Howie Lihl Trial

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  • #11098
    howie
    Participant

      Tell us what other previous league or in-house experience you have: None
      Provide a list of aliases and other accounts. These are names that people might recognize you as: None
      Discord account: howiemello
      BattleTag on Bnet: howiemello#1568
      If possible, provide a list of LIHL players who might know you or that you are acquainted with: yolostyle is my bff
      Any additional information that you would like to provide: my 2nd trial request

      • This topic was modified 2 years, 11 months ago by hunomiai.
      • This topic was modified 2 years, 11 months ago by hunomiai.
      • This topic was modified 2 years, 11 months ago by hunomiai.
      • This topic was modified 2 years, 8 months ago by Tin.
      • This topic was modified 2 years, 8 months ago by Tin.
      • This topic was modified 2 years, 8 months ago by Tin.
      #11130
      hunomiai
      Participant

        Replay 1 (cannon-mili):
        your roll: gnoll, ogre, tribe
        your team: mudman with trash, malf with bad adds, ea+ice+pd

        Your team could use some lvl 7 and lvl 10 hold.

        lvl 1 you place 2 tribesman and rr. You should instead have placed ogres and gnolls as they can be useful adds to many rolls. A single tribesman is also fine. I don’t think you would ever need 2 tribesman lvl 1. Anyway, you roll into mili, slave, cannon, nm. You sell your tribesman and start cannon. You also say that you will go holder. Slave and mili would have been better since it’s better for lvl 10. Instead you do a hammer mili and cannon mix.

        On lvl 4 you should start a wisp instead of waiting 20 seconds for lj; you have time to cancel it and do lj if it’s not a king leak.

        On lvl 7 you should stay 7/3. You’re the only one on your team with mid potential on lvl 10.

        On lvl 8 you place 4 mili and rr 50 into ice, troll fighter, ship, seer. You should max keep 2 milis here.

        Because you carried your team lvl 6 and lvl 7 you guys end up fatter and with 1 vs 0 heals so you win race lvl 15. Your unit choice early was slightly suboptimal but your placement was fine and you overbuilt the right levels except the 7/4 overpush for lvl 10. This was a fine replay.

        Replay 2 (slave necro):
        your roll: corrupted ent, captian, tot, wandigo, dh
        your team: rev+panda+mw+hb+dp, disc, ns

        Your team needs some lvl 7 and lvl 10 hold.

        You place 2 corrupt and captain. You could have placed 3 corrupt and kept the wisp rolling. Anyway you roll into rev, slave, hr, necro, ship, dp. You sell your shit and go 2/0 slave. Good decision.

        You play it safe lvl 2 and 3 as you should and stay 4/1 to build rest for 7.

        You place your necros too far in the back. They should be right behind your slaves to increase the chance of damage share and sniping sends on lvl 7. Also generally you want more dp than necrolytes when you can do it because it’s less dead value and they are both good on 10. In this game the extra necrolyte helps you as it is better than dp on lvl 6 and enemy team sends 6.

        You also place your dp’s very far back. You need be careful about them hitting your teammates lane but also about splitting when build something in front of your slaves. With your placement you risk splitting with ships in front.

        Again you overpush 7/4. You have to make sure you go mid 10 with this carry roll and feed. I see you realizing that your mid isn’t secure with 7/4. You should realize before doing it. You could build small necro that you need for ghost later anyway or rev and buying last slave.

        You go 7/5 during lvl 10 which again is against the holder principle as you are the only secure mid all levels on your team. But you can get away with it here because you are so fat.

        On lvl 12 you build ships behind slaves, you should ships in front if you plan to upgrade them as it gives you chance of damage share. Although you might split at this point with your dp so far in the back.

        On lvl 14 you make a lot of darkmages. You should have upgraded ship imo. You have a lot of backline already and not a lot of frontline. Anyway you mid because 3.7k value with ghost, dp, dm, ship and you win easily.

        You did your job this game. You had a carry roll and carried all the levels you had to. Some slight placement issues. It was a fine replay.

        Replay 3 (egg wyv):
        your roll: parrot, inf, raider, mudman, wyv
        your team: slave+hr+druid+pd, tur+lock+flying, tur

        You place wyv and inf and rr into egg, tribesman, priest, knight. You sell inf and start wyv+egg. Fine choice.

        Your roll is trash and your role this game will be to risk all levels and provide lumber.

        On lvl 4 you late push a lot. You’re right to be risking here. Your roll is not worth overbuilding.

        On lvl 8 you should rr 50. Theres literally nothing in your roll worth building and you got enough feed on lvl 7.

        On lvl 9 you upgrade alpha male. You should push here. You should not try to snipe bosses that could go to your teammates on lvl 10. Your lane is only good for lumber at this point. It’s better to feed your team on lvl 9 and get early push in.

        For lvl 10 you should push 7/7. Same reasoning as before.

        Despite the slightly suboptimal play after lvl 7 you did your job. Placement was good. You pushed well and provided lumber for your team and still were able to control leaks after lvl 10. This was a good replay.

        Approved for trial.

        • This reply was modified 2 years, 11 months ago by hunomiai.
        • This reply was modified 2 years, 11 months ago by hunomiai.
        #12778
        Tin
        Participant

          Hey Howie,

          After community feedback and your gameplay while you were active, we are going to deny your trial for now. We hope you decide to reapply in the future when you have more time to play.

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