Hello,
I'm hoping to get better at playing COH2, and was hoping y'all could provide some advice on this recent loss. I figure it's the best way to learn. I don't play multiplayer as much as I'd like, but I'm trying to log a few games as time allows.
I am playing as the German faction.
Thanks in advance!
Loss versus USF: Looking for Advice
by
BCraftV
25th August 2018, 03:35 AM
25 Aug 2018, 03:35 AM
#1
Posts: 2
25 Aug 2018, 03:59 AM
#2
Posts: 951
Hello there!
If you'd like someone to look over your gameplay, head over to the Replay Review section at the State Office. There's a bigger change that it will get noticed there.
I'll take a look at this one.
If you'd like someone to look over your gameplay, head over to the Replay Review section at the State Office. There's a bigger change that it will get noticed there.
I'll take a look at this one.
25 Aug 2018, 05:50 AM
#3
Posts: 951
Well, this is the second time I'm writing this because CoH2.org logged me out.
FeelsBadMan.
1. Infantry Engagements
The Grenadier matchup against USF Riflemen favors the Riflemen. Keep your Grenadiers at long range; don't charge at them, even if there is a cover position ahead. Instead, back up into cover. If necessary, use your Grenadiers in pairs (works well especially since you built 4 initially). Outnumber him. Also when you use Pioneers against Riflemen, close in with the Pioneers. You can trade quite cost-effectively against Riflemen at close range.
When it comes to dealing with heavy machine guns (especially the mighty M2HB .50 cal), don't use light vehicles to do so. The WM mortar is an extremely reliable counter against team weapons. When it comes dealing with heavy machine gun emplacements (USF Fighting Position, Axis MG42 Bunker), just ignore the area with infantry until you can field a tank or light vehicle that can take out the emplacement reliably. Go and capture territory elsewhere.
2. Mid-game Build
Building a 222 is a good choice, as it can serve as a light vehicle deterrent, and help turn infantry engagements. Pak guns are counters to tanks, thus building one around the 13 min mark (about the time tanks appear) would be perfectly fine. Investing in AT too early is manpower not invested in killing infantry. You Pak gun was not very effective as it had no targets to shoot at, and you even lost it later on in the game.
3. Tunnel Vision
You forces constantly waged war in the north and middle of the map. Once you got your 222 or your Panzer IV, why not swing south? The Panzer IV or 222 (on a flank) can destroy the Fighting Position, allowing your infantry to follow up to take and hold the territory. AT guns relatively are difficult to use in the south; additionally, at the time you fielded your 222, he had no AT on the field except Riflemen AT grenades.
Attack north! Attack south! Attack mid! Make yourself unpredictable.
4. Commander Usage
Elite Troops is a powerful commander, make maximum use of it!
Stun Grenades are extremely powerful, as they are relatively inexpensive and are extremely difficult to dodge. Hitting your enemy with one gives you one to two seconds of time when his squad can do nothing but get shot at. Spam them!
Panzer Tactician is a get-out-of-jail-free card for your vehicles. When the drop to half HP just spit out smoke and get out of Dodge ASAP. Very effective. It can also be used to block vision from a heavy machine gun.
5. Unit Preservation
Vetted Grenadiers and Pioneers are extremely difficult to replace. Team Weapons such as the mighty MG42 and the Pak 40 ending up in your opponent's hands is a nightmare. Keeping things alive is very important! As a rule of thumb, retreat or reverse with your units as soon as they hit half HP. If micro is an issue, Tightrope has an excellent video on Control Groups.
That's all I have for you, good luck on the battlefield!
FeelsBadMan.
1. Infantry Engagements
The Grenadier matchup against USF Riflemen favors the Riflemen. Keep your Grenadiers at long range; don't charge at them, even if there is a cover position ahead. Instead, back up into cover. If necessary, use your Grenadiers in pairs (works well especially since you built 4 initially). Outnumber him. Also when you use Pioneers against Riflemen, close in with the Pioneers. You can trade quite cost-effectively against Riflemen at close range.
When it comes to dealing with heavy machine guns (especially the mighty M2HB .50 cal), don't use light vehicles to do so. The WM mortar is an extremely reliable counter against team weapons. When it comes dealing with heavy machine gun emplacements (USF Fighting Position, Axis MG42 Bunker), just ignore the area with infantry until you can field a tank or light vehicle that can take out the emplacement reliably. Go and capture territory elsewhere.
2. Mid-game Build
Building a 222 is a good choice, as it can serve as a light vehicle deterrent, and help turn infantry engagements. Pak guns are counters to tanks, thus building one around the 13 min mark (about the time tanks appear) would be perfectly fine. Investing in AT too early is manpower not invested in killing infantry. You Pak gun was not very effective as it had no targets to shoot at, and you even lost it later on in the game.
3. Tunnel Vision
You forces constantly waged war in the north and middle of the map. Once you got your 222 or your Panzer IV, why not swing south? The Panzer IV or 222 (on a flank) can destroy the Fighting Position, allowing your infantry to follow up to take and hold the territory. AT guns relatively are difficult to use in the south; additionally, at the time you fielded your 222, he had no AT on the field except Riflemen AT grenades.
Attack north! Attack south! Attack mid! Make yourself unpredictable.
4. Commander Usage
Elite Troops is a powerful commander, make maximum use of it!
Stun Grenades are extremely powerful, as they are relatively inexpensive and are extremely difficult to dodge. Hitting your enemy with one gives you one to two seconds of time when his squad can do nothing but get shot at. Spam them!
Panzer Tactician is a get-out-of-jail-free card for your vehicles. When the drop to half HP just spit out smoke and get out of Dodge ASAP. Very effective. It can also be used to block vision from a heavy machine gun.
5. Unit Preservation
Vetted Grenadiers and Pioneers are extremely difficult to replace. Team Weapons such as the mighty MG42 and the Pak 40 ending up in your opponent's hands is a nightmare. Keeping things alive is very important! As a rule of thumb, retreat or reverse with your units as soon as they hit half HP. If micro is an issue, Tightrope has an excellent video on Control Groups.
That's all I have for you, good luck on the battlefield!
25 Aug 2018, 19:58 PM
#4
Posts: 2
AtomicRockets,
Thanks a ton for the review and the advice. I don't typically reach out for help in games, but it's incredibly nice to be able to reach out to a community and get a fantastic response.
I plan to implement this immediately and I expect great things. Definitely a habit to spit out a PAK as soon as possible. The reason I got focused into the north was to cut off his fuel - a strategy I am consistently trying to accomplish. I certainly should've flanked his fighting position with either light or medium armor.
Again, thank you for the response and for taking the time. It means a great deal!
Thanks a ton for the review and the advice. I don't typically reach out for help in games, but it's incredibly nice to be able to reach out to a community and get a fantastic response.
I plan to implement this immediately and I expect great things. Definitely a habit to spit out a PAK as soon as possible. The reason I got focused into the north was to cut off his fuel - a strategy I am consistently trying to accomplish. I certainly should've flanked his fighting position with either light or medium armor.
Again, thank you for the response and for taking the time. It means a great deal!
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