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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: 2293520
Started: 38 hours ago
Duration: 18 minutes
Players: 18
Bots: False
Mission: False
Rating: Casual
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Team 2
Chance of victory: 54.3%

NLrankDefecant
DErankRadP
DErankexploit
FRrankruru
USrankTraotor
PLrankZaks
TRrankModdy1
USranktheoisrose
USrankSakuraz

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34 hours ago
1@2:00 Scouting: No forward radar tower.
2@2:30 Activity: Initial minotaur deployment very passive. Need to be more aware of when newly built units are ready to activate
3@~2:30 Allocation: Picket is a weird choice here. No idea why I built this (Scalpel counter, I think?) but it's not even a particularly good answer here. I need *3* of them to kill a scalpel, which both delays my opening emi and takes minimum 9.5 * 3 ~= 30 seconds to put up if I stop emi production outright. Scalpel, contrasting, is 22 seconds of build time and can whack both my tanks and my structures.
4@3:00 Proactive Gameplay: Need to start building caretakers to repair tanks when the tanks go out, not when the tanks come back damaged.
5@3:40 Proactive Gameplay: Spider flank could have been mitigated by using ogre to flatten terrain and open sightlines in advance. In future, use ogres to prepare the terrain during downtime.
6@4:40 Strategy: Abandon the caretaker. I am tanks, I can afford to give ground to maintain my army because I can retake it easily. Structures are replaceable, army is not. I get wiped waiting for the situation to become critical instead of pulling back into my incoming emi and giving time for allies to respond.
7. Allocation: Magpie threat has been established, I should be using more durable ground (minos primarily) to shrug off magpie attacks until ettins can be brought online. Emis and Ogres are just feeding the magpies. Raider risk here is comparatively limited.
8@6:30 Allocation: Stinger was an odd choice here. Halberd/lance is very good against this, and it's not going to punch through shields, a better choice would have been sunken faradays or, better, units.
9@7:35 Activity: Failed to properly exploit Krow push. Rather than starting at the back and working forward, consider pushing forward as far as possible and building porc while units arrive
10@9:40 Allocation: Same issue as another game, cloak needs a threat to be effective. Weakness + cloak actually encourages exploitation.
11@9:40 Allocation: Emi remains the wrong choice here. I think optimal play would have been to use the metal to push out a cyclops that could hold the line. I don't have a frontline to protect emis right now.

(Gap here)

12@16:00 Allocation: Big wall is a mistake here, I think. Goal is to provide cover from lance fire and discourage a push, but I could implement a reverse slope defense much more effectively here. Experiment with ramps that allow tanks to advance and fire. (May also consider a widget for this.)


+1 / -0

32 hours ago
Re: #ZKschool

I'll go through once and give you my assessment. I'm going to assume you're okay with blunt criticism since you're so self-critical already.

What you did well: You held your lane giving room for your allies to rush their krows and cyclops. Even though you ran into early disaster, you took it in stride and focused on what mattered: Preventing them from moving forward.

What you could do better next time: If your allies are rushing krows and cyclops, it's their job to punch into the middle, not yours. Your overall approach is backwards. You sacrificed all early eco to hold terrain with zero economic value and disadvantageous strategic value. Your team was 1600 metal behind 2.5 minutes in and this is partially because you made no mex, slowing down the plays that are designed to secure the territory you're too hasty to try and take with attrition units you don't have the infrastructure to repair. You getting ganked was inevitable because you were massively over-extended. High-risk low-reward.

Your initial plan, to build a repair outpost further back, was much stronger and could have been done while also ecoing up. Tanks are reliant on having a safe place to retreat to in order to achieve attrition - you can't risk not having that.

Long term, you were against a ranged lance-based grinder comp. Tremor behind a wall makes it very difficult for such comps to pressure you and this is the gamestate I would be working toward. If you hold the centre and get down an artemis, you are negating like... three players? Strong impact with low-risk.

Overall: I think you need to squint your eyes a bit and look at the big picture of what you're doing. Making a lot of notes might feel like you're being self-critical but it misses the forest for the trees. Think through your strategy as a cohesive whole. Don't sweat small stuff until your big stuff is in order.
+2 / -0