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This week in BWCL (Week 3)

PancakePrincess

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This week in BWCL
Vol.1, issue 2 (Week 3)

Dear Reader,

the BWCL content team is happy to bring to you this week's issue of This Week in BWCL. Unfortunately, only one series, iRk-A vs dM, got covered this time. However, it's not due to laziness or anything, it just so happened that this one write-up is only 1000 words shorter than the other two write-ups combined and that therefore there just wasn't enough time to also do a second write-up. Still, I hope the one write-up is as enjoyable as were the other two last week!

Table of contents
1. General content releases
2. Div-A: iRk-A vs dM
2.2 iRk-Kame vs dM-Woody
2.3 iRk-Marwin T vs dM-NbA P
2.4 iRk-Oyaji 0 vs dM-JDConan
2.5 iRk-Voody T vs dM-Tech
2.6 iRk-MadiNho[V] T + iRk-Marwin vs dM-PGTour + dM-Tech
2.7 iRk-A vs dM: summary
3. Elsewhere in the league - Div-B: aQp-A vs. ReV-Aye & iRk-B vs. aP
4. Standings & Outro


General content releases
Cele released the second part of his division-A interview series. This time he interviewed the leader of the ash clan, BlackSuN. It's available under:
https://broodwar.net/forum/threads/bwcl-clan-interviews-part-2-ash.243779/
 
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Division-A series write-ups

iRk-A vs dM


Nearly as dominant as Soul, the A team of iRk won both of their series in division-a with 4-1. Meanwhile, dM had to endure a crushing 1-4 defeat against ash-aeterna in the first week, but they were able to beat Red 3-2 in the second week. Such being the case, iRk-A went into this series as the clear favourite, but dM has shown that they are no pushover by beating Red. Also, it's Starcraft, so everything's possible!

Series 1: iRk-Kame Z vs dM-Woody P

Game 1: Demonio Azul, 4 o'clock vs 12 o'clock

Starting this series like a true son of Aiur, Woody opted for two 8 Gates in his natural, while Kame went with the more normal 12 Hatch. Thus, the first Zealot of the Protoss player reached the Zerg's Hatchery at the natural before the pool had even finished and things were looking like Woody was about to get a quick win. However, instead of forcing drone drills in the main base or doing other productive things, Woddy decided to use his first Zealot to attack the Zerg Hatchery in the natural. There, he also decided to build a Pylon with his scouting Probe that never actually scouted the Zerg's main base. This gave Kame's Zerglings enough time to hatch from their eggs and counter-attack the two Zealots and three Probes at the natural. With the help of seven Drones and pretty good drilling, those six Zerglings were then able to kill the two Zealots with minimal losses (only two Drones were lost) and even deny the Shield Battery that was about to finish in the Zerg's natural. Despite that loss, Woody wasn't done yet though. Three more Zealots arrived at the Zerg's natural shortly after and another Shield Battery was placed. The battle between Zerglings and Zealots would then rage on for another minute, but in the end the Zergling's were able to overwhelm the Zealots. With Zerglings on their way to the Protoss' natural and no follow-up, Woody resigned shortly after.​

