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QUALIFYING ROUND

- TROW

- WARLOCK

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- BOWMEN

- BRE'UNOR

- WARRIOR

- THRALL

- WIGHT

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- BERSERKER

- GHOL

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TOP BRACKET

  ROUND 1

  ROUND 2

  ROUND 3

  ROUND 4

  ROUND 5

  ROUND 6

  ROUND 7

BOTTOM BRACKET

  WINNOWING 2

  ELIMINATION 3

  WINNOWING 3

  ELIMINATION 4

  WINNOWING 4

  ELIMINATION 5

  WINNOWING 5

  ELIMINATION 6

  WINNOWING 6

  ELIMINATION 7

  GRAND FINAL

HERON POOL - MATCH HE15

CRACKS IN THE CLOUDSPINE
TERRITORIES

Snap, Krackle, DIE!
Order of Ascension
COPPER
9 : 0
Death Dealer
2 : 6
He Who Eats Dung
21 : 1
Henry
2 : 15
Kensai
12 : 1
Papa Bandura
0 : 22
jiblet
7 : 1
Creeping Death
0 : 9
Rust Dragon
3 : 1
Blood Duster
0 : 2
Taoist Ch'i
2 : 0
 
Dinsdale
0 : 0
 

Map: Cracks in the Cloudspine
Game: Territories
Time: 14 Minutes
Scoring: 1 per flag, 5 for win

The numbers next to each player are [kills] : [losses], as displayed in the film of this game.

Reviewed by Mr Sweetie:

Snap take a dwarf loaded force, sacrificing the defensively oriented thrall (they get only six) and spend the planning time passing back and forth some amusing banter. Ascension select a more mixed force (only two dwarves, many more thrall). Both teams get off to a good start.

Ascension leave a very large force at their home flags, all of their archers, dwarves and thrall. With the warriors and knights forming two mixed east and west flanks. ghols run about in several small packs, grabbing flags. The Snap plan is far more offensively oriented, all their troops are on the move. They divide their troops into several smaller mixed groups, consisting of a few archers, warriors and knights each with a dwarf. This allows Snap to cover quite a bit of territory; they send groups east, west and central. In addition ghols packs are running here and there looking for easy flags, and scouting.

In these early stages of the game Ascension seem content to grab the flags on their side of the map and wait to see what Snap have up their sleeve. Snap sense the opportunity and begin to apply pressure on the Ascension flanks. At this point however, the Ascension flanks have no archer or dwarf support. They have no choice but to flee from the well protected Snap dwarves. The western Ascension flank flees the wrong way and is almost trapped between two dwarf supported Snap groups. Finding as escape route to south they manage to avoid being crushed. Meanwhile the retreating eastern flank joins some advancing archers, but half of the Ascension archers remain at home, doing nothing.

Western Ascension forces finally join their archers only to lose most of them to fire when they attempt to advance on an inferior Snap group. With Snap groups moving to trap the western flank, the loss of these archers truly hurts. At the same time the eastern flank battle has reached a kind of stalemate with two Snap groups, with neither force able to make a commanding move. Snap have not yet called on a reserve force in the center, while the only forces that Ascension has in reserve are thrall. The stalemate is therefore an illusion, soon to the broken.

The Western Ascension flank retreats further to join the Eastern flank which is itself now under attack from Snap forces that are enjoying support from the reserve archers now called up.The combined Ascension forces retreat to the south-east corner, regroup and split into two groups to try and avoid a Snap attempt at encirclement.

Ascension's retreat leaves the field largely open for Snap to get the Ascension home area flags, and they do so with little trouble. Ascension realize all too well the kind of trouble they are in and split up to try and tag flags. It fails when their under-defended single remaining flag is taken with other groups too far away from any flags to do anything about it.

Snap, Krackle, DIE!: 12 flags + win, 17 points.
Order of Ascension: 0 points.

Back to Match Index | On to Game 2, Drowned Empire Flag Rally

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