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A different way to play Ostheer

by alei85 13th July 2013, 22:05 PM
  • Ostheer flag [TAW]Raven
Kholodny Ferma (4)
Kholodny Ferma
  • Soviets flag Ingeson

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Patch: 3.0.0.9804
Duration: 00:11:33
13 Jul 2013, 22:05 PM
#1
avatar of alei85

Posts: 53

Hi guys, i would like to present to you a different approach on Ostheer opening build order. I've put a lot of time into it, also i'm working on a guide where i will give more details about it's strong and weak points, my tactical decisions, ways to transition to mid and late game, doctrinal choices etc. I didn't have enough time to play after the last patch, so my play here is a bit rusty.
14 Jul 2013, 00:15 AM
#2
avatar of rofltehcat

Posts: 604

Watched it... so you're basically doing:
1 additional Pio (builds T1) - Gren - Gren - rush for T2 while stalling with existing units, get Flamer for one Pio - Scout Car 221 -> get enemy cut off points - Pgren (Bundle Grenade) - Halftrack (used to reinforce and keep the cutoff) Basically won here
- 2nd Scout Car (expected more M3?)

Enemy seems to be going 3 Conscripts (AT Nade after he sees your Scout Car and then kills it with them) - M3 + Flamer (M3 dies in glorious double-faust after being on the field for 20 sec) Basically lost here
- Guards - surrenders to the glorious reinforcing power of the halftrack

I think it works when your enemy doesn't succeed to push you off the field and is successful because he doesn't expect T2 to hit so soon. He ground a lot of men into the ground in that battle for the middle.
Only thing I wonder is why you commited to the Spearhead commander so early (at 1 CP) when you couldn't even use anything from it.
14 Jul 2013, 01:03 AM
#3
avatar of alei85

Posts: 53

first delicate aspect of this build is like you pointed out, the downtime before the t2 units come into play. It's hard to hold your ground but not impossible.

my first 221 Scout car forced him to invest 125 manpower into AT nades. Also when it went down, it had 6 kills (let's say conscripts that reinforce for 20 mp/man). He also used 2 at nades to take it down. 80 manpower and some fuel vs 120 manpower and 50 muni is a trade i will always take in the early game.

his m3 died to a single faust and focus fire.

i get my second 221 to replace the one i lost. He didn't have a real option to tech out of t1. Also i love the 221 for it's vet 1 ability, and it gets vet faster than my standard ht.

for the doctrinal choise, i was on autopilot. my thought behind it... i was expecting him to go with hit the dirt + ppsh + guards and smoke on my vehicles allowes me to break the guard's button. Other doctrines would not make a big difference, as most ostheer doctrines become more powerful at the later stages of the game. I also have been using spearhead a lot in the past period.

not going with an mg42 "allowed" the soviet to bunch his units up not needing to fear for suppression. this makes my early game munitions spent on bunddle/rifle nades a lot more powerful.



Edit: i know that this is not a very good example of what i am trying to share with this community.

The purpose i posted this : Build diversity
And it's in very close relation with a very popular thread in the balance section regarding the mg42 buff.

This is a quote from the respective thread:

Oh, he is getting MG42, I need M3, A move and he die
Oh, he has M3, let me get an AC, A move and kill it in seconds.
Oh, he has T2 vehicles, let me get T70 and rape them before Pz4 comes out.
Oh, he has T70, let me GTFO of all my stuff and praying my Pz4 comes faster.

Damn it, those are not skills. Why do you guys make it that casual friendly?
70% of 1v1 automatch are those 4 sentences above. THAT IS STARTING TO BE BORING


My personal reaction: i asked myself what would happen if we took out the mg42 from the start of the equation and this is the only game i played after the patch.
14 Jul 2013, 04:49 AM
#4
avatar of Porygon

Posts: 2779

You can't deal with anything with this

A short T1 giving you a very weak opening, he just need Cons and an one clown car to push you off

I don't think this different approach working.
14 Jul 2013, 05:13 AM
#5
avatar of Fortune
Donator 11

Posts: 532 | Subs: 1

jump backJump back to quoted post14 Jul 2013, 04:49 AMPorygon
You can't deal with anything with this

A short T1 giving you a very weak opening, he just need Cons and an one clown car to push you off

I don't think this different approach working.


Porygon :3
14 Jul 2013, 06:33 AM
#6
avatar of alei85

Posts: 53

jump backJump back to quoted post14 Jul 2013, 04:49 AMPorygon
You can't deal with anything with this

A short T1 giving you a very weak opening, he just need Cons and an one clown car to push you off

I don't think this different approach working.



http://www.twitch.tv/taw_raven/c/2572861


Also i've uploaded more replays. I was expecting negative feedback, but i hope to slowly prove that this build order is viable, and that i can work around it's ealry game weakness.
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