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Good evening everybody. Welcome to a night of ESL Challenge League, not on our normally scheduled Tuesday or Wednesday.
It's Thursday night ECL and it's BogPinelple Phillips with you.
Unfortunately due to the update, we couldn't have it last night, but we have it here for you tonight, Nate.
And, well, that's just the wonder of online Counter-Strike.
If it doesn't happen yesterday, it's gonna happen today.
Yep, if it doesn't happen yesterday, it'll happen today.
And in fact, we do have the exact same metric we were expecting to have last night.
So really realistically it is essentially a one-day shift as you mentioned
And we have a rather exciting matchup on this evening balls as party astronauts versus Timberman on an uncharacteristic
Thursday night afternoon or Thursday evening. Yeah, I'm excited for some Thursday night ECL
We can see there's legacy and limitless over on ESL CSB as well
But party astronauts Timberman is where we find ourselves as the season grinds to a close
Next week is the final week of the regular season of ESL Challenger League Season 48 playoffs the week after.
So we're getting towards the end of 2024.
And for party astronauts, they've had a lot of roster changes as of late, losing both 60 and Wolf, you will get back into that in a little bit.
But there's been some serious roster changes down the line in North America, despite it being this late in the season.
Yeah, a lot of roster changes for both of these teams as you mentioned those two heavy hitters coming out of the roster lineup taking a break
Again makes sense considering their little success outside of the domestic competition
Of course, party Ash must pick up peeping and og wizard to flush out their roster Timberman
Pick up Nero and a left I believe they lost Dia and peeping who is now going up against them under his new team name
That'll be an exciting head-to-head there, but Timberman's the same course, you know snab, dare and shame party astronauts have been leet
Infinite and fang as their core and this is a very interesting one began because again of those roster changes very late in the season
Yeah, and considering that now the core of party astronauts is Ben Leet infinite and fang
That's kind of weird if you've been a longtime follower of North American Counter-Strike the duo of Ben Leet and Pone alone
and finally fell earlier this year.
And Ben and Zixie had been together for quite some time,
Infinite rejoining this party,
Asthma's roster almost a minus twice,
plus twice situation there with Infinite and PA.
But now with Ben, Infinite and a very experienced player
in Fang as well to round out the squad
with OG Wizard and Peeping coming in,
both as younger players.
It makes a pretty solid roster
and they just took down nouns two to one
earlier today as well.
So that's a very big team for them to drop
in a best of three.
And there's a lot of potential for this roster,
especially with some added firepower,
oping-wise in particular, in the form of OG Wizard.
Yeah, Wolfie wasn't an explosive offer,
but he was a very consistent one.
He found damage pretty much everywhere.
It was rare that he would have a bad game,
but he doesn't take over.
He's not one of those players you watch
for the flashy op plays.
OG Wizard, despite being a young player, very much is.
He's a man who can be exploding into the round.
He can take over a round.
He can take over a game if you aren't careful.
And so he gives party astronauts a lot of, I don't want to say volatility,
but he does give them a lot more possibility in terms of the highs that they can hit.
I agree. And he also plays a very stable form of hopping as well.
He's not over-aggressive. He'll throw everything to the wind to take over the map.
He'll still play a very disciplined, very regimented style of hopping.
A lot of take the angle, take your shot back to the next corner.
Take the angle, take the shot back to the next corner.
And he misses very rarely. He hits the shots he should hit 9 times out of 10.
And that's the important thing for any operator is hitting the shots you should be hitting.
And he'll go in there and hit the shots he shouldn't be hitting too, just for good measure.
Yeah, again, it was exciting seeing him throughout the season.
It's good to see him find a home on a seasoned team like party astronauts.
I think they can really play around him and play him to his strengths.
Ben Leet is a very smart IGL to kind of take these young players under his wing.
We haven't really touched on peeping yet either, as another young gun on this squadron.
He's more of an impact player. He doesn't take over rounds.
In fact, there are some times where you're like, he's too quiet.
But especially when the team needs him, he is there, and he can have tremendous impact.
A lot of multi-kills come to mind when you think of peeping.
Again, quiet for a while, but when you need him, when he needs to step up, he definitely does.
Yeah, he kind of just sits under the radar, and when he's required, he pops up.
But let's look at the standings here as we are into our final three days of the regular season for ECO
NRG top of the table at 21 and 5. They've completed their season
Wild card just behind them 24 a chance to actually take over that top spot legacy and m80 both at 19 and 3
So they are also within striking distance of those top two
So the top two spots that get you a bind to the second round of the upper bracket are still up for grabs
And NRG do not control their own destiny anymore
No, they don't.
And this is very interesting because I thought the top two kind of be locked down between
NRG and MAD.
Just given NRG's very solid start, but those last two games that I didn't account for,
I thought it was a 24 game season, actually a 26 game season, really do throw a spanner
in the works wild card.
They win both of their last two best of ones.
They will get 22 and four, Eclipse NRG, Legacy, and MAD still have room to eclipse
them both as well.
Legacy was kind of flying under the radar for me.
They were a team that was very slow to start their season, and I didn't really know what
to think of them because they were from an outside location, a Brazilian team if I'm
not mistaken, and made a, of course, slow start because of Pro League.
But Nouns is sitting at a very solid spot of fifth place, or Nouns and Party Astronauts
are close behind them at sixth.
Party Astronauts want to stay within that top six to guarantee a spot in that upper
bracket so they need to be winning every game they can.
Yeah, they're on the cusp. They don't really have too much of a challenge for me. So this laser or from lost there at 11 and 13
Timberman are on the cusp of playoffs keeping pace with Fluffy Amers 8 and 14 respectively with two more best of one
Series to go for both of those two teams and for Timberman to have to go up against these
Resurgence in the party astronauts at this stage of the season is not good for them at all
I don't think Timberman will be knocked out, but it could affect their seating
desperately and when it comes down to a lower bracket run you need every single
advantage you can get and Timberman have not been playing great as of late they
weren't playing the best even before they lost Dia and peeping and they lost a
ton of firepower and op-ing power when those two players departed. Yeah a lot of
firepower losses might take away Nero and a left they look decent at the
last time they played because this isn't their first set of best of
ones in ECL for this team, but they are not the stars that you would hope they would be.
Nero is thinking of 0.81 HLTV, Elephant is 0.66, both sub 6080R.
They does not help them out in the fire power department where they already needed help.
Now we have the Veto for the first best of one on the evening, party astronauts the
higher seed, paradoxically given that Timberman are not technically one spot ahead of them
on the HLTV rating, but they will choose to start as team B. I mean, Timberman banned
first, banning Inferno, followed by Vertigo and Anxiant from party astronauts.
Yeah, Nuke and Anubis following up from Timberman makes sense considering that Timberman don't
play Anubis very well and they don't want to play party astronauts on Nuke.
So they put it between Dust2 and Mirage, and party astronauts 1 and 4 record on Dust2.
They're not going to touch that with a 10-foot pole.
So Mirage, it is an 8-4 record for PA on Mirage, 9-11 for Timberman who played a lot, tied for
the most played map with Ancient, except it's a reverse record, 11-9 for the Timberman over
on the Verdant map.
But when it comes down to Mirage and the head-to-head, the head-to-head ends up going
to party astronauts.
And so that goes into our predictions here.
If me just saying who has the head-to-head and who has the firepower advantage in the
in the last couple of minutes doesn't give you a clue.
I'm all in PA.
Yep, and I agree with you.
This is one of those times where we don't play
Devil's Add.
This is one of those times where I think they just
have the advantage.
They were already the better team heading into this
prior to their roster changes.
And I feel like the firepower, while not necessarily
upgraded compared to the two veterans
and party astronauts, is definitely not a
strict downgrade either.
I really don't put much stake in either Nero
and Aleph.
As critical as that sounds, they need to prove
to me and to the viewer that they really have what it takes to go toe-to-toe with some
of these ECL teams, and this is a good way to prove it, but until they do, I don't think
that they will be able to help this team get across the line, especially not against party
astronauts.
