1v1 UKF vs OKW Kholodny
by
Jackas4life
4th September 2016, 04:59 AM
- [00:00:11] Jackas4life:
4 Sep 2016, 04:59 AM
#1
15
Posts: 486 | Subs: 1
Been out of the game for a few months, so mirco is god awful. tips be useful.
4 Sep 2016, 11:00 AM
#2
Posts: 294 | Subs: 1
Hello! I've watched your replay.
Here are the problems and how I would do it:
General thinking
You got your first ATG about 12-14 min mark. It was totally unnecessary as you controlled the cutoff and enemy literally had no fuel income (+7) nor fuel stored (20) and only had medic HQ.
Using control groups
You wrote that your micro is awful. You should use control groups to help you better follow your units adventures and evacuate them from bad situations much quicker. To use control groups: select unit(s) and press ctrl + number 1-9. If you double press the corresponding button it'll jump directly to the unit.
Unit capability / Unit utility
Always seek cover with sections, as they get huge bonuses depending on type of cover.
Use sniper from max range, as they have very low HP, and after the july balance patch, they got bigger target size (1.15) so they can get hurt a bit more easily and don't reload faster the target is closer.
Immediately retreat if Sturmpio reaches close range. Most british units can't stand a chance against Sturms at close range. As cover has a minimum range, the general cover bonuses (received accuracy) has no effect if units are closer to eachother than 5 meters.
Unit upgrades
Have at least 2 tommies with med upgrades as they are your only non doc healing source. Remember that it's an aura healing so they don't even have to move. The only downside of this, is the small radius and relatively slow heal.
You should research "bolster infantry" to increase sections and sappers DPS by 20%. 5 man tommy squads in cover can deal with rushing Sturms.
Using "A-move"
Use attack move so units will have a much greater survivability (you have more time to do something to save them). This is the greatest thing ever invented (jokes aside, it's pretty important for long ranged units). If you send your units to adventures with A-move they will engage any target as soon as they see them. You can save some units from being pinned by an HMG, or being mowed down by deadly close range units.
How to play your faction (AKA faction "mindset")
Brits are not meant to be played aggressively. They have a lot of passive / active abilities that boost them when they are in cover.
Don't try to be everywhere with them from the start, they don't perform great offensively. Try to have at least 1 fuel, 1 muni and 1 VP until your light vehicles roll out, then you can push.
Micro
Use the tac map to see the whole map. you could've sent there a section and a sapper (as it was a sturm, your opponent most likely planted a mine.
Build sandbags when capping special points (fuel, muni) at point's flag so enemy can't use them. This will help you recapping those points, as it takes a lot of time and if you get attacked while capping, a section in green cover can deal with any infantry (even in a 1v2 situation at long range).
1.50 min mark: Vickers running back and forth, Sturm could've killed it.
3.20 min mark: Section standing at mid VP, middle of the road in negative cover, move them to the wreck.
5.30 min mark: Should have moved vickers to house next to his base from the church.
6.30 min mark: Lost sapper squad to Sturms. - see "using A-move" section.
7.30 min mark: 500 manpower, should buy another sapper + you clearly saw the sturm planting mines at his cutoff.
11 min mark: You let a sturm decap your fuel because you only focused on 1 side.
12 min mark: You lost your sniper and 2 models of a section because simply right clicking at the fuel point.
14 min mark: Double sturm rushing section not in cover (they aren't standing close enough to the fence).
15 min mark: You have 350 munitions. unlock weapon racks and equip sections with brens.
15.20 min mark: Double sections standing idle for a long time (should've capped your fuel).
17 min mark: Cromwell dived into medic hq without support (2 sections were there, a few meters further back).
20 min mark: Again 350+ munitions, and only half of your army upgraded with weapons.
