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The Elite Championship - Season 1 - The Games - Come discuss about them!
09-21-2013, 02:30 AM (This post was last modified: 10-26-2013 09:25 PM by Mag!cGuy.)
Post: #1
The Elite Championship - Season 1 - The Games - Come discuss about them!
Since the number of games will increase rapidly, I won't be able to put all comments on the OP of the main thread. For this reason, I open this one, where I will classify all games and comment them. If you want to add something to my commentary (I might have missed crucial points), don't hesitate to discuss about it here! Smile

The Games

Round 1: Long Nine


A nice battle on long nine! A good thing to analyze is the series of trade that happened between turn 7 and turn 12. Each time, torbreck took out a 4hp soldier by giving up a runner and sucking back his sniper. Who, wit speaking, won the trade? Let's calculate: first, each player loses one unit. Alvendor loses an unit worth three wits, torbreck loses an unit worth one wit. Alvendor spends one wit to kill the runner + another wit to move the new soldier from the spawn to the middle. Torbreck spends 4 wits to kill the soldier.
As a conclusion, we can say that it's a fair trade, since torbreck spends two more wits to kill an unit that is worth two more wits than his one!
Afterwards, alvendor ended this series, and put up a nice defense at the top. But, turn 14, he did a huuuge mistake: he knew that his opponent had a runner at the bottom, thus could see his mobi sneaked there. So why did he do it? Even if torbreck had his mobi at the top, he would have seen the agression coming and could prepare for it.
But this mistake didn't cost him the game, since he has been able to do two things at once: counter the agression at the bottom well enough to prevent an instant win from happening, while making an amazing attack at the top which overwhelmed his opponent. 11 wits needed for this!
Then, Torbreck did an incredible mistake that costed him the whole game. When he finished his turn 17, he had three wits left. Three was the perfect amount, a perfect amount that he didn't even use! What could he have done? He could have moved his medic and healed the heavy, (This way, alvendor wouldn't be able to reach the base with his heavy, so he couldn't directly win next turn) and saved up the remaining wit, in order, next turn, to have 8 wits and be able to make a mobisnipe-soldier combo to kill the unprotected base, and win the game. Always think twice before sending your turn guys!



The battle started normally, both players spawning soldiers/runners and a mobi at their fourth turn. Action started when LER4T surprised his opponent by sniping a runner thanks to a mobi coming from an unexpected hex. Sharugames couldn't even destroy that sniper, thus sufferd from a huge pressure at the bottom. His response was weird, he did a suicidal turn because he wanted to attack on the other side of the map, while not destroying as many units as he could and allowing his opponent to literally crush him. That's what happened, and at turn 16, you can already say Sharugames lost, because a too big part of his army got killed by the counter attack, and he wasn't in a position to be able to stop a mobisnipe-soldier combo.


Both players used the very standard opening at the beginning. If you want to be on a good position on long nine, start your games like this, having three runners on the map as quickly as possible to see what your opponent is up to, and start massing soldiers where you need to.
I don't understand his daddy's moves though, he spent a bunch of wits at the bottom even though poweewee did not prepare any attack there. If your opponent doesn't mass an army at the bottom of the map, don't spawn anything there and keep your wits for an upcoming attack or a special at the top, you will need as many wits as possile in the future and spending them on an inactive spot on the map is not adviced Smile
Turn 12 is interesting: was poweewee's move worth it? He lost an unit worth 1 wits, his daddy los an unit worth 4 wits. He spent 4 wits to kill the sniper, daddy spent 0 to kill the runner. So, poweewee spent one more wit than his opponent in this trade! But since the pre-given sniper is very precious on long nine, we can say it's a fair trade.
Because his daddy didn't spawn any special, he has an unit lead over his opponent. And poweewee had to know it when he saw with his runner at the top all these soldiers. Why did he attack? It was a weird move, he already had less than his adversary before he attacked, so this couldn't work for him. His daddy's counter attack was mighty and predictable. Poweewee defended exteemely well, but he simply didn't have enough and his daddy played incredibly too, checkmating his opponent at turn 25, and making it to the win. GG!