Yeah, neither really has the capability, the ceiling of peeping that we've seen so
far, and peeping is a very young player, so he's nowhere near his ceiling, and
nobody on Timberman is an equal op for OG Wizard, but we haven't really mentioned
particular party astronauts player all too much and he's actually going to be our player to watch
here. A lot of our focus has been on the young guns, but fang the former complexity and extra
salt player is going to slot in here nicely. Best record for party astronauts as of late a 1.16
HLTV rating and given his ability in overall skill cap and experience from Counter Strike
from all the times he's played internationally, it's no question why he's our player to watch.
He's no question. He really has a mergers as the star player for this team. It's kind of
of him and Sxy going toe to toe with each other back when they are on the same roster.
But now that Sxy has left the stage, so to say, Feng has all the spotlight and a lot of
room to shine.
Again, he's assisted by a lot of this team.
Peeping can play support, etc.
But Feng is the one that you look to be at multi kills, the one to open rounds, the
one to clutch rounds if necessary.
He is your jack of all trades and I'm excited to see what he can do against a team like
Timberman that is still trying to find their footing following these roster changes.
And somebody else has been doing really well for party astronauts as of late, especially
in the last few days has been infinite too.
He's been having a very good individual performance, which is good because we all thought of him
as a very promising rifle or back in the day.
So to see him kind of coming back into that potential that he had a long time ago,
I mean a few years ago now, but he's been around the scene for a long time.
I mean, we've been around for four years at this point.
So we've seen a lot of North American players come up and come down to see infinite
hitting the stride again. Is a great sign just for him as an individual and for North America as a whole.
Now the more things change the more they stay the same. I'm glad to see Impa is finding his form once again.
We are on to that first best of one in the evening ladies and gentlemen. It is Mirage between both party astronauts and Timberman.
There was a knife round that decide who started where.
So we'll see who came out on the upper end of that whoever's on the CT side should have won it.
And the answer is Timberman.
They will be on the CT side to start Mirage, get Smoke Flash for Shane, double Duallys for Dare and Nero.
And one set of utility on Ben Leet for the party astronauts team.
Slow walk with three, sitting out mid-passive, kind of spread out towards B and towards underpassive.
Looks like maybe a B-split up Catwalk is on the cards with that Smoke connector.
It would make sense if they do be careful at range that USP over top the Smoke could do a lot of damage.
It does some, but they get by with all five surviving.
A left, the first from Sight, and actually a second as well.
Peeping coming out of the apartment, so lurking around, finds a double in response.
Though it looks to triple down, a left towards Bench, finally puts that player down,
but he's traded in kind to be back to even footing.
Timberman did have time to rotate players in.
Both are here, but the bomb is alone.
OGWizard on set is waiting for his teammate.
Nose Day both are on Sight, but he cannot find either.
Snav finds that kill. The flank from Fang is a little bit too late, but he can still theoretically clutch the round.
It's just going to be a far more difficult process for him, spotting one, jumping out, trying to isolate something.
Get into the first, but the IGL Snav quickly gets the trade.
Timberman steal the pistol and start things off well for the CT side.
Yeah, got a little messy though.
Peeping brought it back to a winnable situation for party astronauts, and OG Wizard bought so much time for Fang to come through.
I feel like Party Astronauts just thought a little too hard about that round, and if they got Fang there quicker,
it puts a lot less stress on OG Wizard to buy essentially 30 seconds of time, which is an eternity on a site without the bomb ticking away too.
So maybe just simplify things a little bit for Party Astronauts, and they take away that pistol round.
Fang still almost brought it back in the 1 vs 2, but that's an unfavorable situation for him.
And it was well played by the two Timberman players left alone, so they did well to handle the situation.
And they'll go back into this with four MP9s, just Glocks and two Deagles for the party astronauts,
peeping and Fang with the hand cannons. And Infinite is going to get run boosted with the
Glock across middle for the spot. Doesn't bait out any shots. The idea there is to
to get those shots in, get the trade with the dig, and party astronauts in a very long
range area with arguably the worst gun for long range duels and the glocks.
Some of the worst pistols yet still, they do 95 to Nero before he escapes, and the
D.E.G.L. combined with the glock actually drops dare.
OG Wizard finishes where he starts on the Nero, so some good damage done.
It's only SMGs dropped, but still two kills is more than can realistically be asked
of the largely Glock round, the final player will fall without too much fuss and the rifle
again remains in hand for Snav who got two more in this round or that round I should say.
However, party astronauts are still doing okay damage in spite of the near complete lack
of investment.
Yeah, they've done a lot of damage so far and now they actually get guns to use.
They have AKs across the board, Timberman having three M4s now, just two MP9s investing
heavily. No helmet for Nero will not pose a problem. There's a bit of a lack of
utility of a party astronauts as they go all in on AKs instead of getting a
little extra util. The very heavy mid B lean as well, letting Timberman push
aggressively with the SMG to clear down a ramp. This is going to give all the
information they need. They know it's going to be a B take at least early on.
Nate will do a crap ton of damage to the OG Wizard down to 42 HP as Dare will
try the jump spot and he'll deal with the first then goes out and he's only
able to get one so far snap is still hiding back empty pillar as well fang
out in the middle on that lurks he's three players in direction sprays wild
it only gets the one so for party astronauts again too much overthinking
in the strategy trying to go for these late lurks that's ending up costing the
initial site take on the B area and that's something they'll have to fix
and quickly no bomb plant means no buy it's gonna be pistols and armor at best
and for timberman the chance to stabilize the ct economy yeah three surviving that prior round
is quite good for them get some aks as well for their troubles party astronauts on pistols as
you mentioned as well the loss bus gives them some armor and some utility making this a scary buy
but party astronauts have been heavily favoring the b-side at least early on in this map
This round is no different. Four players here. One is ahead of the Molotov, the rest is behind.
There's one player lurking out mid as well. That's the thing, again, going for the lurk.
The left is playing on balcony.
This is a smoke for a window.
There is ready to flash this teammate if necessary.
Just straight hold from party astronauts.
There's the flash. The peeks see nothing. Left will fall back.
Smoke it.
I already have a watch a walk it straight push now for him to see clear thing
goes out close finds the first good flash from OG wizard dare back site does get
one and there's a quick rotation from another a1s onto the site dare finds one
dare finds a second snap actually stole the first thing working up catwalk now
there's a lot of duals of sake first secured second secured as he races
around looking for the third around door and he finds it Shane is the last
he lurked out window and it looks like he's been heard as well thing heard
The shots doesn't get the kill it's on OG Wizard with a supporting player with the utility and only a peep 250 in hand
It's just not able to get it across the line
Heroics of
Fang are not enough to bring his team back into that round in Timberman
Find a fourth albeit at a hefty cost
Very hefty cost again the damage is being done by the party astronauts, but they can't even get the bomb done
If I'm correct, I'm wrong, but I don't believe they've had a plant in these first four rounds.
I don't think so, no.
Yeah, no plant. Hats off to our Observer for getting that information to us, because that's a big part of the game.
If you're not getting the plant on the T side, it's not going to work out well for you.
And Fengus runs out middle into the waiting op of Hero in an early pick for no damage.
Now a double pick as Dare underpass using that aggressive peek from the opposite cover takes
out Pete and Pade and party astronaut's hemorrhaging body to the initial start of this second of
this T side and this fifth round is falling apart.
Infinite goes one for one.
There's no attempt at a refrag possible there as Ben's way too late at a ramp.
This is becoming a disaster half for party astronauts.
Sure, their T side's not great on Mirage, that...
Actually never mind, I was looking at their Nuke T side, their T side on Mirage is statistically better.
And...
Unless they're battling back from down a man again?
It's only gonna get worse.
I think you mentioned that. I wonder if Turmin actually won the knife round.
Most teams typically do pick C T side, but both teams, in this case, are favored on the T side.
Ben...
One done, OG was it now, 1v2, doesn't know where one is, but he misses the first shot.
