
Profile of turbotortoise
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Broadcast: https://www.twitch.tv/turbotortoise43
Steam: 76561197977344631
Residence:
Canada
Nationality:
United Kingdom
Broadcast: https://www.twitch.tv/turbotortoise43
Steam: 76561197977344631
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Post History of turbotortoise
Thread: R.U.S.E.9 May 2015, 21:41 PM
i play every so often with one of my friends whose on every couple of weeks. In: Other Games |
Thread: USF Mechanized Company Guide9 May 2015, 20:35 PM
but guys! jeep jeeps!! In: Guides |
Thread: Interesting Bug with Stuka Divebomb and Caches9 May 2015, 12:19 PM
was it still providing income? In: COH2 Bugs |
Thread: Could use a Review in helping my Allies game get stronger.9 May 2015, 08:26 AM
![]() In: Replay Reviews |
Thread: Could use a Review in helping my Allies game get stronger.9 May 2015, 07:15 AM
Alrighty! Thanks for putting your play on display wanting to improve. Although I only watched the first game, it was certainly unique. I suppose I ought to congratulate you for winning a game with such an unorthodox style. Not having a single rifle squad certainly put yourself at a disadvantage; however, generally speaking, despite your good use of volley fire and fighting positions, these are no substitutes for riflemen. By forgoing rifles, you are ignoring one of the USF’s greatest strengths and this became an issue once your opponent’s volksgrenadiers earned veterancy and started pushing you back. Usually an extra RE squad will help you flank an MG or a Kubelwagon, or gain map control on larger maps, or smaller game modes, but otherwise will become a liability as the game progresses, RE's are not effective combat infantry. Whether or not the early ambulance is a good idea is up for debate, it can help your team mates tremendously, but also set you back. What isn't debatable is the loss when you lose the first one like you did. You need to make sure to be careful with these units, they are expensive, delay your tech progression and allow your opponent a foot in the game. The Captain is a good choice which suits your defensive style, but the Stuarts do not perform well, and the use of the 57mm without any light vehicles or armor on the field puts you at a further disadvantage against an army composing of infantry. Thus, I liked the adaptation to Lieutenant to get a bit more suppression power from the .50cal, but again, this can be avoided by utilizing a more stable build order and including units from the battalion. Much like RE’s not being a substitute for riflemen, Armor isn’t a suitable substitute for the Major or your battalion tech. Your M10 failed to give you any return on your investment and an M4A3 Sherman and their HE rounds, or M8 Scott’s would have really helped against their heavy Volks army composition. If you do decide to adhere closer to the state of the game, one of our senior strategists has wrote a good guide here, which although specifically for the Infantry Company, includes really solid, adaptable build orders, which are well defined, explaining what to build, when and why, http://www.coh2.org/guides/33076/infantry-company-guide Again, thank you for sharing, it isn't easy asking for feedback and I hope what little I've posted helps you at least somewhat. 1v1's are generally much easier to review and tax your skill set a lot more as a player, exposing your deficiencies and letting your strengths shine. Finally if there's anyway in which you think I could improve my feedback, don't hesitate to post. Thanks. In: Replay Reviews |
Thread: Welcome to the Replay Reviews9 May 2015, 05:35 AM
Thanks guys! In: Replay Reviews |
Thread: Could use a Review in helping my Allies game get stronger.9 May 2015, 04:35 AM
Well. 4v4's don't really give a very good sample of play. I'll have a crack, but I won't be able to comment on strategy, just tactics and execution. In: Replay Reviews |
Thread: Open Alpha - TeamSpeak available for testers9 May 2015, 02:05 AM
thank you for providing the service napalm. that's very generous of you. can we arrange a title fight between australian magic and alex? In: Lobby |
Thread: OKW Op.... really?9 May 2015, 01:55 AM
I am going to disagree because if you employ this tactic, the reach offered is really poor. Again, realistically you're only going to take a 1/3rd of the map giving you a resource income similar to the Wehrmacht, without the Wehrmacht's tools. Not bearing in mind the penalty It's very tough. It isn't like a Schwerer is being plopped down on your cut off inward of 7 minutes. As the Allies the only maps I ever feel... eh, on are: Kharkov, maybe Langres, maybe Crossing, and Faymonville if I'm feeling bleh. When you can dictate the tempo of the fight just by right clicking closer to your opponent, it's a huge advantage. You mention it right there, you're only ever going to be dealing with: less volks, and an MG34, it's not exactly, rigid opposition. Only on the maps I mentioned can you realistically hold any more than a 1/3rd of the map, with the pressure exerted by a truck, which is still putting the allies at a significant resource advantage. You do mention the lack of indirect fire, which is an issue, but one that if solved, would neigh on entirely dwarf the OKW's relevancy. And the final part of your argument requires the premise that your opponent has both MechReg and BattleGruppe, which leaves their mid-to-late game in a pitiful position without a Schewerer. In: COH2 Balance |
Thread: Relic: Temporarily Free Commanders8 May 2015, 23:56 PM
Hooray!! I'm really happy they've brought back the free commander rotation. In: Lobby |
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