iRk-Kame Z 1 vs 0 dM-Woody P
1.png
Double 8 Gate in action!
Game 2: Eclipse, 1 o'clock vs 7 o'clock
Ladies and Gentleman, I welcome you to Cheese 2: Cheese harder! Will Woody's second cheese attempt, proxy two 9 Gates at the usual Eclipse cheese position, engulf the Zerg player in it's cheesy goodness, or will Kame's Overpool devour the cheese? Read on to find out! As in the first game, things were looking good for Woddy. His cheese wasn't scouted and due to going overpool, Kame was shorter on Larvae this time around. Also, Kame didn't save three Larvae and was only able to build a single pair of Zerglings when his Pool finished. However, Kame's Overlord that was flying towards the natural of the Protoss did see two Probes making their way across the map, giving him at least some warning before a random Zealot would appear at his natural. Speaking of natural, Kame sent two Zerglings and a Drone there to see what was going on and he did find a Probe, a half-finished Pylon and a Zealot. Now fully aware of what was going on, Kame abandoned his natural and build a Sunken in his main base, while Woody started warping in a Shield Battery in the Zerg's natural. It should be noted though, that Kame didn't cancel his Hatchery in the natural immediately. He used it to win some time for the Sunken to finish in his main base and only cancelled it when Woody moved his Zealots into the main base of his own accord. Very clever! Anyhow, Kame's next move was to produce more Zerglings and to built a second Hatchery in his main base, while Woody was looking for an angle from which he could attack the Sunken. Once he found it, he immediately pulled the trigger and attacked the Sunken with five Zealots and two Probes. Utilising his Zerglings and Drone drills, Kame was able to hold that though. Not only that, he also only lost a single Zergling and his Sunken during that scuffle. This allowed Kame's remaining Zerglings to attack the three Zealots in his natural and although he wasn't able to win this fight, he lost half of them them without killing a single Zealot, the other half got past the Zealots and were now en route towards the unprotected Protoss main base. Therefore feeling pressured to attack the Zerg's main base again, Woody sent his three Zealots into Kame's mineral-line, but due to excellent drilling and another Sunken finishing, he was only able to kill a single Drone and two Zerglings before having to retreat again. Soon after, Woody was forced to attack the Zerg's main base again, since his Probes at home were under attack by the Zerglings that were able to cross the map earlier. Between a new Sunken and two Hatchery Zergling production, this attack was doomed to fail however and thus Woody had to surrender a second time.​

iRk-Kame Z 2 vs 0 dM-Woody P2.pngProxy gates at the usual Polypoid location. You'd think that by now everyone always scouts this location, but I guess things went well for Kame despite seeing it a bit late.
 
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Series 2: iRk-Marwin T vs dM-NbA P

Game 1: Demonio Azul, 12 o'clock vs 4 o'clock
If you thought Cheese 2: Cheese harder was the last part of the series, then you were wrong! I am proud to present Cheese 3: the Cheemon! This time our ongoing series is about a proxy 10 Gate in the middle of the map courtesy of NbA. As was the case in the second game between Kame and Woody, Marwin also only found out that something was up shortly before the first Zealot reached his main base. Due to a fantastic sim-city and exquisite micro, Marwin was able to handle the Zealot aggression quite well though. His Factory wasn't delayed and he traded two SCVs and two Marines for a Probe and two zealots before his first Vulture popped out of the Factory. At that time, Marwin was also building a Bunker at his natural, but NbA's first Dragoon was just in time to force a fight before it was finished. Trying to force his way in with the aforementioned Dragoon and two Zealots against 3 Marines and a Vulture, NbA unfortunately wasn't able to stop the Bunker from going up and had to retreat after trading two Marines for two Zealots. In the aftermath of this very eventful early game, the Terran player took his natural behind his Bunker, while the Protoss Player decided to go for a Robo and one additional gate. NbA would go on to use this Robo to built a Shuttle, a Reaver and an Observer in this order. However, due to Marwin not being able to confirm if his Protoss opponent expanded or not, he soon pushed out with three Tanks, two Vultures, five Marines and two SCVs. This army would soon engage NbA's army consisting of five Dragoons and a Shuttle holding a Reaver and two Zealots. Despite NbA's Reaver getting killed after only getting off a single shot, NbA was able to hold that push, due to the Zealots putting in a lot of work and decent focus-firing with the Dragoons. Behind that push, Marwin finished Siege Mode and started building Turrets. He also began his +1 attack upgrade. Being low on Tanks after losing all of them, allowed NbA to counter-attack with some success though. Making use of four Dragoons, he was able to destroy the empty Bunker at the Terran's natural, kill three SCVs and force all other SCVs to abandon the natural before he got pushed back by some new Tanks. After that, the game slowed down a bit. However, The Terran player was clearly in the driver's seat. He was about even in supply and he had ten more SCVs than the Protoss player had Probes. Anyhow, The latter took his natural behind that counter attack, while the Terran went up to six Factories. And while Marwin was massing a marvelous mass of mischievous Tanks and Vultures, all without NbA knowing about it, the Protoss player took his third and started building towards an Arbiter-free style army powered by six Gates. Unfortunately for NbA, five Factories beat six Gates, especially when the Factories are up earlier, and thus he simply died to the Terran push at about twelve minutes and thirty seconds.

