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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: 2286749
Started: 2 days ago
Duration: 22 minutes
Players: 5
Bots: False
Mission: False
Rating: Casual
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Team 1
Chance of victory: 65.4%

GBrankmushroomraider
DErankTR1
USrankgenovesethedon
Team 2
Chance of victory: 34.6%

USrankZombiieGG
USrankKnightshade

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2 days ago
1. Tactics: Initial kodachi retreat unnecessary. by delaying eco rushing out first kodachi I have put myself in a situation for combat. Pulling the kodachi back when it's specifically good at retreating misses opportunity for more pressure.
2. Scouting/Defense: Scorcher getting into backline was extremely painful, and I didn't see it until too late. More active placement of scouts, more pressure (don't give him breathing room), and radar (it's "free", long range) would have allowed me to react appropriately.
3. Strategy: Delaying attack as long as I did allowed a ripper to get out, which makes engaging harder until second blitz.
4. Tactics: Blitz default micro to skirmish allowed scorcher to get away. Against raiders and using superior units, just charge in.
5. Strategy: Pulling back the front line to deal with a single scorcher that they can't possibly reach was dumb, and let mushroom get another mason out. Blitz/kodachi is almost half again as fast- aggresive play might have been able to force another ripper that would later die to minotaurs. Pullback did nothing and let the scorcher push.
6. Scouting/Awareness: Continued lack of central radar pillar leads to me falling back worried about a scorcher runby. I should know he doesn't have the resources for this, and a 45 metal radar picket in the middle would have confirmed this.
7. Allocation: watch metal overflow in small games.
8. Tactics: 3 blitz and a kocadhi should be able to burn down a ripper with at most one loss, which then nerfs the scorcher ball. Picking off fallback units nerfs the units that rely on those fallbacks.
9. Tactics: One lotus is not that scary and the kodachi could zone out the scorchers. I had like 3x his combat value here, and I think not decisively breaking middle here might be a key decision that lost the game. (Unwillingness to engage also allows for the scorcher runby a few moments later)
10. Allocation: Mino build to counter anticipated domi was probably correct, since it techs up significantly. Ogre would have been the incorrect pick if 9. hadn't happened.
11. Allocation: Watch for E-stalls in small games. We've expanded heavily, but my ally hasn't been building solars. I'm burning a massive amount of metal right now (actually putting mushroom and I on even footing) because I'm estalling hard.
12. Allocation: Stinger was a mistake. I already built mino to kill domi, stinger to also kill domi is redundant- he doesn't have that much metal. Better choice would be sparrow morph and additional lotuses/solars/welders and utilizing superior army value instead of porcing.
13. Strategy: I have two minos here but only engaged with half my army. Blitz stun would lead to more mino hits, and it resulted in a roughly even engagement because half my army was sitting out.
14. Strategy/Allocation: Porcing further here is not the correct move. Get more caretakers, *Push*, force him to spend metal. The more breathing room he gets and the less I'm bleeding him, the more dicey this gets for me.
15. Scouting: Failure to scout backline. This counts twice: I teched up to minos, then deployed emis to counter static and then saw badgers, which emis counter, nor do I see increasing porc or army value. Additionally, I should have scouted at 10m just because it's 10m. Sparrows are cheap. Eating shit to a lance is not.
16. UI: Terraforming hotkeys for cover.
17. Control: Emi arcs mean they like to move forward. Their attack moves should be perpendicular so they clear vision paths.
18. Tactics: Going after the lance with the glaives was actually possibly a mistake. Assuming the Emis don't die stupidly, killing the iris would allow the Emis to effectively counterbattery lances provided-
19. Scouting: Wall limits vision, for ideal emi usage I need a sparrow.
20. Tactics: Cost effective push should have welders behind, both for reclaim and repairs.
21. Allocation: Mass glaive was good, but Imps could effectively cover the flanks and spot cloaked movements. TR1 eventually rotates here and imps covering that path could have both mitigated that and given additional warning.
22. Tactics: Once glaives are exploiting, consider scattering for better damage. Also reduces risks of AOE, lances, etc.
23. Awareness: Mushroom was continuously putting pressure along the gap between myself and Zombie, I never scouted this. If I had, I'd have found that genovesethedon was completely vulnerable and the mid path was unguarded.
24. Allocation: Krow went unscouted and uncountered. Tank production should have halted entirely and gone to ettins.
+1 / -0
2 days ago
good point
+0 / -0