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Brood War / BGH / Lastscer autosave coaching package. Source: `lastscer-autosave-2026-06-03.zip`.

Lastscer Brood War Coaching Package

This package parsed 6,925 BGH/Hunters replay candidates, identified 5,343 main-alias games, and selected 10 representative replays for battle-report style review.

Lastscer coaching package infographic

Coach Read

Lastscer is not a speed problem. A 191 / 147 average APM/EAPM split means the action quality is already strong. The main identity is a Protoss team anchor with playable Zerg and Terran side tools. The repair lane is midgame purpose: when the opening is fine and the game reaches 12-18 minutes, the next phase needs to be declared instead of letting the game become busy, even, and vague.

Profile

Main-alias sample5,343 games

Lastscer, IIllIIlllIIIl, Rae_Rae, RaeRae, RecstsaL, [24H]Lastscer, Sky_Is_Blue, wy_lastscer.

Results69.1%

3,497 wins / 1,565 losses. 281 unknown results excluded from rate.

Mechanical base191 / 147

Average APM / EAPM. This is efficient enough for high-level BGH; decision shape matters more than raw speed.

Race shapeP 52%

Protoss 2,773; Zerg 1,287; Terran 1,283. Protoss is the default anchor, while Z/T are real alternatives.

Training Priorities

PriorityIssueTraining Method
1Protoss openings are repeatable, but long games can lose purpose after Templar tech or mass Gateway stabilizes.At 8-12 minutes, force one role call: storm support, Archon front, Dragoon range control, third-base defense, or timing finish.
2Terran is strongest when terrain progression is clear, but weaker when Factory/Vulture activity does not become team map control.Review every Terran game by tank line: first safe tile, scan plan, rally path, and next tile. Busy Vultures do not count as progress unless they buy space.
3Zerg can execute speed, Muta, and defensive ground starts, but needs a second-phase plan before opponents build tank/storm lattice.After first Muta or first defensive hold, choose one second task: Lurker contain, Defiler front, drop cut, or air switch.
4Team fights need synchronized windows, especially in 6-player BGH where one player being active is not enough.At 8, 12, 16, and 20 minutes, call one team job: front, flank, detection, drop defense, or finish.

10 Representative Replay Reads

1. 2022-10-06 | Lastscer Protoss | 8:42 Win

Short Protoss win, APM/EAPM 188/139. Map: Big Game Hunters.

This is a clean early-pressure template. Lastscer opens Pylon at 0:49, double Gateway by 1:41, first Zealot at 2:00, third Gateway at 2:37, then Forge, Cyber Core, Cannon, and Citadel. The win ends before late-game complexity matters, which is exactly when this style is supposed to work. The structure is not random aggression; it is a fast Protoss lane that gives the team an early front.

Coach point: Good sample. Keep this opening as the baseline, but when the opponent survives past 8 minutes, immediately declare whether the next phase is speedlot, Dragoon range, Templar, or defensive anchor.

2. 2022-10-05 | Lastscer Protoss | 7:02 Loss

Short Protoss loss, APM/EAPM 192/138. Map: Big Game Hunters.

The opening is mechanically fine: Pylon at 0:50, double Gateway by 1:45, Zealot at 2:02, then Forge/Cannon and Cyber Core. The problem is not that Lastscer failed to make things. The team collapses before the defensive layer turns into control, while the enemy side has a high-activity Zerg pushing the pace. The game becomes a first-wave location issue: where did the first units go, and did they solve the biggest team threat?

Coach point: For Protoss short losses, stop reviewing only build order. Review first Zealot path, first Cannon purpose, and whether the first ping from a teammate should override your default plan.

3. 2022-10-11 | Lastscer Terran | 26:30 Win

Long Terran win, APM/EAPM 174/152. Title: 3vs3 BGH EXPERTZ.

This is the old-school Terran stability sample. Lastscer opens Depot at 0:57, two Barracks by 1:50, Refinery and Academy around 2:45, then Stim/ComSat/Range before the midgame. The important part is later: Terran does not panic into random bio trading. Siege appears, building movement/repositioning appears, and the team has enough time for terrain to matter.

Coach point: Terran works for Lastscer when the game becomes positional. The review question should be: what was the first tank line that stayed alive, and what tile did it unlock?

4. 2022-10-06 | Lastscer Protoss | 26:26 Loss

Long Protoss loss, APM/EAPM 182/161. Map: AI BGH 3.0.

The build is structured: double Gateway, Forge, Cyber Core, Ground Weapons, Citadel, Zealot Speed, and Templar Archives. This is not a no-tech failure. The loss shape is that the game reaches the phase where Protoss should convert tech into a team job, but the map stays contested instead of becoming owned. Against a high-activity enemy Zerg and multi-front pressure, just having Templar tech is not enough.

