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Dark Crusade

[CiC]Basilisk+CucumberCock vs [CiC]DAS_CAPN + Jursgensmelta

#1Nadaver  Jun 25 2007, 13:13 PM -
Replays: 14 Game:
Original Topic Here



Replay Review By GW_Fingolfin:



Review

A game packed full of action on the small confines of the Ice Flow. We see a fierce battle between IG/Chaos and IG/Eldar with the first team gaining the victory. A nice variety of strategies and builds used; we see Cultist grenades used to good effect to negate rangers. Invisible chaos marines and cultists to provide effective support fire. Tonnes of supped up guardsmen being executed all over the place and eventually the crazy assed Daemon Prince dishing out some heretical damage!

"Eldar Farseer Fingolfin surveyed the battlefield from afar (lol????); he considered the forces that sought conquest of the Ice flow before him; the vile servants of Chaos with their uncouth heathenism seeking nothing more than blood… Two rival Imperial guard Generals both seeking fame within the ranks of the Imperium; so petty and selfish, how blinded can they be? What troubled him most was the presence of the Farseer Jurgen; what could possibly draw him into this fruitless confrontation? One can only hope his motives are true to the way of the Eldar"


Team 1

Jurgensmelta

You went for a hard T1 with Invisible Rangers accompanied by two Dark Reaper squads. This worked well and you held off the Imperial guard command squad however when pushing into the Chaos base the cultist grenades hampered your effectiveness. A counter from Team 2 lost you your rangers and a reaper squad; after this you teched up and got Wraithlords and Warp Spiders. The Wraithlords helped tie up enemy units in CC and take down enemy tanks. The Warp Spiders never really did much damage as you were swamped by enemy forces including a Daemon prince, finally being annihilated.

+ves

- Rangers: you used these fairly well especially at the start when attacking Basilisks command squad and guardsmen.
- Eco: while your soul shrine was building you got 3 LP2 to significantly boost your eco.
- Globals: you used the global power bonus which helped you produce Wraithlords.

-ves

- LP's: during T1 until roughly 7 minutes you only had 1 LP built, although this allowed you to get your force fairly quickly, you were under no immediate pressure and should have capped all 3 base points ASAP.
- Micro: Reaper micro could have been better when running from guardsmen and CS.
- Tech: your tech speed was slow and you hit T2 really late.
- Floating: you floated a lot and could have had Warp Spiders a lot sooner; this would have helped Das and you could have made a stronger counter.

Rating = 4


[CiC]DAS_CAPN

You went for a fairly strong T1 with 3 GM, one with attached commie and Command squad. You took your side quickly and then went T2 quite early in the game. You held off and pushed back Cucumbers cultist grenades and with Jurgens help made a decent attack on his base. At T2 you went for an eco boom getting the global power and req upgrades then used Sentinels and Hellhounds to hold off the enemy attack. Going T3 after this you got Kasirkins and Orgyns with attached priests supported by heavy weapon teams to help defend Jurgens base. You also got an assassin to take down the Daemon prince along with Lehman's but your base got overrun once Jurgen was eliminated.

+ves

- T1: solid T1 with good use of guardsmen, decent eco and good attacks.
- Tech speed: good tech speed throughout eventually reaching T4 for Lehman's at the end of the game.
- Eco: you had a good eco with limited points; you used all the global resources which boosted your income greatly.
- Transports: you used chimeras fairly well to keep your guardsmen safe
- Hellhounds: you used the let it burn ability fairly well to take out enemy infantry.
- Assassin: used really well to take down the Chaos Daemon prince.

-ves

- Transports: your unloading of Guardsmen was really careless twice and it cost you greatly. Both times you unloaded your GM from a chimera when next to a much larger force; this meant your guardsmen got quickly killed.
- Guardsmen: I think you could have got some of the upgrades for your guardsmen to make them more durable, the priest and commissars helped but upgrades could have made them more durable.

Rating = 6


Teamwork

Pretty solid teamwork; you helped each other out when one of you was being overwhelmed on several occasions. You also made some good double attacks to overpower a single opponent. Communication was good and you let each other know your tech status and unit production etc.


