Discloud

T4R2M4 Quality Delibs

May 21st, 2019
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  1. Mauna Kea:
  2. Autumn: Opening your strat by running to the treeline to deprive Claude of nutrients is a good call, and in fact the one thing you could do that he didn't plan for! I think it's very likely that you're able to get rid of at least half of the trees before Claude can get to them. Keeping Dream Weaver close by, or at least one of its axes, is a good choice as well to avoid being interrupted in this particular area. Getting into the meat of the strat, many of the plays near the bottom rely on Claude coming to you, but if he does, they'll be pretty effective, and based on the ECE's strat, odds are he does. More plans for if he tried to keep his distance could have improved this, but an 8/10 feels fair.
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  4. Claude: In theory, the smoke screen was a good idea, but in practice it was useless today. His defensive smoke screen will take time and keep him from realizing what Autumn's doing. He'll still get to absorb a few of the trees, which is good, considering the solid keepaway game Autumn plays with him. In fact, even with his approaches from above, Claude plays right into Autumn's hands, with even his methods for avoiding thrown axes while in the air having the same ultimate effect as Autumn intended them for. It's not a bad strat by any means, but it absolutely got outplayed in my eyes, for a 6/10.
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  6. You may have noticed I didn't get into too many specifics so far. Tune in to my JoJolity delibs to see what I thought of the specific tactics!
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  8. Krakatau:
  9. There is always something interesting when thinking about this kind of match up, two stands built for brawling turn fights into battles of positioning, timing, and marginal advantages. Both stands having a good amount of range and mobility as well as close range potential now the question is who can change the situation from neutral to their advantage.
  10. For Sweet Water it seems like a fairly simple game plan of early resource denial and then a stationary offense waiting for Claude to come closer or harassing with axs. It's a safe play in most regards but it does limit your ability to dodge if he can get past the lava moat, which is slightly mitigated by the fact his offensive push has to find a way past the moat and/or Dream Weaver. It is a little susceptible to ranged attacks in that regard or if Claude had tried to outspace DW with its scythes. Overall its pros and cons weigh about the same in my mind. Autumn does win attrition if it comes down to it assuming no fatal blows on either side, but that seems to be the only real leverage I can think of to sway the match in a neutral scenario. I think a 7 is about right here, average score for a safe play.
  11. For ECE, playing very cautious going for as much extra time as possible early in the match and then trying to go for ambush strategies to catch Autumn off guard. While kicking up ash won't be too useful aside from repositioning or jumping while hidden as the ash likely would fall back down or not go high enough to fully obscure their vision. The extra safety with the shields versus the axs will likely be at best a one time insurance policy as they will likely get broken fairly quickly after usage by DW. I see the idea behind it, but overall either trying to dodge or hitting them/forcing more glancing blows on the shields would have been more productive. As for your offensive push, your best bet in your strat would be either the log roll or the jump engagement. The timing here gets pretty important, either going when they are recalling an ax, right after throwing one, or after a well executed projectile attack, you could have wedged yourself into an advantage state. But as it stand I think its pretty iffy whether you get best case scenario and the pushes themselves don't really give the impression you are going for exact timings. Another 7 for here, the strat had some good ideas, but could have used a bit more polish in execution.
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  13. Mount Fuji:
  14. Starting with Autumn, you take a nice and direct approach, hacking apart anything in your path. Chopping up the trees to get rid of much needed resources for AZ is good, though I don't think it's quite that effective, as there are plenty to go around for AZ and you're going to have to stop to defend yourself in the event of attack. Splitting the axes between DW and Autumn to keep both defended is good. From there it's pretty straightforward offense and defense, strats like cooling down lava on AZ to hinder him and the lava axes are pretty good for offense. 7/10, because it was pretty basic but still effective in its execution.
  15. As for Claude, the beginning smoke screen is a decent idea, but I think it actually plays more to your detriment, and isn't even that effective in the first place. Running around the map and harassing with pumice is an alright play, along with utilizing the element of surprise. But, it feels like your defense and offense are both pretty basic and kind of lacking some substance. Not enough to tank your strategy, but it just felt like it could've used more depth. I felt this about both strats, but with Claude moreso it just felt like you didn't have much setup to your final attack at all and that you don't have much variance or depth to your offensive and defensive methodology. 6/10; not terrible, but really just felt lacking and like it could've had more content and setup to your later plans overall.
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