There's a rather default one as well. Rather give me. I think it's the best way to put it as an offer.
It's a shot that you should be hitting more often than not.
He knew where he was.
Five-zero. Timberman only two survive against their economy is not going to be flourishing.
They've yet to let a round fall by the wayside, and additionally, party astronauts finally secured their first bomb plant.
That means with the last one as they can invest, it will be lacking utility on a couple of players.
peeping, only a smoke, oj wizard, double flashes, infinite amalotov, only ben and fang really have a full kit to work with here.
Heavy ramp pressure from timberman, ben begins to back off, so do dare and snap.
Infinite working up towards palace though, may just run into somebody.
But it's another slow round from PA.
A very bisecting round as well, as it seems on this T side they get a couple players mid,
And the rest of the team goes towards either A or B. There's not much else besides that.
It's mid control and lurk and pressure through apps or a ramp or through palace.
And it's being read by Tim Furben.
It's being read. There's a...letting go of middle in this case.
Stacking on the A side. They always have the right stack at the right time.
Three towards A.
Infinite though finds the first, peeping a second, infinite, stellar find on the third, ready to dismantle this A site stack.
Two remaining Nero and a left hop and M4 might just elect for the save instead. As we mentioned, they've won five in a row, but they have not won these five cleanly.
And that means that their economy isn't in the best of ways. They don't have that resiliency built up that you might hope they would.
Eero staying alive would be able to drop an M4, a left would probably be able to do the same if required
Would give them another solid investment in round six have 31.50. So just enough for an M4 and a flash
Party Ashlands will hunt a bit, but they shouldn't too voraciously keeping five alive is very good for the T side economy
It's far easier to build up
They want that resiliency on the T side so they can continue to bring the hate that they finally found their first round
Yeah, something to note too, Party Astronauts are already playing three maps of Counter-Strike
against Nouns, that's not an easy opponent, so they may have some mental sluggishness to
deal with, they didn't even get a break between games either, they're just gonna hop right
over here and they're going at it again.
But that's a much better round from Party Astronauts, they don't lose anybody early
most importantly, they've been playing from the backfoot consistently in the first
five rounds, and they peek together when they explode onto the A site, which is
Which is what really makes that round click.
Good shot, sure.
But, there's trade potential for all of those duels as well.
Nobody's getting plucked apart early.
Feng's gonna go out mid again.
But it's a much later start, although peeping.
Trying to peek out of underpass.
His card has finally been called.
Nero's expecting it and Benda's running in.
Doesn't spot anybody balcony.
Doesn't even think about the possibility!
So Aleph can double up and go for more!
OG Wizard taking half the damage.
They're great flashbang for Aleph,
at least able to take him down on retreat, but Party Astronaut's hemorrhaging players
once more, and Fang on the rotation, read like a book by Shane, and that's a messy
duel by Fang. He's lucky to get out of that one alive.
So, there's the fatigue of it, perhaps. Fang didn't have the best of him, no doubt
in that duel. OG Wizard walking up underpass could slip a gap or find a timing. He
Has been the bomb carrier, more often than not thus far in this first half.
Timberman, finding the numbers game now so that they are once more, two in market going
back towards A, one in platter, lock CT spawn, OVW plants default, Feng is here to support
but it's going to be difficult this time.
No U2 for the leading first teammate, no U2 left for basically anybody, Smoke, Molotov
for the CT side but they definitely want to flashbang right about now.
Snavelin, the first fight, thanks, up between a rock and a hard place. Finds the first, the second spotted, and third also heard, but not enough ammo.
And in no fights, cleanly won.
And the Timberman take away the sixth and isolate.
Hardy Ashkoss, one round victory in a sea of CT wins.
But because PA won with 5 alive, they can still buy back again. They've been getting bomb plants in the last few rounds as well, so that's been able to bolster their economy.
OG Wizard may go for the AWP, and in fact he does.
I would like to see him try to take a duel versus Nero here.
I feel like you can't be sending your rifles to die to Nero's AWP.
And that's something that party astronauts have done too many times on this T-side so far.
You have an AWP, use it to try and counter an AWP.
If you want to go for that duel, you don't technically have to either.
And Timberman are going back to this A-Ramp default, which has again cleared out this angle.
and instead of playing it more passively as it did the last time, they're going all in and
oh dude, Wizard dropped early by that op of Nero. So he's having himself a very good performance
so far and party astronauts are looking tired, they're looking fatigued, they're not looking
like they normally do and they're about to be looking at a 7-1 deficit because
Dare is playing this perfectly on the flank. Expecting the players in middle, I don't mind
him not going through apartments because party astronauts have put so much emphasis on mid.
This is going to cut out the lurkers and get a backstep free and it'll take down one maybe two indeed
He'll find a pair reload as well. We'll come through for him as
Infinite gets tagged down low
Ben bottom middle knows where dare is but he can't really get out of this
He's in the low ground
He's in the kill box and he's going to die sometime or other how many CTs can he take with him though?
It's timbermen of yet to lose him round. Oh player in this round
And Deris gapes top mid too with that smoke. He's playing this really well up top.
He is. Ben and infinite the final pair. 30 seconds remaining and they're more
paranoid about this flank than they are about the round itself. Seems like they've
cut ties with it. More than likely going to save their weapons for the following.
They're walking back in, takes the duel versus Ben Leet, but is bested at long
last. They're gonna damage is done. 10 seconds left, it's a save. Timberman.
Timberman. Getting confident. That's a very scary proposition. They have such a lead that
they're going to take some risks. They're pressing ramp.
Going away that round, the individuals are simply appearing and showing up for Timberman.
Snav is leading the team as the IGL at 10 and 2. Nero's finding success on his op at
8 and 3. Daer's at 7 and 8, still doing more than respectable damage. And party
Partie astronauts are obviously feeling the heat. They're going to try and buy around
this save as best they can. Use a tactical timeout to talk things out. They seem to be
at a loss.
It just seems to be a pretty flat T side. I'm not a fan of how they're treating mid
at all. And party astronauts have essentially run mirrored of the same mid control lurk
take four, six out of these, not eight rounds.
And one of them was pistol.
And even then they still had that midlurk and fang and they go back to it again.
Three Lenae peeping underpass fang towards top middle.
The same recipe over and over again.
They're not changing any of the ingredients.
They're not even changing the players involved in the situation.
No. And it's been exploited.
We saw the opp of Nero just playing connector behind me in the opening.
This is the one round that worked.
It was the pop out A with the player palace.
It's the same setup from Timberman, but with some slight adjustments they'll be able to shut it down outright.
OG Wizard of the last alive at ramp gets a second in the round for his team, but he is alone.
And that opp is very unwieldy, not very flexible.
Walk through the smoke for dare. He's caught by OD Wizard, third spotted.
But not secured.
Nero is the one to win the first duel in that technicality.
And again, very slight adjustments from Timberman allow them to shut down the one thing that
works for party astronauts.
And that's completely ret, too.
The little bit of utility used from Ramp, and Timberman, no.
Okay, it's going to be there 2A, one palace, two mid-strat.
That's why the duel up in Palace was won cleanly, because it was just a straight read.
Timberman are reading it like a book right now, and party astronauts need to go back
to the operations manual. Something different. An APOP here with the pistols and the hero
rifle of Fang might actually be able to work too. Party astronauts have yet to try a straight
smokes A-play. Molotov goes out and ramp, but there's other Molotovs reigning in from
PA. Do they want to smoke it and go through? They don't have the utility for that, so
the rotations are coming back in. Now they'll flood out and Shane's actually gonna
get two on the initial contact. Finally traded out by OG Wizard as Timberman are
very wary of a potential mid-play. OG Wizard trying to get that bomb down in
towards triple. It's a bit more of an open plant. He'll get it down and survive for a
brief moment in time before he's eventually made it into oblivion.
Deeping has that Khalil, fights for two, but he'll roast after the first. One
versus three for infinite. One versus two, but he won't live long. Hero peeks
around and removes some fire. Another bomb plant down, but party
The astronauts, their 57.7% T side wind rate on the Mirage will not follow over into the
next round.
