Myself vs Bjarkey in the IKF Beta Tourny, Game 1.
Bjarkey has great early scout car play and his shock troops are really difficult to deal with. Great for anyone looking to play an infantry-heavy Soviet style!
The Counter to Tigers
by
SunAngel
20th April 2013, 19:08 PM
- Bjarkey
Kholodny Ferma Winter (4)
- SunAngel
No chat in this replay.
20 Apr 2013, 19:08 PM
#1
Posts: 104
20 Apr 2013, 20:35 PM
#2
5
Posts: 16697 | Subs: 12
Impressive low tier (t1-t2) play from Bjarkey. His triple vet scoutcar (25 kills split between truck and engies) was fucking amazing. 2 Tigers not enough!! gg!
21 Apr 2013, 08:11 AM
#3
1
Posts: 4559 | Subs: 2
Booked for casting (in English this time )
21 Apr 2013, 09:42 AM
#4
Posts: 2807 | Subs: 6
Booked for casting (in English this time )
NOOOO, moar Italiano please MVGame
22 Apr 2013, 12:28 PM
#5
Posts: 21
This game would have unfolded very differently if SunAngel would have supported his key units properly. For example his flammenwerfer would have been devastating if he kept a pioneer nearby to protect it and repair it, starving Bjarkey of munitions by wasting his weak anti tank grenades. After he spent his munitions he could have easily went around roasting to his desires while scouting for AT guns. Same thing with the first Tiger, he simply put it in gungho in the middle and practically ate it from an AT gun for 30 seconds while dealing zero significant damage. I don't think he ever got that Tiger repaired to full even with 1-2 pioneers at it, think about it, that's around 1000 manpower worth doing nothing.
The second tiger was a waste and SunAngel didn't construct one single hard counter for the flamer scout car, he could have easily gotten some panzershreks or a 2cm flak scout car from T2. Loss of the MGs to the Russians and lack of a counter mortar made that equipment loss very hard to deal with, pgen grenades are insufficient, tank fire is too slow and allows for counter play with AT guns, flamers really never made it close enough.
Worth noting Bjarkey got the south of the map practically for free come mid-game because of that scout car gathering so much attention and the MG locking down the middle. If that mg was flushed out (dead so he cannot retrieve it, or better yet destroy the mid building) and the scout car destroyed, he could challenge mid and south again. Add a single mortar and a single scout car hard counter and the game outcome would have changed radically.
The second tiger was a waste and SunAngel didn't construct one single hard counter for the flamer scout car, he could have easily gotten some panzershreks or a 2cm flak scout car from T2. Loss of the MGs to the Russians and lack of a counter mortar made that equipment loss very hard to deal with, pgen grenades are insufficient, tank fire is too slow and allows for counter play with AT guns, flamers really never made it close enough.
Worth noting Bjarkey got the south of the map practically for free come mid-game because of that scout car gathering so much attention and the MG locking down the middle. If that mg was flushed out (dead so he cannot retrieve it, or better yet destroy the mid building) and the scout car destroyed, he could challenge mid and south again. Add a single mortar and a single scout car hard counter and the game outcome would have changed radically.
22 Apr 2013, 19:15 PM
#6
Posts: 104
This game would have unfolded very differently if SunAngel would have supported his key units properly. For example his flammenwerfer would have been devastating if he kept a pioneer nearby to protect it and repair it, starving Bjarkey of munitions by wasting his weak anti tank grenades. After he spent his munitions he could have easily went around roasting to his desires while scouting for AT guns. Same thing with the first Tiger, he simply put it in gungho in the middle and practically ate it from an AT gun for 30 seconds while dealing zero significant damage. I don't think he ever got that Tiger repaired to full even with 1-2 pioneers at it, think about it, that's around 1000 manpower worth doing nothing.
The second tiger was a waste and SunAngel didn't construct one single hard counter for the flamer scout car, he could have easily gotten some panzershreks or a 2cm flak scout car from T2. Loss of the MGs to the Russians and lack of a counter mortar made that equipment loss very hard to deal with, pgen grenades are insufficient, tank fire is too slow and allows for counter play with AT guns, flamers really never made it close enough.
Worth noting Bjarkey got the south of the map practically for free come mid-game because of that scout car gathering so much attention and the MG locking down the middle. If that mg was flushed out (dead so he cannot retrieve it, or better yet destroy the mid building) and the scout car destroyed, he could challenge mid and south again. Add a single mortar and a single scout car hard counter and the game outcome would have changed radically.
I agree with your points, and although I hadn't thought about countering with an armored car, it would have made the game quite easier. In our Game 3 from the tournament, I deal with the scout cars much more easily, although an AC still would have made my games significantly easier.
I've had issues with supporting my units and it's something I've been consistently working on over the last couple weeks. I agree that the loss of the MG hit hard, and I would have had an easier time with a mortar or flamethrower engineers.
Thanks for the feedback, I'll look to improve in those areas.
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