A game of wiping, a game of psychology and a game of tears.
As well as some derps. We all need some derp in our life!
gg wp |
It's a shame my opponent did not have the time to stay and stage a brilliant comeback.
gg wp |
It was fair and square, except for how my infantry kept getting instagibbed on retreat by HE, losing 2 vet squads from full HP when retreating was a bit too much. |
"Based on his name he never played any other faction then OKW."
In fact he has played 572 games as Ostheer, and 52 as OKW.
If you click on the names up there, the ones in blue, it will take you to their player card here on coh2.org. |
Muni? I cut him off half the map 2 minutes into the game while capping the rest of the map unoppposed. He had no counter to sWS truckpushing+Kubel+Sturmpioneers. |
Welcome to the Meta |
Welcome to the Meta. |
Nothing quite like 30cal brownings and 6-7 Shermans to remind me that I should be abusing.
32 wins in a row, not once did I use truck pushing or cheesy my way to connection points.
After this loss, that all goes out the window.
Truck pushing and other abuse, here I come. |
This game was a fun little back and forth, kudos to mirage for not giving up, and instead making something of a comeback! |
A little teasing from time to time is only positive!
As for the suggestion, if you go for Armored Company (which gives assault engineers which is a huge give-away) you should go for Lieutenant+Captain.
Major causes major overlap (pun intended).
A .50 cal would have done very well for him when he got the LT out, and he could have secured his connection with it with relative ease. This would have further allowed him to push for the bottom portion of the map, while denying me the ability to harass.
This is especially true with how he was able to kill off my FHQ.
Apart from that, going for BARs instead of nades is also much preferred due to the fighting on Feymonville mostly taking place in close-quarters, storming cover and using the central VP Garrison.
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