AS: UTA vs Svek
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Von Svek eingesetzte Spieler:
First match of a new month. A few departures had put us up the table into a stonking 2nd place position, and this was our chance to capitalise and be in top-flight Assaulting next-month. And what an epic this game turned out to be.
This report will be done in 2 parts, as its late now :).
An uncharacteristically bad defence by us, clearly rusty after the break. 2:39 was all it took for SveK to finish.
Not an amazing defence by SveK, we had many chances for samsite but many of them were stopped on the switch.
A bad attack cost us the map. 0-1.
Ballistic began with a horrid lag that prevented us from defending fully. Generator went before the pings went to normal, by which time 8:50 was still on the clock!
Thankfully we managed to get our positions for warhead with pings back to normal, by then our standard good defending was in play.
SaHiB, Miner killing sprees helped hold warhead until 5:30 remaining. The final went shortly afterwards. A good comeback and finally settled defence.
A failed launch didn't help at the start. auriel got generator with 3:50 to go. auriel was on fire: he also got the warhead launcher with 2 minutes to go.
Still, a very good SveK defence held us until 11 seconds to go! Finally,
SaHiB got the final objective. 1-1.
The map started off with a very solid defence from SveK. Their defence of the main entrance was one of the best we've seen. It took 7 minutes 14 for SaHiB to finally get the switch after many failed attempts at the final ramps.
Our attack was again affected by lag. We couldn't do anything to block the first wave of attack with over 300 ping for everyone, and the pings only died down when main entrance was gotten. They broke through easily thanks to a good attack on the final, within 2 minutes. 1-2.
After a quick Compressor objective SanTiTan managed to pull out a very nice defence on tunnels which lasted over 3 minutes. A SveK launch managed to get behind our lines to finally net them the objective. The good defence continued right to the end.
Lee was our hero this map, getting compressor, the important tunnels, and the cavern entrances within 4 minutes left, which put the map firmly in our
grasp. daRth performed the finale :). 2-2.
After a fast library start by Miner, the chains took a while to go, not helped by the fact daRth forgot there were 2 chains not 1!! SveK also managed to get a stranglehold on the last objective which gave us a bad attacking time of 2:55.
Bad spawns really blocked us from making our now-usual good Rook defence. A breakdown from library going meant that we lost the whole map within 1 minute. 2-3.
As usual a very solid hold by us, SveK decided to try and penetrate the bottom rather than attempt many launches, which worked in our favour. They took almost 7 minutes to finally reach the summit.
This time, it was upto auriel and SaHiB to steal the limelight! After a first failed set of launches they managed to do their right-tower launch and grab the final objective from the top defenders in the tasty time of 1:30.
SaHiB and auriel continued their good run, getting most of the objectives, with a sprinkle of Miner. A better attack than usual thanks to a good Hurons Path attack. 4 minutes was the total time for this attack.
Unusually, one of our worst maps in this league turned into our saviour map for today's game! I finally got to give some good positions out in the time before the game and everyone was set when HuronsPath came up. We then held it for a few minutes. There were only 40 seconds left on the clock by the time siege tower went, more than enough to hold the map and to go into the lead for the first time in the match. 4-3.
A reasonably good attack by us. SveK had organised defence for the development area and held us. Lee managed to do it again and get the final only a few seconds after the development, giving us a final time of 3:50.
A good hold and beurer dominating helped us bring the time for development area to 1:30 by the time despatch doors went. However, an unusual tactic, 3 SveK players made their way down to the test room and one managed to just get through, getting the final straight with 3hp remaining and only 30 seconds left on the clock! SanTiTan's lead was shattered and the game again headed into a draw. 4-4.
A lukewarm defence and a SveK-Monster!! sniping spree earned them the Gate within 40 seconds. Then a shambolic defence saw SveK gain access to the submarine in a relatively short time, 2:39.
An equally bad defence by SveK allowed Miner to walk in and open the gate within 20 seconds, giving us a glimmer of hope! Their docks defence was however strong, well positioned and much more spammy. auriel got the submarine with 15 seconds to go, and in a very exciting conclusion, we JUST missed out on getting the final, perhaps 2 seconds out. SveK again pulled ahead! 4-5.
This Desertstorm was unlike the first. Holding scuds for around 40 seconds and samsite for quite a few minutes, it felt as though there was still a lot of confidence that the match could be won. 4:59 and a very good defence time.
A rare failed first launch didn't stop us getting bunker and scuds within a very short time, leaving a long gap to get the dreaded samsite. daRth was the hero with the samsite. We finished the game with 2 minutes left on the clock. 5-5.
A rather decent attack by us, nothing special, but our normal moves worked, even the first launch!!! We took 4 minutes, a very decent time.
Without lag, our defence was as solid as a rock. With our positions SveK failed even to get generator within the 4 minutes. SanTiTan moved back into the lead. 6-5.
A very good defence again from SveK, clearly taking charge of the map by fully defending it even though we entered the final base area many times.
Another stonking attack and another poor defence left us again in the cold for this normally st-friendly map. Lost in 3 minutes, yet again the score is tied and this time the next map was of vital importance. 6-6.
Another almighty defence by us, again being helped by the lack of strategy SveK decided to use to obtain the tunnels. Our good positional play helped us hold tunnels for a good 5-6 minutes. Charge was also reasonably well defended leaving an end time of 7:26 and removing the loss situation pretty safely.
Our attack time was more than impressive also. After a slow start an auriel launch put Miner into position and the tunnels were obtained less than 10 seconds after the compressor went, more than sealing the map for us, finishing in under 2 minutes.
The final map, and not one team had gone more than 1 map ahead at any stage. Everything was heading for a draw.
This time however, we weren't to be held at any point. Luckily for us, we managed to get all the objectives within a small time span, even beurer having 3 defenders as he dodged to the finishing line. A short sharp map at 1:20 to finish the game.
A better start to our door spam, it was only 40 seconds left when the library opened. SveK then went into launching mode, desperate to draw the map. However, this time, there was no chance for SveK to launch through the spam. As more of us piled onto the launch area, they managed to get chains but it was not enough for SveK to draw the game. A very good end to a very good match!
WHAT a game! Tension led from both sides. Maps usually won by both teams were lost, and the match was in the hands of both teams many times. Well played to SveK they fought as hard as last time and again showed they can match our defences. GG SveK!
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