9-1 is a statement half.
Normally, when the gun gets tough for Timberman, your star is shamed.
He's the one you look to really be finding damage when things are difficult.
But when things are easy, he kind of falls back.
He's more supportive, he throws utility, and I think exactly what's happening now.
But you still saw that flicker of brilliance.
required when given the opportunity a triple he'll double down to shut down the
take early. Party astronauts on the other by another op for OG Wizards had a
deficit pointing start to this map and start to this half. Op Beryl spotted on
catwalk Nero is here he's going to greed out and try to find it that's a free
one two are in Valley actually a third now is grouped up as peeping has come
out underpass as he has faithfully throughout this first half and the
The top of Nero top smoke of a window finds another.
On to the very same player I just mentioned.
Peeping, the underpass player.
Fang, his lurk, it has gotten out of the checkpoint, but it has no easy kills to be found.
Timberman are reading that he'll go up connector and instead just both playing CT.
And sure, party astronauts are faking the site, but there's still two players down
and make that three.
As dare catches one from window.
Catches two from window.
It's just Fang.
There's a lone, this lurk is supposed to be the one to do a lot of damage and catch rotations and it finds nothing.
Zero damage in the round, except for a little bit of touches here and there, but no kills, nothing substantive.
Timberman, double digits and potentially 11.
Yeah, this is a disaster half, four-party astronauts, and at this point even a pistol round won't be enough to bring them salvation.
A 10-2 at best is not an impossible to overcome.
I'm sure party astronauts will be very happy to get out of this half, but this is not going
to be a fun demo watch.
This is going to be a very unfun demo watch.
It's not like PA have necessarily made bad individual plays.
It's just there's been so little adaptation to what's been thrown at them.
has played this map with their new five. I'm not sure actually. I'm checking right now.
But here's the thing. Okay, they played it earlier versus Nouns and won it 13-10. Never mind.
Out the window. Unless this is just one of the Timberman
classics where everyone just pops off. Which is entirely possible.
It's happened plus frequently this season but it has happened and it does happen.
It's what got them into playoffs last couple of seasons.
That's just timing, but things not ready for it.
No trade potential again, and Pardiasna is running into Nero?
What in the world was that?
Confusing rounds to end this first half, Pete being paranoid about the push ramp
finds shame, and Pardiasna is about to finally find a winning recipe pushing up
connector.
Left both coming from CT both with AK's in hand and now with no utility hits are at least there and dare gets the double tap on the peeping
Holding at the head shot angle, but still three more to unseat infinite in polishers buys time
Planet for jungle, but they're actually flanking CT and playing connector instead dare will tap bomb try to compel players forward
But this is a losing round at this point for Timberman that is trying to their darkness and the swing of infinite shows
What he's capable of two to ten from party astronauts as we hit the half-time break
A dominant 10-2 first half for Timberman on the CT side of all signs, sets them up well
for a quick first best of one on the evening.
It's pineapple Phillips and the Boggs on the mic.
Party astronauts with it all to do.
Kit Smoke for infinite.
Molotov, Dualies for Ben Leach.
And two sets of utility for both Nero and Aleph.
A dink through the wall it appears onto Nero from OG Wizards USP, but he gets a dink
in kind from the enemy.
Bind's there, also receives a shot to the head, but still survives.
5 vs 4 on paper for party astronauts, but again, two players with a combined 17 HP.
Yeah, not a great start as far as HP is concerned for PA, manpower sure.
Ben with a nice flick over onto Aleph trying to get into the kitchen.
Ben will say there's too many cooks, but will eventually get overwhelmed by the last three players.
of Tipperman. Crispy headshot by Bang, as he'll roast, but still escape for one more,
Shane on site, bomb in hand. Eventually backstabbed by Peeping in that little engagement. One or
the other was going to find him, and it's party astronauts who grab a pistol round, but
a very long road back into this one, need to see a lot more from this team to even
begin believing right now because it has been a pretty rough first half. 10-2 is
Never something you want to see and for PA
They can't really afford to lose any more than what they lost in the first half
So it's back to the buys m4s from us MP9s a full glocks for Timberman
And this round should be over relatively quickly and in the vapor of the party astronauts
It should is the key word
Full locks gonna struggle especially at range
But keeping also similarly struggling swing from fangs and four will be enough combining fire with og wizard
keeping and fang got pretty close to death, but
party astronauts do escape
with all five alive
Four to ten as you mentioned this deficit is so large that I just truly don't believe in it
Not until I see a party astronauts win not even this first right for round, but the second rifle round as well
They need a lot and quickly
So utility floods out for the CT side. Pretty standard default here for
Timberman. One Palace, one Ramp, one Apps, one aggressively towards middle and one
not so aggressively towards middle. PA are not going to be goaded into a push
here. They'll hold their line. And so we have a stand still a stalemate here
with 115 to go in the round. I will say I was very excited to see how the
the game looked at this level with the animation fixes.
I forgot about this.
That was like the biggest thing that stood out to me throughout the update.
A lot of skins, a lot of fluff.
But there was some substance underneath it hidden under all the pomp and circumstance
of three cases, a battle pass and all that jazz.
A very critical animation update.
So I'm expecting to see some more strafing success in general.
I haven't gotten a chance to play it yet.
I'm not actually.
I see them dancing around.
That's the thing that I personally won't use them because of that distraction.
Sir, less than 30 seconds left though, Timberman, speaking of distracted, finally make their
play up connector.
Now you totally thrown in to try and stop, in fact there's not any Molotovs left really
to speak of.
Three kills for the price of two, dare and snap make inroads, but with 12 seconds
left and infinite in window, the MP9 will sing at range, one kill secured, and a
A lot of distraction onto the second. Shane tries to put the bomb down at a sheer desperation,
but he won't be given that luxury.
One and two AKs recovered, three survive for party astronauts. Their bonus round works out.
And so maybe, just maybe both these teams have suddenly decided to become CT-sided teams,
because both start things off right on their respective CT set halves.
I'm surprised to see party astronauts calling a timeout here,
because they're having success maybe they just want to make sure everything's
going according to plan so that's something maybe they don't want to get too
aggressive against what is most assuredly a half-buy or a forced buy at worst and
timbermen they're gonna go for the half-buy armor tech nines deagle for
Shane nothing too special there but of utility and snav but party astronauts
You need to keep their players alive, don't give guns over to the T side to do more damage,
and get this gap closed to four with relative ease if they want to really establish their
chances at a comeback in this house.
Full rifles is also nice, couple of AKs helps out, more especially when the next round
comes, the actual gun round, but denying the bomb plant would be very good for party
astronauts here.
He's playing very aggressive against this potential Force Spy.
That's something to keep an eye on.
If he gets overwhelmed as the smokes go out towards jungle and stairs, counter utility
tossed in by the CTs, Nade going through as well.
No full commitment to an underpass too to keep an eye on.
Party astronauts don't know that yet of course.
Timberman still not made an exit out of ramp, finally starting to go through.
Fang blinded.
Now engaging, peeping however falls.
Do wizard helping out from the smoke infinite another thing falls to Aleph gets another two versus two party astronauts are falling like flies
This is a big problem for that CT economy Shane and Aleph 58 and 32 HP recovered him for for Shane as well up in Palace
Spotted and forced away by fire from Ben
Smoke on his position as well the bomb down by Tetris
But at this point the name of the game is damage and Timberman have already done it quite a bit of that
Yes, they have
Don't have bomb sure but as you mentioned damage name of the game keep the CT economy honest keep it on the brink
Because if you can keep it teetering
If you win one round break it suddenly to and that would be 12 for Timberman
Which would be something massive for them.
Shane, massive trade and now 1v1.
OGWiz are of course is beheaded by Shane!
8 HP remaining for him and a massive 1v2.
Shane steals the round and as I mentioned,
the CT economy now kind of all over the place.
They had a little bit more than you would expect coming into this round.
A couple players who'd stocked up and survived.
