He is the true genius of the coh2 Ostheer fanboys club. All praise him!
His build is god tier.
JibberJabberJobber is a 100000 IQ Genius
by
T.R. Stormjäger
6th March 2020, 17:23 PM
- [00:52:01] Refero:
- [00:52:03] Stormjäger:
6 Mar 2020, 17:23 PM
#1
Posts: 3588 | Subs: 3
6 Mar 2020, 18:07 PM
#2
Posts: 2458 | Subs: 1
But does it work vs a real faction?
7 Mar 2020, 04:18 AM
#3
Posts: 1614 | Subs: 3
It's scary how dominant of a player Refero is despite all the losses he suffered, you did really well by beating him. I don't usually play Defensive doctrine against UKF, cause I get bored if I can't bully their infantry with Assault Grenadiers or Stormtroopers, but here are some humble observations:
- I agree 222 was a good choice, it forces UKF into getting an AEC, which sets back their tech allot. Against Soviets I don't bother with early T2 unless I lost momentum and need a pak and against USF I'm not yet sure if I should get a 222 or if all the soft AT presence makes it not worth it.
- Stug E could've been a bit more active I feel. They have 50 range so can be almost constantly shooting without getting themselves into big danger. Even if damaged you can often go to a less hazardous area and keep shooting from a distance. I don't ever feel the need for a Brummbar with 2-3 Stug E's personally.
- The Stug G can actually do quite well against infantry if vehicle prioritization is off. The fast fire rate and pintle gives them about the same damage output as a 222. Especially a Stug G supporting a Stug E is powerful, because the pintle can finish off low health models.
- I don't generally use stun round with the Stug G. It not only halves the damage, but also interrupts the reload cycle, so you're closer to wasting 240 damage instead of 80. The stun round on the Stug E is much more responsive and allows your Stug G's to keep firing at their best firerate.
- The late double pak guns were a good idea. I feel any army composition needs AT guns at some point, because they're so popcap efficient and because your repair capabilities can hit a limit. Also TWP is just absurdly good.
- Keep a late repair bunker in mind as an option. Yes, it's overpriced, but it can slowly pay itself back because it doesn't take up pop (Pio's cost 7.5 mp per minute in pop), repairs about 25% faster than unvetted sweeper pio's and frees up micro. There's not really a pressing need for extra fuel or munitions from caches with this build, so it's a decent investment.
- You had a defensive trench in the middle which was great, but you could utilize them even more. You should use trenches on the enemy side in such a way that you can severely punish your opponent if he ever looks away from them, while making it pointless for him to occupy it himself, cause it would simply allow you to concentrate your forces somewhere else. This can be done as such:
Purple is an example of a strongpoint trench. It's generally not a problem if it's taken by the enemy, cause most of your force is concentrated there to easily flush it out.
Blue is an example of a trench with limited firing angle. It's build behind the middle building, so an enemy squad can't fire back at you if it's taken from you.
Green is an offensive trench. It's pointless for the enemy to keep occupying it because he would lose momentum by doing so, while making your harassing troops a true pain in the ass to deal with.
Yellow is an example of a risky trench. It's on the enemy side, but it's not necessarily a bad idea for the enemy to always keep occupying it. Make sure the trench is placed in such a way that an enemy HMG can't watch over your approach.
- I agree 222 was a good choice, it forces UKF into getting an AEC, which sets back their tech allot. Against Soviets I don't bother with early T2 unless I lost momentum and need a pak and against USF I'm not yet sure if I should get a 222 or if all the soft AT presence makes it not worth it.
- Stug E could've been a bit more active I feel. They have 50 range so can be almost constantly shooting without getting themselves into big danger. Even if damaged you can often go to a less hazardous area and keep shooting from a distance. I don't ever feel the need for a Brummbar with 2-3 Stug E's personally.
- The Stug G can actually do quite well against infantry if vehicle prioritization is off. The fast fire rate and pintle gives them about the same damage output as a 222. Especially a Stug G supporting a Stug E is powerful, because the pintle can finish off low health models.
- I don't generally use stun round with the Stug G. It not only halves the damage, but also interrupts the reload cycle, so you're closer to wasting 240 damage instead of 80. The stun round on the Stug E is much more responsive and allows your Stug G's to keep firing at their best firerate.
- The late double pak guns were a good idea. I feel any army composition needs AT guns at some point, because they're so popcap efficient and because your repair capabilities can hit a limit. Also TWP is just absurdly good.
- Keep a late repair bunker in mind as an option. Yes, it's overpriced, but it can slowly pay itself back because it doesn't take up pop (Pio's cost 7.5 mp per minute in pop), repairs about 25% faster than unvetted sweeper pio's and frees up micro. There's not really a pressing need for extra fuel or munitions from caches with this build, so it's a decent investment.
- You had a defensive trench in the middle which was great, but you could utilize them even more. You should use trenches on the enemy side in such a way that you can severely punish your opponent if he ever looks away from them, while making it pointless for him to occupy it himself, cause it would simply allow you to concentrate your forces somewhere else. This can be done as such:
Purple is an example of a strongpoint trench. It's generally not a problem if it's taken by the enemy, cause most of your force is concentrated there to easily flush it out.
Blue is an example of a trench with limited firing angle. It's build behind the middle building, so an enemy squad can't fire back at you if it's taken from you.
Green is an offensive trench. It's pointless for the enemy to keep occupying it because he would lose momentum by doing so, while making your harassing troops a true pain in the ass to deal with.
Yellow is an example of a risky trench. It's on the enemy side, but it's not necessarily a bad idea for the enemy to always keep occupying it. Make sure the trench is placed in such a way that an enemy HMG can't watch over your approach.
7 Mar 2020, 09:53 AM
#4
Posts: 3588 | Subs: 3
snip
Yeah Refero’s use of units was absurdly good. He seemed rusty losing a bunch of them, but stuff like his Valentine use showed how good he is.
I mainly got the 222 to kill the UC and bully sections a bit. Tbh I did not expect it to do so well. This would probably have been an 8min loss had I not gone for it.
You’re right about the StuGG. Also great advice on the trenches, I was mainly micro strained so I forgot to make them.
The repair bunker crossed my mind, I was just scared if using the MP in case I needed it later for units. Should have gone for it in hindsight.
Thank you so much for the advice!
PAGES (1)
1 user is browsing this thread:
1 guest
Livestreams
62 | |||||
39 | |||||
36 | |||||
103 | |||||
25 | |||||
21 | |||||
14 | |||||
3 | |||||
2 | |||||
2 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.831222.789+37
- 2.600215.736+15
- 3.34957.860+14
- 4.1107614.643+8
- 5.305114.728+1
- 6.916405.693-2
- 7.273108.717+24
- 8.722440.621+4
- 9.1041674.607-2
- 10.17146.788+1
Replay highlight
VS
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Einhoven Country
Honor it
9
Download
1235
Board Info
920 users are online:
920 guests
0 post in the last 24h
8 posts in the last week
37 posts in the last month
8 posts in the last week
37 posts in the last month
Registered members: 49104
Welcome our newest member, zhcnwps
Most online: 2043 users on 29 Oct 2023, 01:04 AM
Welcome our newest member, zhcnwps
Most online: 2043 users on 29 Oct 2023, 01:04 AM