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Played this guy before, had him on the backfoot until P4J hit the field and he cameback.
Started game with engi, built T1 and rushed clown car. I had a feeling we would go for same gas. He forced my initial engi to retreat car, came to push him back while engi and penal cleaned up. I pretty much punished him early game until he got my flamer clown car out of position. I have more gas so I rushed out T70 got a wipe with penal back up but he killed T70 with Puma.
I get out Dshka and pretty much ignore his puma and keep map control. I get out T34 out first and keep bullying his infantry. Little by little becomes a tank race. He gets P4J and I have 3 T34, lose 1 trying to kill his tank so I break away and get Puma. Little by Little he trades his infantry for Obers, which puzzles me due to feeling like he shouldn't have as much mp as he does. He ends up stealing MG, I steal rak, he kills tanks I kill some.
Score is 100 - 400 in my favor but he pulls comeback now.
Even though I have map I am really low on MP so he claws back with Tiger and Obers which are trading efficiently. I make Katy to try and get some wipes to slow him down but don't get to much. I keep poking back and forth but my T34 decide to literally hit everything but mg/obers/rak when I catch them out of position. He eventually pushes me back to base with Tiger and P4J while also decrewing my 120 mortar which got to VET3. I am super frustrated now since despite him losing several units he seems to be able to maintain pressure.
At this point I think he either underestimated my tank forces or got cocky so I catch him out of position. Get both Tiger and P4J while losing 2 T34. He is severely undermanned now so we keep attacking middle point in waves since he has around 18 points and I have around 60. I get a few more wipes while he get a panther out, he uses it to runover troops but it doesn't do much with its main gun which allows me to cap and force him to come to me. I go all in to hold on to VP and get the win.
After watching the replay it looks like most of my MP bleed came from T34 underperformance, took 5 to kill 2 P4J and Puma.
We were trading pretty evenly inf wise which is a win for me due to reinforce cost.
Penal with stolen LMG is good, Penal with X2 LMG is an inf squad eraser.
Should have rushed T34, T70 requires a lot more baby sitting to pay off.
P4J seems to overperform for cost compared to Panther, more due to armor than the gun.
EDIT: Just realized I beat a top 100 player, feeling pretty good.
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I feel with 5 more range, for I believe 40 range total, would allow a shot or 2 to soften up the enemy while soviet inf moved in. Axis has lots of long range inf so having AI range of 35 means they are getting hurt before doing anything meaningful. |
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Looked at his commanders and I assumed he would go Ostruppen, so I wanted mg and mortar to bleed and slow him down.
Little did I know, he went with Ostruppen Commander but only made Pioneer.
Start the game 2 engi to clown car to try and bleed his ostrupp before they fight with Penals. As I am capping I see he pushes my cutoff with 2 pioneers which I fight back with using car and 2 engi. Beat them back repair and fight yet another Pioneer squad. On the other side my penal almost got wiped by 2 pioneers. At this point I am wondering what the hell is going on. He pushes my cutoff again with 3 i think but I caught him unaware and got a satchel wipe. I am now hiding my clown car since he is most likely rushing a Scout car which comes out at about 5 mins. At this point I have an mg and just punish him back and control decent map so I flank him with Penal squad and rush his scout car. He was trying to build a 2nd but I think he felt it would go the same way since he has no way to push me back.
GG
Weird build that might have worked if I went with standard Conscript opening. Doubling a conscript squad would be devastating.
Also assuming he was going to use call in for team weapons but he was losing to much for it to work out.
Anyone else see someone try this. |
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Now that I have played a couple games I still feel this commander is unbalanced.
I played 4 games, 3 vs brits which I lost and 1 vs Soviets which I won.
Two of the games vs Brits I eventually controlled both fuel points, I just don't know UKF timings, units, builds since I hate the faction.
The first match I played the enemy made Raid sections which beat my ASSGrens, however I still pushed him and had him on LOCK, the only reason I lost was that I made a medic/command bunker which chewed up my muni. I didn't know about the M45 quad since I don't play UKF which is what saved him and literally lost me the game.
2nd match I rushed cutoff, fought back and forth, he made mortar which is doctrinal. I controlled Gas 90 percent of the game, made Ostwind-werfer-tiger-panther. I just don't know how to beat emplacements. Maybe back teching to Mortar would have worked. he literally rushed as hard as he could to make it. Pretty much I felt if I had any recent experience with OST I would have won. All due to the commander opening.
EDIT:Thinking it over going for Brum instead of panther and werfer would have been better and switched the game in my favor due to the bunker busting ability.
