Profile of Theodosios
General Information
Register Time: 27 Mar 2013, 14:53 PM
Last Visit Time: 3 Feb 2024, 15:08 PM
Broadcast: https://www.twitch.tv/theodosios22
Steam: 76561198022713973
Residence:
Germany
Nationality:
Germany
Timezone: Europe/Berlin
Game Name: Theodosios
Register Time: 27 Mar 2013, 14:53 PM
Last Visit Time: 3 Feb 2024, 15:08 PM
Broadcast: https://www.twitch.tv/theodosios22
Steam: 76561198022713973
Residence:
GermanyNationality:
GermanyTimezone: Europe/Berlin
Game Name: Theodosios
Signature
"Nullum magnum ingenium sine mixtura dementiae fuit." - Lucius Annaeus Seneca
Post History of Theodosios
Thread: Warhammer 40k: Dawn of War 39 Aug 2016, 21:04 PM
I do not endorse what has unfolded in front of my eyes. Nevertheless I will persevere patiently until the final product. In: Other Games |
Thread: Ask the Strategist!9 Aug 2016, 15:47 PM
In 3v3 light Allied T1 vehicles like UC won't survive long on the chaotic frontlines and have little to no impact unless you manage to eliminate a Sniper instantly. Thus I don't recommend to produce an UC except when planning to designate it as Command Vehicle. In: Strategy Desk |
Thread: Ask the Strategist!8 Aug 2016, 21:39 PM
In a 3v3, I play SU (usually Mechanized Support) my mate plays USF (always Tactical Support) and our third teammate plays Brits. Which commanders should the UKF have in it's loadout and which one should he choose in game and why? (he usually puts down a mortar bunker early and aims for several comets in the late game, the rest is flexible) 2 Regiments can help your Brit mate out in this case: 1.) Commando Regiment: He should choose this Regiment if you have problems dealing with infantry or fortified positions (OKW trucks + PaK43 + ...). Commandos sweep every kind of Axis infantry off when they manage to shorten the distance between them and their objective. If you face huge blobs then it will prove adjuvant to place demos with Commandos at important locations like your cutoff, VP, fuel point and so on. In case your foes choose to heavily fortify your British friend will be able to call upon the services of 2 line breaking abilities: Mortar Cover and Air Supremacy Operation. Mortar Cover will bombard hostile team weapons with white phosphorous shells which are going to drain life points of those. Once hostile weapon teams have almost no life points left you and your mates should push in to decrew everything you can find. If you encounter PaK43 + OKW trucks or similiar positions your Brit mate should use Air Supremacy Operation to flatten the area for his Comets and remaining armour. His infantry can profit from Commando Regiment either via using "Assault" (4CP) causing his Infantry Sections to move more quickly and fight more efficiently. 2.) Tactical Support Regiment: This Regiment should be chosen if you cannot handle Axis armour properly since it allows your Brit mate to combine his Comets with one of the strongest off map abilities in the game: Artillery Cover. You and your mates should at least amass 3-4 various medium tanks per player (ISU-152 + 3 T34/76s, 2-3 Jacksons (and 2 Calliopes, of course not pushing), 3 Comets for example) being cautious (which means that you shouldn't push outright into hostile territory but nevertheless exert pressure on foes without the risk of losing armour) until your Brit mate has unlocked Artillery Cover (10CPs). If you and your allies are not determined when exactly to push in your Brit mate can solve this problem by designating his Universal Carrier as Command Vehicle thus being able to call in free aerial reconnaissance. Make use of free reconnaissance, spot weak points of hostile defence, position your armour accordingly and then activate Artillery Cover where your foes gathered their armour. Push in and "Mark Target" the hostile key tank (Elephant Tank Destroyer, Jagdtiger, etc.) to destroy it swiftly while your USF mate should barrage every congregation of support weapon teams with his Calliopes. Once you have destroyed the key targets everyone of you can continue to pick up Axis armour since Artillery Cover paralyzes every hostile tank in the area of effect while pinning down infantry either. In: Strategy Desk |
Thread: vs Koreanmaphack/DFR8 Aug 2016, 13:39 PM
THeo play allies PogChamp "If you know the enemy and know yourself, you need not fear the result of a hundred battles." In: Replays |
Thread: vs Koreanmaphack/DFR7 Aug 2016, 18:53 PM
Some friendly BM from my side in response to Joris' one some time ago. I have mistaken Koreanmaphack for Joris. GG WP ![]() In: Replays |
Thread: Hello1 Aug 2016, 18:13 PM
![]() In: New Members |
Thread: MaskDeMasque:Greetings1 Aug 2016, 18:12 PM
![]() In: New Members |
Thread: Solution for allie to win 3v3 / 4v41 Aug 2016, 17:44 PM
Since when are allies hard in 3s/4s? +1 I cannot see a problem here. |
Thread: Barton vs Paul, over 1h game25 Jul 2016, 17:36 PM
Epic game being worthy of casting! GG WP! In: Replays |
Thread: White Hydra vs Schokolade/PanzerGeneralForever23 Jul 2016, 23:50 PM
Chaotic and harsh fight in the narrow streets of Trois Pont. No mercy is shown while pathing issues are striking once again. ![]() GG WP! In: Replays |
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Latest replays uploaded by Theodosios
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[2v2 AT M.F.] Quarters G2: Theo/Thana vs Troyd/PMby: Theodosios map: (4) Crossing in the woods (v2)1-925 -
[2v2 AT M.F.] Quarters G1: Theo/Thana vs Troyd/PMby: Theodosios map: (4) Crossing in the woods (v2)1-928 -
[M.F. 2v2] Match #29: Theo/Thana vs Paul/Gdot G2by: Theodosios map: (4) Crossing in the woods (v2)1-978
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