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Thread: Awesomeness of double-zooking REs15 Oct 2017, 11:24 AM
USF Airborne but with immense AT firepower with REs, Captain and drop-in AT Guns In: Replays |
Thread: Soviet 2v2 loss without a teammate9 Oct 2017, 20:25 PM
So after some time, I feel that I get a better hang of the game already! A really big thank you to all those on the forum and especially those who reviewed my replays last time, they are very useful and helped me a lot in improving my skills. That said, this recent game has been really upsetting for me. Starting without a teammate is bad, and I knew that this is going to be an uphill fight. However, what puzzles me is the ability of my opponents churn out Panzer 4s like they are built from T1... My main questions are 1) How do I deal with an AI teammate? Every time he places his ambulance RIGHT AT THE FIRING LINE I just wanted to facepalm, but obviously pinging him wont work...Are there any ways to cooperate better with an AI teammate, in such unfortunate situation, or just surrender and quit? 2) I have tried multiple ways to counter the tank spams with only T1 built and Lend Lease commander. I did build my T2 later and put out more AT guns, but they are wasted as soon as some P4s taking it as a snack. Are there any ways of countering this or I am just doomed? 3) How to deal with Assault Grenadiers? I see them as the mini-brother of Strumpioneers, and they seem to shred my Penals as well... Anyways, those are my main questions, but other comments and critics are absolutely welcomed too! Hope I have made myself clear and have fun reviewing! In: Replay Reviews |
Thread: An epic loss without a teammate9 Oct 2017, 20:19 PM
Started as Sov, the moment when my teammate drop out I knew this is going to be a hard game. In: Replays |
Thread: The awesomeness of using multiple bazookas2 Oct 2017, 12:29 PM
Generally a single Bazooka is not enough anti-tank firepower. In my opinion, dual-equipping is probably more of a necessity than an option. I agree. For me, I usually build 4 rifleman squad, three double-equipped with BAR, and one BAR+zook for some diversity and handiness. Managing 4 rifleman is hard, but it is rewarding. The only thing to watch out is MG, as a largely soft force composition can be suppressed easily, but as long as the timing of the squads are different, it is still possible to flank. I also find that double equipping zooks are more deady because you can't tell a squad has one or two zooks until you were shot at, which is sometimes useful for that last shot to kill Panzers. REs are perfect for double equipping because they lack any sort of firepower anyways. I don't normally equip zooks on rifleman unless i am really low on fuel and cannot get the captain out (which I do in the earliest possible instance, also to vet him up considerably) |
Thread: The awesomeness of using multiple bazookas2 Oct 2017, 07:27 AM
Before I jump into this topic, I know many out there points out that bazookas lack penetration and too expensive etc., I understand that and honestly, they are correct - 50 munitions for one lack-of-penetration stuff is too expensive, multiple AT nades might be better to be honest. However, in my recent games, I have developed a habit of double equipping my Captain and RE with bazookas. Their performance is impressive - I usually get a 900% efficiency off Captain and 400% off RE. They are not so good at killing KTs or Panthers - too thick armor and too quick for the latter, but they are perfect to scare off the enemy. For example, there was a P2 rushing my inf and I immediately shifted my Captain and later my RE. I don't think my opponent realise the situation he is in, and tries to engage both. Needless to say, after bazooka showering for 20 seconds, his vet 2 P2 is heading off to an early grave. I agree that such use is expensive: however for myself, I don't use LT that often unless my fuel is dire, and I usually have multiple munitions points before I start double equipping. They are most satisfactory to watch too - using nothing but infantry to melt a Panzer is quite an awesome sight, especially in the heat of the battle where your opponent has too much to manage, and he can do nothing but watch his Panzer die. |
Thread: [1v1] Soviet Guard Motor push against OKW23 Jul 2017, 21:44 PM
Hi everyone! It's me again, last time I was so happy to get really nice feedback from everyone, and I wish to thank you all for that. This time, I think I am getting the hang of the game, but at the same time wanting to improve too. I played this game today, and thought I could do better despite the steady push. In particular, near the end of the game where I have a T34/76, my OKW opponent started to spam rakt and did manage to get one of mine. I was a bit frustrated by that, but otherwise it was a quite smooth game. Now, to take things a bit further, I would love to hear more opinion from you guys. Especially, 1) My Kaytusha did not do a lot of damage (i rmb seeing in the aftermath that it did only 600ish damage), where should I actually be pinpointing for bombardment, or is it just another tool for attrition of manpower? 2) When transiting to later in early game, I found that I am quite hopeless with OKW troops with only engineers and maxims. I dare not spawn Conscript because I understand that they are no good against anything, but at that time i feel that my army couldn't hold against any wave. Without the 2 CP i cannot spawn guard troops too. Should I go for more maxims to hold my line, or build T1 for penals? 3) How to choose between the 76 and 85? I understand the 76 is faster but 85 more tanky, but at times I do not know when to choose between either one at what particular moment? This is my replay, I hope someone would be able to give comments In: Replay Reviews |
Thread: A Good Soviet Guard Motor Push, want some more advice23 Jul 2017, 21:27 PM
As title suggested, I have a good match today, being able to push away OKW with Guard Motor push. In: Replays |
Thread: Newbie Soviet needs some advice on low-level micro9 Jul 2017, 18:32 PM
Hi Hector, I got a win finally! I used the strategy as you suggested, but I forgot to build T2 and above for most of my game until the Shermans came out, so I thought it is not that necessary anymore. I did run into trouble several times as the opponent builds bunkers to defend the VPs, also I somehow manage to screw up two clown cars which is pretty bad. I also relied heavily on Penals for most of AT, fortunately the opponent did not discover too much of this. Anything to improve on this? I understand I should build T2/3 next time, but when is a good time? How do I spend the overflowing manpower, just more DSHKs/Penals or some other stuff? In: Replay Reviews |
Thread: Finally getting a win with the Lend Lease9 Jul 2017, 18:29 PM
Getting a first win with Lend Lease with only T1 built, waiting out for Shermans against Ost In: Replays |
Thread: Newbie Soviet needs some advice on low-level micro9 Jul 2017, 17:25 PM
Thanks Hector! The guide is very useful, and I immediately put it to use in a few games. Although I didn't win any of them, it seems it is not too bad. The only problem that I have is between the moment of having Shermans and after OKW/Ostheer has formiddable tanks. Their Panzergrenadiers also shred most of my MGs or Penals to pieces, and even I added snipers to bleed their manpower, they just keep coming...should I get more MGs, or consider building T2 and have some Zis guns? In: Replay Reviews |
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Latest replays uploaded by siegfried3991
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VSdon tango Alex Caesar Norwegian_Power SiegfriedSinSunlitrky The One True Spiderman WinnieThePubg Bx-foxA very cancerous 4v4 as OKWby: siegfried3991 map: Steppes1-452
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