But as you can tell two FAMAS, two MP9s and one FAMAS, no kit, a lot to be desired for the CTC side.
Yeah, that is a very flat round from party astronauts that they should have had no trouble at all converting.
And that is a massive question mark overall for their further success, it is.
Lose this round, your economy is truly broken, and you're on pistols and maybe MP9 is going
up against a 12-5 scoreline.
You need to at least, I would say 9 before they lose another to realistically have a
chance because Timberman can just pull something out of the hat, something random and aggressive
and pulse them even, and it could just work out because of the way the individuals
are playing right now.
OG wasn't an uncharacteristic mist to start things off, he does recover on
On to Shane. Iroh though finds our player to watch in Feng as a return. We're back to
even footing. Back to even for now. The lone defender in
infinite the MP9 has to be a turret. And he'll swing out for first contact and fall
to dare. Peeping at ticket booth. We'll attempt to do some damage.
Joji Wizard walking unawares a snag. We'll deep-brain a pair. Peeping one and only
1 from CT and Timberman. 12 to 5 up on Party Astronauts, one away from taking the first
of two best of ones in this one. And that would be great for them moving forward towards
the post season. And for Party Astronauts, they're by to try and stave off defeat in
this map. Abysmal.
Abysmal, 2-5-7s, 3 MP9s, no kit, lackluster utility, in fact only 2 players have any utility.
It's going to be a miracle at this stage.
The individuals have looked tired, I think it's the best way to put it, fatigued out of
the best of 3 versus nouns, just like we are after a long day's work.
And Lee has at least taken Apartments control, lots of good control on the extremity,
push towards ramp as well coming through for infinite and fame.
Made it control with the name of the game for Timberman here, not sure which direction
they want to go.
Keep it on the Cinder Block stack, Spawns 1 and 2, only gets the first, but the player
sweeping Conn off contact, OG Wizard finds the trade, Nero on the up, but infinite.
A kill at ramp in response, 2 versus 4, 1 versus 4, the player underpass caught.
Nero now racing into site is hoping to find something, he noticed at least one player
here and he's actually caught by OG Wizard jumping out the door.
The astronauts do pass the first real test of this comeback before surviving as well as
in the build up of Good Economy and by solidly going forward, but they need to win six in
a row to actually secure the comeback.
Six in a row is a very tall task for party astronauts.
This round should not be too difficult for them.
a rifle for Shane, no armor behind the bulk of their pistols and a Glock and nothing on
there.
Outlaw has a Tec-9 and a Vest, but of course to prevent one around with a little bit less
invested firepower wise than the AK armor of Shane alone, so can't count them out
of a round like this.
Full mid control for the T side, but nothing further so you far.
They have not spotted anybody of party astronauts yet, although Fang is moving out towards
middle slowly and surely peeping in mid window as well a more tentative angle
backing away is full of management of this spot that's an interesting call here
so go back to it I think that's a much better call keep it at least a passive
eye on the cross to jungle as the bulk of Timberman moving up through cons
bought it by Fang Shane taking out a 41 HP finished off by the op of OG
wizard and now it's just a matter of time before the dominoes fall for timbermen the
bomb plant at this point even seems a hurdle impossible to cross
impossible hurdle and you're doesn't least pick up the AK but no armor it's going to
be difficult a luck finds Ben that lead to the peeping drops a left in return thing
actually drops a left excuse me two versus three make it a one versus three Spain finds
Another peeping the final.
Pistols fall. Took a while, but they do all hit the dirt. The op though is not going to be recovered.
Can they afford one? Fank can drop one.
There it is.
Timberman, another cracked at bat of the near full investment op and for AKs, decent detotin, everybody barring Nero.
Mekings.
Yeah, the double off and party astronauts will be something to keep an eye on too.
Ben having a secondary omp, peeping diving down, running up towards middle, flash from OG Wizard to allow him to peek.
A blind Nero, gone and down for the count.
And down towards Underpass, OG Wizard first takes a bit of a stumble on his retreat,
and is caught as he goes back in, snabbed, taking out peeping in the meantime.
Two, three versus three, we're back level again.
Rotations up by Timberman, going towards A site.
No, the bomb has to just toss a bit of utility.
And going back into T-Apps, Ben Lee is here, raiding for them, the Flash will force him away, but he'll still hang around.
Expecting a slower peak like that, dare, hits the deck.
And so, Timberman down to two players. Three still alive for the party astronauts.
And time plenty for Timberman. But to be careful not to run it down too low, like a few rounds ago.
Snav and Aleph, we'll have to deal with Fang first and foremost and snipers.
Stop spotted by Fang, second player now known and eventually removed. Support flash from Ben helping out and only four rounds separating these two teams now.
In this comeback look more feasible, double off is in effect for the CT side of OG Wizard and Ben Lee picking up both those weapons.
Individuals from party acrimates were rallying around and answering the call at this stage.
Ben Lee is the bottom at 9, but everybody else is within 8 kills or so of each other.
Feng is that star.
Odu is at 16.
He's at 14.
Impinence at 11.
Timberman also across the board really doing well as a team.
11 is at the bottom at 7, but everybody else is doing well to an extent.
Pistols and some Kevlar for the T-side and a pop out of Apartments is the play that made those brutal
Op shop and Benly misses
Recovers with the second
He's still holding on catwalk as well thing finds one drops come through the sprays
But labor peeping finds one Benly the second the final is dare at van. He's caught by thing jumping forward
9 to 12. This is synced one for party astronauts and a clean one as well
building up their confidence and building up a road for a comeback. They only
trail by three now. It's still quite a gulf, but it is shrinking, getting closer
and closer to overcoming it. Op still out for both Ben and OG Wizard. Nero has one
of his own again. AK's across the board though. Nero, setting up for a smoke first.
Looks to be a fully set piece from Timberman. This is always a good go-to
when you're struggling to put rounds on the board on the T side. Sometimes it's
all you need. Smoke's A, Flash is high. Let's go get them boys and Timberman are
gonna run on through. They see T smoke from Fang actually to allow him to
cross. Molotov reigns in behind it. There's a bit of a gap here. Aleph seems to try
to exploit it, but nobody's going to give him the opportunity yet. Bomb
begins to take away Aleph. Bots a couple of players only taking down one, Feng there for the trade,
but no further kills yet for party astronauts as Timurman used their last piece of utility in a
flashbang. Party astronauts missing the first contact, infinite falling to snap from firebox,
peeking out for more as the smoke onsite will fade, Feng clearing around, ops on the other
two players, miss shot from then. Chain has OG Wizard all up to Feng, needing five kills in
the round as he does not even get the first of his one versus fours of 13-9 in favor of
Jim DeMens. Took him a little longer to go with the game, but still, the 10-2 half would
have been almost impossible for them to lose.
The 10-2 really just made it near impossible for Party Astros to come back into this.
They showed us some good mental fortitude.
Stayed alive, tried to their darnedest, won seven in the second half while only losing three,
But in the end they did not leave themselves enough wiggle room to work with and that simply means that
inevitably Timberman would win it whether it be
Random rounds here and there whether it be a sudden and strong resurgence
It was only out of time simply because they only needed three rounds out of 12 in the second half
Yeah, they only needed one quarter of the rounds total in an entire half a very easy finish for the Timberman
Maybe they made it a little harder for themselves
but overall they set themselves up for success.
They stellar tend to CT half party astronauts
back to the drawing board,
but they have one more best of one to try
and settle the score.
We are not done just yet.
Tonight our player to watch was Fang
and he had a decent performance for party astronauts Nate.
I mean, a very good performance statistically 22 and 13,
but overall a lot of those kills were inconsequential
and while he had 93 Dar, it didn't matter.
No, a lot of those skills
especially the first half for him,
Pushing up connector alone on a late lurk that was so late, it was ineffective.
It was him effectively playing from the back foot alone in a 1vx situation.
The timing and the cohesion simply wasn't there for their T side.
Party astronauts, can they tighten things up?
Can they play more cohesively as a team or will they look more disparate in the second
best of one?