iRk-Marwin T 1 vs 0 dM-NbA P
3.png
I do hope dM brought some wine with all their cheese...
Game 2: Shakuras Temple, 7 o'clock vs 11 o'clock
Ending the cheese series for the time being, NbA opens with a 12 Nexus, while Marwin opens pretty normal with a Barracks, a Refinery and a Factory. However, upon finishing his factory, the madlad actually went on the offensive with three Marines, eight SCVs and rallying Vultures. NbA, who went for two Gates and a Cybernetics Core behind his 12 Nexus, was able to see and delay that attack with a Zealot that he send out towards the Terran base, but the Terran brigade soon reached his natural regardless. There, two Dragoons had to fight the aforementioned Terran forces, while a Bunker was being built. And despite NbA sacrificing all of his Probes that were at the natural, the Bunker was finished, thus putting the Protoss player in a difficult position. Of course, the Terran player lost a number of SCVs, Marines and Vultures too, but with the Bunker up and manned by two Marines, that trade was worth it for the Terran player. Anyhow, with the situation being what it was, NbA decided to run three of his Dragoons past the Bunker to try to counter, but the Dragoons were stopped at the Terran ramp. From there on NbA then tried to sandwich and kill the Bunker with two Dragoons from his main and the three returning Dragoons, but with four SCVs in place to repair and a Vulture with mines around, NbA just traded two Dragoons for an SCV and the Vulture. Even worse for him, reinforcing Marines were able to man the bunker to its full capacity. NbA would then go on to lose one more Dragoon and his Nexus and Marwin just retreated all his five Marines and took his natural. Again, NbA tried to counter, but he lost three more Dragoons to a minefield. After all that, the game slowed down for the first time. NbA retook his natural and started teching for a DT drop, while Marwin went for five Factories again. Playing it safe, he, additionally, also got an Engineering Bay and Turrets, maybe anticipating either Reaver or DT play. Thus, when the DT drop arrived, it did nothing. Well, not exactly nothing, it did reveal the five Factories and NbA now knew what he was up against. Behind the DT drop, the Protoss player also took a hidden base at the 2 o'clock position, but when he tried to transfer Probes, four were intercepted and killed. Worse than that however, he also lost three Dragoons to another mine while only killing three of these Vultures and his hidden base wasn't that hidden any more, since the Vultures saw the direction in which the Probes went. A minute after that, the Terran army moved out (with 0/0 upgrades) , but had to turn around when the Protoss player counter-attacked the Terran natural. This counter didn't do much though, since Marwin blocked the ramp into his main with SCVs. Furthermore, two Vultures sneaked into NbA's 2 o'clock base and killed all eleven Probes there. The Protoss was already behind by a lot though at that point, so it's doubtful whether that bit of eco would have helped NbA to survive the +1 attack push that killed him a minute later. No counter-attack to save his hide this time!

iRk-Marwin T 2 vs 0 dM-NbA P4.pngBoom goes the 12 Nexus!
 

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Series 3: iRk-Oyaji P vs dM-JDConan Z

Game 1: Demonio Azul, 8 o'clock vs 12 o'clock

Going into the first game of the Series, Oyaji elected to open with a Forge, while JDConan opted for a very interesting 10 Hatch, 9 Gas, 9 Pool, Zergling-Speed opener. Keeping this theme of interesting strategic choices, Oyaji then decided to Cannon rush the Zerg player after he found out that JDConan went Hatchery before Pool. Such being the case, Oyaji started to set up behind the Zerg's natural mineral-line with a Pylon followed by a Cannon. Unfortunately for the Protoss player, he seemed to have misread the Zerg player's opening, since JDConan was able to just run across the map with his initial eight Zerglings and outright destroy the Protoss Player by killing one finished Cannon, four Probes and one Cannon that was warping in.

