Damn what was that???! Amazing game. After the first 15 min it would be okay if Shine says GG. What a comeback! Most of the Z players would just cry under the shower after that he couldnt get more than 85 supply and spent 80% of mineral income for overs and hatchery after 15 minute.
2600 gas, omg. Protoss need switch to storm at some point. Also macro like crazy, you have 3 base around the main. 1 shuttle reaver can quickly defend all 4 bases. Dark archone vs devovers and muta. It is bad to build more than like 18 corsairs. Hard to micro, plage, insnere. Shield battery must have for reaver. Gates to block path around expos. Stacking with storm. Also you must pre spread corsairs when dropping reavers. Also storm drops very good. My conclusion: Stork pretty bad with that strat.
spoiler if a zerg can still win from that position, i'm gonna go ahead and call that an unviable strat. I've seen probably 4 games on this map where protoss tries it vs zerg and have yet to see a win. Usually they can't get a third base up and get destroyed. Stork killed every single overlord early on and then took out multiple hatcheries while he was on 4 base. If he can't win from there, why would a toss ever try this strat.
Imo its not that the strat is unviable. Its very strong in its own sense but stork overextended, left the north east map unchecked for too long and allowed shine to make a mixed ground/air army and take it head on. So a couple of mistakes and some amazing plays and decisions by shine. Its very hard to pull off corsair reaver and unfortunately it didnt work out
Is this 100% corsair+reaver strategy for 20+ min a thing, or was that a streamer challenge by Stork, or something? Like, he built one Gateway, no psi storm, and only a single-digit number of ground units.
reaver/sair is a relatively uncommon strategy that typically gets deployed on island/near-island maps, truth be told its probably not the best thing you could be doing in 2024 but back in like 2006/2007 it performed well enough given particular maps.
@@MaximosTheStumbler I'm aware that this strategy in general is a thing, although it's usually failed when I've seen it in casts. I'm mainly wondering if the purity of it is also a thing.
@@MondSemmel If the map is very restrictive like 815 or a literal island map, pure reaver/sair can work out. Monty Hall probably requires a transition because the map can get cleared out and hydras actually can maneuver around so zerg doesnt get pigeon-holed into a really awkward mutalisk/hydra composition for the entire game.
welcome back!
Glad you're alive bro. Everyone else, why haven't you liked or subbed????
This is pure madness! Thank you for the wonderful game.
Yessss I’ve been missing your daily casts! Glad you’re healthy again
Flu’s are usually worse then cold! Glad you’re feeling better now.
Dang, I didn't know D-webs stop cannons LOL
What a crazy game. Great pick.
the quad reaver
Feels like Stork was trolling but was a fun game. Imagin what a arhcons and psi storm would do
Damn what was that???! Amazing game. After the first 15 min it would be okay if Shine says GG. What a comeback! Most of the Z players would just cry under the shower after that he couldnt get more than 85 supply and spent 80% of mineral income for overs and hatchery after 15 minute.
that was epic
23:36 very cool. Why scarab does not dud?
2600 gas, omg.
Protoss need switch to storm at some point.
Also macro like crazy, you have 3 base around the main. 1 shuttle reaver can quickly defend all 4 bases.
Dark archone vs devovers and muta. It is bad to build more than like 18 corsairs. Hard to micro, plage, insnere.
Shield battery must have for reaver.
Gates to block path around expos. Stacking with storm.
Also you must pre spread corsairs when dropping reavers.
Also storm drops very good.
My conclusion: Stork pretty bad with that strat.
Nooooooo Stork 😢😢😢😢
spoiler
if a zerg can still win from that position, i'm gonna go ahead and call that an unviable strat. I've seen probably 4 games on this map where protoss tries it vs zerg and have yet to see a win. Usually they can't get a third base up and get destroyed. Stork killed every single overlord early on and then took out multiple hatcheries while he was on 4 base. If he can't win from there, why would a toss ever try this strat.
Imo its not that the strat is unviable. Its very strong in its own sense but stork overextended, left the north east map unchecked for too long and allowed shine to make a mixed ground/air army and take it head on. So a couple of mistakes and some amazing plays and decisions by shine. Its very hard to pull off corsair reaver and unfortunately it didnt work out
Is this 100% corsair+reaver strategy for 20+ min a thing, or was that a streamer challenge by Stork, or something? Like, he built one Gateway, no psi storm, and only a single-digit number of ground units.
reaver/sair is a relatively uncommon strategy that typically gets deployed on island/near-island maps, truth be told its probably not the best thing you could be doing in 2024 but back in like 2006/2007 it performed well enough given particular maps.
@@MaximosTheStumbler I'm aware that this strategy in general is a thing, although it's usually failed when I've seen it in casts. I'm mainly wondering if the purity of it is also a thing.
@@MondSemmel If the map is very restrictive like 815 or a literal island map, pure reaver/sair can work out. Monty Hall probably requires a transition because the map can get cleared out and hydras actually can maneuver around so zerg doesnt get pigeon-holed into a really awkward mutalisk/hydra composition for the entire game.