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russian armor

Caen OKW vs USA

17 Aug 2017, 04:59 AM
#1
avatar of Windows 2

Posts: 8

1v1

hihihihihi everyone! I really like CoH2 and recently have been trying to play 1v1. I only play OKW. I have been having trouble against USA; I still have a lot to learn about which units counter which in this matchup, especially in terms of infantry.

This replay is an example of how I tend to lose infantry battles in the early game. Here, he gets three rifle squads out and keeps them together. I make the mistake of retreating my Sturmpioneers past all three of them and they get wiped out. He goes on to take the map.

I have a feeling that he started going easy on me since I felt like I was able to catch up in the midgame without actually doing anything. But then late game, every time I get a Panther and try to push, he takes out my tank and mauls all my Volks. At the end, with nothing left but injured Volks and 40 tickets, I surrender.

If anyone has any tips, suggestions, or advice, please let me know! I have much to learn.

(sorry forgot to tag it 1v1)
23 Aug 2017, 13:02 PM
#2
avatar of Finndeed
Strategist Badge

Posts: 612 | Subs: 1

I will give this a watch at some point and relay advise to you :)
2 Sep 2017, 09:51 AM
#3
avatar of Finndeed
Strategist Badge

Posts: 612 | Subs: 1

1v1

hihihihihi everyone!


Capping order was okay only if you want to get out a fast vehicle, if you are not then there is no reason to prioritize fuel over all else. Also whats is with all the barbed wire on the fuel point? That serves no purpose?

The other dude was blobbing a lot, but he was blobbing to a point that wasn't cutting you off from any of your resources, you didnt really neeeeeed to fight him there. Out maneuvering an opponents blob is a very good way to punish him for it.

You did try to outmaneuver him somewhat but you didnt cut him off. Also you have to watch out for where the blob will go and get out of that area before you get cut of from your base, or commit enough forces there to win the fight. (if he is in a blob you know how much he has, balls is in your court).

You should have gone for an MG first (because of the blobbing). Then when the USF player got out a M20 you got a second LEIG, not a raketten. That is simply being too loyal to a build order that might have worked before. Play against your opponent, not what you hope your opponent will do.

By the point you are trapped in your base the game is pretty much over. USF, if allowed to snowball (because they have all the map) is almost always going to win, did you watch the replay yourself? The dude had about 500 fuel by the end of the game.

You did okay later mostly coz the other guy decided to put zooks on EVERYTHING, making his men crap at fighting infantry, you then went for a MASSIVE infantry force yet kinda just left them there doing not much. Even if you just blobbed them together in two different blobs they would have been more effective than sitting in your base.

Also you had the doctrine that gave you a Command panther, and you almost had the fuel for it, yet you put down the flak HQ in a far too defensive position. If you were going to make the gamble that you could defend that flak gun with your rakettens (i think you probably could) then you need to put it in a place where it forces the USF guy to attack it.

Dude you got a (normal) panther and you knew he had Zooks on loads of his men and you ran it in unsupported? No, no, no... a panther is a specialist tank that is GREAT at fighting over tanks but below average at fighting infantry. You need to keep that things supported with infantry (especially if its your only tank).

I know you are getting used to the game and i know you haven't played that much of the game but thats all you need, much more game time. You made some pretty good plays and you have determination, now you need to watch streams of top players playing and Youtube vidoes of them and reading guides, but mostly just playing. Experience is the best teacher.

Apologies if i was a little harsh, but you need to start thinking on your feet, hard to do in the midst of battle but that's what you needed most. Micro will come with time.

Good luck and have fun!
2 Sep 2017, 14:53 PM
#4
avatar of ZombiFrancis

Posts: 2742

More or less agree with Finn.

Word of advice: Panthers can't push. They feel like they should, but between their cost and their durability, they aren't able to push until you've got a sizeable armored force.

But pushing a position is something your KT can do. The OKW Panther has a pretty specialized role: defending your KT from multiple tanks and killing light vehicles and tanks that might still be on the field. You might consider saving your investment for a KT instead of a Panther, especially against USF.

If you need armor, have the flak truck up, and aren't to the point of a KT, it's almost always a better decision to go for a P4. (Or just go for the fast luchs out of t2 in the first place.) Even though in this game the USF massed zooks, a P4 might've been better than the Panther. (Neither were great options, but if your opponent is doubling down on blobbed infantry with AT, then as OKW you've got Obersoldaten as an option.)

