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Challenge Smackdown Australia

Group 2
Australia Try Hard DM VS Australia Pack of Clowns


Round 1 -

Pack of Clowns 20
Try Hard DM 224
E1M2 - Castle of the Damned (Pack of Clowns's choice)


Try Hard DM Vs Pack of Clowns
Demos

POV: drizzy

Report
Aside from Kwijibo and Havoc, the rest of the PoC players seem to have a habit of being slightly delayed (at least in the games that I've admin'ed) and this one was no different. THDM got some 2 on 2 practice in as we waited for the other two PoC players to arrive, and when they did we were able to start after some minor qizmo issues. Havoc from PoC grabbed the first RL but died a minute later when people were fighting over the second quad...Nevamind grabbed the pack as well as the quad and this enabled THDM to get on a roll. Having access to YA, mega and quad for the entire map made life easier for THDM as they were able to rotate players between these areas to ensure that everyone had plenty of armour and health. Drizzy got his fair share of quad and was most effective as he cleared out the GA/water/start areas before returning to THDM turf. There wasn't much PoC could do against their LPB opponents, especially when they held most of the resources.



Round 2 -

Try Hard DM 203
Pack of Clowns 33
DM3 - The Abandoned Base (Try Hard DM's choice)


Try Hard DM Vs Pack of Clowns
Demos

POV: drizzy

Report
THDM got the first RL but the PoC player with quad met him there and relieved him of it. This enabled PoC to get some early frags as they waited for the second quad but the guy who ended up taking it only had a shotty and was killed soon after. While this was happening some THDM players grabbed some RL's and moved into RA and YA. From here it was almost an exact repeat of e1m2 as THDM held YA, RA, quad and water to deny PoC any chance of mounting a comeback. Drizzy seemed to get even more of the quads this time around, though his teammates were able to do plenty of fragging when he wasn't in their area. I've noticed that the THDM guys all seem to score at a very similar rate which usually leaves them with only a small difference between the highest and lowest fragger at the end of each map. This could be a reason why they're able to rotate players around the map as they can all do an equally well job as each other. Unfortunately PoC found this out the hard way.


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