We're going to take a break and when we return we will have the second map between
party astronauts and Denvermen.
Don't go anywhere.
We'll see you soon.
back ladies and gentlemen to the two best of ones between party astronauts and
timbermen we're going straight into the veto with a very brief time before the
game starts of course mirage the fact though bands taken by my lamp just fell
over taken by the likes of timbermen vertigo and ancient taken down my party
astronauts it bands down to nuke basically the exact same bands except
that first being taken by mirage instead timbermen on the CT side once
more that means they more than likely won the knife round in this map. Two sets of
duels for Dare and a left flash for Snav. No kit in play and two outside to start
things off. Peeping and Ben leaked combined for one. Fang finds a second,
a brief glimmer of resistance from Nero before he's felled. Four versus three
for party astronauts going into this hold. A double flank through ramp could
unseat this post plan. Timberman on their, oh hold on, Snaven 1 vs 2 now as he takes down Fang,
no kit in his possession yet, but he's done by OG Wizard, nice 3k from the young
AWPer on the go-ok to get party astronauts their first round of their first lead of this evening.
And what I was about to say before they decided to start fighting, Timberman even under the
The Elevate Banner have never beaten party astronauts on this map to 2-0 head-to-head
in favor of PA on Nuke.
That also does go back to 6C and Wulfi on the roster too.
So we'll see how that works for the overall T-Side of party astronauts which fell flat
as can be only two rounds on Mirage.
And party astronauts Nuke T-Side a 42.7% win rate despite the EDE and 8N3 record.
So very good record on the map.
Not a very good T-Side.
They haven't really needed that T-Side, a stellar 61.9% defense, which is just shy of 62%, absolutely fantastic.
They get carried in the blue, they're going to have to put up more than two here on the T-Side.
Start things off well with that pistol.
What you need to get the momentum to swing in their favor after it was a rough first map.
Plant goes down for a little fuss just a bit of damage exchanged.
Peeping, lurking in the yard does need to be careful.
He's found the first, not quite the kill, he's got him isolated, that should be a kill
dead to rights.
Eventually there it is, fang a triple in the meanwhile though, going down secret, the
Mk10 harvesting a good bit of cash, leaving a left, a ramp player behind the box.
Only a USP in hand but hoping the party astronauts will hunt for him.
Keep in mind that the blast radius on this map is obtusely large.
If you're in the building, you're basically dead.
If you're anywhere near the building, you're basically dead.
In fact, Peeping might be dead here given his 41 HP and his proximity to the bomb site.
He will survive.
I want you to wizard down to 27.
But it doesn't matter. All five will survive.
Timberman's second round falls flat as expected.
They were hoping for maybe one or two kills, but it doesn't matter either way.
Nothing vested.
And therefore, nothing lost.
Party Ash not a good bonus now. Heading into this one.
Chamberman. Not the best advice, a left-on of a moss to prioritize utility, and no kit
in play makes this one a rather fragile investment.
Shane ready to defend here, the Molotov softening up these tees running through. He'll drop
a pair and reload as well without being challenged to Molotov into J-Haul to force Nero away
to isolate the duel against Shane, the bomb also down, and what a shot by peeping
on to Shane, solid 15-20 degree flick that instantly removed the loan to Vendor and now
Ben's lurk outer yard of one tap on the nearer after the spray on to Dare and the player
advantage swaps from Timberman to party astronauts just like that.
And with Snav falling as well, it's the hand of the in-game leader, the captain leading
from the front of the battle.
The bomb will get planted eventually for party astronauts, Alipine Fire, dropped by
Ben, who puts up four, and a gun round for Timberman, only finding two kills leads into
a half-buy here in round four, and an exact opposite start for party astronauts on their
T-set of nuke, as what we saw on Mirage.
And the individual is really performing Fen-leap and peeping all at four, OG Wizard at three
infinite.
He's only seen one person as far as I can tell, and he failed at that first hurdle.
Timberman unable to get much of anything regardless of weaponry in hand or now on pistols
His by has teeth with two needles and three five sevens, but they really have struggled on
This CT side thus far thing is the work outside yard this time there nearly gets his crosshair on mark
But thing is quicker with the trigger a little skill forward and again
Go for the same lurk out in towards garage party astronauts getting a little bit iterative a little repetitious
It has yet to be called out by Timberman, so they'll keep doing it until it doesn't work.
4 vs 5 for the remaining Timber players.
Nero boosted up ramp, could get someone out to choose to go that direction,
but it looks like party astronauts have their eyes set on A,
especially now so that player towards Tetris is caught.
Timberman even go for the retake here, I mean that's a nice shot from Shane,
but it's small in comparison.
The upgrade to the rifle though is the big factor,
an AK to bring into the next round. I don't think he'll fight for more. Save the armor, save the
AK. That's so much more valuable right now. Nero dinks OG Wizard, and that actually might be the end
of him. Could toss it over to Infinite as Snav will rush forward, trying to get kills. OG Wizard
will strafe him down, and so Shane, one more, drops the Mac 10. That's not a problem for PA.
Shane will survive with his armor and AK, that's really what he wanted out of this.
And party astronauts go up for nothing.
Shane might drop Nero and Op as well to make sure that there's extra utility available for
the CT side.
Also to balance out the money a little bit.
Not a bad idea right there.
And that's exactly what will happen here.
Never mind.
Yeah, Shane will drop the AK to dare, drop the Opt and Nero and buy himself an M4
to make sure the money's all balanced out of the fun. Shane, I'm keeping the 8k, man.
He's been hitting heads.
So Nero bought his own op. Oh yeah.
Shane bought himself an M4.
Nero bought the op and then sold it, and then I saw the op pop up and it's into her mouth.
Okay, yeah, Shane definitely bought him the op. Nope.
There's a lot of flip-flop been going on.
Went for a lack of helmet instead to facilitate some utility.
Makes sense. Don't really need a helmet right now.
The only player with a gun that doesn't one shot headshot is peeping on an A1S.
Snav staying on top of the silos is caught early, Deer finds one but Fang gets a trade immediately.
Fang finds another nose peeping instead, Nero in heaven.
Does find one through the wall and is in a flurry of kills in both directions, but kills that favor party astronauts in the end.
It's a one versus one for OG Wizard.
He clutches up and grabs the op to boot, an expensive round for them, but at this point party astronauts don't care.
They're able to easily reinvest thanks to the economy built up.
And Timberman on the other side invested nearly everything.
Claring, Shane and Dare, it's likely going to be another half-buy from them.
This is very worrying at this point, as you mentioned, both teams are very solid on their
CT side, 61, nearly 62% for party astronauts, 56 for Timberman, and they're already down
0-5 on their CT side, the Timberman.
Yeah, this is not a good map to be down on the CT side, especially 5-0 and now
down a player in round number six off an opening up pick aggressive around red box
from OG wizard things are going from bad to worse here for Timberman on map number
two the second best of one Ben tosses a Molotov in and it's dropped for his
troubles out of around the corner will fall as will dare trying to come down
the vents as well lots of damage sustained by Ben or Fang rather in
peeping but not a problem at all for a PA side with four alive year only
Shane left on B and the bomb making the right read to plant wide open on A. Shane may try to save again
but party astronauts will have a sixth on the board and Infinite will run into Shane if he peeks back
box but will they actually go with that intent on a hunt here is the other question.
Infinite's clearing up towards ramp expecting the last player to be somewhere on B.
Shade looks the wrong direction and infinite will take his time on that spray
Six nothing confirmed
You mentioned infinite one of those places really been hitting his form recently. That's the first time he's been actually asked to get a kill
Yeah, that's how clean things have been for them. Oh gee wizards yet to die
This has been a performance and a half in party astronauts who already guarantee themselves at least a tied ballgame going into the second half
Very likely a whole lot more
Timberman another rifle by hand including an AWP for Nero. They do have a kit this time on a left.
The party astronauts have just called them out time and again, they've looked infallible on this T side.
And frankly I don't expect this one to be any different. Fang.