iRk-Oyaji P 0 vs 1 dM-JDConan Z
5.png
Catharsis for everyone who ever got Cannon rushed behind their mineral line by a Protoss player. So pretty!
Game 2: Polypoid, 7 o'clock vs 5 o'clock
Switching things up, both players selected a different opener for this game. Oyaji opened with a Gate, having in mind a Gate FE probably, while JDConan went for a 9 Pool Speed opening. Due to Oyaji's scouting Probe finding the Zerg player's main base at its first try though, the Protoss player knew exactly what was about to come his way and took the appropriate counter-measures. He kept his first zealot at home and built his Forge as fast as possible. Due to that, JDConan's Zerglings weren't able to breach the Protoss a wall and had to give up any attempt at being aggressive after two of them were slain by Zealots. Feeling thus safe and secure behind his wall, which now also sported a Cannon, Oyaji put down his Nexus in preparation for a longer game. His opponent had different plans though. Throwing down a Hydralisk Den shortly after he started his second Hatchery, JDConan was preparing a two Hatch hydra bust. Fortunately for him, he was able to kill all of Oyaji's scouting Probes before they could gather the necessary intel and thus he was able to successfully obscure his plans. Even better for the Zerg player, Oyaji made a wrong guess about what was going on. Teching into Corsairs and placing Cannons inside his mineral-line, he was probably expecting two Hatch Muta play and not Hydras. With this in mind, it shouldn't come as a surprise that he was woefully unprepared when JDConan pulled the trigger after Hydra-Range finished. With nine Hydras and twelve Zerglings, he busted the wall of the Protoss player and was able to kill all defending Probes and Zealots before the four emergency Cannons finished. With his natural in shambles and no production buildings, Oyaji threw the towel just seconds later.​

Irk-Oyaji P 0 vs 2 dM-JDConan Z6.png
Two Hatch Hydralisk bust. You don't see that everyday!
 
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Series 4: iRk-Voody T vs dM-Tech P

Game 1: Demonio Azul, 8 o'clock vs 12 o'clock
The second TvP series started rather slow. Tech tried to apply some Zealot pressure with a 10 Gate at his natural, but Voody opted for a full wall-in in preparation for a Siege expand and thus the Zealot was pretty ineffective. This wall-in also prevented any scouting of the Terran main base by the Protoss player while Voody's SCV scout was able to get into the Protoss main base without any problem. There it stayed alive and provided vital intelligence for Voody until the first Dragoon was able to kill it. The only hiccup of the early game would then also involve the aforementioned Dragoon. In an attempt to kill the Probe that was stationed in-front of the wall-in, Voody lifted his Barracks, which allowed the Probe and the Dragoon to waltz into the Terran main. And while they were only able to slightly delay the Command Center, since the first Tank of Voody just finished, they at least provided Tech with some valuable scouting information. Since the Protoss player had already decided on his strategy though, it only provided him with knowledge about what he was going up against and didn't change his game-plan dramatically. Thusly, the stage was set for the mid-game. Under the protection of his Tanks, Voody took his natural while Tech prepared his bust which was fuelled by three Gateways and a Robo with Reaver tech. This bust attempt hit Voody at about the seven minute mark, when six Dragoons, one Zealot and a Shuttle filled with a Reaver and another Zealot met the Terran defence consisting of four Tanks, a Turret and a full wall-in at the natural. As was the case earlier, the wall-in greatly hindered the Protoss effort and Voody was able to hold the bust attempt while only losing five SCVs, due to the Reaver getting a few shots off in his main, and a single Tank. Tech, on the other hand, lost three Dragoons and a Zealot. Therefore, as the game slowed down in the aftermath of the attempted bust, the Terran player was in a commanding position with seventy-two to sixty supply and forty-four to thirty-one workers. Tech's next step was to take his natural and going into a second Shuttle while Voody started his first attack upgrade, added Factories and teched up. Not taking his third, Tech then sent out his two shuttles carrying four Zealots, a Dragoon as well as a Reaver and parked them north of the Terran main without doing anything with them for the time being. Funnily enough, the Shuttles then got scouted, when Voody was scanning the path for his own Dropship. Still, due to having to reroute the Dropship, the Terran player kinda forgot about it and thus it just sat on the map with its payload until the end of the game. I suppose that's what you call a blessing in disguise! Anyhow, back to the game. At around eleven minutes and thirty seconds, the Protoss player finally took his third base, the mineral-only, and set himself up to be in the usual economic position against a Terran. Shortly after though, the Terran army moved out towards the Protoss player's natural with +1 attack and a big supply advantage. It'd go on to siege up near the Terran natural and Voody used this opportunity to take his third base, also the mineral-only, behind that. With the Terran army on the field, Tech finally used his Shuttles however, and dropped their payloads in the Terran player's main base. There, his forces were able to destroy a few Depots, Turrets and the Academy as well as forcing the SCVs away, but they were cleaned up soon after and without much effort. Shortly after that, Tech attacked the Terran position with an Arbiter-free style army, but was repelled. The timing of that attack was also a bit unfortunate, since the +2 attack upgrade just finished for the Terran player. Voody then sent ten Vultures towards Tech's third base and destroyed it completely, despite two Cannons being up. However, with most of the Vultures out of position, the Protoss army attacked the Terran army again, achieving a pyrrhic victory and breaking the Terran position in front of the Protoss natural. This would then slow down the game a bit again, since the Terran had to re-mass Tanks and the Protoss player needed his third to be rebuilt. And although Tech tried his hardest, he even attempted a storm drop at the Terran player's third which unfortunately did nothing, the +3 attack Terran push destroyed any hopes he had in regards to winning the game.​

