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[WBP] hector vs findeed emplacements

25 Jan 2017, 20:18 PM
#21
avatar of Finndeed
Strategist Badge

Posts: 612 | Subs: 1

I didn't play this well, of course emplacements are beat-able however i was trying something new. As the new stug E has a really long range and can fire over some things i was trying to see if it was a good emplacement counter. In this case not due mostly to the building in the way and the nature of the map.

I do think this game is a good way to illustrate how incredibly powerful the mortar pits in particular are. As as OST player i have NO indirect fire options available to counter them (other than very specific commander units which often are not that effective anyway).

The mortar half track has a short range and is damaged by counter fire from the mortars. The short range makes them very vulnerable to AT gun snipes or dives with tanks.

The Lefh is a late game counter meaning the damage is often already done and is easy for brits to counter with either a tank heavy dive or counter arty (off map or on).

If i was going full try-hard mode i would have focused on the VP's that were outside of the mortar pit range however that leaves me weak in the middle where my cut off was, and weak on the flanks as his forces will ALWAYS be together and mine will ALWAYS be divided.

In terms of the argument about 'no top players build emplacements' it not a very good argument as many top players don't really play brits at all, and those that do kinda just play them coz they are there, and not as a serious competitive (lol) faction. Spamming emplacements is also a really boring way to play and so often not done for those reasons. For instance Luvnest refuses to use maxim spam for the same reason.

Also Nosliw if one game cant prove emplacements are OP then our one game cant prove you are or are not a better player than me.
26 Jan 2017, 19:02 PM
#22
avatar of IamCat

Posts: 84

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