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The Elite Championship - Season 1 - The Games - Come discuss about them!
09-21-2013, 03:45 AM (This post was last modified: 10-24-2013 07:06 PM by Mag!cGuy.)
Post: #3
RE: The Elite Championship - Season 1 - The Games
Round 9: Skull Duggery



The game started strangely, with both players doing wit unefficient or uncommon moves. For example, awpertunity chose not to heal his heavy at his first turn even though he could, which means that one healing turn got lost. Same for Torbreck, who didn't heal anything this turn while not taking the opportunity awpertunity (..) has given him to kill the one hp runner. Indeed, the optimal move would probably have been to create a runner at the top, place it on the top spawn, then create a second one and kill awpertunity's (thus, scouting everything. If awpertunity doesn't want torbreck to scout anymore, he is obliged to get a soldier out at the bottom, which is not cool), healing the heavy and putting it on the bottom spawn. I also question the placement of the medic: torbreck will spend another wit to put it back next to the spawn, and he won't be able to get a sniper asap since the medic would block its way. But I may be wrong, and it would be very interesting to discuss about this.
 Turn 8, torbreck did a huge error by moving his heavy, thus allowing awpertunity to kill his runner while taking the wit space. He lost many wits in this trade! Maybe he thought his opponent wouldn't do it because the runner was at 2hp, but he didn't know awpertunity could spawn a mobi. Here you see all the interest in counting the wits of your opponent!
 Turn 12 proves I was right about the medic. Torbreck moved it again to allow the sniper to come next to mobi. If you count, you can see he spent two extra wits to move the medic, only to heal the pre-given soldier!
 Turn 14 is very interesting and it's a crucial point to understand that I repeated many times in my coaching games. With this move, torbreck loses oine unit, awpertunity loses one unit. Torbreck spends 4 wits to kill the soldier. Awpertunity spends 0 to kill the runner. The soldier was worth 3 wits, the runner, one. That means, awpertunity won this trade by two wits. So even though it seems a cool move to do when you watch it, using two units to kill one and suck one back is almost always very wit unefficient.
Then follow some very cool action, torbreck commited too much while not destroying a lot of units which allowed awpertunity to crush him, and win the game.



A very cool game! But, there is not much to say about it. Indeed, I did not see any particular error or questionable move, except alvendor's. The problem in his strategy is that he constantly massed soldiers, without getting any snipe. This series of fun turns ended up in poweewee's advantage because he did have a sniper and used it extremely well. Always remember that 10 buffed soldiers are useless on this map, since there is simply not the space for them to do their job. An early special or an early sniper are two things you can go for when you play on this map. Well played poweewee, it was great to watch!

*new*

That was a blitz game! The strategy of cor was very powerful, this early bombshell would have dealt so many damages if his daddy hadn't rushed! Indeed, on this map, you have to get a sniper or any kind of special (except bramble) ASAP. The space there is so narrow that the splash damage of the bs, the teleportation of the mobi or the incredible threatening power of the scrambler are hyper mighty.
What is discutable is his daddy's reaction when he saw cor had an early bs. He all ined, he acted as against alvendor on glitch, but this time it couldn't work, because he really attacked with almost nothing. After such a suicidal strategy, cor could only win. ^^
Indeed, his daddy was in a tough position because cor got his bs sooner, but reatreating and, the next turn, getting himself a bs, was the best to do. Try this in your league games guys, you will be impressed how an early special is powerful on skull duggery!


Round 10: War Garden



The battle started in a very classic way, both players massing an army, and torbreck being the one pressuring his opponent. Things started to get interesting at turn 10, when LER4T put an unkillable bombshel which would be able, at the next turn, to deal very huge damages! Torbreck did not see it coming, wasted wits in a mobi that is gonna be fatal and he got crushed at turn 12, LER4T destroying three units while taking his opponent's wit space. Furthermore, he obliged his adversary to be in range of his bombshell if he wanted to defend!
Then followed very cool turns, torbreck defending as best as he could. He played pretty perfectly, but he didn't have enough wits to do everything he needed and could only lose to LER4T's amazing pressure.
Congratz to both players, a nice game to watch!



