Hey, me and my mate are back to play this game and will probably send up some replays here to get some feedback.
General tips, doctrines, in this game, what our weaknesses where etc.
we are switching back and forth on axis/allies and currently we are in axis-mode!
Thanks!
/Fatty
What to improve for me and my ally.
by
Fattyboom
28th May 2015, 00:34 AM
- ~TAB~ Ulaire Minya
- LX-357
Bystraya Voda (4)
- imhardashell
- Fattyboom
No chat in this replay.
28 May 2015, 00:34 AM
#1
Posts: 6
28 May 2015, 10:05 AM
#2
Posts: 732
Try this oldskool strat: http://www.coh2.org/guides/8792/ostheer-2v2-strategy-combined-arms
Still works pretty well for double Ostheer
Still works pretty well for double Ostheer
29 May 2015, 00:48 AM
#3
Posts: 1468 | Subs: 4
Watched it on 2-4x speed, so I may have missed a few things but my general constructive criticism is this:
-Your capping and map control was good, and what I believe ultimately won you the game.
-The 221 seemed like a wasted purchase. I'm not sure what the intent behind getting it was but it arrived way too late and didn't really do anything.
-Too many bunkers early game. Maybe it is just a play style preference but I find bunkers to be most useful very late game if floating manpower, or in a situation where you can't lose a VP. I'd rather spend the early manpower on a cache or another squad for a stronger early game. Strong early game tends to roll into strong mid game and thus into a strong late game.
-CAS plus T4 was interesting... it worked out but I don't think it normally would. Maybe I'm wrong. I'd rather go T3 with CAS, or just stay on t1/t2 with like 4x PaK and a million LMG grens.
-Oh back on the bunkers note, you also spent a ton of munitions on bunkers that could have been invested in LMGs or mines.
-I generally find 2x mortar HT to be overkill. One usually does the job fine.
-Teching T4 as spearhead after getting 2x mortar HT felt awkward. Might as well have just called in a tiger and stayed on T1/T2.
-The biggest area of improvement for you both is squad/vehicle preservation. Sometimes squads can be lost late game with no way to prevent it, but there were a lot of squads lost early/mid game. Unit preservation is one of, if not the most, important aspects of CoH 2. The tank micro in particular was sloppy and overly aggressive (mostly from your partner). Tigers are solid tanks, but they have to be supported - they can't be allowed to charge in like they did, especially against Mark + P47. They should always be escorted with a sweeper, they're slow enough that this shouldn't be a big problem. Try using them more like damage sponges that protect your PaKs while PaKs do the dirty work of tank killing.
I hope none of this is being overly critical. Everything I've said has been said in the spirit of constructive criticism as you seem to have asked for (which I genuinely respect). Keep practicing, you will probably be a pretty good team in the future. You guys support each other well, just need to sharpen up your mechanics, timings and knowledge of unit counters/interactions.
-Your capping and map control was good, and what I believe ultimately won you the game.
-The 221 seemed like a wasted purchase. I'm not sure what the intent behind getting it was but it arrived way too late and didn't really do anything.
-Too many bunkers early game. Maybe it is just a play style preference but I find bunkers to be most useful very late game if floating manpower, or in a situation where you can't lose a VP. I'd rather spend the early manpower on a cache or another squad for a stronger early game. Strong early game tends to roll into strong mid game and thus into a strong late game.
-CAS plus T4 was interesting... it worked out but I don't think it normally would. Maybe I'm wrong. I'd rather go T3 with CAS, or just stay on t1/t2 with like 4x PaK and a million LMG grens.
-Oh back on the bunkers note, you also spent a ton of munitions on bunkers that could have been invested in LMGs or mines.
-I generally find 2x mortar HT to be overkill. One usually does the job fine.
-Teching T4 as spearhead after getting 2x mortar HT felt awkward. Might as well have just called in a tiger and stayed on T1/T2.
-The biggest area of improvement for you both is squad/vehicle preservation. Sometimes squads can be lost late game with no way to prevent it, but there were a lot of squads lost early/mid game. Unit preservation is one of, if not the most, important aspects of CoH 2. The tank micro in particular was sloppy and overly aggressive (mostly from your partner). Tigers are solid tanks, but they have to be supported - they can't be allowed to charge in like they did, especially against Mark + P47. They should always be escorted with a sweeper, they're slow enough that this shouldn't be a big problem. Try using them more like damage sponges that protect your PaKs while PaKs do the dirty work of tank killing.
I hope none of this is being overly critical. Everything I've said has been said in the spirit of constructive criticism as you seem to have asked for (which I genuinely respect). Keep practicing, you will probably be a pretty good team in the future. You guys support each other well, just need to sharpen up your mechanics, timings and knowledge of unit counters/interactions.
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