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Title: [A] Small Teams All Welcome (8p)
Host: Nobody
Game version: Zero-K v1.12.6.0
Engine version: 105.1.1-2511-g747f18b
Battle ID: 1940806
Started: 27 days ago
Duration: 32 minutes
Players: 8
Bots: False
Mission: False
Rating: Casual
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Team 1
Chance of victory: 48.8%

Team 2
Chance of victory: 51.2%


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Here is a fairly pure Revenant rush killing a commander.

The Revenant is scouted quite early by a Swift while in production. Teal still sends their engineer commander south while sending an Ogre north. A Trident is required to pull off the rush since Swifts exist.

The kill takes three salvos and 40 seconds. The commander managed to walk more than half way back to its factory. The Kodachi was quite passive over those 40 seconds, running from the Revenant while it was reloading, rather than getting more damage in. The Swifts died to the Trident.

Better Kodachi use may have swung this, but perhaps there was nothing Teal could do, after the point they sent their commander to a front essentially alone. But I think 1170 metal of a lot of things beat such a play anyway. Revenant might have been the most efficient way to punish it in this case though, except for all the time it took.

Here is the first 20 or so minutes of Revenant activity.
  • 4:30 - A second Revenant manages to kill an Ogre in two shots. The first Revenant is still repairing.
  • 5:40 - The Revenants go help the North front, only to be batted away by a small depleted shieldball and 900 metal in assorted Rovers. A Scorcher is killed. Existing Revenants are on 4500/12600 health.
  • 6:00 - Three low health Revenants expose themselves a little to pick off an Outlaw in a retreating shieldball. Ten seconds later they kill a Felon.
  • 6:20 - The first ground AA of any kind is produced by NE.
  • 6:20-7:20 - The Revenants have been running a fighting retreat as the North front is pushed back. They manage to pick off one Ravager and two Fencers and make it to half health.
  • 7:20 - Four Revenants attack and manage to kill two Ravagers. One Revenant is lost to a Raptor, a Felon, two Crashers, and the fact that the Revenants are still not fully repaired.
  • 7:40 - By this point GS has built up 1350 in Tridents to defend against fighters and bombers.
  • 8:30 - The Revenants switch back South again. They kill nothing, but damage a Minotaur heavily. They also cause the loss of two enemy Raptors (which fought five Tridents for some reason), and one of their own Tridents to Crasher.
  • 9:10 - Enemy South has no AA at all, and still decides to attack with two Minotaurs, and Ogre, and a Cyclops. Four Revenants bring a Cyclops to 3% health with help from allied Minotaurs. The Revenants retreat after one volley since one of them is almost dead.
  • The Revenant player has 5500 value killed at this point, which is slightly more than the rest of their team combined. The rest of the team is not managing that well.
  • 10:00 - Five Revenants try to punish an extended attack by 1500 in assorted Rover, mostly Ravager. Only 400 in Rover is killed before 1300 in Crasher show up and the Revenants retreat.
  • 10:40 - Five Revenants attack an attacking shieldball North, killing a Felon and a Thug. One Revenant dies to the 1300 in Crasher, plus 1000 in Thresher and Vandal. The remaining four and on half health.
  • 11:30 - Enemy South still has no AA, but do an extended attack with three Minotaur, two Ogre, and a Cyclops anyway. The Cyclops falls to 5% health from four Revenants (the units are already damaged by other fighting) then the Revenant retreat.
  • 12:30 - For the first time since the start of the game, all the Revenants are on full health. There are now five. They found an Emissary out of position to pick off.
  • 13:00 - The Revenants attack South tanks again. The tanks have not fully repaired yet, but the Cyclops only goes down to 28% health this time. Six Raptors respond, but mostly die to allied Ogre AoE while hugging the Revenants, as well as three Ettins. Two of the five Revenants die, all the tanks survive. A Welder is on 0% health, the tanks were really quite bunched up.
  • 14:10-15:20 - A fairly even mixed tank battle occurs. The remaining three Revenants contribute perhaps a marginal Ogre and Minotaur pick off (low health Minotaur), as well as some Ravager kills, but one dies to the same 1300 in Crasher. The side of the Revenants loses the battle fairly decisively, as they lose their commander and Cyclops (each side had one).
  • The Revenant player still has equal-top damage killed and dealt with a player from the other team.

I'm going through faster now and it looks like much of the same story. Revenants harass tanks, but don't manage to kill them. They damage a retreating Dante, but it still manages to retreat. I am constantly surprised at how far South can overextend, lose no tanks, and still kill a Revenant, with very little AA. Eight Revenants manage to bring a Cyclops to 5% health at minute 21, and it actually dies thanks to Placeholders and a Jugglenaut. The eight Revenants manage to snipe an attacking Dante a bit later.

At minute 22 SW has produced 108k metal while NE has produced 89k. NE seems to be losing to building no geos at all, and just a single Fusion. Another Dante dies to nine Revenants. SW South front switches to Jumpies while the other side stays in Tank. NE North makes a breakthrough, but the total value from only one side having an economy becomes too much, and NE resigns soon after.

  • The near-lone commander kill seemed like an unforced error, especially as the Revenant was scouted in advance.
  • I was surprised by just how long NE managed to make no ground AA for. Then when they did make AA, it was surprising how little they got away with.
  • It was very Rare that a Revenant shot twice, they always had to retreat due to health problems.
  • Keeping the Revenants at full health was very hard. It would have taken minutes of downtime to health them in the early-mid game. The fronts were falling, so this could not be afforded.
  • The Revenant user had a lot of value killed, even though they only got a kills here and there that I saw. The Tridents killing bombers and fighters will confound this metric though.
  • When Revenants got meaningful kills, it was usually at a price.
+2 / -0
24 days ago
Observations about the initial commander snipe:
1) The Revenant rush was late because of the Swift scout. The Revenant player built most of a Hacksaw to push away the Swift, repaired the Swift missile damage, and built the Trident. This let the cyan tank player's commander wander further from help.
2) When the rush hit, it was well supported. The Trident shot down all the Swifts, but team SW's tank player also sent a Kodachi deeper to look for grounded AA.
3) The snipe was a near enough thing that any amount of mobile ground AA, even a single Vandal that had to walk over from the north position after the initial shot, would likely have frustrated the snipe or revenge-killed the Revenant. So the aforementioned Kodachi sweep was an important part of the attack even though there wasn't actually any AA there.
+1 / -0

23 days ago
USrankBuckymancer do you think you could have a go at looking through a replay? Perhaps this one, the next in the thread: https://zero-k.info/Battles/Detail/1941365

Or any other, if that one is a bit short. I use imgur for the pictures, since it seems like it will continue to exist for a while.
+0 / -0