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2 replays, Casojin vs Angel
Casojin
post 14 Dec 2010, 17:13
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Here are two replays from two 1v1 matches in Barren Badlands.

Casojin VS Angel
1. Superweapon General vs GLA
2. China vs Armor General

I won both matches.
Attached File(s)
Attached File  shw10_CJ_SWG_Angel_GLA.rar ( 35.71K ) Number of downloads: 31
Attached File  shw10_CJ_china_Angel_Amr.rar ( 19.28K ) Number of downloads: 26
 


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Shock
post 14 Dec 2010, 22:19
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Nice, good to see more people posting replays here.

I suppose you wouldn't mind some feedback.

Armour versus China:
Overall it was a nice swingy game. I didn't expect casojin to win in the end but the black lotus saved the day.

Casojin
+ Red Guards, you clearly knew the map and made good use of them for scouting and disrupting purposes with those MG bunkers. Them capturing the derricks also gave you the supply advantage you needed in the end.
+ Black Lotus. You could say she won you the game.
+ EMP bombers. Haven't seen a lot of those, but the new shut down time sure shows potential right smile.gif
+ Bullfrog scouting

- Minor point, when placing your first power plant, turn the arrow towards your dozer and put it directly besides it. The same applies to Angel. That will ensure the fastest build time. It also took you quite some time to build your warfactory after you were able to. If you'd done this faster, that dragon tank on his right side might just do some more damage.
- While the tigers were key in deflecting the enemy assault, don't sacrifice them to destroy a stryker. Rather use your EMP bombers to shut down the AA and then bring in the choppers. You lost two to one gladiator.
- Battlemasters. Against Armour general, this is the last unit you will want to build without any upgrades. Focus on countering his very specific units. Interestingly I regard them a viable late game strategy (mass production).

Angel
+ Hellfire drones. That made an otherwise useless anti ground unit viable to stop a dragon.
+ Your build order was solid and although it was not the fastest possible, you made viable early rush and it gave you a unit advantage through most of the game.
+ Predator drones. As you can see two of these nearly took on two wraiths in a row. Use them early on as they are very fast and can destroy Chinese supply trucks with ease. They are one of the best raiding units in the game and one of Ironsides highlights. Use them more smile.gif

- Micromanagement. You had more units yet Casojin managed to save himself. In this case, playing is learning smile.gif
- Floating, or stacking up unused resources while attacking. This is quite hard to learn as I was quite adept at it as well. While you are occupied managing your units your supplies dont stop, and it went up to nearly 8000. Even building one bradley while you were attacking could have saved you from that black lotus. Hotkey your warfactory to 1, so you can build units anytime you want without having to switch back to your base.
- Ironside supply placement. This is something that's important to note using Ironside, if you align the supply road with the dock the trucks dont have to go all the way to the back of the center. This costs quite some time. Ironside's supplies can go really fast if this is done correctly.

Second game, SWG versus GLA. Took a bit less time on this one, didnt have much to spare left xD.

Overall, a more campy game. It took a while longer than the other one though. It is a good measure for the comparison between the two of you. Again, Angel could have won if he had pushed on earlier, or later on took more advantage of his supply advantage. Letting an SWG tech up like that is signing a death warrant.

Casojin
+ Your build order seemed more solid now. While its speed isn't up to par yet, you seem to better know what you are doing.
+ Fast teching. Thats what SWG is all about, as you won't win many games without having her get that Strategy center (unless you perform a very good rush)
+ Shatterers. I see youve also found out on the ultimate annoy-my-enemy unit. The strafing ability is so evil, I bet Angel must have shaved his knuckles by means of teeth.

- No forward bases, Angel took all forward expansions, outsupplying you by a factor of two. In many other cases, you won't win a game like that.
- Build your avengers. GLA relies heavily on rockets, and you need them to protect your precious units.

Angel
+ Expansion drift. You took all of the map. The oil derricks were the only thing missing!
+ Terrorists. I like them as your scout and your continued use of them, although they were quite unlucky this game.

- Micromanagement. I stress it again, it can turn the game for you if you destroy that supply center with the four terrorists you manage to get in his base. Destroying a dozer while he did not sell his command center is not very effective.
- Supply placement. You place them too far off the docks. Your supply advantage of 4 against 2 docks is partially negated here.
- Go for scuds next time. He didnt use any avengers and you could have annihilated four alpha aurora's on that vulnerable airfield on the top. You had the mapcontrol, exploit it by spamming tunnels. This makes scuds very viable.


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Casojin
post 15 Dec 2010, 3:46
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Thanks for the comment. It's helpful. I did made some mistakes during these matches (since I'm not used to Shockwave yet after playing Contra for a long time). SWG is usually not one of my choice if I choose a faction in Shockwave (both games are Random vs Random).

Here are what I would like to know.
- Is there any early game tactic to retake the expansion from GLA?
- What is a good counter against Armor (as China)?


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BliTTzZ
post 2 Jan 2011, 20:49
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Unfortunately, the second replay shows again that SWG's Alpha should be nerfed.

Casojin, may be useful to choose chev for infantry and go with some troop crawlers, outposts and MiG support? Gladiators weaker than other AA in terms of firepower, so planes could relatively safely bomboard enemy forces on march.


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