Loading...
  OR  Zero-K Name:    Password:   
Title: [A] Teams All Welcome
Host: Nobody
Game version: Zero-K v1.12.9.1
Engine version: 105.1.1-2511-g747f18b
Battle ID: 2059017
Started: 7 months ago
Duration: 16 minutes
Players: 11
Bots: False
Mission: False
Rating: Casual
Watch Replay Now
Manual download

Team 1 Lost
Chance of victory: 46.9%
XP gained: 76
USrankfahx died in 16 minutes
AUrankSarathos died in 16 minutes
DErankRadP died in 16 minutes
USrankR3MX died in 16 minutes
ZArankYolocrispy died in 16 minutes
Team 2 Won!
Chance of victory: 53.1%
XP gained: 87
USrankqruntingsquid
DErankmuha_toro
USrankBuckymancer
ESrankFalelovsky
DErankaaaasd
CZrankRileyRean




Preview
Filter:    Player:  
sort

8 days ago
Marking this one for replay retention in connection with my Lessons Learned collection, particularly picking Impaler targets.
1) Direct-fire skirmishers like Fencer, when on a hill, need to be positioned either at its military summit or well behind it; otherwise, units can use the hill's vision shadow to avoid taking hits while getting into range.
2) Impaler groups can get sneaky damage, or even kills, idle or working front-line Commanders. Guarding the Commanders wouldn't help.
3) In general, heavy raids should only double back when there's no other reasonable choice. Doubling back makes slow defenders more relevant, and also wastes scouting potential.
4) Impalers are only as good as the team's scouting, and it's well worth sacrificing a Dart to identify potential static targets.
+0 / -0

8 days ago
Weird spam over a bunch of matches that are from 7 months to over a year old.
+2 / -0