Vouch Request Blaargh

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  • #7090
    Blaargh
    Participant

      Hi again, second vouch request. I play fbg, hopefully a number of you will recognise the name, played 1200+ as waterygremlins before that. If epicdeath wants to roast me on youtube I’m down.

      #7136
      Blaargh
      Participant

        you want a 4th one here ya go

        Attachments:
        #7205
        Blaargh
        Participant

          I’m adding these since you need games on new patch, its the best I can do on short notice, I’m a bit busy atm.

          #7209
          Blaargh
          Participant

            the komodo game crashed on 29 btw

            #7241
            Blaargh
            Participant

              oh take a look at this game it was fun

              Attachments:
              #7255
              ReDRuM
              Participant

                Replay 1
                Your roll:
                mines / lubber / hr / necro / zombie / sg
                Your team:
                egg/ship/aco, egg/hr, komodo

                You start 2/0 and 5 lubbers, I think 95% of all people would start sg here and this start is in my opinion the best you can do, save all levels with decent push and 7/10 hold potential, also can adjust to yolo if needed.
                Your team sends warrs, 33 leaks – scout LoD.
                4/0 until 4 with 3 privateers, they send 4 and you dont even leak.
                6/2 for 7 – 5 privateers + phantom. Now I see your immola. In this case the phantom should have been skipped for max push and minimize dead value for 10. Your team is really bad 10 (egg+hr, komodo) with that phantom you weaken your lane for 10.
                Immo vs Immo: -2 both.
                For 10 you build the ghost in front of the necrolyte the necrolyte will take more time to attack at all while the ghost auras has a huge range, you should place it other way around. You call 12 because you scouted lod/ghost while you have 0 anti 17 and currently you rip 16 if it fails. This is def. a failcall and clearly 10/15 game for your setups. In addition you will feed the lod/ghost even more.
                Lack of income and 9 bosses leak while their lod and wyv can eat 6 bosses.
                After 10 you decide to go 15 and you build 1 hydra, some more phantom and some more necros, I would have went for hydras as hard tanks all the way to get more time, your dps behind is fine.
                They send 14, you mid but you still die.

                So your game started really good with good decisions and buildings, later I think you are undecided what exactly to do. You start to give up your 10 hold to hold a bit more 7 with phantom when u have immo and start to mix wildly with HR/necros. You try to cover all levels instead of focusing on one specific level.
                I think your skip 10 call lost this clearly. Your setup for 15 is way stronger than lod/ghost.

                Average replay.

                Replay 2
                Your roll:
                gnoll/aqua/harpy/mudman/hb/steam
                Your team:
                ts(para), cw/aod/ts, komodo – rred into polar/wyv/dp

                You push 4/0 during one, in this case it’s okay since the komodo is going trident and your cw will hard hold 2. Otherwise I would always try to stay 300 for 2.
                They sent 3 with 3 furbs and you reverse your 4 call – good decision.
                You call 5 – take a heal vs immo and scout cw/harlot. On 6 you scout one blaster and one disc lane.
                Reroll into aco/lubber/malf on 6, adding a malf.
                You have immo yourself, save heal on 7 and call 8 (after scout last lane NS).
                Considering your 10 sucks hard (pd/ghoul/cw, one pure ts lane, trident wyv mix and aqua) i would never ever go for a 8 send, on top blaster and ns are not bad 8.
                Blaster and NS are mid and they leak 12 to king.
                Both teams send full 10 – they leak in total 4 bosses and 2 bosses to king while you have 1 mid and leak 8 bosses. Your send 8 backfires hard here.
                On arena you are 135inc 7/5 and around 1700value. Except the oceanus on 6 your build was fine the whole game and no late pushes.
                After 10 you start to cover 16 and want to go 17 race. You build 4 golis and rr on 14 into flamelord/spitter. If you team wants to cover 16 I don’t know why you are building 4 golis and afterwards a fire overlord.
                Abnos and aqua can do really good on 16. At the moment you have 0,0 anti 17 and start to build 4 golis, there is not a single option you can go mid 17, not even vs 2600 send.
                Both team leak 14 and you scout mutants. It’s 16 race and you loose it.

                Early: Buildwise I can say nothing bad except the oceanus 6. No late pushes, placement was also okay.
                Midgame: I see again the same problem as in the first replay. You just mix wildly and cover no real level, you have some anti 15 with revs, some anti 14/16 with aquas and start to build some golis anti 17.
                Call 8 clearly lost the game.

                Average replay. I consider aqua as standard, the aqua okay – not perfect with the oceanus. After 10 rather bad.

                Replay 3:
                Your roll:
                mine/novice/gate/polar/wyv/hydra
                Your team:
                aqua, lod/cw/ts, ea

                Sg for 1, polar 2, gate 3. Both team send 3. You get furb and mid with the lod/cw.
                Good push for 5 and just going magna. 6/2 for 7 with hydra/magna/gate.
                You have tm and king 10 and loose 1 heal 7.
                Mid 10 with 7/3 and +4 wyverns, good placement again. Both team do not loose a heal 3 vs 4 heals.
                You dont need king and send 13 – they die.

                Good replay.

                Replay 4:
                Your roll:
                gnoll/panda/harpy/overseer/ship/steam
                Your team:
                sg/cannon, ea, ygg/phantom/maverick

                You place ship and rr, good decision because this roll was trash after ship 1. You reroll into skele/oger/saber/priso/zombie/mino.
                On 2 you go for a darkmage. Ship is your tank without real dps and your call is reg 7.
                From my point of view: Your play was sentry+oger on 2 and up the sentry for 3.
                2 sentry for 3 – 465value. Hold vs rly lazy furb and super focus.
                Then suddenly all of your team start to push and no one goes holder. You start to yolo and then overbuild on 6 with ship/saber/dm/2 sentry and oger.
                On 7 you are 7/2 with upped ship, 1 dm, 1 saber, 2 sentry on 7. That’s suboptimal, upped ship and ns have no real synergy, i guess another dm and 2 saber would do way better than this if you wanted to yolo.
                Anyway sad all of your team pushes when you call reg 7 – you had a really nice hold potential with being good on 10 as well. You have a ship, pierce dps and a super 10 tank with butcher and good adds (oger) for 10. I would have loved to see you overbuilding in a fast game with reg 7 call.
                You run into immo and -3 / 0 heals.
                You are 7/3 for 10 and rerolled 50/50 on 9. I don’t think this was really necessary, your roll was good to hold 10 with dps, ogers, ship, butcher.
                Mid 10 anyway with butcher, 2 ns, 2 oger, 1 sentry , 1 dm.
                Your team sends 13 and win.

                For a yolo this was okay and you were mid 10. Still I think you made not the best decisions through the whole game. But I wouldn’t call it a bad game, don’t get me wrong – just not optimal. Running into immo on 7 is on top really unfortunate.
                But keep in mind that overbuilding for 7 is worth the most if you are good on 10.

                Average – Good replay.

                All in all I have to say that you know the basics very well, but the full game overview is missing which I can see in all replays. Especially after 10 you struggle to decide what to build and which level to cover. But also pre 10 i often miss the overview (adding phantom 7 as only 10 holder with immo, rerolling a good anti 10 roll with no holder 10).
                You should look a bit more on your teammates and see how you can fit in your team the most.
                Calls were debateable but no one in LIHL expect from a trial to call, so this does not really impact my decision.
                Buildwise you are close to get a trial. I would suggest to observe some LIHL games and reapply soon. You are not far away.

                Denied for now but I really hope to see your reapply.

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