Profile of Strummingbird
Post History of Strummingbird
Thread: German Unit Guide22 Oct 2013, 18:03 PM
Might want to note that the Stug III gets Target Weak Point as a vet 1 ability, not Blitzkrieg. Other than that, it's a very nice guide. In: Guides |
Thread: how to: Level 100 German Play21 Oct 2013, 11:47 AM
Just my opinion- You got Molotovs before seeing the first german unit, delaying your next conscript squad. After the third conscript you got medics, T2 and a mortar, which could have been replaced at that point by two more conscripts- at which point your conscripts could have baited the MGs in the buildings two to one and flanked with suppression at max range or no suppression at all. If he had been forced off the field, he would have no way to get back with just MGs and PGrens in a map with so many buildings. In: COH2 Balance |
Thread: how to: Level 100 German Play21 Oct 2013, 10:44 AM
Best way to figure out a counter is to play that way (i.e. MGs in every building, PGrens -> P4s and Tiger) and see how your opponent (in automatch or basic match) counters it. In: COH2 Balance |
Thread: how to: Level 100 German Play21 Oct 2013, 09:09 AM
Standard 4 conscripts -> camp buildings, Guards vs Flamer HT, against pure PG spam as you said, Shocks, and if he's camping hard, a mortar (or 120mm mortar). Flank around MGs, toss molotovs everywhere, use all your other munitions on mines. You should have most of the map, so build two or three T70s and swarm the Pak. If you're behind somehow get an ATG and T34. In: COH2 Balance |
Thread: how to: Level 100 German Play21 Oct 2013, 08:45 AM
That's a shame. automatch is taking way too long for me anyway... but suit yourself. In: COH2 Balance |
Thread: how to: Level 100 German Play21 Oct 2013, 08:40 AM
I admit I haven't faced such a strategy before on automatch, and now I am exceedingly worried. Up for a game sir muffin? You use the germans and almost certainly win, I use soviets and try not to lose. In: COH2 Balance |
Thread: Record of Failure #220 Oct 2013, 17:51 PM
This match was the first one in which I skipped over the T34 out of the T3 building first and went for multiple T70s as per VonIvan's strategy instead. Can't say I was disappointed in their performance, though I did feel slightly guilty afterwards about the T70 spam- I've faced it as the Germans and it is very annoying to deal with (and I'm still having problems facing multiple early T70s myself). I think a second MG to cover the northern cutoff facing south or the middle zone outside your base leading to that cutoff would have benefited you, as would a minesweeper to lead the P4 into battle. You probably shouldn't have charged in the P4 considering I had both my own and a captured ATG in the middle as well. GG, WP though. No need to be so harsh on yourself, it's just a game after all. In: Replays |
Thread: Assault Grenadiers20 Oct 2013, 11:38 AM
I'm no expert, but here's what I do vs AGren openings- Skipping molotovs and healing and going for a maxim or two after the first three or four conscripts seems to work for me. Stick a flamer on your engineer to degarrison, and get AT nades + AT gun to drive off the flamer halftrack, maybe get a mortar on a map like Semois or Kharkov. From there it's just T34/KV8 with Shocks or more AT guns if necessary, or if I'm behind I skip tech and wait for the IS2 to swing the game around. I find maxims good vs AGrens just because their grenade is very poor value compared to the grenadier rifle-nade, with a short range, very unreliable damage, and high cost. Here's a replay against AGrens: http://www.coh2.org/replays/9411/versus-albus-and-the-assault-grenadiers There were plenty of buildings to hide in on this map though, so it probably made it a lot easier early on to hold ground. In: Strategy Desk |
Thread: Versus Albus and the Assault Grenadiers19 Oct 2013, 12:35 PM
A quick game on Kholodny, which I found quite entertaining. In: Replays |
Thread: Shock Crew on IS2?16 Oct 2013, 15:59 PM
I thought so too (the patch) but the 1 in 6 chance is in the IS2 weapon file: Right, it was the damage done on deflect that was removed, not stun chance. Strange, I've never actually seen (or can't remember ever seeing) an IS2 stun a tank on a bounce. Maybe because it fires so slowly and the shells, when they do hit, more often than not penetrate what they hit? Yup agree on the shock too much. Put a vetted stug close by and the IS2 doesnt even get a shot off. AFAIK only the Brumm, IS2, ISU, and Tiger have the chance to stun crew via deflects. Stugs, Paks, and other assault guns stun 100% of the time with the Vet 1 ability only- unless you're saying your opponent had a Tiger and a vetted Stug chain-stunning the IS2, in which case that's an unfortunate fact of life. I want the possibility of stun crew turned way down I'd be happy with the complete removal of the whole deflect-stun thing in favour of a proper stat buff or cost drop. At least that way you get what you pay for all the time. In: COH2 Gameplay |
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Latest replays uploaded by Strummingbird
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A 4v4 in a ruined cityby: Strummingbird map: Lazur Factory5-1,492
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