Against soviets it was hold out against penals and car until my car came out. He had decent gas but I rushed him with 2 clowncars which probably led to to much bleed which meant GG. Funny enough, we kept avoiding each other so I teched up to get that CP2 since it was taking so long. |
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I feel the biggest issue the AT has is the other ammo range is horrible. Therefore it is hard to pay for itself in just AT performance. |
what you also can do is mirror the mechanized tactic: play 3-4 games as ost, try to use it and see what people do against it
I will, gonna have to play against CPU a couple times to get used OST again. |
so 2cps and pgrens with clowncar is alright timing. Most elite infantry are 2cps, so It is all good. I guess you might have Pgrens before BP1, but this strat has a downside of delaying your 222. Also even if you active enough and get 2 cps before having resources for BP1, you still won't win a lot of time, but you get a very late Clowncar with slightly early Pgrens.
BTW the guy you played against could go BP1 even before he could build a that party bus
About replay:
I think you understood that 2 engies into clownlar does not work if you have no munies, no point into.
I agree with Donnie the medic timing was late. With penal build I would have an itch to build Medics when I saw that 4men almost 10% Hp squad. That's like instant +100MP into -200mp upgrade.
Also PPsH penals? Do they work? Very weird upgrade for a squad that has SVTs. maybe it synergizes great with penals passive, no clue really, but they never worked for me and I was spamming Airborne for more then a year and a half
Thanks, I only make one and it is totally dependent on still having clown car alive. Most players don't expect it so easy wipes or wipes when chasing. SVT are better overall, but they don't wipe as well. I use airborne for LMG for long range damage so it works out well. However there is no indirect which can mess you up.
Your thinking applies to this map, in Langranska where muni and gas have same cutoff, you cannot efficiently counter it. They are not worried about scout car because you wont have a vehicle.
EDIT: Like you said he had enough to BP1 but didn't since it wasn't needed. That hoarding of resources due to no BP1 or T1 lets the player keep massive pressure going and can technically bring in a 2nd one to close game out.
Again I didn't save the better replay. In that one, which was a different opponent, he only capped enough to connect MID VP to his base so that he could build a reinforcement bunker. He made no attempt to CAP rest of map. He kept pressure on me and brought in the PG. It doesn't matter that it is LATE, what matters is no counter is available. IF I had gone T2, it would be to early for AT gun, the only way I can think of countering it is with conscript SPAM and hope retreats happen.
For the better OST players, give it a try specifically on Langranska and give your thoughts. |
yes, but that car is very very bad. you can gun it down with your penals. its only good when you rush it in, but for that situation you have your penal AT satchel.
that car delays the OST tech way too much. when you stall it and defend your 1 fuel it has no impact and you get t70 while he has nothing
I agree, but the guy I played against wasn't that good with it and the map helped also. On Langranska, sorry if I messed up the name, the middle VP gives a good portion of middle map where mg can be setup along with bunker really early. That cutoff prevents any muni collection along with gas. |
Well, that is the point of the commander.
Also, he does need BP1 to build Pgrens, just not the building (iirc).
This is rather a L2P issue than a balance issue.
I know that he does not need the building, the point I am making is that this commander allows him to call-in PG without needing BP1. The added benefit of not needing to waste resources on T1 means that the player doesn't need to focus on map control and can rush straight at you. The fighting allows the CP build which then lets the player call in the PG/clowncar which will not have a natural counter at this point. |
so i actually decided to watch your replay because you provided one. heres my feedback
dont use your first engi to fight --> cap with it
dont get scour car first --> get penal, cap 1 point
go for muni first fr faster flamer
use your units in conjunction--> you fought a lot with single units in bad positioned
you capped with scout car when it was loaded -> at this point you should have attacked the mg s
you had 70 muni and you still didnt get the scout car flamer. instead you threw a satchel -> thats not cost efficient
firtst cap muni, so you can get flamer earlier
you had no map control and no heal, but you decided to get t3--> this forced your to be idle a lot because you hadt got enough fuel
get t3 after medics.
at penals were good. but why 2 sqads? this cost you ant inf power, but he had only inf
you let your mg too far behind when you regained map control. use it to cover front munis/fuels
to sum up: you chose bad confrontations. you often let single units fight vs multiple units, sometimes even you didnt use cover
i suggest following build order: engie, penal, scout car penal
cap muni first, get 1 flamer, avoid confrontation at this time, when you have flamer car and 2 penals, attack his mg with all of that, leave other engy behind to cap and maye lay mines
get only 1 at penal -> he had only 1 vehicle, stall it and use cover
your heal was way too late, get it before t3
get muni point firstm when you lose muni point try to get it back immediately
good attacks on cutoff
Thanks, I posted the wrong one since the first game was against a different player who was better at it caused the rant. Didn't save it. It wasn't my best game due to being pissed off. I usually get the car out first against OKW to minimize bleed.
However did you notice what I was talking about, when I rewatched he was able to call in his PG/clowncar with no tech investment. |