A good game.. one of the better opponets I have faced
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REPLAY REVIEW BY AGMLAUNCHER - 29 MAR 2007 15:20 ---------------------------------
Overview Pretty intense game featuring predominantly Scorpions vs Scorpions. However an excellent demonstration of micromanagement and using your WFs to repair while you defend and effectively giving your tanks an armor bonus in the process.
E.T. Really cool build order. Very "efficient" to say the least. The lack of a second queue can slow you down a bit, but then again, early on you don't really have the economy to make much use of the second queue anyway, not with the structures you need to be making (WFs and Refineries) so going without a crane can work pretty well. Excellent use of scorps and pressure in the late game.
Tips for improvement
Don't make rocket infantry
OgerEli Interesting build order that managed to put you ahead of Pilbots on the production curve. Arguably had you made two scorps and a bike right away rather than harvesters you could have put Pilbots on the defensive early on. However that supply placement is not really recommended. It's just too far away and what Pilbots did is much better. After you sell the outpost, you get $750 back anyway, so expanding with an Emissary doesn't really cost that much.
Tips for improvement
Expand with an Emissary early on, don't place your refinery farther away and then try and make up for it with extra harvesters
Don't attack tanks that are being repaired. You let Pilbots dicate where the battle was and thus you ultimately were losing units faster than he was.
This post has been edited by Species8472: Mar 30 2007, 15:51 PM
This game shows well microed scorpions from Pilbots side tbh. His scorpions didnt show the butt to the enemy a single time and while retreating u managed to finish off units on ur way.
Good strat and nice stretching of your base making you able to put up forward laser turrets which soaked up damage or dealth good damage themselves together with teh tanks
The other player seemed to have a not so good eco start, but initial tank spam was good imo.
[attachmentid=227328]
REPLAY REVIEW BY AGMLAUNCHER - 29 MAR 2007 15:20
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Overview
Pretty intense game featuring predominantly Scorpions vs Scorpions. However an excellent demonstration of micromanagement and using your WFs to repair while you defend and effectively giving your tanks an armor bonus in the process.
E.T.
Really cool build order. Very "efficient" to say the least. The lack of a second queue can slow you down a bit, but then again, early on you don't really have the economy to make much use of the second queue anyway, not with the structures you need to be making (WFs and Refineries) so going without a crane can work pretty well. Excellent use of scorps and pressure in the late game.
Tips for improvement- Don't make rocket infantry
OgerEliInteresting build order that managed to put you ahead of Pilbots on the production curve. Arguably had you made two scorps and a bike right away rather than harvesters you could have put Pilbots on the defensive early on. However that supply placement is not really recommended. It's just too far away and what Pilbots did is much better. After you sell the outpost, you get $750 back anyway, so expanding with an Emissary doesn't really cost that much.
Tips for improvement- Expand with an Emissary early on, don't place your refinery farther away and then try and make up for it with extra harvesters
- Don't attack tanks that are being repaired. You let Pilbots dicate where the battle was and thus you ultimately were losing units faster than he was.