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Supreme Commander

[R] [3220] RoA-Radio vs. Terwilligerbuntsone

#1RDon  Mar 17 2007, 10:49 AM -
Replays: 23 Game:
Things I liked:

-Radio's comm micro to attract all of the PD fire while his tanks took out the PD, and zig-zagging his comm to avoid as much fire as possible.

-The fact that this cost him the game.

Things I disliked:

-The fact that my PD's aimed for his comm instead of the freaking tanks. I could have microed all three of my PD's to shoot his tanks first, but I was tired and lazy. I really hope the target prioritizing gets changed in a patch. No more little tricks like this. It's much easier to focus fire on the comm than to do the exact opposite.

Things I should have done differently:

-Built bombers when I had air superiority. I mean, what's the point of ruling the skies if you can't comb the ground.

I'm totally liking this early air factory style of play that's caught on. It gives load more options.

Share your thoughts on what else either of us could have done here?

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#2Strages  Mar 17 2007, 18:58 PM -
Replays: 10 Game:
Got this one for review.
#3Solarity  Mar 17 2007, 22:14 PM -
Replays: 7 Game:
Nice game! Wonder why he didnt pull back sooner? Kinda got the impression he couldnt be bothered.
#4Strages  Mar 18 2007, 23:41 PM -
Replays: 10 Game:
Review of Terwilligerbuntsone vs RoA-Radio


This game starts off kinda slow, with each player capping and single mex, building some pgens, and then a factory - which is normal for this map. This game really doesn't get going until about the 5 minute mark when each player has at least two land facs up (and the third on the way) and both are beginning to pump auroras out. We get a few skirmishes between a handful of units here and there, but nothing major.
Things start getting interesting when Terwilliger (I'm abbreviating your name cause it's too damn long tongue.gif) takes about a dozen auroras+scouts and pushes them up north on the left side to disrupt Radio's expansion. Radio has left this part of the map completely unprotected and loses all of the mass points to the west of his base. In response to this, Radio sends his comm plus a force of about 20 auroras + scouts down the center toward Terwilliger's base. Terwilliger sees this and responds by sending 3 engies up to start building pd's where he thinks Radio's comm will be in about 30 seconds (good placement btw, got them all up right when he got there biggrin.gif). Radio micros his comm in front of the pds while his tanks attempt to take out those pds and terwilliger's incoming tanks. Radio kills two of the three pds while suffering few losses, but ignores the third for some reason, which takes out at least half of his tanks as he tries to push them south into Terwilliger's base. This is where things get interesting.
Radio's comm has been reduced to less than 2000hp and is at this point retreating back to his base, but Terwilliger smells blood and goes for the kill. Most of Radio's tank force was eliminated by the pds with the rest being mopped up easily by his tanks, which are now pursuing Radio's comm. The tank force that Terwilliger was using to put pressue on Radio from the east, which is now on the outskirts of Radio's main base in the very northern part of the map, is being redirected south to intercept Radio's fleeing comm. Radio desperately tries to defend his comm with any available units, but is only able to do so for about a minute and a half, when Terwilliger's northern tank force reaches Radio's comm, which dies in a fiery quantum explosion, ending the game for Radio.


Terwilligerbuntsone

+ Scouted flanks and Radio's base in the early stages.
+ Fast expansion to the more protected southeast.
+ Way to rally at your pd against Radio's approaching Comm.
- Should have used your northern attack force to push into Radio's unprotected base.
- Once skirmishes began, scouting could have helped you out.
- You didn't build any bombers even when you had air superiority.
- No walls or PD at the middle or southeastern passages. Blocking/protecting these can alert you to players pushing down south on to your side of the map.

5/10


Overall you played well enough to get the win. Some of these mistakes didn't have a large affect on the game because of how short it was (and Radio almost giving it to you). Not bad.


RoA-Radio

+ Good comm micro to avoid PD fire, too bad it cost you.
+ Expanded quickly to the Northwest part of the map.
- Didn't protect flanks well enough.
- No air?!
- Careless use of comm, the micro'ing was good, but was it really worth it with the size of your force? These could have been used more effectively to fight off Terwilliger's tanks that were attacking you up north. He was also taking mexes from you - you should have stopped this.
- When you used your comm to draw that pd fire, you left a pd standing, this pd took out about half of your tanks, if you had killed this, you could have hurt Terwilliger a lot - he didn't have any defenses in his base.
- You had inadequate production for most of the game, but especially up to about the 5 minute mark.

3.5/10


Knew what you were doing, but you didn't execute very well. You may have been having a bad day or something, but this was definitely a bad performance from a good player.


Overall: 4/10
#5RDon  Mar 19 2007, 02:43 AM -
Replays: 23 Game:
Thanks for the review dude.

I agree with all of your points pretty much. Like I said, I should have gone bombers when it was clear that I had the air. And I think the fact that I didn't push my top forces into his base ended up helping me, even though at the time it would have been the right thing to do. His commander started running away, and if I had moved that army into his base, I would have lost more of them and had a harder time taking his commander down.

I'm going to have to start building a PD or two at the bottom or middle passage like you said. Luckily, he never tried to move through there. As for scouting, I'm starting to think that air scouts are as important as land scouts. They both have their rolls, but with air scouts, at least you know exactly what it is he's got and you don't just see a bunch of grey dots. Very usefull for scouting his base and seeing when he's teching and what strats he's using. I think this is another reason Radio didn't do so well this game. If you watch the replay from his perspective, he didn't scout my base at all before he launched that final attack, so he had no idea where my commander was. If he had kept an eye on my comm, he would have retreated earlier when he saw mine heading up.

That's another thing air scouts are great for, keeping an eye on the comm. Even if you just spot where he is briefly in a forward position, hopefully your radar will keep track of him.
This post has been edited by Terwilligerbuntsone: Mar 19 2007, 02:44 AM
#6Strages  Mar 19 2007, 23:56 PM -
Replays: 10 Game:
Review was np biggrin.gif

That is true about your northern attack force. I had contemplated adding that point as a negative since it did end up helping you to an extent in the end, however, I decided to add it in anyway because you really can't count on that being the case in most games - Radio made the mistake and mistakes are, most of the time, unpredictable (unless of course, you're forcing the mistake).

I tend to agree with air scouts being important, however, my problem with them is that they have a substantially smaller detection radius than land scouts. Land scouts have radar, which isn't visual confirmation, but is enough to know where things are and where things are headed. Air scouts also can't sit in one place, they have to constantly be moving, which can be good, but also bad, if you're trying to keep track of something, you have to keep updating their patrol path and they're rather obvious, where land scouts can stalk outside of visual range.
This post has been edited by Strages: Mar 19 2007, 23:57 PM
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