Holding passively that's not going to go for a late lurk perhaps. Changing it up, not going from back red.
The party astronauts lining up a lot of utility towards their spawn. Relatively late into the round.
Minutes 15 left. Benley looking for the smoke can't quite find it. There it is.
There's the smokes for the crossing, it's going to be fake outside instead of cross on a ramp.
Shane will be tested off angle secured.
He's going to drop before contact proper's taken.
He values getting set up on site more with rotations from this team.
Respect the call.
OG Wizard though wins the operas dual and looks for the flake immediately knows it's
likely.
I think he spotted the shoulder and the double scope peek is definitely a choice.
It works out.
A little bit nauseating trying to watch for that one.
Third secure to the meanwhile for Feng.
Shane lurking back up the ramp, a left at secret, two players opposite sides of the map
from one another.
Feng knows this is likely.
It's all on timing for this kill.
And Feng has the timing in his favor.
Shane the last, I think he was spotted by this rifle, or he will find one.
He drops infinite.
He's been kind of bullied throughout this map.
Finds a second on the USP.
He really tries to upgrade to the AK though and that misses on doing OG Wizard 10 kills
into zero deaths for the new AWPer.
Yeah, I was about to mention that.
You look at his kill count and notice the glaring goose egg over in the death category.
OG Wizards having himself a great half T side AWP, he had the 3K on the pistol round
2 that really secured that opening round victory for PA and Timberman going on the half
by again. Couple MP9s, two deagles and four for dare, no armor for Nero, and no defuse kits
and incendiary and a grenade before the CT side, and beefing already with an opening on the snav.
Starting things off well for the party astronaut's t-side, OG Wizard met by the
deagle of Shane, and so we mention his flawless start. Which comes down to an end in round number
eight. Shane trying to go for another kill, but he'll drop down as fire burns around him.
Aleph trying to aggress into Lobby is shut down, that's the MP9's removed, game 4 still up on A,
and Shane still doing some damage, takes a little bit more from Infinite who will back away and be
lucky to get out of there alive. Although Infinite's luck has not been great in this map, then
we'll spray down one, Infinite gets Shane, and dares M4 spotted. No, no, he'll go down towards
events and peeping holding onto OG Wizards up. We'll land the shot on the retreating CT,
8-0 for party astronauts, buy back up for Timberman, Nero on the yacht once more.
But aside from Shane, there is nobody else on Timberman actually doing anything positive.
Dare, Aleph, Snav, and Nero combined have 7 kills to Shane's 9,
and you may get a good point in the earlier map, Nate. When Timberman are having a rough time,
Shane is usually there to shine and try to bring them out of the Doldrums.
He'll take a step back when the team is having a great time like Mirage.
He's trying to shine here, but he needs somebody else with him if there's going to be any sort of result for Timberman in a positive factor.
That's a good way to start the round outside by Nero.
Dare a round in Africa as well, one-for-one trades back and forth.
Massive damage sustained by party astronauts, but then, despite his teammates falling around and getting tagged around him,
takes a fight to snap outside garage and looking like the cap wants to put another feather in his hat,
As he's on for three, Ace potentially infinite.
Goes down, but Ben has four.
Knows where Shane is as well, spots him out, taps!
No gee wizard will keep the Ace away from Ben.
I don't think he really cares.
We'll take two 4Ks in a map, and a 9-0 lead.
Nope, I don't think he cares either.
The individuals across the board are waking up for party
astronauts. It's their turn to play the game,
and Piperman's turn to sit in the back seat,
and watching horror.
3M4s of Amos and MP9 versus the full bi-party Ashnash, which we've seen throughout this half at this point.
The OG Wizard is almost to the money limit thing, entering out of door, bit foolhardy as they run through them all the time.
To mix the bag of results,
2 versus 2 as the dust settles, the op misses an opportunity
and leads low HP in towards hut,
But OG Wizard cracks open the site with a kill on the there Shane the last one alive
Good trade
He's weary about where Ben Lee might be lurking
So 1v1 the star the only one awake for Timberman versus Ben Lee who's been in
Tremendous form on this map timings everything and so is H3
Ben Lee does so much damage, but he owes a one shot for the M4
Which gives Shane to the breathing room required to get the shot down
One to nine, Timberman finally crack open this first half, but the only one surrounding the economy is going to continue to struggle throughout the rest of this half.
The party astronauts are not going to have to worry about getting reset.
At least for Timberman they finally get something on the board, besides the zero.
But they're still not fantastic, especially utility-wise.
The Spams from Shane doing damage after the second try onto Infinite, and Aide will chunk
him down even further.
But he still lives to tell a tale for now.
No damage back onto Timberman, I'm not going to count that five damage taken by
Shane.
That doesn't count.
Don't be so literal.
I already know people are typing.
You got five damage.
It's nothing. AKs don't care about that.
Do they, mate?
99% of the time they don't.
Nero.
Uncharacteristic miss.
Not sure how that actually missed.
Oh, no.
I feel like he was moving when he shot.
He's had infinite?
Might have.
Nero does get one snap a second,
but those kills are both answered and traded.
A left, Shane and Dare versus Fang, Peeping and Infinite.
Infinite is low.
Fang has yet to activate his outside yard lurk.
He's at Africa.
30 seconds left, they have to make their move, I think they're both in lobby these two, yes they are.
A site is more or less abandoned, there's one that could rotate up Heaven, there's one that could rotate up Secret.
That's what party extras are faking on, they're faking on Shane pushing up Fang.
Nearly misses the timing, but he gets the kill.
They are looking out of Heaven, finds the lit player, spots the second as well, a missed spray from peeping is eventually recovered.
But now both T's are lit a left on the MP9 spots the first miss the shot throws the name but fang gets to kill and survives with
2 HP
10 to 1 the victory improvement is isolated in a sea of yellow now
This party astronauts look to make it an 11 1 T side half of nuke
Timberman buy what they can one hero m4 for MP9's good utility, but no kit
and a dream at this point
It's more like a nightmare, a living nightmare.
There's a type of dream.
Yeah, but usually a dream is at least decent.
It has positive connotation, I agree.
It's now the first Nero traded.
There is Loa as well.
Won't stop him from peeking.
It's a big one for him to find on low HP.
An awkward duel not smoke outside the way through a spanner in the works.
as well finds a second. Maybe the MP9s were the answer they needed, Timberman. OG Wizard lurking
around with peeping above. Drop comes in, kill from the left, and OG Wizard too many players to
find. Timberman secure a second as we hit the half-time break. We're back in it. It's a 10-2
half for the party astronauts this time on the CT side of trying to close out Nuke,
it's Boggs and Pineapple Phillips on the call for this best of one, second best of one of the evening,
and this is the third to last day of ESL Challenge League Season 48. Seems like we just started,
Nate, but it's already coming to an eye close. Playoffs, not next week, but the week after,
peeping an OG Wizard of Unsilenced USP for the latter, just one, but peeping around the silo
As helped from Fang and Mini, dropping more, Nero will finally deal with Peeping, and it's a 2 vs 2 into the early stages of this mid-round.
The bomb on the ground, and infinite, again a bit unlucky with his timing zoned, but not removed.
There goes the final nail, and Fang into 1 vs 2 on this CT pistol, a position we saw him before, back on Mirage.
I was thinking it might be rotation down vents, instead it's a play on a Fang.
Takes down the first, good shot, 90 seconds on site, don't let him escape.
Good call, spots him crossing back and forth.
And now it becomes a delicate dance.
Bang.
Caught by Nero scaling forward, not scared of that pistol.
Timberman stay alive with a much needed pistol round,
but again, their T side have not favored whatsoever.
They have a lot of heavy listening to do to get back into this map.
