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Post History of What Doth Life?!
Thread: mines26 Jun 2013, 18:01 PM
TL: DR but I think the Soviets get the more versatile mine because their anti-armor options aren't so great and the Ostheer get bunkers. In: COH2 Balance |
Thread: good soviet early game strategies?26 Jun 2013, 06:11 AM
Since almost every doctrine gives you a call in immediately think about what build that unit can fill a hole in. Tier 2 units like the Maxims and PM-41 mortars are very cost-efficient ways to force an Ostheer player into spending lots of manpower on reinforcing. I think tier one takes a higher level of micro skill to use effectively and I'd rather get solid with weapon teams first. |
Thread: Give Me Tips26 Jun 2013, 05:47 AM
Now that builds are getting a bit more polished I think the four Conscript opening is too slow and very manpower intensive. I would rather see the fourth unit you build be a Combat Engineer and to build tier 2 or upgrade Molotovs. Basically getting a force multiplier to lock down an area of the map. Conscripts cost 20 to reinforce while set up teams cost 15, even the HM-38 120mm mortar. Maxims can effectively hold down important sectors to get you faster resources and allow the rest of your mobile infantry to flank. They provide a really efficient manpower trade with how many model kills they can get and the ability to shoot even while pinned. Guards are also essential if you are upgrading your Conscripts so much since button slows any vehicle to a crawl and reduces vision to almost zero giving you time to sticky bomb them. This game when he goes into the house with the 42 you could have made a quick smaller mortar to negate it or a Maxim and sent it to the south with infantry support. Neither molotovs nor stickies are really going to help all that much in the first five minutes. The gas you save on upgrading the scripts so early can be invested in T3 or 4 for a fast T70 or Su-76. In: Replays |
Thread: Give Me Tips26 Jun 2013, 05:45 AM
Woops double post. In: Replays |
Thread: Cataclaw vs. asIIlollypop26 Jun 2013, 02:58 AM
I liked this match. Both players utilized the forest and true-sight well. I think Cataclaw could have ended the game if he called in an HM-38 120mm mortar around 13:50 to destroy the bunker then move very aggressively into the forest to bombard the top choke while the snipers spot for him. In: Replays |
Thread: Another game over in less than 15 minutes :)26 Jun 2013, 01:42 AM
Sorry to spam, I wish there was a way to put multiple replays into one post. This build affords you the firepower necessary for a good push around 5:00 minutes which gives you breathing room to call in your guards and get them into position. You'll see I wasn't quite to my first command point yet so I upgraded the Field Infirmary while I waited. It's important to get the Guards out before the mortar and hopefully have enough munitions to give them DP's to button the Flammenwerfer but if you're lacking munitions it's because you've been placing AT mines anyway ![]() In this game I skipped the Guards all together because I got a sense that I could out-micro my opponent if he had the flamer. Next between 8-10 minutes the T70 comes out and destroys any and all light armor and uses recon mode to spot for the mortar to hold the enemy back while you send in the Zerg rush. My opponent neglected to upgrade his half-track with the flamer to deal with my Maxims but it wouldn't have been in time anyway. I really liked seeing him go for a mortar in this game as they're effective on snow maps but his friendly fire was brutal! The two best counters I can think of if someone does a build like this is a scout car to flank the mg's then upgun it when the T70 comes out combined with a faust. The other option is if you suspect mg's get a Sniper then a mortar, The sniper can spot for him and outflank the Maxims. In: Replays |
Thread: Guard Rifles build order26 Jun 2013, 01:07 AM
Here's my first game of the day so it's pretty sloppy but this is the exact build I am opening with every game right now to great effect. I think if your micro is perfect you could get the T70 out by 8 minutes and maybe even less. I think this 10:49 game is a good reason to consider giving the T70 a slight nerf. maybe to accuracy because the only early game soft counter is Panzerfaust and T70 can sit way out of Grenadier range and simply crush any other infantry. Granted my opponent wasn't amazing, and my build of three Maxims is meant to bait out flamer so I can kill it with the T70, but this is getting to be a consitent win. P.S. if it never gets nerfed I probably won't complain. In: Replays |
Thread: Veteran Status on Troops25 Jun 2013, 21:44 PM
Vet one almost always unlocks an activated ability like sprinting, a special barrage or awareness. Vet two is usually durability and or/accuracy. Vet three is usually increased damage and/or more durability. They will throw in rate of fire and movement speed increases on some units for 2 and 3 I think as well. In: COH2 Gameplay |
Thread: Refining my Guard Rifle Blitz build Someone shoutcast!!!25 Jun 2013, 12:30 PM
I'm no pro, in fact I'm a newbie but if anyone wants to shoutcast a game showcasing an extremely aggresive build that wins fast I have got what you want! OK here's the ideal build even though my replay isn't optimal at all: Engineer Tier Two Conscript Maxim Maxim Maxim Choose one: Guard Rifle, HM-38 120mm Mortar or Combat Medics if you've lost a lot of models Tier Three T70 Choose one: Guard Rifle, HM-38 120mm Mortar or Conscript T34/76 or T-3485's if you made it to 4 command points which is much more likely to happen on a larger map. I won three games in a row with this in 21:00 or less. This game seemed in the bag around 5:30 but I made a mortar instead of a Guard even though I suspected a Flamer half-track soon. It looks like Ostheer is going to just sweep me at 8:00 but all is not as it seems. Some notable moments are: 3:00 Grenadiers step on at-mines even though he saw them placed ![]() 3:40 This battle utilizes true-sight quite a bit. The green cover will require the enemy to get very close to see you. From the Ostheer perspective with fog of war on you just get a flicker of my troops. 4:45 Sneaky Conscript micro to dodge a rifle nade. Notice the placement of my Maxim with him and how it's just out of range of his Grens seeing me hiding. true-sight is SO awesome! 5:15 I hop my Conscripts over the fence to flank in what looks like a staged moment to advertise the feature. 5:50 I would have liked to retreat my Combat Engineer about 40 seconds earlier to get the T70 out extremely fast but placing the mine was the safe play to do and it pays off at 9:30 earning the Engineer his Prefix: "Combat" when it kills two fresh Panzer Grenadiers allowing him force them to retreat from his flame thrower. 7:50 I blindly aim my unfired HM-38 where I suspect the enemy to be without having seen him move any troops there and get a nearly perfect hit. 13:00 looks like an exhibition match to showcase a perfect Maxim and ZIS flank with the T70 coming in to clean up the sloppy mess. In: Replays |
Thread: Penal Battalion Build Part 1 25 Jun 2013, 08:57 AM
I think 9/10 times a sniper would be better than Penal if you go Special Rifles. I Think Penal Squad is cool and can be very good against Pio spam but it's just not worth building in 1v1 IMO. In: Replays |
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Mobile Defense Axis "Mechanized" vs. The Red Terrorby: What Doth Life?! map: Einhoven Country1-1,065
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