iRk-Voody T 1 vs 0 dM-Tech P
7.png
Imagine the only reason your drop gets scouted is because the other player wants to drop too.
Game 2: Shakuras Temple, 5 o'clock vs 11 o'clock
Have you ever seen a turtle move? How it slowly but surely makes it way towards its destination? In a way, this game feels exactly like this! Tech went for a 24 Nexus and Voody opted for the Siege expand a second time. Nothing out of the ordinary happened for a while and the first time that both players interacted in a meaningful way, apart from Voody scouting Tech's main base and Tech being blocked from scouting by the wall-in again, was when Voody moved his Marine too far out and it got killed by the first Dragoon that walked across the map. This interaction would then last a little longer as Tech then used the Dragoons to put some minor HP damage on the wall-in before the first Tank arrived. From there on, both players kind of started doing their own thing again. Tech took his third base at 11:30 o'clock on 2 Gates and Observer tech while Voody went up to two Factories plus add-ons for the Vulture techs. Voody was then able to kill three Probes that were transitioning towards the Protoss player's third base with Vultures, but was stopped from doing more by the Pylon wall-in. The Vultures were then quickly dispatched by Tech's Dragoons. For the next few minutes, both players engaged in a riveting Single-player competition of teching and macroing up towards their respective desired state. Tech went for the double Forge (and upgrades therefore), eight Gateways and worked his way towards Arbiter tech and Voody started his +1 Attack upgrade, went up to four Factories, fortified his defensive position and prepared everything for a four Vulture drop. At around eight minutes and twenty-one seconds, Voody took his third base at 5:30 o'clock and dropped Tech's third. Remember the Pylon wall that was mentioned earlier? Back then, it helped the Protoss player, but now it really hindered him, since his Dragoons had to destroy one of the Pylons to get to the third base and by that time the damage had already been done. The Vultures killed six Probes and completely stopped mining until the Dragoons came through. This lead to the Terran player taking the lead in regards to worker count and supply for the first time this game. However, after this spike of action, the game went back into a more single-player oriented state. The Protoss player upped his Gateway count first to eight and then to twelve while simultaneously putting the finishing touches on his Arbiter tech and Voody put down his Science Facility, his second Armoury (also double upgrades) and four more Factories, bringing him up to eight. After a lot of macro and some minor engagements between Vultures and Dragoons in the middle of the map, Tech poked into the Terran army as he maxed out, but quickly turned around again after his Arbiter got hit by an EMP and he realised how entrenched Voody's army was. After some more manoeuvring on the high-ground by Tech against Voody's Vultures, Voody started to move out as his 2/1 finished. Unable to make a dent in the Terran army, Tech called Voody a Gosu and left the game shortly after.​

iRk-Voody T 2 vs 0 dM-Tech P
8.png

Pretty unfortunate when your own wall works against you.
 
