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russian armor

turbo[nodoc] v para's

by turbotortoise 3rd May 2015, 09:52 AM
  • U.S. Forces flag Odeng 100 Won
Langreskaya (4)
Langreskaya
  • Oberkommando West flag turbo_t brokenspacebarD':

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Patch: 3.0.0.17779
Duration: 00:36:03
3 May 2015, 09:52 AM
#1
avatar of turbotortoise

Posts: 1283 | Subs: 4


kinda how i felt during this game.


So I just got slow rolled.

I ran into what was essentially the "You Heard the Captain" strategy in the guides section. Basic rifle heavy opening, Lt. into Maj. into Mortar Carriage. The magic happened with his use of a pathfinder squad throughout the game, parked either near my cut-off or the center VP. This allowed his Scott plopped on the opposite side of the center Langres hedge to have a field day, scoring 60+ kills, protected by two 57mm's, ouch.


and then eventually that happened and i was hooped.


Seriously, he was just so out of reach, I couldn't touch him. The constant pressure provided really bled my attention and eventually my squads, it was like punching a wall. I didn't choose a doctrine until the dying embers of the game when I needed mg34's just to stay relevant. Never a good sign. Perhaps earlier MG's may have helped here? Or perhaps even a Jagdtiger to deal with armor and allow myself room to at least finally get on my front foot. I'm still scratching my head. Anyone willing to help me brainstorm some solutions?

3 May 2015, 12:44 PM
#2
avatar of niutudis

Posts: 276

On small maps it´s better to place the med-hq inside your base imo.
You lost a lot of time because of the place you placed it and you pretty much forced yourself to ignore the left side.

Mech-hq could have turned this game upside down with 1 or 2 stuka barrages and a bit of luck.

...but oh well it´s always easy to say this or that would have been better when looking at a replay.
3 May 2015, 17:01 PM
#3
avatar of turbotortoise

Posts: 1283 | Subs: 4

On small maps it´s better to place the med-hq inside your base imo.
You lost a lot of time because of the place you placed it and you pretty much forced yourself to ignore the left side.

Mech-hq could have turned this game upside down with 1 or 2 stuka barrages and a bit of luck.

...but oh well it´s always easy to say this or that would have been better when looking at a replay.


thanks for your input. i appreciate the tactical discussion! :)

i didn't really see the timing of my battlegruppe being an issue. i wanted to build it after my third volks. what would the benefit of a quicker one be? also, every time i tried harassing that flank i ran into a vastly superior force. i wasn't aware of the volume of infantry required against the USF, discussed http://www.coh2.org/topic/34204/the-usf-choke-hold/page/1#post_id325811
3 May 2015, 21:00 PM
#4
avatar of niutudis

Posts: 276



thanks for your input. i appreciate the tactical discussion! :)

i didn't really see the timing of my battlegruppe being an issue. i wanted to build it after my third volks. what would the benefit of a quicker one be? also, every time i tried harassing that flank i ran into a vastly superior force. i wasn't aware of the volume of infantry required against the USF, discussed http://www.coh2.org/topic/34204/the-usf-choke-hold/page/1#post_id325811


No, i didn´t mean the timing when you built the medic-hq, but where you built it ... Your troops had to walk to it after retreat , which is time and attention consuming. If the med-hq is build inside your base you have the opportunity to change the direction of your assaults, atleast after retreats and it enables you to do it very quick and comfortable.

On bigger maps it´s a huge advantage to have the med-hq at a forward position... but on small maps there is no realy big reward for the higher risk, but if you decide to build it outside of your base always put up the forward retreat, without this it´s useless.

Btw: get as many volks as you think are needed vs usf - it´s an uphill battle. I am not a realy good player, but even I have made players ragequit after 3-5 minutes.
3 May 2015, 21:36 PM
#5
avatar of turbotortoise

Posts: 1283 | Subs: 4



No, i didn´t mean the timing when you built the medic-hq, but where you built it ... Your troops had to walk to it after retreat , which is time and attention consuming. If the med-hq is build inside your base you have the opportunity to change the direction of your assaults, atleast after retreats and it enables you to do it very quick and comfortable.

On bigger maps it´s a huge advantage to have the med-hq at a forward position... but on small maps there is no realy big reward for the higher risk, but if you decide to build it outside of your base always put up the forward retreat, without this it´s useless.


Ah! I understand, thank you. Yeah, especially considering I didn't purchase the retreat pt upgrade anyway it didn't really help me. I envisioned fighting around it and using it to help me, but on a small map like langres, and the way he played it became a liability.

Btw: get as many volks as you think are needed vs usf - it´s an uphill battle. I am not a realy good player, but even I have made players ragequit after 3-5 minutes.


How many do you think is required 5? I never seem to have enough MP to do what I want to do. My strategy against the USF and therefore my economy and unit timings aren't quite in line with where i want them to be. :(
3 May 2015, 22:40 PM
#6
avatar of niutudis

Posts: 276



How many do you think is required 5? I never seem to have enough MP to do what I want to do. My strategy against the USF and therefore my economy and unit timings aren't quite in line with where i want them to be. :(

Well, against usf the first 5 - 10 minutes are the hardest time for me. The only thing I always try is just cap, not fight too much, just cap and cap... and cap... and pray he doesn´t take infantry that m1919 is a horror to fight against as okw.

How many volks? I think as many as are needed- 5+ ( most usf get 3+ rifles and lt.) definitely and try not to lose them... Use buildings, cover and try to survive.
Volks are cheap so... get as many as you want...

Med-hq or mech-hq first thats the decision the whole game can depend on . Med first is somekind safer, i guess, but mech-hq first can have a huge impact if he goes lt and you manage puma or flak-ht good enough so they survive + even iif you get the mech-hq after med-hq if he tries something like in your replay a stukabarrage can be realy devastating.

Schwerer-hq is a luxury vs usf, atleast for me and it´s highly dependant on the map.
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