game 1:
good read on the storm! even though you didn't scout it recognizing what that gate count means is a good move.
gj holding the close watchtower, but send a unit out to check the 2nd one.
And the money EMP ends the game. looks pretty clean to me.
biggest flaw i saw on a brief once-over was your macro haulted during the drop. keep making units!
game 2:
you shouldn't have gone for the bunker once you saw 2 zealots + he saw you. it won't accomplish anything.
okay that guy is actually terrible at holding pressure lmao. very nice micro though, you definitely worked him over with your kiting.
problem is, while you were doing all that damage, you were neglecting SCV production at home, so he actually comes out (after losing 7 workers) ahead by 9 workers. Can't let that happen.
don't lose medivacs like that on a drop. if you think things are going bad, just leave the units and bail with the medivacs (which cost fucktons of gas and take longer to produce).
if you don't know what splash tech he's going by 12 minutes, use scans liberally to find out, because not knowing can cost you games.
good job on the 3rd base snipe.
17:30, you have 2 medivacs. 2. I know viking production is important, but you need more medivacs. you even have a 2nd starport. more medivacs!
your production while moving your army is really bad. work on that. your barracks are inactive for a long time while you're repositioning with your huge MMM force. don't let that happen, because you could have a 30 supply lead if you kept it up.
14 vikings is a bit much if he isn't going mass colossi. 8-10 with 4 more medivacs would be far better.
and you are still making vikings. do not do that. he has 1 colossus. after they each shoot once, you have 17 2 supply paperweights that could be medivacs or marauders.
@23 minutes, poor rax production + way too many vikings almost loses you the game. money fucking EMPs keep you in it.
your vikings are flying around with your army, taking free splash from storms. send them to hsi base or something and harass instead of just keeping them clumped up where they can die. hotkey them on a different number.
late game if you do a poke, like @ 26 minutes, vs Protoss always poke 2 spots at once. They deathball, so they'll generally send the whole army to deal with 9 units. That means that one of your attacks will deal damage. If they warp in to protect, one of your attacks will still probably do severe damage. Early game harassing 1 spot is fine; late game it has to be 2 or 3 to actually deal damage. also do more harassing. hard to do with 2 medivacs

that game shoudl have ended SO LONG AGO because you hit money EMPs every major engagement, but your rax production was abysmal. always such a tiny ground army. part of that is due to the fact that you have no reactors (they are all tech labs) so you can't spam marines fast. but most of it is because your rax production is really medeocre. fix that.
again at 31, if you drop one place drop or attack another place. he pulls his whole army to deal with 8 marauders. if your army crashes into his top expo as he pulls them, he either loses all his production in his main to 8 marauders or he loses 2 mining bases to your main army. force him to make that decision.
@32, your army control was really really bad. you basically shot a pylon and then ran backwards while his whole force raped yours. all of your other engages were good but this one was really bad and it ended up costing you.
i cannot believe you actually lost that game, you had so many chances where you were so far ahead and you almost won, but your ground army was just too tiny.
/e
And yes, storms are a cool ability.
This post was edited by BardOfXiix on Nov 9 2012 02:55pm