Coach point: After Templar Archives, every Protoss game needs a sentence: “I am the storm support,” “I am the Archon front,” or “I am the timing finish.” Tech without a declared role drifts.

5. 2024-06-05 | Dadada... Zerg | 13:07 Win

Midgame Zerg win, APM/EAPM 202/175. Lastscer alias sample.

This is a strong Zerg control win. Pool at 1:04, Extractor at 1:19, Ling Speed at 2:19, Creep Colony and Sunken by 3:16, Hatchery at 3:32, Lair at 7:00. The route is defense-first but not passive: it creates enough ground stability to let the team win before the opponent reaches a comfortable late-game spell/tank structure.

Coach point: Good Zerg does not always mean greed or fast air. A disciplined ground/sunken opening is valuable if it buys a clear second task instead of becoming permanent defense.

6. 2024-08-16 | IIllIIlllIIIl Zerg | 19:57 Loss

Midgame Zerg loss, APM/EAPM 198/165. Map: Big Game Hunters.

The fast-Muta idea is correct: Pool at 1:04, Extractor at 1:16, Ling Speed at 2:11, Lair at 3:02, Spire at 4:07, Mutalisk at 5:26. The problem is the second phase. Opposing Terran/Protoss structure starts to appear, with Factory/Siege and later unload pressure. The Mutas create activity, but activity does not become a decisive contain, tech finish, or team collapse.

Coach point: After fast Muta, decide the second job by 8-10 minutes. If the Mutas are not killing, they must buy Lurker, Defiler, drop, or ally timing.

7. 2025-03-03 | Lastscer Protoss | 30:38 Loss

Long Protoss loss, APM/EAPM 170/142. Map: Big Game Hunters.

This is the mass-Gateway drift example. Lastscer opens Pylon at 0:47, double Gateway by 1:40, then adds more Gateways before Cyber Core/Forge. The team survives into a 30-minute game, so the opening did its basic job. The problem is that a high-tempo enemy Zerg/Terran side keeps forcing responses, and the Protoss midgame does not visibly become a sharper spell/tech/team-control role.

Coach point: More Gateways are not a plan by themselves. If the game passes 12 minutes, Protoss must name the win condition: spell, range control, drop defense, or synchronized frontal break.

8. 2026-04-23 | Lastscer Zerg | 35:35 Loss

Long Zerg loss, APM/EAPM 183/147. Map: XB2 Big Game Hunters.

This is a triple-Zerg survival shape. Lastscer opens Pool at 0:44, early Ling, Creep Colony at 2:09, Extractor at 4:00, Hatchery at 4:40, Ling Speed at 5:06. The start is defensive and reasonable, but a 35-minute loss means the Zerg side did not generate enough later threat. Against Protoss time, if Zerg does not build a decisive tech layer, the game slowly becomes harder.

Coach point: Defensive Zerg is fine, but it must turn into Lurker/Defiler/drop/air. If the team is all Zerg, someone has to be the late-game technology caller.

9. 2026-05-30 | Lastscer Terran | 33:40 Win

Long Terran win, APM/EAPM 182/155. Title: 揍索叔.

This is the best Terran reference in the set. Depot at 0:58, double Barracks by 1:49, Refinery/Academy, Factory at 3:30, Stim at 4:06, Machine Shop at 4:23, Tank at 4:51, Siege Mode at 4:59, Range at 5:28. Later, the repeated Siege/Unsiege pattern shows actual terrain progression. Even when enemy Storm appears around the midgame, Lastscer has enough structure to keep moving the map.

Coach point: Copy this Terran feeling: bio gets you alive, tanks make the map yours. Every push needs a next tile, not just more units.

10. 2026-05-20 | Lastscer Terran | 13:13 Loss

Midgame Terran loss, APM/EAPM 192/154. Map: Big Game Hunters.

This is the warning sample for active-but-not-decisive Terran. Depot at 0:56, Barracks at 1:27, Refinery at 1:44, Factory at 2:39 and 3:03, Vulture at 3:32, Mines at 4:25, Siege at 6:21. The ideas are active, but the team loses the wider map before mines and Vultures become a stable front. Factory play without enough frontline time can look busy while not changing the result.

Coach point: Vultures and mines are tools for space, not proof of control. If the team front is collapsing, spend the next action creating a safe tank/rally position.

30-Day Plan

WeekThemeCompletion Standard
1Protoss transition disciplineAfter every Protoss game, write the 10-12 minute role: Storm support, Archon front, Dragoon range control, third defense, or timing finish.
2Terran terrain languageReview three tank lines per Terran game: first safe tile, scan coverage, rally path, and next push tile.
3Zerg second-phase selectionBy 8-10 minutes, choose Lurker contain, Defiler front, drop cut, or air transition. Do not let first Muta/defense be the whole plan.
4Team synchronizationAt 8/12/16/20 minutes, make one call: front, flank, detection, drop defense, or finish. One clear call beats three separate good ideas.