the program "celo" say rank 1. and after the game rank 2.
Celo was wrong. We were rank 2 and didn't lose a rank after the match.
Germany
Germany
Thread: rank 1 allies vs rank 17 axis27 Jan 2017, 17:13 PM
the program "celo" say rank 1. and after the game rank 2. Celo was wrong. We were rank 2 and didn't lose a rank after the match. In: Replays |
Thread: rank 1 allies vs rank 17 axis27 Jan 2017, 17:08 PM
We were not rank 1. In: Replays |
Thread: [WBP] hector vs findeed emplacements22 Jan 2017, 18:15 PM
Have you built many emplacements in your last 5 games as Brits? In: Replays |
Thread: Ask the Strategist!19 Jan 2017, 13:29 PM
Hello fellow nerds, What to add to Sturmpanther's post: I think the map you play on shouldn't have many shotblockers and should have wide open areas to work with if you consider a Soviet Sniper build. You have to bear in mind that you must make up for your early investment of 360 MP for a very fragile squad that costs you early game capping power as well. In: Strategy Desk |
Thread: Ask the Strategist!19 Jan 2017, 13:11 PM
So I was wondering going into a 2v2 as axis what is the optimum method for shutting down allied rocket artillery particularly the nasty calliope/at gun + land mattress/comet combo? Against this kind of combination I recommend to play mixed Axis (OKW/OH). While the OH player chooses Jaeger Armour Doctrine for scopes, reconnaissance flights and Elephant the OKW player should take Special Operations Doctrine for radio silence, flares and Command Panther. The strategic rationale behind those choices are that scopes/both kinds of reconnaissance will give you a proper overview over the battlefield to be able to foresee and to react to hostile movements. Scopes will grant your Elephant permanent enhanced vision to target those nasty Comets and provide sight for deadly Panzerwerfer barrages. Speaking of Panzerwerfers you should tech to T4 to field rocket artillery for countering AT guns and to produce at least one Panther as support for your Elephant. The OKW player should tech to Mechanised Regiment to produce at least one Stuka for early access to indirect fire (it might take a while until Panzerwerfers hit the field...). Afterwards he can go for healing but should then directly head for Command Panther call in. By calling in this tank your team is not only acquiring a late game carrier but also possesses a powerful tool to destruct any armour within 2 shots: mark target. If Command Panther and Elephant have the desired armoured target in range use mark target. If both of your tanks' shots connect the marked hostile piece of armour will be a wreck for sure. If you advance into hostile land do not forget to activate radio silence. Some early game survival tips: Do not be too aggressive when engaging Allied forces in early game. Unless you have total domination over both fuel points and fast light vehicle counters on the field I advise to be rather defensive securing at least 1 VP, 1 muni and 1 fuel point within a connected territory. If you overextend your frontlines Allied light vehicle rush will cause an immediate breakdown in case you haven't any counters on field. Therefore I suggest to secure a solid portion of the map to persevere until late game when Axis' true strength is revealed. General tips when handling Calliopes and co.: Most important rule: Never ever blob! NEVER! If you aggregate more than 1 squad in a narrow position (and there are many narrow positions in 2v2 maps...) then Calliopes and co. will reach their highest efficiency thus fully paying out for Allied players. You mustn't let their investment pay out for them though! To make Allied players further regret purchasing those artillery pieces you should - once Panthers have entered the battlefield - engage your foe with armored might primarily, not with infantry forces. Force them to show their AT guns/Comets then barrage with Pwerfer and Stukas/shoot with Elephant. Your infantry should stay a bit behind the frontlines to repel pushes rather than pushing themselves. By playing your cards this way you force to play your opponent by your rules on the one hand and on the other hand you achieved that their investment is rendered as disadvantageous as possible. In: Strategy Desk |
Thread: wda17 Jan 2017, 21:40 PM
I enjoyed this one on Hans' stream! Honored. In: Replays |
Thread: Number of automatch games at certain times11 Jan 2017, 20:58 PM
Thx siphon +1 Plus that 1v1 is approximately played as much as 3v3 in automatch. In: Lobby |
Thread: Current Ost Commanders?29 Dec 2016, 19:13 PM
Which gamemode do you preferably play, OP? Mechanised Assault, Lightning War (the one with Tiger and AT strafe) and Mobile Defense are the safest choices in this patch for 1v1. In 2v2+ Jaeger Armour (Elephant and scope rock), some Howitzer Doctrine fitting you best and a Tiger Doctrine (Assault Support I recommend) work quite decently in general. You should be able to react properly to every situation by having those Doctrines in your loadout. |
Thread: 2v2 as Axis vs Brits29 Dec 2016, 19:06 PM
If you embrace campy Allied gameplay I'd suggest to build 2 Stukas going for Command Panther as OKW player and choosing a Howitzer Doctrine as OH player. But as already stated, a replay will definitely help for more suggestions! ![]() In: Strategy Desk |
Thread: How to properly play the 22229 Dec 2016, 19:03 PM
What to add: Double 222 works best versus Brits since the only light vehicle they can produce in 222's window is AEC (222 never fails to penetrate AEC) and since Brits have no snares (Mines are their only tool which could be described as "snares" so Minesweepers are recommended). You got to be careful about the strong British AT gun though. In: Strategy Desk |
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