Log of the Week 2009-03-01

Mar 04, 2009 00:40 Log of the Week 2009-03-01
In these hopefully steady posts, I'll highlight one particular log and disect it. If there are enough logs out there to warrant multiple choices for log of the week, I'll put up a poll and disect the top vote getter.

The log this week comes to us courtesy of Sticks and Fubar versus hellscream and Joker. Played on Wrim Wram Wrom, it lasted for approximately 32 minutes with the win going to Sticks and Fubar.

Download the gamelog here.

Cliff Notes:
  • Be aware of what your enemies are doing. Are they carrying? Did they just respawn? Do they have an LGM? Use this to your advantage and cause mismatches.

  • Know when to switch quads. If you're doing to do it, do it quickly when the other team is refueling.

  • This game was mainly played as two separate 1x1s. Because of the structure of the map, double-teaming was not very effective.
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    Notable events:
    • 3:30 - During the baserun, team 2 manages to get both the north-center (NC) and south-center (SC) base, giving them an early base lead of 9-7. Also, once pills are planted behind the bases, this gives them some protection from LGM snipes as well as errant shots heating nearby enemy pills.

    • 5:50 - Here we see hellscream set up an efficient line in NC, effectively funneling Fubar towards the center of the map. Along with groups of blocks north and south of the line, flanking is almost impossible.

    • 8:05 - After picking up the SC neutral, Joker plants aggressively as to prevent Sticks from fueling in his center-most SE base.

    • 8:40 - To reinforce his initial plant, another pill is planted further southeast of the original. However, this does not prevent Sticks from refueling on his two back bases. Also, the way the pill line is angled, coupled with the fact that the SC base is within firing range of an enemy pill, means Joker must travel further to refuel than Sticks.

    • 9:55 - A takedown and re-plant of his own pill by Sticks pushes Joker off the line. Planting behind a tree allows for more room for error in case of errant pillfire or tank fire.

    • 11:20 - Fubar dies in a hail of pillfire, which knocks down one pill and loses his LGM to the same pillfire (who was sent out to farm a tree). This leaves Joker with 6 planted pills versus Sticks' 2 pills in the south with hellscream maintaining 5 pills to Fubar's 1 pill in the north.

    • 12:25 - Greed gets the best of Joker as he tries to chase down Sticks, who has just picked up one of his deadsies. Joker doesn't have much armor going into the chase and Sticks is five squares ahead, meaning the chance of killing him is very low. Sticks plants, killing Joker while Joker plants a pill as he fireballs and drops another deadsy.

    • 12:45 - Fubar notices the dropped pill, swoops in to turn it green and Joker's death-plant is taken down by Sticks who plants another pill.

    • 13:35 - Sticks has a sweet snipe on an LGM. Unfortunately, it belongs to his ally, Fubar.

    • 13:55 - Both Fubar and Joker die going head-to-head and spawn right next to each other. There is a dead pill on the southern line of Joker's which they both want to pick up. Fubar hides behind two friendly pills to draw fire from two enemy pills. This fire kills Joker before he can snag the pill. Fubar ends up taking the deadsy.

    • 14:10 - hellscream moves into NE, taking both bases and reinforcing with three pills. A fake pill plant by Sticks allows him to plant a pill on the second try while hellscream is circling around.

    • 15:00 - Fubar and Sticks switch quads, allowing Fubar (who has an LGM) to go up a builder-less hellscream. While Sticks does not have an LGM, but Joker does, an abundance of pills and good placement means that huge pill losses will not occur. Joker loses his LGM during his first attempted take after the quad-swap.

    • 16:10 - Having cleared out hellscreams pills from NE, Fubar is free to wait for hellscream's LGM to drop and kill, which he does.

    • 16:45 - hellscream, realizing he is in jeopardy to lose both of his pills, picks them up and retreats to NW. He will place his three pills back on a line west of NC base, which Fubar has now taken.

    • 17:45 - Sticks botches a straight four-space pilltake. However, his heated pill kills Joker. Swooping in to pick up his deadsy, he plants to pull off a double with Joker's pills as they are vertically aligned.

    • 19:50 - While a slight double-team of Joker occurs south, hellscream moves back north to take one of Fubar's pills.

    • 20:10 - hellscream moves to the south line, setting up for a quick take which does not go as planned. Fubar loses his builder but so does hellscream. Meanwhile, Sticks takes two of hellscream's pills from the north line.

    • 20:40 - hellscream dies hardlining a pill and then dies decoying for Joker. In the time that it took hellscream to die and respawn twice, Sticks has taken the remainder of hellscream's line north.

    • 22:00 - Joker and hellscream go for a double with Fubar coming up behind them, fresh from a spawn. He redirects pillfire to kill Joker and send a few shots into hellscream. Sticks see's this and again comes south to finish off hellscream and pick up his two dropped pills. This affords Fubar the chance to be productive by raping NW and possibly WC while Sticks pillwars south.

    • 24:20 - hellscream executes a nice diagonal take which leaves Sticks with no pills south.

    • 25:00 - Joker executes a nice straight-six space take but Fubar is there to pick up his pill, convert a base, and drop two mines to the right of the base. This prevents Joker from planting as his LGM was sent before Fubar dropped the mines.

    • 25:25 - hellscream shadows Sticks. Notice the line that hellscream has going. He knows that he can't push EC as he does not have the pills to cut SE off from NE. This would have the effect of being sandwiched. Also, because his line is perpindicular to quad boundaries, he's not really protecting any territory.

    • 26:10 - Fubar hardlining draws hellscream over to help in WC, leaving Sticks alone SE in the process.

    • 27:40 - Sticks plants a wall on hellscream's idle LGM only to have the LGM somehow slip underneath the wall and escape. Lesson here: don't plant a block when a shot will do.

    • 28:50 - With three deadsies next to an enemy pill, Sticks swipes two of them. Lesson: taking two and having 3 shots of armor is better than turning all three green and dying. Think longer term.

    • 30:15 - hellscream picks up a pill in a last ditch effort to plant it somewhere else for a quick take. Instead, this allows Sticks to walk in unabused while hellscream loses his LGM on a rebuild.
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Mar 04, 2009 01:30
GREAT STORY STICKS, U SHOULD WRITE A BOOK ON BOLO LOGS :lol:
Mar 04, 2009 07:30
we didnt win that game on my account.

i died to much and just got lucky sometimes. the only calculated thing i did was switch up sides at the right time. had one or 2 decent snipes but other then that i was all over the map. it would be nice to have vent recorded as we were playing. we cept very good communication throughout the game.

if u notice in the begging i fucked up real bad. sticks saved my ass.

very responsive ally.

good choice of log and a great dissect of this games events.

i look forward to more.