Final conclusion: You played good, but you need to be more conservative with brits. Use more "A-move" tactics to avoid hot situations where only RNG favor can save your squads
Hope I helped
Cheers
Here are the problems and how I would do it:
General problems
General thinking
You got your first ATG about 12-14 min mark. It was totally unnecessary as you controlled the cutoff and enemy literally had no fuel income (+7) nor fuel stored (20) and only had medic HQ.
Using control groups
You wrote that your micro is awful. You should use control groups to help you better follow your units adventures and evacuate them from bad situations much quicker. To use control groups: select unit(s) and press ctrl + number 1-9. If you double press the corresponding button it'll jump directly to the unit.
Unit capability / Unit utility
Always seek cover with sections, as they get huge bonuses depending on type of cover.
Use sniper from max range, as they have very low HP, and after the july balance patch, they got bigger target size (1.15) so they can get hurt a bit more easily and don't reload faster the target is closer.
Immediately retreat if Sturmpio reaches close range. Most british units can't stand a chance against Sturms at close range. As cover has a minimum range, the general cover bonuses (received accuracy) has no effect if units are closer to eachother than 5 meters.
Unit upgrades
Have at least 2 tommies with med upgrades as they are your only non doc healing source. Remember that it's an aura healing so they don't even have to move. The only downside of this, is the small radius and relatively slow heal.
You should research "bolster infantry" to increase sections and sappers DPS by 20%. 5 man tommy squads in cover can deal with rushing Sturms.
Using "A-move"
Use attack move so units will have a much greater survivability (you have more time to do something to save them). This is the greatest thing ever invented (jokes aside, it's pretty important for long ranged units). If you send your units to adventures with A-move they will engage any target as soon as they see them. You can save some units from being pinned by an HMG, or being mowed down by deadly close range units.
How to play your faction (AKA faction "mindset")
Brits are not meant to be played aggressively. They have a lot of passive / active abilities that boost them when they are in cover.
Don't try to be everywhere with them from the start, they don't perform great offensively. Try to have at least 1 fuel, 1 muni and 1 VP until your light vehicles roll out, then you can push.
Micro
Use the tac map to see the whole map. you could've sent there a section and a sapper (as it was a sturm, your opponent most likely planted a mine.
Build sandbags when capping special points (fuel, muni) at point's flag so enemy can't use them. This will help you recapping those points, as it takes a lot of time and if you get attacked while capping, a section in green cover can deal with any infantry (even in a 1v2 situation at long range).
Time marked problems
1.50 min mark: Vickers running back and forth, Sturm could've killed it.
3.20 min mark: Section standing at mid VP, middle of the road in negative cover, move them to the wreck.
5.30 min mark: Should have moved vickers to house next to his base from the church.
6.30 min mark: Lost sapper squad to Sturms. - see "using A-move" section.
7.30 min mark: 500 manpower, should buy another sapper + you clearly saw the sturm planting mines at his cutoff.
11 min mark: You let a sturm decap your fuel because you only focused on 1 side.
12 min mark: You lost your sniper and 2 models of a section because simply right clicking at the fuel point.
14 min mark: Double sturm rushing section not in cover (they aren't standing close enough to the fence).
15 min mark: You have 350 munitions. unlock weapon racks and equip sections with brens.
15.20 min mark: Double sections standing idle for a long time (should've capped your fuel).
17 min mark: Cromwell dived into medic hq without support (2 sections were there, a few meters further back).
20 min mark: Again 350+ munitions, and only half of your army upgraded with weapons.
Final conclusion: You played good, but you need to be more conservative with brits. Use more "A-move" tactics to avoid hot situations where only RNG favor can save your squads
Hope I helped
Cheers
5 Sep 2016, 01:45 AM
#3
15
Posts: 486 | Subs: 1
bunch of feedback
Thank you, I've considered the feedback well and I'll try and improve my game later with it.
I just haven't played any coh 2 in ~ months unless drunks 4s count. But the feedback really helped
5 Sep 2016, 08:47 AM
#4
Posts: 294 | Subs: 1
Glad I could help, good luck in future battles!
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