Crazyhammer queen game on SCHNAIL
My energy is low, but I’m still working on Steamhammer and checking out games. Crazyhammer is Steamhammer configured to choose purely at random from its library of over 200 zerg openings. It plays only on SCHNAIL, and only practice games, because it’s just for fun.
Crazyhammer doesn’t get many games, and it loses a lot because its builds are often hilariously inappropriate. As you’d expect! Today Crazyhammer played a fun game against terran TeChRapy on Fighting Spirit. Crazyhammer randomly chose its queen rush build, which will happen about 0.45% of the time—this is the first time I’ve seen Crazyhammer play it in a real game, though Steamhammer did give it a try versus Stardust in AIIDE 2020.
In the queen rush, Steamhammer makes 6 queens early on and researches broodling. It’s hard to think of an opponent plan that it counters. I don’t have the strength to take pictures and do the blow-by-blow, but here are a few points you might like to notice.
• Watch the swoopy way the queens fly around. It was the simplest idea I thought of to keep the queens apart so that they don’t often select the same target. It didn’t work this game! At about 9:30, 4 queens simultaneously and from different sides ensnared the same group of marines. I should bite the bullet and implement proper spell target tracking.
• Techrapy went with multiple barracks, no tanks. Nothing was worth a broodling, and the queens were useless at first.
• Crazyhammer reacted by researching ensnare and adding lurkers, both useful against marines. Techrapy got tanks against the lurkers, and then the queens had a broodling target.
• The queens sucked at staying safe. One of the 4 ensnaring queens retreated forward instead of backward, and got shot down. Later, 2 queens in a row flew into turret range and died trying to snipe the same tank.
• On the upside, the fast queen’s nest meant that the hive was not too slow. Defilers helped.
In the following game, Crazyhammer started with 8 hatchery 7 pool, and Techrapy won easily. Terrans at this level usually play a barracks-expand build which is safe against zergling openings, given scouting and a few easy reactions. Certainly safe facing Steamhammer’s level. In the queen game, maybe Techrapy was confused and made overcautious by the “unconventional” (aka bizarre) build.
Queens showed poorly this game, but I’ve been surprised how often they are successful. When terran turtles hard, Steamhammer’s queens can be as valuable as its defilers in breaking the shell. Knowing that queens are in play tends to make terrans spend on air defense and move around more slowly and cautiously. And I know what I need to do to make them more effective.
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