RESULT:TEAM SUPERMIC 4 - 8 TEAM TWNZ
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TEAM.SUPERMIC PLAYERS: Supermic(c), DJ, Snee, html, Yaku
TEAM.TWNZ PLAYERS: TwnZ(c), Akora, Free, Pogo, Freakeh
TEAM SUPERMIC MAPS WON: Desertstorm, GolgothaAL, Siege][, Riverbed]l[
TEAM TWNZ MAPS WON: Ballistic (1), Golgotha][AL, Bridge, AutoRIP, Lavafort][, TheDungeon]l[AL, Desolate][, Ballistic (2)
My Man of The Match: TwnZ - rounds without the blue captain appearing at the top of the scoreboard were rare and, as we had assumed beforehand, he had obviously laid out his tacs to make use of himself as his team's best weapon
>> MATCH DEMOS AND SCREENS <<
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MATCH REPORT:
Out of all four pairings to start the Quarters with, this was the one I was looking forward to the most, because for me it had the biggest contrast between fragging and tricks / launches. Tbh I expected neither team to lose lol. In the end the better team won, and I stress the word
team because of how badly a few of Supermic's crew seemed to fail him all across the match.
Really, you're better reading the round descriptions here because they tell a better story of why this match went the way it did. Supermic had clearly been training hard and come up with quite a lot of new tricks to take Twnz's team by surprise with. Some of them worked, some didn't; some old stuff which should have worked didn't and some old stuff which shouldn't have worked did. But although the working stuff was often sublime the stuff that failed lost them quite a lot of headroom, and the blues were in the end much more consistent than the reds, not relying so much on launches simply because they had more fragpower to use.
On top of that Supermic was forced to leave PM out after what I'll call a breakdown in communication (meh, read the rest of the thread for the colourful descriptions); he also had Snee playing whom I unfairly denigrated while speccing, not realising how crappily his wifi connection was letting him down (sry m8). He did what he could but tbh it wasn't much and he may even have been the reds' weakest player as a result, when on a decent conn he could have been a major strength. On top of all that Mic also had Yaku playing - he actually played pretty well a lot of the time (from my POV anyway) but he apparently was less than great at following tactics, and if you don't follow tacs which have been trained into you for two weeks for a Cup match, when the hell
do you follow them? DJ played consistently well even while his team floundered, and would have prolly been my MotM had red won; and html was a reliable backman and seemed to be on exactly the same page as his captain most of the way through.
I didn't know what to make of the blue team after their absolute arse of a Ballistic attack to open with; it seemed to me that they had nothing to go with except run/frag/run/frag. The blues were willing to support the runs (I mean the running, not the diarrhoea) of their one-man-team captain well, but when Twnz died it was sometimes a case of 'what now?' It was only very occasionally that the blues successfully managed to take the reds by surprise but without the fragpower of Snee the reds were suffering on defence. I said before that the blues would be all about attacking, but they pulled off some great defs of their own to keep the reds at bay (Balli final, Dungeons) and with a few decent and practiced launches in their toolkit they seemed to have few weaknesses beyond a certain rigidity of style.
Anyway, the better team won but that was largely because only one team turned up. Supermic was put in the position of having to make do with what he had, which was a lot less than what he should have had, given the on-paper strong players he'd chosen to go with; by contrast Twnz could field his strongest team. As far as I'm concerned, only DJ, html and the captain on the red team can take all the credit owed to them after this one. The rest of the squad, for whatever reason, shouldn't remember it with any pride. The blues on the other hand all deserve a clap for their teamwork. A deserved win for blue but an undeserved loss for the reds - I hope that makes sense
TEAM.SUPERMIC POSITIVES:
Got off to a great start, dealing with blue attacks and learning from their mistakes
When their defence worked blue didn't have a clue how to pass it
They came with new tricks, and they worked
Strong performances all throughout by Supermic and DJ
TEAM.SUPERMIC NEGATIVES:
Captain was let down in various ways by every one of his team-mates except DJ and possibly html (including the two who weren't even there)
Launches which may otherwise have won them maps sometimes failed horribly through no fault of their own - seriously bad luck for such a launch-based team
Confidence suffered when Twnz's team nosed ahead
TEAM.TWNZ POSITIVES:
Strong captain who was as match-ready as he could be
Blues made a much better
team contribution than the reds
Had excellent launches to complement their fragpower and red had trouble dealing with both things at once
TEAM.TWNZ NEGATIVES:
Sprang next to no surprises on their opponents - their attacks were almost all predictable
And when run-and-shoot approaches were getting nowhere they sometimes had no apparent Plan B
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MAPS BREAKDOWN
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WARMUP: DESOLATE][
Blue defended full time.
