BGH 3v3 Tournament Run Report v0.1
Date: 2026-06-03
Replay filter:
- Time window: January 22, 2026 through March 31, 2026.
- Map filter: Big Game Hunters / BGH.
- Mode filter:
Top vs Bottom. - Team identity filter: games containing
PurE)Rabbit-SF,[24h].gungun, andHao2026.
Privacy boundary: this report uses replay metadata, player/race/team/result/APM/EAPM, and game titles. It does not quote private replay chat.
Executive Summary
I found 22 BGH 3v3 games where Jun, Gungun, and Hao were on the same team.
Decided record:
9W-11L2unknown/remake/no-decision games- all
22games were BGHTop vs Bottom3v3 structures
Series breakdown:
| Series | Opponent core | Record |
|---|---|---|
| Hao team vs CR team | [24H]MoFan / Ahhlong / [24H]CR | 2W-2L-1U |
| 24H Jimmy Cup, Hao vs Lo | [24H]P!nKy / Marsox / [24H]LineaPB | 2W-1L-1U |
| 24H Jimmy Cup, Hao vs Yu | ahlong / MaiDou.. / YueeR | 2W-3L |
| 24h match block | bLueCastle / FakeBiSU~~ / BadMario | 3W-1L |
| 24H Jimmy Cup quarterfinal | Lastscer / THERMO_STAT / windycc! | 0W-4L |
First read:
This team was competitive before the quarterfinal-level set, but the quarterfinal exposed the ceiling. Hao and Gungun were fixed Protoss anchors. Jun was the flex slot. The strongest default was triple-Protoss. The weakest recurring version was Jun-on-Terran.
Player Roles
Hao and Gungun were fixed Protoss players in this sample:
Hao2026:22Protoss games, average APM/EAPM about154.5 / 135.3.[24h].gungun:22Protoss games, average APM/EAPM about267.6 / 184.2.
Jun was the flex slot:
10Terran games.7Protoss games.5Zerg games.- Overall average APM/EAPM about
207.3 / 171.7.
The team structure is the important point:
- Hao is the slower but stable Protoss anchor.
- Gungun is the high-activity Protoss anchor.
- Jun is the tactical swing slot, and team results changed sharply by Jun's race.
Composition Results
Composition order is Hao / Jun / Gungun.
| Composition | Record | Read |
|---|---|---|
P/P/P | 4W-2L-1U | best team baseline |
P/Z/P | 2W-2L-1U | playable but volatile |
P/T/P | 3W-7L | main repair lane |
This is the strongest coaching signal in the batch. Hao and Gungun were always Protoss, so Jun's race was the team lever. When Jun also played Protoss, the team had the clearest shared language. When Jun played Terran, the team often lost faster or failed to convert activity into team value.
Series Notes
Hao Team vs CR Team
Record: 2W-2L-1U.
Game flow:
7:57win withP/T/P.4:55loss withP/T/P.4:15unknown withP/P/P.19:02win withP/P/P.11:27loss withP/T/P.
Read: the longest clean win was triple-Protoss. The Terran games were split early, with two losses and one win.
24H Jimmy Cup, Hao vs Lo
Record: 2W-1L-1U.
Game flow:
7:33win withP/T/P.5:53loss withP/T/P.13:06win withP/P/P.7:27unknown withP/Z/P.
Read: again, the cleanest mid-length win was triple-Protoss. The Terran result was mixed.
24H Jimmy Cup, Hao vs Yu
Record: 2W-3L.
Game flow:
5:37loss withP/T/P.15:26loss withP/P/P.20:51win withP/P/P.23:05win withP/P/P.7:51loss withP/P/P.
Read: this is the best Protoss-baseline review group because it has long triple-Protoss wins and triple-Protoss losses.
24h Match Block
Record: 3W-1L.
Game flow:
14:05win withP/T/P.23:30win withP/Z/P.14:10loss withP/Z/P.13:58win withP/Z/P.
Read: Jun's Zerg was viable here. The question is not whether Jun can play Zerg; it is whether Zerg has a clear team objective when opponent quality rises.
24H Jimmy Cup Quarterfinal
Record: 0W-4L.
Game flow:
6:23loss withP/Z/P.6:49loss withP/T/P.18:41loss withP/T/P.3:49loss withP/T/P.
Read: this was the collapse set. Three of the four games had Jun on Terran, and the team did not get a win. The 18:41 Terran loss matters because it shows the issue was not only early death.
Coaching Diagnosis
1. Default To Triple-Protoss
The evidence says default to P/P/P unless there is a deliberate counter-plan.
Tournament rule:
If the match matters and no counter-plan is prepared, run triple-Protoss first.
2. Repair Jun Terran
P/T/P went 3W-7L.
The problem is not raw APM. The issue is team conversion:
- Does Terran protect the correct shared entrance?
- Does the first Marine/Bunker/Depot shape actually save Hao/Gungun timing?
- Does tech arrive as a team timing, not a personal timing?
- Does Terran create a concrete enemy response before the team falls behind?
Terran review rule:
By 6-8 minutes, Jun Terran must have created visible team value: held an entrance, saved an ally, forced pressure back, or produced a timing the Protoss anchors can use.
3. Treat Hao As The Stable Anchor
Hao's APM/EAPM is lower than Jun and Gungun, but Hao was present in every game as Protoss. Hao is not the chaos slot; Hao is an anchor.
Review target:
Identify Hao's first vulnerable window in each loss, then check whether Jun or Gungun had a realistic cover option.
4. Convert Gungun's Activity Into Team Leverage
Gungun's Protoss activity was very high. The question is whether that activity becomes team-wide leverage:
- first Dragoon/Zealot movement supports the correct side
- pressure pulls enemy attention away from Hao
- midgame army arrives before the vulnerable ally breaks
- late-game tech converges with the team rather than staying local
Best Deep-Dive Replays
Use these first:
233541,(8)Big Game Hunters.rep-20:51win vs Yu,P/P/P.000045,(8)Big Game Hunters.rep-23:05win vs Yu,P/P/P.231149,(8)Big Game Hunters.rep-15:26loss vs Yu,P/P/P.221653,! (8)Big Game Hunters.rep-18:41quarterfinal loss,P/T/P.234857,(1)[XB2] Big Game Hunters.rep-14:05win,P/T/P.001505,(1)[XB2] Big Game Hunters.rep-23:30win,P/Z/P.
Coach Verdict
This was a real tournament-style BGH trio, not random ladder noise.
Hao and Gungun were fixed Protoss anchors. Jun was the flex player. The team's best evidence-based default is P/P/P; the biggest repair lane is Jun Terran in P/T/P; Jun Zerg is playable but needs a clearer team objective against stronger opponents.