This is why Wher is the weakest faction in 1v1. Scott can wipe Gren squads from FoW and P47s scare Tigers back into base, where they can still kill it easily. Riflemen with Bars kill Grens on the move and their infantry spam can run through MGs and dodge mortars(some what).
Relic please give Wher more mobile options! As the most static army in the game they are absolutely destroyed by all the other factions maintaining DPS on the move, compared to all of Wher's "have to stop to fire" BS.
Any help on what I can do to improve this match-up :/
USF v Wher so much BS
by
broodwarjc
7th January 2015, 13:22 PM
- rainman
Kholodny Ferma (4)
- broodwarjc
- [00:00:07] broodwarjc:
- [00:00:12] rainman:
7 Jan 2015, 13:22 PM
#1
Posts: 824
7 Jan 2015, 14:20 PM
#2
1
Posts: 147
Hey broodwarjc. First off, let me say no-one's pretending Wher vs USF is an easy matchup and in general USF are probably favoured, especially on a close-quarters map like Kholodny Ferma. However, please allow me to make a few points on your game in particular and why I think it went so badly for you, particularly in the early game.
Put simply, by 10 minutes into the game (well before the Scott or p47s had started playing a serious role), you needed a miracle to win. You'd had zero-to-no map control all game, allowing the USF player (whose control of his infantry wasn't all that spectacular) to rush for captain and Scott in the face of no enemy armour. Your infantry managed to wipe several riflemen but because your armour was so delayed by your poor start you were just taken apart by mobile arty fire and bars.
The loss of early map control just came down to positioning. USF have the offensive advantage against Wehr with the first units they build, so charging head on into the centre VP (which brings no resource advantage) with your cheapest unit was in itself a questionable decision. However, in actual fact, your pioneer did massive work against that first riflemen, but because your gren was off capping your fuel and not in support, there was no way to follow up. You were pushed back so hard that you built a mortar, when it is usually inadvisable to do so against USF until you've dealt with their first vehicle.
You're clearly not a noob and your cover micro and focus-fire is pretty on point. My main advice is that as Wehr you really want to make a strong frontline around an important resource point (which is usually munitions, not fuel). You want to do this early with your main combat troops grouped together, upgrading your army consistently and fending off attacks until your vet and powerful armour allow you to go on the offensive. You can help yourself do this early by keeping your combat troops in sort of a 'fist', while your pioneers keep taking points on the flanks.
If I could recommend helpful commanders, I'd say mechanized assault is definitely a strong option as opposed to spearhead. All of the call-ins are helpful, and the Stug e is far more useful than the mortar half-track against mobile US blobs.
Sorry for the long post, I hope at least some of the things I've pointed out prove helpful.
Put simply, by 10 minutes into the game (well before the Scott or p47s had started playing a serious role), you needed a miracle to win. You'd had zero-to-no map control all game, allowing the USF player (whose control of his infantry wasn't all that spectacular) to rush for captain and Scott in the face of no enemy armour. Your infantry managed to wipe several riflemen but because your armour was so delayed by your poor start you were just taken apart by mobile arty fire and bars.
The loss of early map control just came down to positioning. USF have the offensive advantage against Wehr with the first units they build, so charging head on into the centre VP (which brings no resource advantage) with your cheapest unit was in itself a questionable decision. However, in actual fact, your pioneer did massive work against that first riflemen, but because your gren was off capping your fuel and not in support, there was no way to follow up. You were pushed back so hard that you built a mortar, when it is usually inadvisable to do so against USF until you've dealt with their first vehicle.
You're clearly not a noob and your cover micro and focus-fire is pretty on point. My main advice is that as Wehr you really want to make a strong frontline around an important resource point (which is usually munitions, not fuel). You want to do this early with your main combat troops grouped together, upgrading your army consistently and fending off attacks until your vet and powerful armour allow you to go on the offensive. You can help yourself do this early by keeping your combat troops in sort of a 'fist', while your pioneers keep taking points on the flanks.
If I could recommend helpful commanders, I'd say mechanized assault is definitely a strong option as opposed to spearhead. All of the call-ins are helpful, and the Stug e is far more useful than the mortar half-track against mobile US blobs.
Sorry for the long post, I hope at least some of the things I've pointed out prove helpful.
7 Jan 2015, 16:11 PM
#3
Posts: 824
Hey broodwarjc. First off, let me say no-one's pretending Wher vs USF is an easy matchup and in general USF are probably favoured, especially on a close-quarters map like Kholodny Ferma. However, please allow me to make a few points on your game in particular and why I think it went so badly for you, particularly in the early game.
Put simply, by 10 minutes into the game (well before the Scott or p47s had started playing a serious role), you needed a miracle to win. You'd had zero-to-no map control all game, allowing the USF player (whose control of his infantry wasn't all that spectacular) to rush for captain and Scott in the face of no enemy armour. Your infantry managed to wipe several riflemen but because your armour was so delayed by your poor start you were just taken apart by mobile arty fire and bars.
The loss of early map control just came down to positioning. USF have the offensive advantage against Wehr with the first units they build, so charging head on into the centre VP (which brings no resource advantage) with your cheapest unit was in itself a questionable decision. However, in actual fact, your pioneer did massive work against that first riflemen, but because your gren was off capping your fuel and not in support, there was no way to follow up. You were pushed back so hard that you built a mortar, when it is usually inadvisable to do so against USF until you've dealt with their first vehicle.
You're clearly not a noob and your cover micro and focus-fire is pretty on point. My main advice is that as Wehr you really want to make a strong frontline around an important resource point (which is usually munitions, not fuel). You want to do this early with your main combat troops grouped together, upgrading your army consistently and fending off attacks until your vet and powerful armour allow you to go on the offensive. You can help yourself do this early by keeping your combat troops in sort of a 'fist', while your pioneers keep taking points on the flanks.
If I could recommend helpful commanders, I'd say mechanized assault is definitely a strong option as opposed to spearhead. All of the call-ins are helpful, and the Stug e is far more useful than the mortar half-track against mobile US blobs.
Sorry for the long post, I hope at least some of the things I've pointed out prove helpful.
Yes thank you. I do need better map control, I believe my micro is pretty good, but I need better point control. I play a lot more OKW (but Volk blobs get boring) and Wher with earlier vehicles seems more fun. I guess I just need to choose a side and ignore the other side until I have enough armor to push. :/ I am just used to harassing back and forth with Volks or Cons due to them not being very good in blob fights(Volks only good with Ober back-up). With Wher I guess I just need to constantly hit one side and if I get pushed back then move ot the other side, but with most of my units rather than making attack squads of 2 or 3 units which I am used too.
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