Hey guys I got a a game for you guys an interesting 2v2. OKW, Wher and 2 USF.
Profile of CadianGuardsman
Game Name: Cadian Guardsman
Game Name: Cadian Guardsman
Post History of CadianGuardsman
Thread: Guardsman Gaming Commentaries14 Dec 2015, 15:03 PM
In: COH2 Shoutcasts
Thread: Tell me where we went wrong at14 Dec 2015, 10:06 AM
14 Dec 2015, 08:35 AMpigsoup
Honestly never really thought about it to be honest, I started in October and wasn't sure if I could reliably get out content - now that I've gotten the hang of it I definitely wouldn't mind getting a casters badge. I guess I should start looking into it haha.
But yeah I was a bit overly critical of the Germans as it was more of a help cast rather than a normal cast. Also I'm an obvious USF fanboi who is jealous of Krupp Stahl
Thread: Tell me where we went wrong at14 Dec 2015, 07:45 AM
You really made a few key mistakes
1) Non aggressive counter plays. You needed to play more aggressively early game if you wanted to have an easier more artillery centric late game. This wouldn't be an issue if not for the next point.
2) Your build orders were strange. Getting Rocket artillery before you have a solid armoured force is a risky move. In all the games I've seen and watched it takes incredible Fortune to get artillery before you get a solid armoured force. What's more your partner should have gone for Armour while you went for a Panzerwerfer. They're harder to dodge than Stuka Za fuss' even though they do less burst.
3) Your Elephant sinking cost you that game. Without the Elephant you could no longer keep the American Armour at bay which when combined with all the other elements led to your centre - which was already buckling under the weight of constant assault - collapsing.
4) Just a final point. 10-5 Minutes past before a seingle Medic arrived... that's a lot of wasted manpower.
My I recorded my thoughts like I usually do when giving tips - some of them may be... disjointed. But there may be some I missed.
Thread: Becareful not to get banned on steam!!14 Dec 2015, 01:24 AM
Europe at War..... that mod is just terrible. I know it's a realism and historical accuracy mod but my god...
It's not balanced. It's not designed to be. But it doesn't even achieve perfect imbalance. There's simply no way to express how poorly thought out the mod is. You can have a realistic and historically accurate mod and have it be balanced. When you say "It's unbalanced because it's realistic" you're only kidding yourself, anyone who has studied game design knows that a realistic game can be balanced. You can make one sides army cheaper and faster to train - the US for example who contrast to the elite German forces who are stronger but more limited so numerically the USF have a 2 for one advantage and a manoeuvre advantage since they have 2 squads to the Germans one.
HOWEVER EaW goes for the massive call ins that totally shift the direction of the game. Seriously, it's good for comp stomps but against other players, one side is going to leave that game feeling robbed.
One the developer reaction. There seem to be a lot of people getting into modding who seem to think that they are immune to critique just because People don't understand "their" vision. it really is quite sad...
Maybe I'll take another look at EaW and see if they are as bad as you say.
In: COH Central
Thread: RE changes11 Dec 2015, 11:40 AM
I'm using them as sweepers and back up forces.
I thow em in buildings and use suppressive fire against everything except MP44 troops in which case I just run.
Overall the unit is a bit pricey for what it does and it's best to avoid using in in combat unless it is supported by riflemen.
Thread: Your most competitive USF commander?11 Dec 2015, 05:29 AM
CalliOP Doctrine all the way. Seriosuly rocket artillery was the true USF weakness. Now all bets are off!
Thread: Nerf OKW trucks structure hp.10 Dec 2015, 14:22 PM
10 Dec 2015, 13:40 PMStorm267
I'm in favour of the status quo for building health. Arty counters them nicely - if used in conjunction with some armour and infantry, hell even mortars.
However we must remember, the game is player differently at top 150 top 500 and 1000+. as a player who can still get placed in those tier 750 for my pleb faction I can say that a lot of the lower tier players struggle to deal with a bunker until tanks come out...
I think alot of the 1000+ don't build a solid combined arms army (like they spam arty or armour) and wonder how a building backed up by defenders can be so hard to dislodge. I can see why lower tier players could think them OP. Especially if you are only running Sherman's or /34's at em. This can lead to frustration and calls of plz nerf.
In: COH2 Balance
Thread: Improving Counter-Play for Fuel Drops10 Dec 2015, 14:01 PM
10 Dec 2015, 13:31 PMFichtenMoped
Slightly off topic but they are a problem. They prevent allied players from really punishing OKW players who neglect early game AT. This means that a USF/Brit/USSR player is inherently disadvantaged as they only have a forward facing MG.
Seriously if the OKW faction - the faction with access to a Tier 0 AT gun, neglects their AT they deserve to be base raped at 7 min. But at the very least you are right. They shouldn't be able to target Aircraft.
Thread: Improving Counter-Play for Fuel Drops10 Dec 2015, 13:23 PM
10 Dec 2015, 13:16 PMFichtenMoped
Removing the AA-capabilities of the Flak-Base is a must to reach the goal. Wasn't the AA already removed from the Base defences?
I don't believe so all the replays I've watched post patch still have 20mm AA guns in OKW bases.
Because Relic hates light vehicle harassment. (I'm joking)
Edit: Unless pre-December patch games are still working when watched in replays.
Thread: Calliopes OpieOP10 Dec 2015, 13:21 PM
Great game loved every minute of it. Really highlights how aggressive the USF late game can be now all because of one commander! Inb4 CalliOP is OP.
Would especially recommend the video/replay for all those who want to know how to deal with OKW Sim-City.
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