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Series 5: iRk-MadiNho[V] Z + iRk-Marwin T vs dM-PGTour Z + dM-Tech P

Game 1: Ultimate Stream, 5 o'clock + 7 o'clock vs 1 o'clock + 11 o'clock

Going into the first game of the last series, the team of iRk opened with an Overpool and a 2 Rax Academy while the team of dM opted for a 9 Pool Speed as well as a 10/12 Gate. Following those openings, both Overlords crossed each other, Tech's Probe was stopped by a wall-in again and Marwin's SCV scouted the Protoss base. Surprisingly enough, apart from some manoeuvring in the middle of the map, nothing really happened in the first four minutes of the game. Therefore, a bit about the tech of the players: Both Zerg players pulled out of their respective gases after getting Zergling-Speed and opted for two Hatch play in their main bases, Tech went into two Gate Goon and Marwin just prepared his Medic and Marine move-out. It's only speculation, but maybe dM was dissuaded from attacking the isolated Zerg player of iRk (Terran is quite slow after all) by the two Sunkens he placed as part of his beautiful sim-city. Anyhow, disaster struck dM at around the four minute mark, when Tech traded three Zealots for four Zerglings, because he had them in MadiNho's natural without any support. Not a particularly good choice. Even worse, right after that, MadinHho was also able to sneak some Zerglings into Tech's main base. There, they forced a Probe pull and stayed alive long enough for Marwin's Medic and Marine force to arrive. Without any counter to that, the Protoss player had no chance to beat back that attack and the team of dM resigned shortly after PGTour's attempt to counter-attack the Terran player's main base failed due to the wall-in of the latter.​

iRk-MadiNho[V] Z + iRk-Marwin T 1 vs 0 dM-PGTour Z + dM-Tech P
9.png
No amount of Zerglings can break a wall like this.

Game 2: Polypoid, 5 o'clock + 1 o'clock vs 7 o'clock + 11 o'clock
With MadiNho being Terran this time around, both iRk players actually went for the exact same build – 2 Rax Academy. Meanwhile, Tech opted for the 10/12 Gate again while PGTour selected to go 12 Pool for a change. Also, for the first time, Tech's Probe didn't get hindered by a wall-in and thus every player got scouted and both teams played with full knowledge about what their opponents were up to in regards to the chosen openings. In the following, rather uneventful, moments of the game, MadiNho stole Tech's gas, but both Terran players lost their scouting SCVs. Such being the case, the team of iRk was pretty blind to what their opponents were up to going into the mid-game. Now, what were they up to? Well, Tech decided to pursue Templar tech, and PGTour Selected Muta tech as his desired way to play. Due to that, nothing was going on for a while really. Marwin trying to scout PGTour but not getting up the Zerg's ramp was the biggest thing that happened until the Terran's moved out. This double move-out occured at around five minutes and fourteen seconds. dM reacted to that by throwing down more static defence at their ramps. This lead to both Terran players expanding, which in turn led to dM's team expanding too. Things could have calmed down from here, but for some reason, the team of dM attacked into Marwins Medic and Marine army and traded one DT, twelve Zerglings, and four Mutalisks for six Marines. Ouch! Right after that, MadinHo's army used that opportunity and attacked the Zerg's natural and forced PGTour to cancel his Hatchery there. MadiNho then parked that army at the 9 o'clock position. With such an advantage, iRk's team was free to tech up. Marwin went into one Starport Vessel and four Barracks while his teammate opted for three Barracks, one Factory Vultures, and a slower one Starport Vessel. Due to all that teching, the game slowed down for a bit, but picked up the pace again, when MadiNho's army, the one at the 9 o'clock position, was killed by the combined Zerg and Protoss forces. Those forces split up after the battle though and that allowed Marwin to obliterate the Protoss army in turn. There was even an irradiate on a High Templar! How often do you see that?! Marwin's army then went on to kill the Zerg player's army, leading to the latter leaving the game. All alone, Tech wasn't able to hold back the Terran flood and he left too soon after.​

iRk-MadiNho[V] T + iRk-Marwin T 2 vs 0 dM-PGTour Z + dM-Tech P10.png
Irradiated High Templar hype! Wooooooo!

iRk-A vs dM: summary
iRk-A: 4 (+1 due to winning the series)
dM: 1


With another 4-1 victory, iRk-A firmly cemented themselves as the second place of division-A. dM on the other hand, weren't able to set themselves apart from ash-aeterna and ef and thus all three teams are at a six point tie. Division-A is shaping up to be quite interesting!​
 
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Elsewhere in the league

Division B: aQp-A vs. ReV-Aye

This was cast by ReVolutionViR! It's available under:


Division B: iRk-B vs. aP
This was cast by Pancake Princess! It's available under:

 
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