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russian armor

Wrecked by USF RE blobs

by AcrossThePacific 10th October 2018, 03:26 AM
Kholodny Ferma (4)
Kholodny Ferma
  • [00:22:49] AcrossThePacific: wow those blobs
  • [00:22:54] AcrossThePacific: gg
  • [00:22:58] CODGUY: gg
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Patch: 3.0.0.21984
Duration: 00:23:09
10 Oct 2018, 03:26 AM
#1
avatar of AcrossThePacific

Posts: 26

My 6th automatch game as Wehrmacht
10 Oct 2018, 05:05 AM
#2
avatar of ShadowLinkX37
Director of Moderation Badge

Posts: 4183 | Subs: 4

oh my god everyone look! it's CODGUY!!!!!
10 Oct 2018, 06:15 AM
#3
avatar of IncendiaryRounds:)

Posts: 1527

Permanently Banned
oh my god everyone look! it's CODGUY!!!!!


Ikr. I have to thank this guy for posting. Now we know Codguy's playercard. LOL
10 Oct 2018, 08:54 AM
#4
avatar of GreyKnight93

Posts: 84



Ikr. I have to thank this guy for posting. Now we know Codguy's playercard. LOL


Dude .... not cool when it comes to laughing at someone else bro. I know he has a history but still man, not cool
10 Oct 2018, 20:04 PM
#5
avatar of JibberJabberJobber

Posts: 1614 | Subs: 3

First of all, you played very well for your 6th match as wehr! I'll keep it short with some general tips:

- Use your mg42 more agressively while having an infantry squad protect/scout its (hard) flank. Pio's have 20% more sight range than most other infantry and are therefore excellent to spot for the mg42.

- Sometimes your grenadiers ignored the enemy. Use attack move with your grenadiers so they engage the enemy at max range, where they excel at. (Attack move + shift cap point). Ofcourse, move them into cover once you notice your grenadiers are engaged with the enemy. The hotkey for this is either Q or A, depending on if you use gridkeys or not.

- Try to commit to one side as wehr. After you beat back early allied agression, you can slowly creep up to the enemy, like tightening a noose. Wehr isn't very mobile and wehr squads generally get beaten in isolation, so make sure to not overextend.

- Don't use rifle nades early on, unless you're guaranteed to get a wipe or win a crucial engagement with it. Early wehr munitions are essential for med bunker, fht, tellers and lmg's.

- When you harrass with your fht, keep a gren close to it to faust incase your enemy decides to rush your fht with a vehicle.

- Sometimes it's better to stand still with your squad than to move into cover when getting rushed. Ground cover doesn't provide bonusses at 10 range (around the length of a tank) and moving severely reduces the accuracy of your units. Retreat if necessary when your enemy comes too close and starts outgunning you.

- When you suspect your opponent has a mortar, keep your squad to the edge of the capping circle so your enemy has no vision of them and your squad doesn't get bunched up.

- Use tellers on chokepoints, like between the two hedges (where your opponent attacked you with his aa ht). This will one shot vehicles and thus heavily punish your opponent if he overextends.

And most important of all: don't float manpower! At one point you had 1500 unspent manpower. This is equal to not having ~5 units on the field or your opponent having wiped ~5 units. This is what lost you the game. Generally spending mp on anything is better than spending it on nothing. Try to aim for 4 grens or even 5 if you feel outnumbered. If you feel like this is too hard to control, blobbing a bit isn't a big shame at this rank. A second mg could've protected your flanks, while a second pak could've held back vehicle pushes.

Also, an early puma would've wrecked your opponent. He had no snares or AT, so you could've rushed his aa ht and have your fht have free reign against his infantry and probably won the game. Using the jaeger infantry commander is also an option. G43's destroy RE's that try to close in and make your grenadiers effective on the move (90% moving accuracy). Make sure to always upgrade some grens with lmg's too, tho, for long range fights.

That's all for now. Make sure to upload more replays so we can help you progress further!
11 Oct 2018, 14:27 PM
#6
avatar of AcrossThePacific

Posts: 26

Wow, thank you for the detailed review! Everything you said makes perfect sense. I like how you think about the game.

OMG I can’t believe I didn’t think of the Puma! It would have worked for sure. I’ll work on my floating problem too.
11 Oct 2018, 20:18 PM
#7
avatar of Lago

Posts: 3260

You seem to already have a knack for the strategy aspect so working on your micro I think will go a long way to improving your play.

Another thing that'll help is learning to judge engagements. If you don't think you're going to win a fight it's usually best to retreat and save your manpower. There were a lot of engagements in that game where you had single Grenadier squads fighting two enemy squads at once. Never be afraid to retreat if you don't think a fight is in your favour.

Also remember to use the Attack Move command. It'll tell your units to stop and shoot if they see any enemies, usually at their maximum range where engagements are quite slow.

It's not as good as manually your units into cover, but it's better than them blindly walking into enemy fire while you're not looking and is very helpful when you've got a lot to do at once.

If you haven't seen them already, Tightrope's Starter Series and Micro Tips and Tricks series are very good.

https://www.youtube.com/watch?v=fkDhwSaDOBA&list=PLMJFmZl8aYOeoRdddMg7im6dwJHI4y7bL

https://www.youtube.com/watch?v=2rkp3LLM3WA&list=PLMJFmZl8aYOdW4tzX-S3VL2tq5JfuiViK
12 Oct 2018, 21:37 PM
#8
avatar of JibberJabberJobber

Posts: 1614 | Subs: 3

jump backJump back to quoted post11 Oct 2018, 20:18 PMLago
Another thing that'll help is learning to judge engagements. If you don't think you're going to win a fight it's usually best to retreat and save your manpower. There were a lot of engagements in that game where you had single Grenadier squads fighting two enemy squads at once. Never be afraid to retreat if you don't think a fight is in your favour.

...


To add to this comment, you could think of it like this (as a start):

Moving: 50%-90% enemy squad effectiveness
Red cover: 80% enemy squad effectiveness
Neutral cover: 100% enemy squad effectiveness
Yellow cover*: 150% enemy squad effectiveness
Green cover*: 200% enemy squad effectiveness
Garrison cover: 200% enemy squad effectiveness (but lower when insufficient windows)

*(when every model of the squad is behind cover)

You need equal or higher effectiveness to the enemy to have a decent chance at winning an engagement. That means you have to make decisions. For example:
1. Do I risk closing in to negate the cover bonus of my enemy?
2. Do I want to flank the enemy? (against directional cover)
3. Do I seek cover?
4. Do I throw a grenade so I can still win the engagement?
5. Do I send more units / use heavy weapons to help with the fight?
6. Do I use short or long range squads?
7. Do I back off / retreat to save mp?

This is also why blobbing works so well at lower ranks: the blobber will consistently have engagements where he has (much) higher effectiveness and thus takes little damage while dealing substantial damage to the enemy. At higher ranks efficiency starts becoming more important however: a few squads in heavy cover can fend off much larger armies, while other units are used to flank or are capping the map, which means the blobber loses the map and risks losing squads on retreat. Also, weapons like mg's, mines, arty and tanks deal much more damage against blobs than against single squads.

I just hope you get the point: you want to be as effective (outnumbering, using cover, using proper tactics) as well as efficient (using each unit where they're needed most, minimizing manpower bleed, getting the right counters) as possible.

Warning: I'm probably mixing the terms up a bit. :D
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