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russian armor

Confusion from a Soviet Player

by Voxy 11th July 2018, 05:22 AM
Crossroads (2)
Crossroads
  • [00:36:37] Voxy HuerJun: build volks and win
  • [00:36:39] Voxy HuerJun: what a fraction
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Patch: 3.0.0.21984
Duration: 00:36:44
11 Jul 2018, 05:22 AM
#1
avatar of Voxy

Posts: 22

It was my 1v1 game vs. okw on Crossroad, which is supposedly a soviet favoured map but I lost pretty hard to okw's map control. I'm already used to stronger and more infantry from OKW but Raketenwaffe put most confusion into my mind at this time for its damage, abilities and cost.

For the most part I played well with counterattacks and defenses. I only remember losing an engineer and a T70 due to mess in thoughts at times.

I'm currently at rank 500+, struggling to get better and I think this match best represents my strengh and weaknesses. So I'm here to ask for any critism and advices! Thanks a lot!
11 Jul 2018, 05:51 AM
#2
avatar of Voxy

Posts: 22

Aaaand apology for the taunt at the end.
RTS games get me stressed a lot.
12 Jul 2018, 02:37 AM
#3
avatar of CreativeName

Posts: 281

ill watch it tomorrow
12 Jul 2018, 15:46 PM
#4
avatar of TotallyAwesome

Posts: 7

The first think I noticed is you unusual capping order. Use you engineers to cap all of the points connecting you to your fuel. This gives you more resources, and playing on the right flank can be difficult as you will must likely be pushed back easily by a sturmpioneer and lose all of your territory there, before conscripts can support your engineer.
Another thing is that you need to get your fuel sooner. It took about 2:45 secs to get your fuel; this needs to be done much sooner.
Your build order is very unusual. 2 engineers, two conscripts, and a maxim? You can check out some good build orders here (https://www.coh2.org/news/57846/tournament-statistics-allied-meta). The most popular build order right now is 4 cons into medics. Because of this, your opponent's 3 volks and sturms pushed you back easily.
Another thing is that your opponent has a massive attack on your fuel around the 4 minute mark. This means there is very little guarding the opponent's fuel, so an engineer and a little bit of your army will cap a lot of his/her territory. HelpingHans has a video about 'game sense', which should help you (it helped me a lot). https://www.youtube.com/watch?v=FgJRFlzBMpo
Your t-70 timing was extremely late. A quick t-70 would have punished the early stuka, and if your t-70 snook behind and killed the stuka it would have been gg. The t-70 would also punish the luchs.
At 13:30, you should have made a push against your opponent. You need to be more aggressive. It's easy to say that when watching a replay, but it is very important to constantly attack. Even if you are pushed back, its better than your squads idling defending already secure points. Bring a maxim, a conscript, and a guards squad and you have a good chance of taking a lot of territory and doing tons of damage to your oppenent's economy.
Going for an su-76, in my opinion, was a very poor choice. Your oppenent is not going to have any serious armor soon; they just got a luchs and stuka. The su-76 barrage is not the big a deal when you have a mortar to attack enemy positions.
at 14:40, you see a flak halftrack. You NEED to attack it with the su-76. That would have been gg if you did that. When it's setting up, it is very vulnerable. Even if there is a raketen, you can back off. You are down in this game, so attacking there will turn the game completely around. It is worth the gamble that you lose the su-76.
At 19:00. You have two conscripts, and a mortar doing nothing. It is important to attack and defend your fuel. That was still a very good play, and I understnad you may be focused on killing the flak halftrasck.
Overall, your biggest mistake was the build order. You need more conscripts to get those victory points. Improving tht will vastly improve your game. That is just my opinion, but keep playing and you will get better. Your oppenent floated a massive amount of manpower. At one point in the end-game, he/she could have easily gotten 3 obersoldaten with lmgs, further punishing your lack of infantry.
As you said in your second post, coh2 stresses you out. Perhaps you should listen to music you like (if it doesn't distract you),and take a break after each game. Here is a link all about that. https://www.coh2.org/news/1670/the-winning-mentality

3 Aug 2018, 19:47 PM
#5
avatar of Voxy

Posts: 22

The first think I noticed is you unusual capping order. Use you engineers to cap all of the points connecting you to your fuel. This gives you more resources, and playing on the right flank can be difficult as you will must likely be pushed back easily by a sturmpioneer and lose all of your territory there, before conscripts can support your engineer.
Another thing is that you need to get your fuel sooner. It took about 2:45 secs to get your fuel; this needs to be done much sooner.
Your build order is very unusual. 2 engineers, two conscripts, and a maxim? You can check out some good build orders here (https://www.coh2.org/news/57846/tournament-statistics-allied-meta). The most popular build order right now is 4 cons into medics. Because of this, your opponent's 3 volks and sturms pushed you back easily.
Another thing is that your opponent has a massive attack on your fuel around the 4 minute mark. This means there is very little guarding the opponent's fuel, so an engineer and a little bit of your army will cap a lot of his/her territory. HelpingHans has a video about 'game sense', which should help you (it helped me a lot). https://www.youtube.com/watch?v=FgJRFlzBMpo
Your t-70 timing was extremely late. A quick t-70 would have punished the early stuka, and if your t-70 snook behind and killed the stuka it would have been gg. The t-70 would also punish the luchs.
At 13:30, you should have made a push against your opponent. You need to be more aggressive. It's easy to say that when watching a replay, but it is very important to constantly attack. Even if you are pushed back, its better than your squads idling defending already secure points. Bring a maxim, a conscript, and a guards squad and you have a good chance of taking a lot of territory and doing tons of damage to your oppenent's economy.
Going for an su-76, in my opinion, was a very poor choice. Your oppenent is not going to have any serious armor soon; they just got a luchs and stuka. The su-76 barrage is not the big a deal when you have a mortar to attack enemy positions.
at 14:40, you see a flak halftrack. You NEED to attack it with the su-76. That would have been gg if you did that. When it's setting up, it is very vulnerable. Even if there is a raketen, you can back off. You are down in this game, so attacking there will turn the game completely around. It is worth the gamble that you lose the su-76.
At 19:00. You have two conscripts, and a mortar doing nothing. It is important to attack and defend your fuel. That was still a very good play, and I understnad you may be focused on killing the flak halftrasck.
Overall, your biggest mistake was the build order. You need more conscripts to get those victory points. Improving tht will vastly improve your game. That is just my opinion, but keep playing and you will get better. Your oppenent floated a massive amount of manpower. At one point in the end-game, he/she could have easily gotten 3 obersoldaten with lmgs, further punishing your lack of infantry.
As you said in your second post, coh2 stresses you out. Perhaps you should listen to music you like (if it doesn't distract you),and take a break after each game. Here is a link all about that. https://www.coh2.org/news/1670/the-winning-mentality



Thank you, sir. That's very constructive! I'm currently taking a break from COH2. When I'm back climbing I'll utilize your feedback to my best!!!
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