Nice video. My biggest concern is blobbing. You mention that there are "blob-control units", but I don't think the existence or non-existence of these units is what is causing all the blobbing. IMO it's the forward retreat points. OKW have a no-brainer forward retreat point on their trucks, and USF can retreat to officers. This IMO is what is creating these blobby static frontline wars that have very little to do with flanking.
IMO forward retreat points suck and I wouldn't shed a tear if they were removed from the game. Either that or make them incredibly expensive, so that players that use them to create a campy defensive game are risking a much smaller fighting force.
Forward retreat points were a blob-inducing mechanic with Brits in COH1, and they are doing the same to WFA in COH2. You can't get behind the lines and flank a guy if his whole army is halfway up the map.
Disagree completely.
The WFA expansion does not promote blobbing with forward retreat points. Veterancy aura abilities such as that in CoH1 brits and lack of suppression are the culprits, both which do not exsit in CoH2. Forward retreat points provide a new strategic option, with an element of a risk and reward that is great for both players and casters!
I have found when I am in a duel forward base engagement with USF and OKW hitting 12 CP's in 15 minutes means there is some hard hitting constant action going on in the map. One side will eventually have to fall back though. The rest of the map can not be ignored unless they have full control of your cut off point, which in that case they probably lost the game prior to that due to some other error.
Forward retreat points are extremely vulerable as much as they are strong for the reasons including:
- Ambushes on a known forward retreat point can result in certain squad kills. Pop Fallschimjaegars on the medic truck/major forward point after a low health rifle squad retreat or quick vechile rush.
- Indirect fire may need to only hit a single unit model to obtain a squad kill. Remember when you defensively versing a forward retreat position all your indirect fire units can be more safe and accurate.
- Heavy blobbing from a known position is easier to defend against, hence the you can more confidently ninja cap other regions of the map. You can count your opponents squads and map positioning more effectively.
I played a game the other day as USF where I relocated my forward ambulance/major multiple times across the south east-west of Langres to avoid walking stuka fire, infantry rushes and tank raids. The atmosphere it creates uniquie, intense and eventually I made the mistake of not relocating after my opponent discovered my forward retreat point and he thankfully capitalized on it with 2-3 vet3 squad kills.
You do not have to flank it to win the game. You can chip away at it, pressure other sections of the map and flank when they are weak! Recon and map awareness must be perceived differently to effectively shut down this style of play. Forward base blobbing can be punished. The intense fighting at forward base positions can only last so long before one side makes a critical error or one lands a major damage hit. Both which are great for casting and playing.
Oh and good video Ciez. I agree.