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russian armor

I dont know what to say

by Holytard 16th December 2017, 01:54 AM
  • [00:10:18] Bruder muss los: get cancer
  • [00:49:15] Salzmann: gg
  • [00:49:17] 4Kopf: gg
  • [00:49:23] CG.GolemKing: "get cancer"
  • [00:49:30] Bruder muss los: you should still get cancer
  • [00:49:31] Salzmann: not what i said
  • [00:49:34] CG.GolemKing: ez
  • [00:49:39] Bruder muss los: ez after 50 mins ?
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Patch: 3.0.0.21748
Duration: 00:49:40
16 Dec 2017, 01:54 AM
#1
avatar of Holytard

Posts: 1

16 Dec 2017, 03:26 AM
#2
avatar of Puppetmaster
Patrion 310

Posts: 871

Watched most of it, made some general comments based off the game. Hope it helps :)

General Tips


  • They all doubled the right at the start. As soon as you realise they are doing this, your team either needs to shift all there to defend / hold, or some need to try to cut off / flank behind them. For quite a while, 2 guys were sat on the left doing nothing. You can turn on individual player colours, makes it easier to spot how many players are there.

  • Early mortars from Ost are a great idea. They are really strong, allow you to hold ground when used with MGs and deny building use from the enemy. If you have an OKW and Ost paired together, OKW can be infantry heavy while Ost has the support weapons.

  • Resource floating. You shouldn’t ever float resources (at least with manpower & fuel). If you are floating manpower, should be getting more troops on the field. Whether that is more infantry, support weapons, AT guns, bunkers etc just spend it. More troops on the field allow you to control the map better and in turn get more resources from holding more sectors.

  • AT. At some point, you will need AT. Most games light vehicles get rushed. Could be an M3 / UC or T70 / Stuart / AEC. It’s generally a good idea to pre-build some kind of AT so you are prepared when the vehicles push on you. If you are floating man power this is especially true.

  • Mines. Mines do win games and are really strong, whether that’s because they snare a vehicle, stop a push or just deny an area. Around 9 mins in you were all floating munitions. Spend it on mines. You can mine the left in case a lone squad goes to cap or use it to defend flanks.

  • Fuel float. Both OKW players floated so much fuel. Waiting for call in tanks in 4v4’s isn’t recommended, since it takes a long time to get command points vs how quickly you get fuel. I would generally recommend going Med Truck into Schwerer and then getting some kind of tank out, or go Mech & Med with a Luchs / Puma / Stuka and then get your call in tank. If you have tanks on the field, you will gain CPs faster anyway as well as having more control.

  • Volks & STGS. STGs are a dps upgrade and close and mid range and you don’t lose any damage at longer range. They are a no brainer upgrade especially when you are floating lots of munitions. No reason not to get them if you have the resources.

  • Brits and emplacements. If you notice a Brit is building lots of emplacements, or is the emplacement commander I would suggest an LeFH commander. Fortifications for OKW is really strong (OKW tend to have an easier time with manpower). Zeroing is really strong at killing emplacements (even braced ones) as long as you have sight for it. Also gives OKW a manpower dump when pop capped in the form of bunkers.

  • Anti Air. If you see they have any kind of loiter plane up (one that hangs around for a while, or the Soviet plane that flies over your base dropping fuel to them) you need to get AA. 222s are a cheap method, though they are not that strong. The OKW flak HT is decent at AA, though expensive if you are saving for Tanks / call in. If you float fuel and went med truck the are a good choice though. Ostwind also does well, but is expensive and doesn’t have as much use in 4v4 as say Stugs or a P4.

  • Commander choice / flexibility. I would always recommend a variety in commander picks. You ended up having a Jagdtiger commander + 2 Elephant commanders. Although they are great tanks and commanders, its too much of the time. I would suggest at least one commander with good indirect, so an LeFH commander. Useful on 4v4 maps when things become a campfest and great vs Brits. 1 or 2 TD commanders depending on the map. Something with recon and something with an offmap strike to kill howitzers. Elephant commander handles this well. Otherwise the JU-87 loiter is really strong. Spec ops is really good for OKW as well, thanks to the uncounterable flares and the utility of the command panther.

  • If you have fuel to spare, upgrade the repairs on your OKW mech truck. Its basically a micro free repair and is really handy for Ost who have slower repairs compared to OKW. You can just tell a tank to move there and forget about it for a bit, while the truck repairs your tanks.

  • Brit emplacement commander. The key to defeating this is to remove the forward HQ. It will repair the emplacements, so while this is still alive it will be tough to kill the emplacements, so it’s a good idea to focus these if possible.

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