I think it's more of a tactical, not strategical error. Aimstrong simply has better game sense, game knowledge, game awareness, etc, and could likely do anything to win (no offense) |
Thread: ISU-1522 Jun 2017, 15:02 PM
Intriguing. Sounds like an answer to late game vet5 okw blobs.
Although I feel KV2 fits this role better than the clunky ISU 152 |
Thread: Oh boi1 Jun 2017, 04:55 AM
"god knows what commander"
Only one of the strongest and most picked British commanders in team games |
How to play soviets:
Step 1, choose your mainline infantry to build exclusively: Penals, Guards, Conscripts
Step 2, rush T70
Step 3, choose your mainline tank to build exclusively: T34, Sherman
100% Formula for success |
I'd say Langres in CoH1.
The reason being is that the map was so heavily Wehrmacht favoured when played in fixed positions. This was good in my opinion as it really pushed USA players to adapt and thus created brand new styles of play, apart from the 2 engi, 4 rifles BARs. Plus, in tournament play, playing against Wehrmacht on that map was always like playing against the "final boss" of CoH - it was entertaining to see if the USA underdog could pull off some spectacular strategeic and micro plays to clinch the W. |
Only me, Budwise, and Smaug from Reborn play the game. |
With all these people being denied participation in the tournament, is there any chance for late entry via replacing one of these players? I missed the initial sign up but if there are open spaces I would be willing to fill any of them and do any missed group matches or whatever. |
I'm pretty sure M42 would constitute as the lowest risk, lowest reward AT gun in the game. |
Everytime I see people complain that Raketen is OP/cancerous/bad design I laugh  |
Don't rule out SU!
A 2 engineer opening, followed up by 3 penal squads and then 3 guard squads is a potent, heavily infantry based fighting force against both OKW and OST. The nice thing is, it's so potent you can use this 8 infantry squad army to hold out till T4, and then use T4 units as "support". For example, you can make T34/85s (good vs all), or even choose the ISU-152 commander and support it with T34/76s.
Against campy play there is also Katyusha for support, and SU85 vs heavy armour. There is also a guards commander without T34/85 or ISU-152 that gives access to PPSH conscripts if you wanted more variety to your play. Also remember partisan doctrine, so you could do any 3 penal or 4 conscript opening and then use partisans to spearhead your attacks and flanks as they spawn out of buildings.
Another extremely potent and, in my opinion, broken strategy (only against OKW though) is the lend-lease doctrine. Simply make 4 conscripts, upgrade your engineer to a flamer, get base medics, call in 2 DSHks, and you have a potent infantry force that in 90% of games will pin the OKW in his base (since DSHK is so broken and insta-pins all). The only "weakness" of this strategy is a fast Luchs. Two notes against the Luchs: DSHK has AP rounds at vet 0. If the Luchs tries to engage a full health 6 man DSHK in a house, and you pop AP rounds, you will force the Luchs to retreat or it will die. Alternatively and what I prefer, is after the second DSHK you call in, retreat your Engi back to your base and build T2 if you are suspecting a Luchs and haven't scouted a medic truck. This way you can call in an AT gun if you see the suspected Luchs. After that of course you merely have to pool resources while you wait for shermans. If you scout the healing truck you can just skip building T2 altogether and make 0 base buildings while you wait for quad/sherman call ins. Very strong, broken build.
These are just my ideas and experiences with SU. There are so many good openings that all you to build up a very potent infantry force and then wait till call ins or T4 merely for "supporting" and for specializing your force.
Just as a reference, I'm 31-1 in my last 32 games as SU, with only 1 loss to an Ostheer player (so 0 losses using this lend-lease tactic, and most of the 32 games were against OKW players) |