And there's going to be a force by here from party astronauts as well.
four kills they're thinking we might as well go in for it MP9s on three helmets on four
and now would you wizard will actually sell one of those mp9s and grab a scout I like that call
and five sevens on ben elite and infinite of an okay amount of utility through smokes and a
couple of flashbangs considering the lack of overall investments not horrible for pa they're
mainly going to rely on tagging and bagging strategy to get them forward grab some of
the golels and the AK up in the hands of Timberman. The shot towards Silo doesn't connect,
and that will keep one of these rifles up in the hand for now. Split towards Mini maybe on the
cards as a flash goes into garage. OG Wizard has retreated, so has Ben. No contact yet between
either side. And OG Wizard splits the goalposts. And that will make things all the more difficult
for PA. Well, infinite, his weapon's gonna struggle at range as Nero takes down Feng.
He's being up secret, peeps out, finds one. Ben Lee does get a second as well, the issue
is his player towards LJ Hall. He needs to be careful, he jumps away and peeping,
seizes an AK, finding one, Shane trades it back to beat even footing.
Peeping is a very dangerous player to be reckoned with, does not get another.
Just two is all you can find. Ben, though, did at least find the upgrade in a Mach 10
for this attempted clutch, one versus two.
There and Shane will both walk in towards Mini,
and Ben is going to hold his nerve back of sight. This could work out if they don't clear him.
Swing comes through though. Shane is going to clear it. Shane gets the double dink,
and Timberman can divert their pistol around victory. Only two survive.
It was against a force spy so they knew casualties were likely going to be inevitable
Yeah, this should be a fifth on the board for timbermen as this one is proceeding basically a mirror of what we saw on the Rage right now
CZ an R8
In the hands of OG Wizard
The R8 on this HUD looks way so goofy. It looks so long. It looks like a 44 magnum. Yeah, it looks like a Mac and
And it could work out. I don't know how those first couple shots didn't connect to be completely honest with you
Okay
If the three versus three as well damage is being done snap on this flank spots one knows where second is that's actually
Fane instead of get with the USP peeping on an AK finds another is half by slash nearly full save could just bear fruit
For the party outside
Yeah, if we want to call the R8 ADC, we'll go for it.
R8 Co.
Chains the last, he's been the star, he has the bomb, he has 17 kills.
R8 headshot.
Calling R8.
He's gonna walk into this pixel angle and get shot, yeah?
Shots late.
The info's there nonetheless.
I honestly just wanted to see an R8 headshot at this point.
You know, on that angle of all angles, it would have been absurd.
I'm still shocked he has that available.
Who has the R8 available?
What is the percentage of people in all of Counter-Strike who have the R8 in the low-down?
Oh, do you, Wizard?
And maybe like two others?
Maybe.
I'm sure some people forget to remove their troll picks from time to time.
And you mentioned people should have the timing.
Seven seconds.
It gets down.
Oh, do you, is that a ammo distracting for a teammate who's caught oh, do you, Wizard?
R8, though, saves the day.
You asked for it.
You prophesied it.
Two for him on the round, on the trusty sidearm, the six shooter, which has an 8, very odd.
Because it's the R8, that's why I remember that.
Makes sense, still hate it.
11-4.
I do, too.
Party Ash, steal it with, as you put it, a deco.
And Timberman, because they lost so much against the four spy, are now on a very
weird force, try and stay alive, snab, invest into a Galil from three, no two AKs, two Galils
and a Mach 10. It's okay, it's definitely not great when you compare it to what party
astronauts have in there. I know, they got an R8. It's obviously going to be a party
astronaut's round, they had the best gun of the game. That's primary and second
or an OG wizard. Yeah. I did not have two R8 kills in one round of Challenger
your league on my bingo card for this decade but you know I could check it off
now I don't know how but we can he still has the RA too so there's a chance that
you can use it this next round that's a nice shot on the chain takes a bit of a
second to make sure he's on for that shot around red box I like that call
the very good call and fang's gonna drop the bomb a snap tries to peek with it
fang goes forward for more but dairy catches him in rotation oh gee wizard
at the ladder into heaven keeping an eye on Mini, peeping there as well, helping out this
CT side defense. OG Wizard takes a shot, hits the railing, misses it as Dare scales up towards
Heaven itself. May toss by OG Wizard, he's got to be careful of somebody coming in and
he is! Quick scope on Dare, wasn't sure if he's going to go for the no scope or not,
as peeping eliminates Aleph in the interim. A 12-4 lead now for Party Astronauts.
OG Wizard a very good map, peeping 21 and 9 as well, having himself a great performance.
Infinite really hasn't had to do anything
Doesn't gotten bullied quite a bit
He's kind of a country too
Timberman gonna invest what they can pistols
Deagles on three tech nines on two a little bit of utility and a true dream at this point to try and stay alive
In this best of one
It opened the door left-taken quits spammed away actually taken away of peeping's grenade
Infinite and Ramp will finally potentially see some action. Peeping finds a second spam in the smoke.
Infinite's immediately falling away, though.
Not trying to contest, and OG Wizards' op will be tested, as at this point, Timberman tried to just sow chaos.
Two around Lobby, one taken down by Peeping. Second spotted, tagged down.
Peeping's on for the ace.
Clear out Lobby.
Both Timberman players are walking Ramp.
They won't be spotted, but if Snaf peeks into Hell,
Ojiwizard has the angle. He does not have the shot, though. That's a nice shot from Snav, and so two versus three
But no bomb controlled by Timberman means this is all but impossible
The AWP doesn't even really shift the scales at all into their favor, especially considering the fact
it's an AWP on a retake to grab the bomb on the A site. It's over towards hell and
Snav's gonna keep it. Nero has more HP, so Snav's gonna go in towards the A site
Drop on down, surf around, Nero in the high ground, joins him in the low.
Infinite around Tetris holding, peeking one and maybe even two.
He does grab the second as well as party astronauts respond in kind with a dominant 13-4 win on Nuke.
Let's put the difference one and one with Timberman on the evening.
Party astronauts a solid rebuttal to what was a disappointing first best of one in the evening.
10-2 statement, first half on the T side of Nuke.
However, I will say, it was very iterative.
It was very much the same throughout, a lot of just lurking outside for Feing or Ben Bleat.
But the difference maker was the fact that the individuals were here,
and Timberman looked uncomfortable in the second map.
Yeah, Timberman looked very uncomfortable on Nuke,
and I don't know if that's because they had to add Aleph and Nero recently,
so they don't exactly have the comfort factor on Nuke.
It's not a map they don't play too rarely either.
times played five and three record coming into this isn't that bad. So bit of a
concern for Timberman moving forward especially as playoffs loom and they
should be just sneaking into that last playoff spot one of those last two
playoffs spots especially given the map win tonight in the first one but
overall party astronauts played nuke like we expected them to play both of
these two maps. Yes again perhaps a bit of fatigue setting in for party
astronauts following their first best of three earlier in the evening but they
do stem the bleeding with that second best of one very solid
performance from them. We're going to take a look here shortly at our Kadiyah player to watch.
That is Feng. He was not the top of the scoreboard for his team, but a lot of players were vying for
that position. He still had a more than serviceable performance though. 17-12, 1.42 KDR, and a 118
ADR in the second map. Very solid performance from him and what we come to expect given him
in the star role. Yeah, he's in the star role. He kind of gets to what he wants, work
around areas of the map, sometimes alone, sometimes with teammates, and he won a lot
of those duels, both on Mirage and more impactfully and importantly on Nuke, so good performance
from him, peeping as well, showed up in a big way on Nuke, and OG Wizard, we said
his name a lot on both maps, but mostly positively on Nuke too.
But one guy I really want to highlight too, for that Nuke performance, was Ben.
two 4Ks, one almost ace, and some pretty good,
really, really solid raw individual skill
showcased by the captain of the party astronauts
in this second map too.
And if Ben can bring that more often
in matches against teams of a higher caliber
than Timberman as well,
I think party astronauts might be
rocketing up to the top again.
They're definitely good.
Both teams showing moments of brilliance
in spite of making recent roster changes.
Both teams setting into their new five players
hoping that they can really make a good run in playoffs, but as for now that is all we
have planned for tonight's broadcast on behalf of Boggs, myself and the production crew.
Have a good night and we will see you next week with more ECL action.
See you then.