Also, medic truck isn't the best option versus USF or Soviets using Penals. It's great against UKF or conscript/t2 soviet play though.
3 Sep 2017, 08:54 AM
#5
avatar of Windows 2

Posts: 8

Capping order was okay only if you want to get out a fast vehicle, if you are not then there is no reason to prioritize fuel over all else.


I feel like I always have problems with fuel as OKW, so I always send my sturmpios to the fuel first and get the points in between with my volks. This way, I can get my first truck for battlegroup HQ right after my third volks and then I will have fuel for tanks later.

Out maneuvering an opponents blob is a very good way to punish him for it.


What do you mean by that? Like, capping points that are on the other side of the map?

You should have gone for an MG first (because of the blobbing). Then when the USF player got out a M20 you got a second LEIG, not a raketten. That is simply being too loyal to a build order that might have worked before. Play against your opponent, not what you hope your opponent will do.


Since I am a new player, I am trying to use the same build order as much as possible to get better at the basics, and also because I don't know enough how to be flexible. I use this build in 90% of my games:

volks x 3
battlegroup HQ
ISG
MG
healing upgrade on battlegroup
second ISG
raketen
flak HQ covering fuel or VP
panther

The more I play, though, the more comfortable I get with changing little things in this build order. For example, I have come to realise how right you are: panthers are not good against infantry. So these days, depending on the situation, I may get a Pz4.


Apologies if i was a little harsh, but you need to start thinking on your feet, hard to do in the midst of battle but that's what you needed most. Micro will come with time.

Good luck and have fun!


Thank you very much, I really appreciate the feedback! I hope that we can play some games sometime!

But pushing a position is something your KT can do. The OKW Panther has a pretty specialized role: defending your KT from multiple tanks and killing light vehicles and tanks that might still be on the field. You might consider saving your investment for a KT instead of a Panther, especially against USF.


Is king tiger common in 1v1? I feel like the only time I can ever afford one is when I am in a dominant position and don't need one. Otherwise, it is too expensive, and if I am struggling, I can never afford one because I have to keep reinforcing my squads.

Also, medic truck isn't the best option versus USF or Soviets using Penals. It's great against UKF or conscript/t2 soviet play though.


I am trying to be more flexible with my build order but I have never had much success going for the mech HQ instead of battlegroup as my first truck. Maybe because I don't know how to micro the Pz2? It does a lot of damage to infantry but I always get engine damage and then it dies. I think it's because I still don't know all the units that can do engine damage....

Thank you for the feedback!!
3 Sep 2017, 18:35 PM
#6
avatar of Finndeed
Strategist Badge

Posts: 612 | Subs: 1



I feel like I always have problems with fuel as OKW, so I always send my sturmpios to the fuel first and get the points in between with my volks. This way, I can get my first truck for battlegroup HQ right after my third volks and then I will have fuel for tanks later.

What do you mean by that? Like, capping points that are on the other side of the map?

Since I am a new player, I am trying to use the same build order as much as possible to get better at the basics, and also because I don't know enough how to be flexible. I use this build in 90% of my games:

volks x 3
battlegroup HQ
ISG
MG
healing upgrade on battlegroup
second ISG
raketen
flak HQ covering fuel or VP
panther

The more I play, though, the more comfortable I get with changing little things in this build order. For example, I have come to realise how right you are: panthers are not good against infantry. So these days, depending on the situation, I may get a Pz4.

Thank you very much, I really appreciate the feedback! I hope that we can play some games sometime!

Is king tiger common in 1v1? I feel like the only time I can ever afford one is when I am in a dominant position and don't need one. Otherwise, it is too expensive, and if I am struggling, I can never afford one because I have to keep reinforcing my squads.

I am trying to be more flexible with my build order but I have never had much success going for the mech HQ instead of battlegroup as my first truck. Maybe because I don't know how to micro the Pz2? It does a lot of damage to infantry but I always get engine damage and then it dies. I think it's because I still don't know all the units that can do engine damage....

Thank you for the feedback!!


I would say if you are going to stick to that build order then make the MG first. Also you could stick to that build but just change the order in which you get each unit to fit the situation.

I know the KT seems like such a difficult unit to get but you got 2 panthers in that game, KT is only 80 fuel more. You can be less aggressive when you need to save manpower for the tank.

I can tell you now you were not fuel starved at all that game.

remember that normal point's also give you fuel income, that is more than enough for you to get your med truck out.

Start with small changes to your build order, and work from there. No need to completely change your style/build.

One more thing; play all the factions in the game, that way you can learn all the different strengths and weaknesses of the other factions. Its also a lot more rewarding that playing just the one. :)
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