Steamhammer versus Killerbot and XIMP
I got my SSCAIT wish and saw the first Steamhammer versus Killerbot and Steamhammer versus XIMP games today.
Steamhammer versus Killerbot by Marian Devecka: Would my counter-build work? In my tests Steamhammer wins with it about half the time. Killerbot went with its +1 speed lings and Steamhammer opened 11 pool and held with its own slow lings while teching to lair. Timing is critical—12 pool is too slow on some maps! In this game Steamhammer managed to sneak in a drone kill while Killerbot’s lings were busy chasing the scouting drone (UAlbertaBot doesn’t do that natively, I had to improve the decision making). Steamhammer added 2 sunkens for protection while getting mutalisks—it still had only 1 hatchery, while Killerbot was headed for 3 hatcheries, and it is impossible to hold without static defense. Steamhammer’s first 3 mutalisks hatched and headed for the enemy base, and as soon as the flyers were safely out of range to intervene, Killerbot’s zerglings attacked! Steamhammer pulled drones to defend and lost every single drone, but the sunkens held and the base was left barren but secure for the moment. The 3 mutalisks killed all of Killerbot’s drones in return and then tore down the enemy zerg base with excruciating slowness—Steamhammer won a close game. Steamhammer-Killerbot games often go down to the wire like this in my testing; I’ve seen one side or the other win with only 1 or 2 buildings left bleeding onto the map. But without the special-purpose counter-build, Steamhammer loses every game; Killerbot is far superior in tactics and robustness.
Steamhammer versus XIMP by Tomas Vajda: Steamhammer opened with 3 hatcheries before pool, the only bot I’ve seen play this logical response to forge-expand. (Though I saw auxanic open unsoundly with 5 hatcheries before pool!) XIMP cannoned up for carriers, as always. I hadn’t tested this matchup, so I wasn’t sure what would happen. Steamhammer went hydras with +1 attack, and soon had enough to tear down the cannon wall (slightly before +1 finished, annoyingly), wipe out XIMP’s natural, and start on the main. That’s what I intended, and I’m pleased it worked. XIMP seemed about to fall, but suddenly the first carriers started to make a difference—they finally had enough interceptors. The hydras did not have critical mass to fight carriers and were cleared from the main. At this point, Steamhammer had 6 bases though not enough drones to saturate them, and XIMP was mining minerals with 6 probes and gas with 3. Steamhammer was still winning by a mile.
As the game went on, the carriers moved to the middle of the map and Steamhammer trickled hydras toward them, losing them a few at a time for no apparent gain. There were 2 obvious problems. First, Steamhammer only attacked interceptors; as I watched, I realized “carriers don’t attack, so they’re at the bottom in the target priority list.” The code is easy to rewrite, though I’m not sure what solution is best. And second, trickling the hydras in was suicidal. I concluded while watching that SparCraft must not know about carriers. It ignores units that it does not know about, so when asked to predict the combat outcome, SparCraft always reported “zerg wins,” and Steamhammer moved its hydras confidently to their deaths. That may be harder to fix.Steamhammer then won when XIMP overstepped a time limit, taking too long on a frame. That was disappointing. :-( I’m not sure how the game would have turned out. Steamhammer was still ahead but was playing like an idiot, and XIMP did finally re-expand to its natural and may have been able to add carriers before Steamhammer could take the rest of the map and start to make progress.
After these two uncertain wins, Steamhammer played against protoss Ian Nicholas DaCosta, a weaker bot which it had beaten in their previous game. Steamhammer got unlucky with base positions and scouting, placed its 3rd hatchery directly on the path that zealots were taking toward its main, and lost. Luck runs both ways!
Comments
Jay Scott on :
krasi0 on :
Jay Scott on :
Marian on :
However if they fly over cliffs, bridges... only few ground units can attack at the same time but air units can stack up infinitely.
Also attacking carriers that are moving backwards actually have even greater range so it's really hard to hit them.
Having counter air units does not help that much in the long run because of corsairs - they really wreck stacked air units.
However a good bot could do a nice 180-360 degree flank with air units and that could work nicely especially with scourges.
So the typical counter is to mass enough anti air ground units to be actually able to kill interceptors and then the carriers usually lose without ground army + storm support.
Bear in mind that also mass turrets/spores do wonders - having like 20 terrant turrets at one spot(they cost no gas, so that is what terran players also like to do with remaining minerals).
btw nice page