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CNC Zero Hour

[R] RaGe vs KaRRo - demo vs tank

#11RoHaN^  Nov 12 2013, 18:57 PM -
Replays: 28 Game:
Awards:
Arab TF MHer > Hawky
#12-DoMiNaToR-  Nov 13 2013, 20:37 PM -
Replays: 175 Game:
Awards:
very nice game. wubbed for sure
#13ReLaX  Dec 24 2013, 15:15 PM -

Awards:
DETAILED REPLAY REVIEW by ReLaX | Game Version: 1.06

This is a game which was played before the 2nd World Championship for 1.06. Two of the best players nowadays are fighting for the win on one of the best customs map we might have for ZH. The matchup is Rage as Demo and Karro as Tank. In 1.04 you rarely see this matchup as a GG just because Demo mostly runs over Tank. In 1.06 tanks are better due to decreased RPG damage. Also the Emperor now does benefit from Subliminal Messaging. In 1.06 Demo is the only faction out of the GLAs which is able to take out a WF which 3 terrors. On the other hand the Rebel Ambush has been cutted a little and technical are now at $500 like all other GLAs. Let’s see how these changes effect the game.

You can see the change log here.

Rage
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7,5 / 10


- You could have damaged or even destroyed his trucks or dozer.
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- You have wasted your first technical to a Redguard.
- Bad terrorist usage in the middle. Dozer was a target for several seconds.
- I missed the pressure to have more tunnels in the front. Also one worker could have been used for a tunnel on the bottom of the map.
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- You floated mid game around 4k while you have been attacked in the middle. Best option is to get scorps and quads. You already had your palace at 50% by that time.
- Bottom supply you had only 3 workers! Better are 4 or 5.
- I really missed the demo upgrade and the rebels.
- 2nd HQ in this phase is not needed!

Summary:
Interesting to see a dual WF-BO as GLA once again. This play style we normally see in CCG Classic or within ZH playing a 50/50-BO. Solid play, well done.


Karro
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7 / 10


- Why did you place your power so close to the middle? It is way more secure in your own base.
- I think you lost your first Lix too easy.
- Try to avoid placing the building too close together, especially against Demo with strong terrorists and later on the Rebel Ambush!
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- You lost your 2 Lixes without any countable damage (tunnel attack 2nd supply from Rage)
- At times your unit micro could be better. ECM tanks should disable other tanks (GLA: scorps) while fighting back scorp/quad combo without many RPGs. Tanks ECMs are fast at disabling! Other way round with more RPGs on the GLA side drive the ECM behind your tanks to deflect RPG missiles.
- Floating money mid game 7k! Buy helixes or prepare for late game and build 2nd economy.
- You tried to build front barracks, but why? It did no success. If you want to recapture your units, use outposts.

Summary:
Your generals power usage was just great! Great timing, very efficient, I liked the use of BM drops.


Replay-Rating: 7/10


__________________
Note: This review mostly points out mistakes or improvements which could be done. I am not saying that I can do better! Please don’t understand me wrong.

Thanks for reading/commenting,

ReLaX.
This post has been edited by ReLaX: Dec 24 2013, 15:20 PM
#14RaGe^  Dec 24 2013, 21:15 PM -
Replays: 80
Awards:
good review cheers smile.gif
#15ReLaX  Dec 24 2013, 22:48 PM -

Awards:
Thank you!
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