micro in the form of Jangbi-esque storms crushing Shine's push...except for one minor problem.
http://www.youtube.com/watch?v=WVs62UFlxKI&feature=player_embedded#t=19m43s
Stork shows us some amazing micro...but back on the farm...
http://www.youtube.com/watch?v=WVs62UFlxKI&feature=player_embedded#t=11m29s
Shine could have an advantage after that I may or MAY NOT be right
Stork once again showing us some amazing micro in the form of Jangbi-esque storms crushing Shine's push...except for one minor problem.
http://www.youtube.com/watch?v=WVs62UFlxKI&feature=player_embedded#t=19m43s
So what I learned from that match was, if your PvT training partners are firebathero,Miracle, and FrOzean, and you apparently play WoW, this is the result. Not to forget when Shine went over to KTF before he retired to be a coach he was coached like no other.
Carriers and Jangbi
A deadly combination...for who?
A deadly combination...for who?
Summary
Let me tell you a story, I used to play protoss and I loved Jangbi and his storms, torn between love and hate was I when he defeated my Terran heroes with his brilliant psionic displays. So I vowed to be like Jangbi, do what Jangbi does, I soon discovered to my dislike. Jangbi does Carriers. Then Jangbi gets done because of said Carriers. What is the first thing, to my pleasant surprise, I see when I clicked on the link to the VOD?
Warning:
The Following Contains Hate Against Jangbi, Samsung KHAN Fan Viewer Discretion is Advised
The Following Contains Hate Against Jangbi, Samsung KHAN Fan Viewer Discretion is Advised
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Curse you Jangbi, and the Carrier you rode in on
For once I agree with Youtube Comments, and it looks I am not alone
Curse you Jangbi, and the Carrier you rode in on
For once I agree with Youtube Comments, and it looks I am not alone
Oh you still wanted a Summary?
Well I gritted my teeth and watched the match, the youtube comments you just saw just about summed it up. Jangbi was violated by vulture harass while using Carriers. Of course credit goes to Mind for taking down Jangbi, Carriers or not. Let's finish this up.
[IX] The Others
The following get a special mention for sticking to their guns and doing a typical slow-pushing, Ninja Turtle-Terran™, war of attrition that we un-innovative low level players know, understand, use and love.
Summary:
That about sums up the whole game Leta's 1 Fact Port is to be feared.
Summary:
Daezang goes for a proxy, it gets stuff although he doesn't tech hard and plays it safe with observers after Light controls the whole game with repetitive harass keeping his probe count super low, not allowing him a chance to recover.
Summary:
Light once again shows amazing control of the game using harass, taking the lead and sticking with it until the end.
Special Mention
At Least your PvZ is good...oh wait......
At Least your PvZ is good...oh wait......
Mind VS Best
I devote this section to the little SKT1 Protoss that could, Best who gets Two-Facted into the ground, allowing a 3-1 victory for Wemade over SKT1. His recent appearance with his teams B-Teamers on Proleague Map Tests is made a little clearer.
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Summary:
Two Factories > Two Gate Range
Especially if you expand directly after you make 4 goons with no robo in sight.
Two Factories > Two Gate Range
Especially if you expand directly after you make 4 goons with no robo in sight.
[X] Conclusion
Now this is the place I'd like to wrap this all up, in for some was obvious before they already read this and have already implemented it into their play. The key to success for the Terran's who want to come ahead of a Protoss who uses pressure to gain a nice advantage in the war of attrition on this map is: (2 Base Arbiter and Proxies aside)
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Drum Roll:+ Show Spoiler +
Dropships!
In each and every game, as displayed in this wonderful conglomerate of all the dropships, the Terrans who came out victorious all had implemented them into their play. Now understanding that any kind of harass is risky and a huge investment many may be reluctant to use it. Whether you're clever or not with them using dropships to disrupt the Protoss' economy on this map is key, even if you don't get many probe kills if the dropships if floating around it can easily distract the Protoss, disrupt their game flow, allow you to secure your OWN 3rd and an eco advantage all the while keeping them wary of the skies and the ground whenever they move out.
[XI] Thanks!
I'd like to thank everyone who takes time to read, or even skim part of this article. Doing my best as a lower-ranked player I decided I'd take a break from the daily ladder grind of Iccup and attempt to contribute to the community.
I'd also like to thank all the authors of all the FE's for inspiration even if this article, to me, isn't FE quality I'd like to be something worth mention.
And last but not least ICCUP for changing the MOTW from HBRidge the day I finish writing all this up, touche....