Team rating = 5

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Team 2

Cucumbercock

You went for Cultist grenades and then invisible cultists in T2 and invisible csm in T3. This worked really well and you were able to hold off several attacks and do quite a lot of damage in the early stages. Initially your cultists were pushed back by the command squad and you lost your half of the map. You then got attacked but managed to counter and beat off a combined attack with help from basilisk. At T2 you got a sorcerer and csm with heavy bolters and helped out in several attacks also using horrors against their vehicles. Getting T3 you got Invis csm and a daemon prince and helped finish off both enemies' bases.

+ves

- Eco: you had a solid eco early on with 3 LP2; this allowed you to keep your cultist reinforced and tech quickly.
- Cultists: you used your cultists really well throughout the game especially their grenades. You used attack ground to disrupt invisible rangers and generally disrupted your enemy's forces allowing the heavy weapons to damage.
- Tech: you teched to T2 quickly allowing for invisible cultists.
- Rebuild: after you got attacked you quickly re capped your points and got LP2 up ASAP.
- Upgrades: you used nearly all the relevant upgrades from the armoury to enhance your csm and cultists.

-ves

- Unit loss: you lost a cultists squad early on to guardsmen and the command squad; this could have been avoided and the squad could have been used later for extra firepower.
- Builders: you killed a builder due to force labour being left on.
- Weapon choice: At t3 you could have got plasma instead of more heavy bolters; this would have helped against the heavy infantry such as Orgyns.

Rating = 6


[CiC]Basilisk

Using roughly the same build order and T1 as DAS you went for 3x GM with command squad then T2. You used the weapon upgrades during T2 and got plasma for your guardsmen with attached priest/commissars. To help out Cucumber you got some hellhounds and pushed back the double attack. Using gentians and hellhounds in T" combined with your guardsmen you made a good attack on Jurgen then went to T3 and helped finish him off with Kasirkins and Ogryns. Moving onto the second base you used your guardsmen and T3 units well to kill the remaining IG.

+ves

- Map control: you quickly got control of your half with a constructed LP.
- Command squad: you used this well to disrupt the enemy forces that were attacking Cucumbers cultists.
- Tech: you teched quickly and hit T2 and T3 at the same time as DAS.
- Guardsmen: you used these really well with upgrades, sergeants and attached heroes; they lasted throughout the game, scaled well and were able to contribute throughout.
- Globals: you used the global req bonuses and constructed several generators while T2 was researching.
- Transports: you used these well to keep your GM out of harm and to get them into Jurgens base.
- Kasirkins: you used them well, especially the grenade for disruption.

-ves

- Builders: you left your builders idle within listening posts several times. This meant that there was only 1 builder creating things like the machine pit instead of 2.
- Guardsmen: you lost a couple of squads easily at points in the game.

Rating = 6


Teamwork

Again really good teamwork making nice defences and coming to each others aid on several occasions; you communicated well and coordinated your attacks. The side switching was particularly good and you kept your enemy guessing from which side you would attack.

Team rating = 6


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Media

IPB Image


IPB Image


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Game Rating = 6
This post has been edited by Nadaver: Jun 25 2007, 13:51 PM
#2Trabbo`  Jun 25 2007, 19:39 PM -
Replays: 0 Game:
is this game good ??
#3NewStratS  Jun 25 2007, 21:55 PM -
Replays: 12 Game:
Awards:
QUOTE(AiRz @ Jun 25 2007, 14:39 PM) *

is this game good ??

n1qshok.gif What?? sleep.gif


At last a 2v2 replay biggrin.gif
#4GW_Fingolfin  Jun 27 2007, 13:43 PM -
Replays: 82 Game:
Awards:
QUOTE(AiRz @ Jun 25 2007, 20:39 PM) *

is this game good ??



yes its good! action pakced with good skill levels
#5lollish guy  Jun 28 2007, 13:34 PM -
Replays: 0 Game:
its pretty odd seeing an eldar and chaos player working together but the replay is kinda kool
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