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Noob SU replay for review

by Taurus 5th February 2017, 17:21 PM
Langreskaya (4)
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  • [00:00:10] Taurus84_SK: gl hf
  • [00:00:29] datCoureurDeBois: you too
  • [00:42:48] Taurus84_SK: gg
  • [00:43:07] datCoureurDeBois: gg
  • [00:43:21] Taurus84_SK: wp gg
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Patch: 3.0.0.21647
Duration: 00:43:36
5 Feb 2017, 17:21 PM
#1
avatar of Taurus

Posts: 37

Really my 1st 1v1 match (SU) where i didn't lost at the beginning.
6 Feb 2017, 01:00 AM
#2
avatar of ShadowLinkX37
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Posts: 4183 | Subs: 4

I'll take a look at this but first what are you looking for from uploading?
Are you looking for ways to improve your game? Is there anything specific you'd like me to focus on?
6 Feb 2017, 07:33 AM
#3
avatar of Taurus

Posts: 37

Yeah i would be glad if you take a look at it and tell me where can i improve. I mean, i saw that replay and know what i did wrong with my units (basically bad micro), but if you see something wrong with my overall strategy for example .. or if you would have done something differently .. please feel free to point it out. I'm trying to learn from my own mistakes, but obviously bad habits are bad habits for a reason (i can't see them myself). And i want to know about them sooner or later. Thank you in advance.
6 Feb 2017, 09:22 AM
#4
avatar of ShadowLinkX37
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Posts: 4183 | Subs: 4

Things you can improve on aside from micro which will improve with time and practice:

Don't select your commander until you plan to use it. You selected your commander right from the start of the game even though you did not have the required command points to use any abilities. Essentially you just limited your options while gaining no immediate benefit.

I'd recommend not doing conscript spam against OKW. Volksgrenidiers beat conscripts in 1v1 engagements at essentially every point of the game and it only gets worse as the volks gain their STG upgrades. For the current live patch try Penals + guards or maxims + guards. Conscripts CAN work but you start at a disadvantage from the start by doing so. In a competetive scene you need every advantage you can take.

I'd recommend building a t70 ASAP in 90% of all games as soviets. The t70 is cheap and highly effective squad killer. It destroys units on retreat with ease and can swing the game in your favor very quickly. It is buildable in nearly every game as soviets except some situations where you could be very far behind and need an SU76 instead.

You were very good at using your munitions early game. Throwing a molotov about every minute for 10 minutes and using "Oorah!". As the game carried on though you threw molotovs less and oorah'd much more infrequently. By the end of the match you had almost a 900 munitions float. Spend those munitions! Mines, rapid conscription from your commander could've been used to gain conscript squads instead of using manpower to rebuild them and you could've used that manpower elsewhere.

If I'm a soviet player and I see my opponet get panzerschrecks on his sturmpios, this is a MAJOR green light for demos and mines. A single demo charge can win you the game. As much as I hate demo charges and believe they need to be removed from the game, as long as they're in the game and you have excess munitions, build them. Same goes for mines. A single mine can snare a KT or Panther and win you the game.

Don't be afraid to side tech into T1 or T2 whichever you were lacking, this game it was T2. You could've used a maxim to supress those infantry squads late game and hold VPs or you could've gotten a zis gun out earlier and destroyed his Schwer HQ before he was anywhere near fielding a tank.

If you see a player place their Schwer HQ forward like that, I'd recommend setting up a strong siege position and destroying it. Using what you had this game as an example, Conscripts to build some sandbags to entrench followed up by a zis gun or 2 after side tech to destroy it. Entrench your penals as well and AT partisans. Another tip when you have some form of armor is that OKW players can't direct where their Schwer HQ fires. You can abuse this by sending in your armor into its flak gun range first so it targets your armor, and then have AT weapons behind your armor such as panzerschrecks and zis guns. You can also have your penals run up and satchel the base. Losing the schwer HQ as OKW is essentially game losing if they do not have a proper commander equipped.

1st SU85 went way to deep for higher level play. Would've hit a mine, rakatens, fausted etc. Double SU85 for a single KT may have been a bit overkill for a 1v1. It got the job done yes, but you had already destroyed his schwer HQ so there was not going to be any more medium tanks. As I'm sure you noticed your SU85s were all but useless at the end with no enemy tanks opposing them. I'd say as a general rule 1 SU85 per enemy tank maximum. NOTE "GENERAL RULE" if you feel the situation needs additional tank destroyers go for it. More t34/76s would've been good for the infantry at the end though. Also be sure to keep your AT weapons on prioritize vehicles. The damage they do to non armor sources is insignificant and only reveals your AT sources so your opponet can flank them.

Overall micro will improve with time hopefully. Spend your munitions, molotovs, demos, oorah into close range for PPSHs, mines, rapid conscription, even tripwires. Loved the Katyusha pickup, that was a great choice for the game situation. Build a t70 almost every game. Punish players; no sweeper = many mines and demos. Opponet has a sweeper? Still build mines and demos. Forward schwer setup? Siege it with AT guns, mortars, armor.
6 Feb 2017, 15:38 PM
#5
avatar of Taurus

Posts: 37

I selected the commander at the start, because i knew i was going to use him. And i'm still testing all SU commanders. But yeah .. i will keep the selection for a later stage of the game in the future.

Do you recommend Penals because DPS? Here are stats of Cons and Penals. They both have same health and armor, but Cons are cheaper and faster to build. While Penals have better DPS (btw. do you know what F/N means? Far/Near?). But Cons with the PPsH upgrade have again better DPS and i was having no problems against Volks, even with their STGs. I mostly won engagements 1on1. Only Infantry unit which casued me the most trouble were Fallschirmjaegers. And about the Guards - aren't they doctrine infantry? If so, i can't start with them ..

Yeah i was thinking about T70. But i didn't built it becasue he had his fuel for almost 16 minutes and i lost mine several times by that time. So i felt like there will be a P4 coming soon and didn't want to slow my teching to T4 for another 70F. Maybe i was wrong.


Munitions! You're right! I didn't realized that even after watching the replay. There was so much action, that i forgot about the mines. And rapid conscription .. oh my .. didn't even touched that button.. this is a good point, thank you!

Schwer HQ - what the hell? I thought that's just a defensive building .. and they are coming tanks from this thing? Wow .. maybe i should play the OKW soon, so i know what i'm facing as SU lol! And thx for the tip with destroing it. Didn't knew you can't select which target the gun attacks. May become handy ..

Big THANKS for this!



6 Feb 2017, 19:12 PM
#6
avatar of ShadowLinkX37
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Posts: 4183 | Subs: 4


I recommend Penals because they'll win at long range vs volks as well as close range. Cons accuracy is so poor they rely on RNG for them to win engagements at long range if all other factors are the same. As for referencing www.stats.coh2.hu I know that there a certain values on the site that are out of date so I cannot be certain they are correct. Yes F/N means "Far/Near" values. I'd recommend using the mod tools if you want accurate up to date values. Cons may have better DPS upclose with PPSHs, but the problem is having that lackluster DPS at long range.


Yes guards are doctrinal infantry for the soviets. However guards are so powerful currently selecting a doctrine that contains them is reletivly common.

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