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MAP 1 - BALLISTIC (1)
QUICK MAP REPORT:
A nice move from the blues to begin with had the reds flustered: Pogo and Free set a Lasers double directly to... the Main Gate tele! Twnz grabbed it and then ducked through the door to take the Gates on
9:49. Akora also took the same launch and was waiting at the Genny as the wall exploded, but the red backdef knew their positions and prrt'd him down. From there it got a mite worse for team.twnz as they tried one or two launches and hammers but concentrated mainly on just running and shooting, and red were equal to them at every position, covering each other very well around the Genny. Blue finally managed to get there on a ridiculous
3:47, a nice wake-up call which told them that the reds were here to play. Warhead fell on
2:35 to Free, popping out of absolutely nowhere at the ramp, and Twnz BT'd his way to the Final on
2:19, but that was one damn good and well laid out defence for the reds to work from.
Red's Lasers double was awful but they then tried what the blues had forgotten to - a hill launch! Mic got DJ over as the Gates went on the second run, and Pogo had to mini him on the Genny stairs to save it. Pogo managed to do some great work at the back for the blues but it couldn't last forever, and the reds took advantage of a brief break in the blue defence to pull off a Main Gate door launch directly into the Genny room - Supermic had it gooped just as Pogo ran out of ammo on
4:25. No-one can ever predict Warhead, so when virtually the entire blue team responded to an 'Incoming low!' and jumped into the low tunnel, DJ had no difficulty just dodging high to take it on
3:10 - good job, blues. Blue then pulled off their best portion of the map as they spent the next 3 three minutes plus making save after save, both pushing low and falling back at the same time. DJ and Snee both got noobed on the button, but red didn't have enough left in the tank.
MAP RESULT: TEAM.TWNZ WIN!
SCORE: 0 - 1
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MAP 2 - DESERTSTORM
QUICK MAP REPORT:
Another nice start for the red def, in spite of throwing the previous map away. Freakeh finally had to grab Scud on
8:55 after more than one miracle save. Then, as had every other captain so far in this Cup, Supermic fell back while his team arranged themselves ahead of him at the Sam. Then followed the best Sam defence yet, with Free taking it on
5:46 after blues had just run forwards again and again, one by one, like mindless lemmings
By the
6:00 mark Snee had not managed to get on the scoresheet, but it wasn't 5v4 because Pogo was sucking just as hard, without the excuse of a poor conn. Anyway, trickmeister Twnz bunnied Underground on
5:15, yet it still took Free an astonishing
3:27 to capture the Final. How did red not win this match???
Scud went on
6:07, courtesy of html, and under a minute later DJ had the Sam under control. Blues' defence was like one of those movie scenes which, tragic though it is, you can't help laughing at it. 3 reds attacked at once from the ramp and Freakeh shouting about lag as the third one got it didn't make much sense - if you let three in at once low you deserve everything you get. I have thpoken. Snee then took a (non-deffed) hammer
onto barbed wire and still managed to take the Underground immediately (wtf blue, cmon!), and then a downright comical high defence resulted in DJ and Supermic taking down every blue they saw and just jumping onto it from above on
3:40. I'll say it again: how do reds lose at this point?
MAP RESULT: TEAM.SUPERMIC WIN!
SCORE: 1 - 1
continued...