*new*

A long game! It starts normally, but the moves of awpertunity are very wit unefficient at the beginning. For example, turn 3, he doesn't heal his sniper at first, and creates a soldier at the bottom. Why isn't it good? Because, as long as your opponent doesn't threaten you at the bottom, this soldier is literraly 3 wits wasted. Also, you must ALWAYS heal your sniper before everything else. You see at turn 5 why: awpertunity moves again his medic to heal the sniper. Afterwards, he will surely want to put the medic once again next to the spawn. So he wasted one wit there.
Then, both players mass soldiers, because that's how Long Nine makes you play. Awpertunity threatens pharmafan on both sides, but the problem of trying to attack at the bottom is that it's too predictable. You see your opponent coming very early before he will attack you, so setting up a defense here is easy, as shown with this replay. Awpertunity's attack is pretty nice, but so is his adversary's defense. The main problem is that pharmafan constantly has more wits than his opponent, because he has been more efficient than his opponent during the match, and he is the defender. (the defender always spends less wits than the attacker) You can clearly see it at turns 26/27: turn 26, pharma has 17 wits. Turn 27, awpertunity has 8. He still tries to put his opponent in difficulty at the top, but pharmafan has too much, he completely repels awpertunity and ends up having waaay more units.
Pharmafan can't use his huge advantage in his favor at this moment because he isn't in a position (and doesn't have enough wits) to completely overwhelm awpertunity. He slowly enlarges his army, slowly approaches of awpertunity's, slowly save up wits. He doesn't rush things, and he is right. And turn 42, the slaughter happens! I even think pharma should have waited one more turn, to have more wits, but his attack totally paid off, because he simply had more than his opponent. GG guys!


Round 2: Sweet Tooth

*new*

What an agressive opening! It's a pretty nice one from trumpet, but some 4hp soldiers and it gets quicky nulified, as it happens here. Even though his rush didn't fully work, it still gretly ends up in his favor. Why? Look at turn 7, before the turn starts. Trumpet has 6 units whereas Alvendor has 5. Since it was trumpet's turn 6 before, that means trumpet has one more unit than his opponent. And, on such an unique map, where there are a lot of wits given for only one spawn, unit count is even more crucial than on any other map.
Then both players set up their army, trumpet being on the offensive position.
Alvendor's turn 13 is very fun to watch, but is it good? Yes. It is not wit efficient, really not, but as I said what is the most important on sweet tooth is not the wit count but the unit count. Here, Alvendor has been able to destroy alan's lead as for unit count, since he destroys a soldier without letting any unit in danger. Turn 16, alan's does the same, because you should always have as many mobi as your opponent (if you go for a long game. Obviously, if you take advantage of a mobi spawned by your opponent and plan a rush, don't spawn a mobi ^^)
The turn 17 was very well done, because alan's army is not located near enough of all the snipers and mobi to be able to correctly respond, and he lost a mobi, a very precious mobi. Then some forced exchanges happen, all in favor of alvendor, because he has two mobis and his units able to kill some of his adversary's while being unreachable after they did!
You can see that, at turn 24, alan is under a lot of pressure, his base being at 4 hp and him having less units and way less mobility. Looking at this situation, I would directly give the win to alvendor, so let's see what happened.
Turn 30, alan obtains again a second mobi, which is very good news for him, cuz thanks to this he will be able to maybe get even with alvendor as for unit count.
Turn 33, here is THE error. Alvendor commited too much into killing one mobi, he wasted wits and units by doing so. And the other problem is that he also didn't protect his heavy from getting killed by the two well placed soldiers of alan. Thus, he gets rushed at the top, while all his army is at the bottom. And his defense can't be good: he suicides all his runners (alan doesn't even spend wits to kill them) and his sniper. After that, alvendor almost already lost. He does have two mobis, but he really doesn't have the wits and units to even use them.
Very well played by alan, he has taken a small opportunity to completely destroy alvendor!



Another great game on the map Sweet Tooth! 
But, once again, we can notice strange moves from torbreck at the beginning. When he saw the 2hp runner in reach of the medic, he simply had to heal the runner and let it on the spawn, to prevent sharugames' runner to kill the medic while saving up wits. Here he wasted wits to put his runner on a not optimal hex and move several times his medic. Wit efficiency is one of the key to win, always remember it guys! 
Afterwards, he played extremely well though, defending against his opponent´s push almost perfecty. Sharugames commited in this agression too much, thus ended up having less units than torbreck. And, knowing his attack didn't work, he had to deduce he was obliged to be defensive at this point of the game. But he did a very strange turn 13, giving up a brand new sniper and his mobi to kill... a soldier. This is why we can say torbreck almost already won from turn 14, by taking a huge lead from this error.
Then, Sharugames tried to defend as best as he could, but his opponent had a great mobility thanks to his mobi whereas he didn't even have any vision about what was torbreck up to. The red adorable then manages to claim the top wit space, blue not even having the possibilty to take it back, which made it clear that no come back was possible from now. 
Well played Torbreck, a slow but safe counter attack that paid off!




