I like Mobile Defense instead of Mech Assault, but my other two are the same as Stalin's. The Puma you get with Mobile Defense is a thing of beauty against Americans and their fragile armor. |
Cheers all for the 'select house' tip. I'll give it a shot. I'm aware buildings aren't really ideal, but sometimes the extra protection is nice.
Let us know what you find. I've been frustrated by units in buildings doing unexpected things since I started playing CoH. Just last night I lost a sturmpio squad that executed a perfect flank because a garrisoned lieutenant switched targets when I didn't think he could. |
Combined Arms or Maxim Spam and you're fucked up as OKW ...... even if your opponent plays like a 3 years old child .... no micro required.
On maps like Cholodny or Crossing in the Woods don't waste your time ...
Your handle is hilariously appropriate.
CieZ, if you're taking requests, I'd be interested in seeing what you put in an OST video, in light of the disconnect between how strong you say they are 1v1 and how rarely I see them down in my range. |
Okay, so, I'm not going to watch the full replay. Here's where I think the initial problems are:
1) You seem to build units without thinking about them. There are a bunch of soviet MGs in the south, and are also several Allied mortars on the field. The Axis counter with... mostly volks and grens? Three squads of Jaeger Light Infantry? Given the situation and the enemy units, you make almost the worst possible unit choices - volks with shrecks do you no good by the time I stopped watching, and you get *three* of them without a hint of allied armor. I'm unfamiliar with Jaeger, but they seem to be fragile long range troops; again, a very poor choice for the tight quarters of this map.
I kept waiting for the ISG t ocome out from the T2 OKW player, but it just didn't happen; an egregious oversight. There's an admirably early stuka from one guy and it quickly starts laying waste, but that and one mortar squad just
2) The one thing about your unit comp that I think makes good sense is the double sturmpio build from both OKW. However, one pair of sturm squads both get down to low health in a building, and when they're ordered to leave you send them out the wrong door, into the guns of the Americans and with a retreat path right through the enemy arty.
3) The other OKW player tries to fight a rifle squad and *two stormtrooper squads* with a pair of volks squads; the results are as tragic as they are predictable.
3) Meanwhile, the OST play hasn't made as many terrible mistakes, having kept his squads mostly alive, but he's got four gren squads, only one mortar, and no flamethrower on his pioneers. Remember that flamethrowers ignore armor and clear buildings; they're much more appropriate to the fight on the south side of the map than LMGs on as many grens as possible. At one point, the Allies fight off three upgraded gren squads with a single maxim and a squad of stormtroopers.
4) The last thing I saw was an aircraft crash into a large group of infantry, wiping or near-wiping all of them. This is partly RNG, but also partly "Don't ever bunch up infantry!"
In sum, I think the Allies chose their units more effectively than the Axis in the first ten minutes of the game. OST can clear buildings and ward off stormtroopers with flamethrowers, while OKW can use volks grenades for the former and sturmpios for the latter until a Puma or ISG rolls out. Remember that Maxims only suppress one squad, no matter how blobby their target, so any two infantry units can push one around; hop into green cover or a building with the first and YOLO up the middle with the second. |
I'm also curious to hear about dealing with this, specifically because of the central VP in Crossing 1v1/2v2. |
If you're making the notion that artillery placed at an OKW player's forward-retreat-point is something that they would also notice and be able to avoid, then you're not grasping the concept.
Nope, I'm quite good at it. Better when I have a stuka so I can decide exactly when and where rockets are going to land. The stuka is far too precise; people only stopped (justifiably) raging about it because the Kat was for some reason made even more ridonculous. |
Pushing an OKW blob back and forcing them to retreat, while at the same time dropping some form of artillery on top of their retreat-point, will most of the time, wipe upwards of 90% of the blob, if not all of it. The stuka makes an extremely perceptible noise, with more than enough ample time to get out of the way upon hearing it fire.
Really? These two sentences, right next to each other, and you don't show a hint of irony? |
He means sticky grenades on US riflemen in CoH1. Which were homing, and yes it did look ridiculous then too. Lol.
Pzfaust was not a tank snare though. Just did some solid damage.
That last bit is true; I'd forgotten.
Honestly, I don't see what the problem is with infantry having a tank snare. The main complaints in this thread seem to be that it looks really weird to see a lobbed AT grenade changing direction mid flight. While true, I don't think the weird visual really damages the game play.
On the other hand, being able to rampage my Puma through arbitrarily many riflemen squads with total impunity was quite silly. |
Oh, one possibly silly question:
You specify "Veteran Riflemen" down the list in your build order, but not in the first three. The way the timings work, your third riflemen squad could be a call in. Do you recommend not using the call in ability in the early game? |
guards get 2 dp lmgs, so they are even better
2*6.42 + 2*1.24 = 15.3 dps
im not even going to count the ptrs because the chances of a hit are so slim.
HERP DERP I am an intelligent person! Thanks for educating me. I'll begin using Guards properly now. |