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Title: [A] Teams All Welcome
Host: Nobody
Game version: Zero-K v1.12.5.1
Engine version: 105.1.1-2457-g8095d30
Battle ID: 1907336
Started: 7 months ago
Duration: 13 minutes
Players: 10
Bots: False
Mission: False
Rating: Casual
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Team 1 Won!
Chance of victory: 82%
XP gained: 95
CNrankHistidineStar
unknownrankCapricvbvs
JPrankPLT_skigear
USrankPacific119
USrankBuckymancer
Team 2 Lost
Chance of victory: 18%
XP gained: 76
PHrankPLT_Marcus died in 13 minutes
FRrankluclucaa died in 13 minutes
USrankdood8face91195 died in 13 minutes
USrankAegisIce died in 13 minutes
RUrankzxcpetarda died in 13 minutes




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7 months ago
There was some debate in post-game chat over whether luclucaa was overextending or just not supported. I said at the time I'd reserve judgment. Well, on review, it was clearly the latter - I had air support. Luclucaa didn't, until a set of Revenant strikes that ignored the losing fight for the shield factory and went for a breakaway group of Scorchers among the rearmost mex cluster.

In the meantime, the fight that killed luclucaa's commander was a triple team including a couple of Bolas from Capricbvs on a backstab mission, and then the two attacks on the shieldball that collapsed luclucaa's entire position were led by bombing runs. The second, successful one had 2k metal of bombers attacking 2.4k metal of units, and the bombers had 1.9k metal of scorcher-fencer following them, an overwhelming mismatch caused by the 2v1 attack. Playing further back could have saved the commander, but I was going to take any space I could get for free regardless so the collapse would only have been modestly delayed.

If I can fault luclucaa for anything, it's relying entirely on a single commander for radar. If there had been a high ground radar watching the bombing raids come and go, the rest of team north would have had more opportunity to figure out that they needed to help before the front's final collapse.
+0 / -0
7 months ago
My comments yesterday were unfair to the other team's gray player. RUrankzxcpetarda sent a conjurer across the map and tried to build a picket in FRrankluclucaa's zone. The conjurer got assassinated before finishing the picket, but its flex AA does represent the attempt to assist FRrankluclucaa with the air-ground double-team that I claimed didn't happen. And while one picket would've been insufficient, I think that the conjurer was going to build more than just the one picket if it survived long enough.

This game had a lot to unpack, so I'm splitting the Lessons Learned into two parts: one covering mistakes during the competitive portion of the game, and another analyzing how to properly exploit a collapse since this was my first time in that position and I neglected a lot of stuff in the process.

Lessons Learned:
1) My initial defensive lotus was built with my commander standing idly by, while my attention was occupied buying time with Scorcher micro. It would've taken less overall attention to have the commander assist meaning I needed to buy less time.
2) A properly conducted double team is devastating. However, if not actively coordinating, at least pay attention to what your assistant is doing! A couple of double team attempts this game were less than fully successful because one player went in before the other expected.
3) My worker at the front should be attack moving in preference to area reclaiming. It missed opportunities to repair, which could've swung the next fight, and the reclaim field would still be there afterwards.
4) A non-overdriven supermex won't make up for skipping a bunch of mexes to get there.
5) I wasn't keeping up on building energy during the early fights. Fortunately, my support player CNrankHistidineStar was picking up the slack and adding solars to my mexes. However, I had a surplus of Masons and could easily have put one on Alt-W duty behind my advance in addition to my commander's opportunistic mexing.
6) This match verified a key piece of anti-shield-ball theorycraft: without Outlaws, it collapses quickly if somehow confronted with an even more expensive force that uses raiders for cleanup, achieved here by the air-ground double team.
7) After the main exploitation, I let my army get canalized! They parked in clumps in the canyon mouths, where they were vulnerable to AoE and especially the enemy silo. I should've instead either moved them fully outside the canyons where they could spread out, or concealed all but a few of them deeper in the canyons.
+0 / -0
7 months ago
And here's a list of stuff I should've done during the exploitation phase to close out the game better:
1) Moved some Masons forward from my factory, on attack move or area ctrl mex, and then maybe assisting the commander. Leave a caretaker behind if I opt to do this early.
2) Using commander build power beyond the useless lotuses and air defense radars.
3) Deep scouting or raiding along the enemy back. There weren't any significant obstacles for a large distance when I was wrapping up clearing the enemy economy from the canyons. The one middle depth raid paid off.
4) Arranging my Fencers for air defense. Bunch formations lose to AoE and lines' extremities can't cover each other well unless the line is so tight to get mauled by Phoenix. What I needed was a 2d formation like an elipse.
5) Attempting to use massed scorchers and/or fresh Ravagers for a game-ending assault. 20 scorchers ordered to move from the canyons into the upper right corner would have done a massive amount of damage.
6) Claiming the space just outside the canyons earlier and with a smaller force, for vision.
7) Building a high ground Thresher, probably with my commander, since the other team's only way to threaten the area while we consolidated it was with gunships.
+0 / -0