The champion is falling! We can see him losing twice in a row, each time because he attacks too quickly without enough to really put his opponent in difficulty. His beginning strategy was not very good, he could not expect to deal real damages but still attacked and then put himself behind.
Afterwards, cor set up a good army and, at turn 12, managed to make a nice attack even though he only destroyed one soldier - that shows how poweewee got hurt by his opening. But then we can see this attack that at first seemed nicely done has in fact been totally countered, cor losing his lead at turn 15.
The game follows with some massing-units turns, both players not knowing what each other is up to thus making kind of random moves, especially powee. I might be wrong of course!
And, at turn 25, poweewee did it again, he made a decent attack that still had no chance to end up in his favor. Turn 26 was predictable, cor crushed the number 2's attack and from then, he could only win.
Does the champion underestimate his opponents' armies? Or does he play too quickly? Anyway he will have to concentrate again if he wants to show who is the boss here.


*new*

This is what we can call a top tier game! Directl from the beginning, LER4T sets himself up on a hyper defensive position with a bombshell. But he seemingly didn't know about the mobisniper trick happening on this map and lost a soldier without being able to respond at all. He hoped to defend with his two soldiers, but he, again, didn't expect the worst: pharmafan had the resources to kill both. Some cool exchanges happen after, LER4T tries to defend with two bombshells. He manages it, pushes back pharmafan, but, for the third time, the unexpected happens: pharmafan had just the amount required of wits to make the winning move with his double mobis. So well played by him! Impressive!
We all know LER4T is an outstanding player, so what should he have done? What was the problem here? First, the problem comes from the opening. If you are against adorable, you must, at your second turn, create a 4hp soldier and put it on the middle hex (here, the hex where LER4T has put his second spawned soldier at turn 8). It will prevent your opponent from doing this powerful mobi trick. Afterwards, almost all wrong moves done by him come from the fact he didn't think his opponent would be able to do this or that move. Counting your opponent's wits as much as possible must be a priority, and predicting all the best possible moves from your opponent is squarely obliged. You can't play if you don't see your opponent can win the next turn, or destroy more units than you think. Obviously there is fog of war, but at this level, guessing what your opponent is up to is even a bit easier, because you know he will do the best move possible, or almost.
Any comment on this game LER4T? Smile



At first, the game was pretty slow paced, each player simply massing units and getting a comfortable army. I don't understand awpertunity's move at turn 11 though, he suicided a soldier for nothing! Turn 14 was very impressive, a huge attack that used 19 wits and provoked awpertunity out of position. He defended pretty well, but his daddy continued to play amazingly and apply pressure on the opposite side with his heavy followed by a soldier, which obliged awpertunity to use his only mobi and a few units to defend two sides at once. He was already done for from turn 18. Well played daddy!

Round 3: Sharkfood Island


*new*

What a crazy game! Awpertunity goes for a super early scrambler, but he doesn't use it. Cor, on the contrary, masses soldiers, and get the offensive position pretty quickly, awpertunity not having the possibility to counter, because he spent his wits in a scrambler that is in a defensive position. Afterwards, he spawns a second one, because he knows cor is gonna attack, he comes way too near! I have rarely seen someone having a whole line of soldier this near of the opponent on SFI that quickly, but cor did it. He did it slowly and efficiently enough so that he didn't have to fear any mighty counter. Even if it doesn't seem so only by watching, it's very well done!
Turn 17 is absolutely outstanding. Cor planed everything he had to. He had exactly the amount of wits required to do what he wanted to, each units he had has been used, he dealt incredible damage. If you struggle to win your battles on maps like SFI which consist in army massing, and don't understand how to overwhelm your opponent, take this replay as an example and analyze it a lot. Destroying as many units as possible in one turn is the key. You need to aim for this kind of attack when you play in ladder, saving up wits, positonning your units so that they reach your opponent (without coming too near and being destroyed), and going for the all-kill. After this attack, awpertunity lost 4 soldiers, 1 runner and 1 medic. At this part of the game (turn 18), this is tremendous.
Awpertunity manages to defend at the top, and tries a kind of all in, since cor has his base completely unprotected. But he didn't predict what cor could have responded to this, and he really better had saved his scrambler (the one at the left) by moving his heavy to the left.
Cor's answer is perfect. But awpertunity defends almost perfectly aswell, and he finally manages to counter cor's push! Kudos to him, it was not easy at all!
Then, both players build their army again, no one having a real unit advantage upon the other. It it now the turn of awpertunity to prepare, and make, an awesome attack! But scrambling a scrambler is so wit efficient, that cor manages to defend well enough. (kudos to him aswell)
Awpertunity tries to force the win, but he doesn't have enough, and is obliged to move back. Once again, both opponents rebuild their troops, awpertunity still beign on an offensive position.
Turn 59, the clash happens again. But this time, the strategy is different; Cor didn't mean to deal as many damages as possible. He did this tiny attack to encourage awpertunity to make his huge attack. It was risky, because if the attack was bigger than expected, cor would have lost. But he was confident with his two scramblers, and waited for the attack to come.
And baaaam, turn 62 is a slaughter. Cor's strategy totally paid off. Awpertunity lost from this poin of the match, cor has too many units.
A big GG to both player, an exciting game and some serious skills shown! Smile



