Brood War / BGH / Sam Wu autosave coaching package. Source: local `AutoSave-samwu.zip`; raw replays are not public.
Sam Wu / sam_wu Brood War Coaching Package
This package parsed 1,165 BGH/Hunters replay candidates, identified 984 Sam Wu main-alias games, and selected 10 representative replays in the Lao Gao package style.
Coach Read
Sam Wu is not a low-skill player. The three-race base is real. Protoss is the main sample, while Zerg and Terran are playable. The repair lane is second-phase naming: winning games need a clear contain, tech, drop, or finish call; losing games need a clear stabilization line instead of just more activity.
Profile
sam_wu 955 games, 24H_Sam_Wu 29 games.
402 wins / 404 losses. 178 unknown results excluded.
Average APM / EAPM. The issue is not no speed; the issue is converting action into team result.
Protoss 490, Zerg 312, Terran 182. Main identity: multi-race BGH player.
Training Priorities
| Priority | Issue | Training Method |
|---|---|---|
| 1 | Protoss has strong early production, but the first army task is sometimes unnamed. | Before 4:30, name the first Zealot task: defend, help ally, hold middle, or pressure enemy. |
| 2 | Zerg has fast Lair/Spire routes, but losing games show tech before job definition. | When Spire starts, name the first Mutalisk job: worker damage, tech denial, drop defense, or force retreat. |
| 3 | Terran can build the bio/terrain skeleton, but push language must be fixed. | Every push starts with tank/bunker line, scan/coverage, rally, then Stim or siege crawl. |
| 4 | Long games can become busy instead of active. | At 10/14/18 minutes, make one team call: front, flank, drop, defense, detection, or finish. |
10 Representative Replay Reads
1. 2025-07-15 | sam_wu Protoss | 26:54 Win
The opener is clean double-Gateway Protoss: Pylon at 0:49, Gateway at 1:18, second Gateway at 1:38, first Zealot at 2:01. The important part is the second layer: Assimilator at 3:14, Core at 4:00, Citadel at 4:54, Templar Archives at 5:36, and Dark Templar at 6:20.
Coach point: Use this as the long-win P template. The question is not whether double Gate happened; it is whether the second layer was named by 5:30.
2. 2025-08-09 | sam_wu Protoss | 30:24 Loss
This is also a double-Gateway opening, with Shield Battery at 4:21, Assimilator at 4:31, Core at 4:33, and Citadel at 5:27. The loss shows the difference between production and plan. Units keep coming, but the midgame role does not fully become map control or finish pressure.
Coach point: In long P losses, do not only count units. Ask what the 8-12 minute label was: Zealot pressure, DT, Dragoon map control, or ally defense.
3. 2025-12-26 | sam_wu Protoss | 47:13 Win
This long win matters because it is structural. Forge at 2:47, first Cannon at 3:35, extra Gateway at 5:09, many Cannons through 9:57, and Assimilator at 10:10. It is not a flashy rush; it is a long BGH survival-and-convert game.
Coach point: Sam Wu can play structured long P. Train timing and conversion, not raw APM.
4. 2026-01-16 | sam_wu Terran | 37:03 Loss
The Terran skeleton exists: Depot, double Barracks, Refinery, Factory, and early Bunkers. The problem is later terrain language. Terran cannot only have the pieces; it needs a first stable push line.
Coach point: Review the first tank/bunker line. If that position never stabilizes, the rest of the game becomes firefighting.
5. 2026-06-07 | 24H_Sam_Wu Protoss | 26:49 Win
This recent sample is more stable: Gateway at 1:22, Forge at 1:47, Cannon at 2:18, second Gateway at 3:15, Assimilator at 3:52, Core at 4:10, Citadel at 5:34, and Zealot Speed at 6:16.
Coach point: This is the right recent P direction: stabilize with Forge/Cannon, then connect speed/tech. Next improvement is naming the midgame target.
6. 2026-06-07 | 24H_Sam_Wu Protoss | 13:41 Win
This is a pure Zealot-production win: Pylon at 0:42, Gateways at 1:13 and 1:37, third Gateway at 2:40, then continuous Zealots. It proves the short-game P pressure is real.
Coach point: Keep the strength. If the opponent is not dead by 6-8 minutes, shift from more Zealots to the second-phase decision.
7. 2026-06-07 | 24H_Sam_Wu Zerg | 18:02 Loss
The Zerg tech is very fast: Pool at 1:10, Extractor at 1:18, Lair at 2:13, Spire at 3:20, first Mutalisk at 4:39. This is not slow. The issue is whether the first Mutalisk wave has a job.
Coach point: Spire is not the goal. The first Mutalisk task is the goal.
8. 2025-07-08 | sam_wu Protoss | 7:06 Win
This short win shows strong early Protoss pressure: Gateway at 1:17, second Gateway at 1:36, first Zealot at 1:59, constant Zealot production, Shield Battery at 3:47, and more Gateway production by 4:24.
Coach point: Do not make the short-win version too conservative. Add only one rule: if the enemy is not dying by 5:30, prepare the next layer.
9. 2025-12-20 | sam_wu Zerg | 9:12 Loss
This is a useful Zerg warning. Pool at 1:09, Extractor at 1:20, Lair at 2:53, Spire at 4:21, Mutalisks at 5:41. But the game also shows many Creep/Sunken defensive choices from 4:48 onward, meaning the fast-tech plan is under pressure.
Coach point: If fast Spire happens while you are adding many Sunkens, immediately re-label the Muta job as stabilization or counter-harass.
10. 2026-06-07 | 24H_Sam_Wu Protoss | 6:31 Loss
The build has many early pieces: double Pylon, two Gateways, Forge, Zealots, and Cannons. But the game still ends at 6:31. That means the issue is not lack of actions; it is whether those actions solved the biggest immediate team threat.
Coach point: For short P losses, ask where the first Zealots were and what they were solving.
30-Day Plan
| Week | Theme | Completion Standard |
|---|---|---|
| 1 | Protoss first-six-minute task naming | Name the first army task every game: defend, help ally, hold middle, or pressure. |
| 2 | Zerg Spire job | When Spire starts, write the first Mutalisk target and check it after the game. |
| 3 | Terran terrain language | Review one tank/bunker line per game: location, scan, rally, push/hold. |
| 4 | Shared second phase | At 10/14/18 minutes, pick one label: contain, tech, drop, defend, or finish. |