ZERO HOUR STATS

How plays are detected and named — the “Humvees → Supply Harassment” chips on the Build orders tab and the Win rate by Play pane

In One Paragraph

A play is a group of units that left for the opponent’s side in the first five minutes and was given an order at something of the opponent’s. It is read straight from the replay: where each unit was every ten seconds, the orders the player gave, and what died. A play is written as what wentwhat it went atHumvees → Supply Harassment Dozer Drop → Tunnel Deny Dragon Tank → Supply Center + 2 Power Plants — with no intent guessed beyond that. A group that crossed but was given no order at anything of the opponent’s is a move or a scout, not a play.

Step 1 — The Crossing

a sortie: units over the three-quarter line, to 5:00

The map is measured along the line from the player’s start to the opponent’s. A unit crosses when its track passes three quarters of the way over — into the opponent’s quarter of the map (the moment is interpolated between the ten-second samples). Units crossing within ten seconds and 300 world units of one another are one group (a sortie); the next unit to cross farther away or later starts another. Only the first five minutes are recorded.

  • Riders count with their carrier. A unit inside a Chinook, Helix, Technical or Humvee when the group crosses is recorded as riding it — that is how a Dozer Drop or a Terror Tech is told from the same units on foot.
  • Two exceptions never cross. Units ordered at an enemy capturer, or at an unowned oil derrick, count as a sortie from wherever they were — a capture deny and a derrick grab happen in the middle of the map.
  • A lone worker, dozer, chinook or supply truck is never a play on its own: it gathers or builds.

Step 2 — What It Went At

the group’s first order at something of the opponent’s names the target

The group’s first order is looked for from 45 seconds before the crossing to 5:00, plus the order it was already carrying out when that window opened. An order at a unit or structure of theirs beats one at a spot on the ground (attack-move, force-fire); among those, the earliest wins. Their units count only while they stand on their half of the map — shooting a scout at home before rolling out is not the crossing’s purpose — while their structures, and a deny, count wherever they stand: the forward tunnels go up in the middle. A Chinook’s own orders never name its drop; the load’s do. What the order was at gives the target:

Order atReads as
their supply truck or chinook gatheringSupply Harassment
their worker gatheringSupply Workers · met by a ground vehicle (a dozer or a supply truck too): Supply Worker Crush
their dozerDozer
their army, past the three-quarter lineArmy at Opponent Base
their army, between the halfway and three-quarter linesArmy in the Middle
an infantry unit of theirs that can capture, by a capturable buildingCapture Deny · anywhere else it is their army
a tunnel of theirs going up, or the hole one is rebuilt from, or the worker building itTunnel Deny
another structure of theirs going up outside their base (inside it, only a tech building), or the worker building it<Structure> Scaffold Reset
any other structure of theirs — finished, going up inside their base, or a defence going up anywherethe building: Supply Center · War Factory · Power Plant · Oil Derrick …
a civilian building they holdGarrison Clear when the unit clears garrisons (Dragon Tank, Toxin Tractor, Toxin Rebel, Microwave Tank, a Ranger with flashbangs) · else Garrisoned Building
an unowned oil derrick or tech buildingDerrick · Tech Building
a capture order, a garrison, a chinook docking at a supply on their sideCapture · Garrison · Opponent Supplies
a dozer or worker sent to build on their sideForward <Structure>

An order at a spot on the ground is read by what stood within 150 world units of it: a structure of theirs going up makes its deny, otherwise the nearest structure — named like an order at it, a War Factory rather than “Production” — or the nearest gatherer or dozer of theirs. A crossing with no such order at all is not a play; those units show up in the Unit Mix chip instead — unless the composition names a play by itself (a Drop, a Tech, a Truck Rush, a Forward Terrorist), which then shows bare.

What it took down beats the first order

The first order can be incidental — a Dragon Tank’s first target is often a truck, while its flame takes the base behind it. So if the group’s units killed any of the opponent’s structures by 5:00, those name the target instead, counted, up to three: Dragon Tank → Supply Stash + Tunnel Network. If it killed nothing but was ordered at structures, those name it. A deny that took down its one structure stays a deny, and a forward build, a capture, a garrison and a dock keep their own wording. GLA holes are rubble, not structures.

Step 3 — What Went

the group’s composition as it crossed

The units part is the composition at the crossing, most numerous first, a counted kind plural (2 RPGs 3+ Battle Masters), counts capped at 3+, generals’ variants named by the Naming switch (a Nuke Battle Master is its own play under smart naming). A few compositions have a name of their own because they are unmistakable:

  • MD Drop Dozer Drop MD + Dozer Drop — anything riding a Chinook, named by the load; a vehicle riding a Helix likewise (Dragon Tank Drop)
  • Terror Tech Terror + RPG Tech RPG + Worker Tech — a Technical with a load, named by the load in a fixed order (how many rode along does not split the play); a Technical carrying nothing but workers is a Worker Drop
  • Truck Rush — supply trucks alone; Forward Terrorist — terrorists alone
  • Humvees — Humvees with whatever rides in them, plus the Ambulance or Rangers alongside; the MDs inside do not split it
  • Gatlix Bunkerlix — a Helix by the upgrade it carries, or a Helix firing infantry out of its bunker
  • everything else as it was: Battle Master + Gattling Tank 2 RPGs Technical; a load in brackets, Humvee (MD) + Paladin; the record keeps the four most numerous kinds, so a fifth and beyond end in + More

The Humvees exceptions

Humvees at the opponent’s army is just Humvees being Humvees, not a play, and a second Humvees crossing is the same build continuing, not a new play — the Ambulance or Rangers catching up with them likewise. Both read as the army’s Unit Mix instead.

What to Keep in Mind

  • The clock. A tab’s “by 3:00” counts the plays whose crossing came before it; every sortie is recorded to 5:00, so nothing later exists here.
  • Attempted, not successful. A play is what was sent and what it was sent at, whether or not it worked — except that structures it took down are recorded, because that is the one outcome the replay states plainly.
  • No intent is guessed. Nothing is labelled a rush or a harass by shape; the words come from the order the player gave and what stood there. The building behind a forward build or a scaffold reset is named from the order itself, never inferred.
  • Where the data comes from. The seat records of the library (unit tracks every ten seconds, the order stream, kill events with the killer); the wording is plays.js, shared by the Build orders and Win rates tabs.