A great win from Alvendor! He has been able to make a successful early push, which was allowed by an error from sharugames: he gave up his runner to kill alvendor's medic. It was not a wit unefficient move, but the problem is that, afterwards, he was blind, and didn't see the agression coming.
Another thing that I'm not sure about is that, by killing the medic, sharugames made his opponent attack. This is pure mind game, here is what might have alvendor thought:
"He killed my medic and gave up a runner. That means, if I create a soldier and not a medic, I have an unit lead over my opponent, because we have the same number of units, him having a medic. Plus, not healing my units would make me save up more wits, which would allow me to make a quicker attack."
Also, sharugames did some wit unefficient moves with his medic, moving it next to the spawn and then moving it again to heal the heavy. Remember: never move your medic next to the spawn before you healed your heavy, because a 5hp heavy is extremely powerful on this map, since players almost only spawn soldiers there.
The runner which blocked the spawn space of sharugames was also a key move, because it obliged him to move a soldier toward the bottom.



*new*

A really nice match! Let's go straight into the analysis.
I don't understand torbreck's first turn. He has prefered to move both soldiers rather than healing an unit. That's wrong! It is crucial to heal an unit each turn, especialy on one-spawn maps, and there was obviously no hurry to move both soldier at the top since it was Turn 1.
Apart from this, both players play the same way, they slowly build an army and get a mobi at the same time.
Turn 14, pharmafan does a great move. He didn't overwhelm torbreck, he didn't crush him, but he managed to take out his heavy. The heavy on SFI is a key unit. Indeed, since almost only soldiers will be spawned, having a 5 hp unit is extremely powerful, because three soldiers are needed to kill it. Destroying your opponent's while having yours alive gives you a certain lead.
Turn 22, it's a turn of torbreck to kill his opponent's heavy! But after all these trades, who has an advantage over his adversary? Let's look at turn 24, in order to compare fairly both players. Pharmafan has one more soldier than torbreck, but torbreck has a snipe, whereas Pharmafan hasn't. Pharmafan has a bit more wits, but not so many more. So, so far they are pretty even!
Torbreck launches a big attack at turn 33, a powerful one. But pharmafan is soooo wit effiicient that he has got 20 wits at the next turn, and is able to repel torbreck pretty well. The major problem for torbreck was not his unit count (he was leading pharma), but his wit count. At turn 35, he has only got 6 wits. You can't do anything with 6 wits, really. Whereas pharmafan still had 12 wits at turn 36! What follows is logical and predictable, pharmafan has more wits, more units, torbreck has lost. GG guys!



Round 4: Thorn Gulley



The match started normally, with sharugames taking a little positionning lead thanks to his runner managing. Both players mass unit, but sharugames got a bit too confident, approached his units a lot, and letting his mobi vulnerable. Yes, it doesn't seem so, but trumpet could kill this mobi, and he did it very well! Sharugames couldn't kill his opponent's mobi in return, and that's a big win for trumpet.
Then followed some great back and forth action, both players dealing great enough damages each turn. Trumpet achieved to steal his adversary's wit space, who had to deal with it quickly otherwise he would get in a very bad shape. Turn 15, Sharugames makes an awesome threatening at the midde, having the positionnal and unit lead there, but doesn't take back his wit space!
Trumpet's response to this was pretty good (he prevents the soldiers from reaching the base), but he did an error: he sent his runner behind the soldier to scout what was going on there, and killed the medic with a soldier. That means he allowed sharugames to take his wit space back while killing his runner! Yes, this way he won't be able to kill the 4hp soldier. But, sharugames would anyway not kill the soldier, because it would make him spend absolutely all his wits, and he couldn't afford to do this in this situation. This soldier harass was awesome though, and the runner was needed to check if it could work, but the optimal move would have been to place the runner one hex more below (the one more at the left).
The blue adorable then all ined, but it looked kinda like a desperate move, he suicided his units only to hit the base once again. All players I have coached will see what I mean here: never suicide an unit to hit the base, unless you are sure this will allow you to win in the next few turns. You see why it can't work thanks to this replay!
Trumpet's response was nice again, but not optimal. The best here was to move the soldier only one hex downward to kill the runner, thus this soldier would be unkillable. And the wit used to teleport the soldier back in order to save him would have been used to protect the mobi from the sniper!
And then, it was almost already over. Trumpet had more, everywhere on the map, and he was able to force the win in turn 24, by hitting the base and checkmating his opponent. Yeah, in this case, hitting the base is more than recommended, because if you have way more than your opponent, he won't be able to kill all your units, and he won't be able to block all the paths to the base, thus you will win quicker. And sometimes, it's a matter of win or loss, because if you don't kill the base quickly enough, your opponent will kill yours before (trade base case), or will simply call back his remaining units in time to repel you. You have to predict what happens if you hit the base and what happens if you don't, well, prediction is one key to win in outwitters. Smile