In this game, Sharugames managed to be on an agressive position very quickly. After, both players quietly set their armies up, and at turn 9 sharugames makes an awesome move. He obliged his opponent to be in his scrambler's range by taking poweewee's wit space. The problem of powee here is that he played defensivly as if sharugames was about to attack at the bottom, even though the agression was actually coming from the top. His answer turn 10 was, again, thought too quickly. The attack was not that bad, but since he knew (he had to) that a scrambler was behind, he couldn't expect to put his opponent in difficulty.
Sharugames response was once again very cool, because he kinda checkmated his adversary. Either poweewee got rid of the scrambler, or he prevented sharu from claiming his wit space, but he could not do both.
Then follows some great actions, both players doing their best to take the lead over each other. But we can say that powee was already done for from turn 12, because he missed ONE wit. With one more wit, he could have taken out the scrambler and the 4hp soldier on the wit space at the same time, and then taken back his wit space. That would have changed everything. And could he have done something to have one more wit? Probably on turn 4. He moved down his soldier because he feared a blitz attack. But such an attack was not possible, and he would have the units afterwards to completely defend against such a push. This battle is a great example of why each wit is crucial. Anyway, well played sharugames, some very cool decision making in this one!



*new*

The game starts in a classic way, each player deciding what role he will be playing. Indeed, on War Garden, you have to decide quickly if you get the offensive position and apply pressure on your opponent, or on the contrary stay in a defensive position. It can sometimes be confusing, because the defender is always near enough of his opponent to make a huge and efficient attack, even though he was at first not on an attacking position. Here, Trumpet is the one threatening, Cor is the one defending.
Turn 8, Trumpet attacks. As you can see, he doesn't deal great damages, only one soldier is destroyed. But, he expected to kill two: indeed, cor saw the attacking coming, and responded pretty well to this threat: he placed his 3 hp soldier behind all the others, so that trumpet wouldn't have the space required to place his own soldiers and kill more than one. Well done by him!
Thus, at turn 9, cor can defend pretty well, even though alan sent a bunch of units! But he does a mistake, he sends a soldier which had already been used, thinking he could hit with it. The counter is still very powerful, and trumpet didn't really have a way to directly defend against this. At turn 12, he does come back and gets even with cor (but without one wit space)!
All those efforts of defending have been thrown at turn 14, a desastrous turn. Alan saw everything, he saw the two soldiers moving at the left, he saw the runner trying to be sneaky, but didn't even protect his base against those three units ready to take the win. What a huge error! Well played by cor anyway! Smile


Round 11: Peekaboo

*new*

A short game for Peekaboo! Big Grin During the first part, alvendor takes a very offensive position with an army only composed of soldiers, while LER4T plays way more defensivly with a bombshell perfectly placed. Thus, alvendor is in a not so good shape, because his soldiers keep being hit by the mortar, and he is obliged to be a little wit unefficient. Also, at turn 12, he does a kinda risky move, with his 1hp scrambler. It was not soooo risky, because he didn't know about the 2hp runner, and an attack wasn't sooo expectable. If his plan paid off, he might have been able to take out the bs and deal some serious damage next to it!
But, sadly for him, LER4T felt something. He agressed, and you can guess how happy he was when he saw that vulnerable scrambler! Very well done from him!
Turn 19, LER4T throws down another bombshell. The more time passes, the more difficult it is to attack for Alvendor. But, at turn 24, he managed to make a really awesome attack! Kudos to him, because even if it doesn't really seem so here, it's hard to set up such a move. Sadly, the bombshell is so damn powerful, and alvendor's army is so damn packed, that the feedbacks are countered. Alvendor then tries to force the win, but LER4T isn't weakened enough, and he gives up at turn 28, because he doesn't have anything anymore compared to his opponent. GG guys!



A fun battle! Awpertunity started by a big mistake: he has put a heavy next to his medic. He spent a whole turn resources into something that has a lot of chances to be useless: indeed, if his opponent attacks on the other side, he will never have his heavy at the right place to defend with it, or he will need to spend other wits and take turns to move it. And, that's what happened after: sharugames moved to the right to apply pressure here. Awpertunity managed to defend pretty well, because he saw the attack coming before it started.
Turn 18 was very good from sharugames, because he has been able to scramble an unit, his scrambler and the scrambled unit being afterwards completely safe. He forced his adversary to be in a very uncomfortable position, and make mistakes, as he did when he suicided his sniper. Sharugames then used again his scrambler to incredibly threaten his opponent at the right, as he knows so well to do. (We can also see at this turn 22 a funny misclick from him, which didn't even destroy all his plan)
In the next turns, the scrambler has been the winning unit of the game. A scrambler that stays alive and scrambles many units kinda means a win for its owner, because the scrambling process is do damn powerful! Impressive play from sharugames, who forced his opponent to be in his special's range, and then make it to the win!




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RE: The Elite Championship - Season 1 - The Games - Mag!cGuy - 09-21-2013 03:45 AM

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