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Title: [A] Teams All Welcome
Host: Nobody
Game version: Zero-K v1.13.9.5
Engine version: 2025.04.11
Battle ID: 2294362
Started: 26 hours ago
Duration: 30 minutes
Players: 32
Bots: False
Mission: False
Rating: Casual
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Analyzing because I played much differently than usual here. Annotating with my thought processes

Thought @ 0:00 - Push forward to river line with intent to fall back as needed. Practice exploiting mexes better.

1. @ 1:30 - Kodachi getting distracted trying to deal with fleas delays spotting moderators, which delays my counterbuilding.

Thought @ 2:00 - Jumpbots spotted. Initial build plan (Kodachi -> Ogre -> Welder x2 -> Mino -> Emi) discarded. New plan: Welders for pickets to hold off moderators until Emi can be deployed.

2. @ 2:27 - Opportunity was missed here. Moderators are much less scary when they can't control range- this hill could have made a strongpoint for me to use.

Thought @ 2:50 - 3 facs spotted in lane (Jumps, Cloaks, Gunships). New plan: Pull back to buy time for rotation and create possibility for overextension. Razors + Pickets ASAP to zone out enemy forces with Welders to hold off glaives.

3. @ 3:30 - Allocation mistake. Minotaur production is not in line with current strategy, nor in line with enemy units spotted on field.

4. @ 3:40 - Clustering pickets made them vulnerable to revenant. Reverse hill defense continues to hold.

5. @ 4:20 - Opportunity was missed here- I held back the ogre because it would just die against this composition, but I could have given it to the player above me to shred their glaive threat.

Thought @ 4:30 - Fleas have bought me time. Only tool is welders, Jbots effective against my heavies (which would be too slow anyway). Advance to original line and fortify to zone out revenants and Moderator/placeholder. Jbot escelation was NOT anticipated at this time, which was a mistake. Either pyros or jacks should have been anticipated.

6. @ 5:26 - Pickets should be spread out to make FW life more difficult.

7. @ 6:29 - Continuing to build pickets here is a mistake, because the tank/ogre positioning effectively zones out the jumpbots. Razor would have been a better choice, since revenant remains uncountered.

8. @ 8:00 - Inactive for a considerable period here, and I'm floating metal. A faraday holding the corner here would have been highly effective.

9. @ 8:15 - Terraforming here instead of building a second razor or doing additional prorc. Also, ramp isn't working like this. New plan: CTL-N , and then build a series of ramps to the top

10. @ 8:45 - Failure to set up retreat position despite having build the caretaker for it and seeing allied caretakers. Also, gap in ramp is kind of a problem.

Thought - Enemy push cannot be stopped. Fallback to picket line, porc, and counterpush with welders. My goal at this point in the game is to make my ground impossible for the enemy team to maintain a grip on and to continue funneling disproportionate metal into trying to break this position.

Note: I don't actually think at this point I am out material-ed. MikeISV and TrePAK have both deployed considerable forces to my front here.

11. @ 11:40 - Focusing on metal when I'm already overflowing was a bit much. Should have built minimal porc here for defense.

12. @ 13:00 - Backline heavy assets (cerb + artemis) need to be protected. I know jacks are on the field, I need either units or faradays.

Pausing here to note on a strategic level: I'm not sure my plan worked. I ended up considerably negative on attrition- Around 22 minutes I was lost 15K to killed 10k, reclaimed 5k, and the damage by the cerb doesn't offset that.

The following push is also where the originally planned tremor would have been very useful.

13. @ 25:00 - Awareness issue. Stolen Cyclops dies to utlimatium, but I lose my other cyclops to it as well not realizing what happened.
+0 / -0