The shortest game of the tourney so far! Turn 4 was the turning point of this one, torbreck came up with a strategy I have never seen before. His daddy didn't do any particular error, maybe he should have guessed such a move could happen since torbreck would have saved many wits (but I myself wouldn't have seen it coming). He got such a positionnal lead with his unreachable sniper, and a left side undefended by his opponent, that the victory was kinda already annouced. Turn 5 was very well played, but still, his daddy didn't have enough to defend at the left (he did have an army to defend at the middle though) and torbreck has been able to make a nice all in at turn 8, which led him to the win.
Healing the pre given runner that you will put on the middle wit space if you are against adorable is a good idea, and if you are P1, always consider on turn 3 that your opponent has a lot of chances to have a big amount of wits and that he will be able to smash you with a super early mobi. Well played torbreck!


A cool game which shows how mobi is powerful on this map! LER4T's opening is very cool: indeed, almost all players will place a 1hp runner on the middle wit space. Thus, LER4T has exactly the amount of wits required to kill that runner and mobi his one back. What is the interest? Well, as for the wits, it's a fair trade, since both players spend two wits in it. But Cor had directly one less unit than his opponent, and no more vision, and less mobility.
The strategic error from cor is that he didn't get a mobi asap. On thorn gulley, if you're adorable and you know your opponent has a mobi, get a mobi out. It's not a waste of wits, it is crucial, almost obliged to have if you want to compete with your opponent's versatile strategy. Here, he spent all his wits into runners and soldiers, and at turn 4 he did an error: he placed his newly spawned a runner in the range of the LER4T's runner that got sucked back at the previous turn. There was FOW, but it was obvious that LER4T would place his runner here, or one hex more to the left. Because of this, the blue adorable has been able, a second time, to take a little lead as for the unit count at turn 5.
Afterwards, both players turtled, but cor massing units without really having a plan, just trying to defend against the incoming mobi push.
And Cor's turn 12 has been very strange. He spent a real bunch of wits into moving all his soldiers or creating an useless runner, in order to allow LER4T to rush him. See what I mean? By approching his units, he kinda siad to his opponent "hello, I am ready to be crushed, let's go!". And he spent a lot of wits for this.
That's why turn 13 was predictable. LER4T did crush Cor, and from this point there was no come back possible for the red adorable.
Mobility and vision are two key points in outwitters, that are even more crucial on this extremely large map. You surely can defend against mobi with mass soldiers, but then you can only expect to take an advantage thanks to your opponent error (for example, making a not big enough attack). Let's wait for the other matches on this map, to illustrate what I said here!


*new*

Short one! The opening pharmafan used here is getting more and more common, and deservedly. It allows to have a small unit lead, and most of all a huge map controle compared to your opponent. The mobi created so quickly makes you very comfortable, because you see everything, and you can go everywhere. I would personnaly have moved the mobi before sucking the runner back, in order to have more sight, and more action range.
Alvendor's answer is not good. When your opponent creates a mobi, create a mobi. Especially on Thorn Gulley. He did get a mobi at turn 8, but he massed soldiers before, and if pharma went for a super agressive play on the other side he would have died of it. He is lucky pharma actually feared his soldiers and didn't even move his mobi!
Alvendor then slightly put his adversary in pressure at the left side at turn 10, and that was nicely done. But the problem is that he didn't pay attention at all to the right side, where pharmafan made a not-so powerful attack, which marvelously worked because alvendor had NOTHING there. Pharma logically got his win at turn 13. GG for the blitz attack!
If you wanna rush your opponent on one side, thus spend all (or most of) your ressources there, you first have to ensure your weak side is not threatened at all. Here, alvendor went overconfident at the left, and didn't fear the obviously coming attack at the right!

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The Elite Championship - Season 1 - The Games - Come discuss about them! - Mag!cGuy - 09-21-2013 02:30 AM

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