Login

russian armor

OKW 1v1 Automatch Angoville

by Mist 30th September 2019, 11:18 AM
Angoville (2)
Angoville

No chat in this replay.

Honor
Honor it
0
Download
Download
10
Chat
Show Chat
Patch: 3.0.0.23305
Duration: 00:36:36
30 Sep 2019, 11:18 AM
#1
avatar of Mist

Posts: 2

First Automatch 1v1 game
30 Sep 2019, 16:19 PM
#2
avatar of Shtrafniki Keeves

Posts: 25

I was summoned on reddit. Let's have a look. OKW is my worst faction anywho.

I am watching from your perspective(fog of war on/follow camera). I veto Angoville however I see there are two sides. 1 with a fuel, ammo, and VP. And the other the same, but it has the other VP. Personally I struggle with VP control(since I forget about them) so I would go right. I am sure it matters less then I think, but this side seems to be the comeback side.

You noticed the infantry section. Good, but then you just send in 1 volksgrenadier. If he finds or makes cover you could easily lose the fight. Generally the advice for OKW is that your sturm pioneer's close firepower should be supported by the meat shields the volks. If you fight(and win the fight) the section 1 on 1 you will both lose models, you might be able to take more models. The exception to this is if you feel confident in your volks ability to heavily wound the section and the sturm will be positioned for the retreat path wipe. Generally I wouldn't be willing to risk it(especially against sections likely in cover), but YMMV.

You fight the infantry section, you both in yellow cover.


He re-positions into green cover. He is moving while you are shooting at him in a close engagement. Ultimately this is a tricky engagement for you. Then he runs Which is 50% received damage on top of the 50% received accuracy and the other benefits that sections get in cover. The Infantry Sections are 0.8 received accuracy in cover. The higher dps generally makes the performance of 4 man sections in cover similar to that of the volksgrenadier. That is not all though. Moving accuracy for both of these squads are 0.5. The one approaching the yellow cover(you) will be half as likely to hit as you would stationary and you will be out of cover yourself making you twice as easy to hit. The math of this is while approaching cover he is 4x harder to hit and you are as easy to hit as possible. Even if :hansRNG: blesses you you to make up the difference of the section just being better in cover. The sturms weren't super well positioned for the wipe you could have chased with the volks as long as you could, stood right in there path with the sturms and as soon as they pass you chase them. I doubt you would have gotten it.

Moral of this story. Do not fight an infantry section 1 on 1. You got lucky and your opponent moving was a poor idea in my opinion. I would try going in with cheat commands II and play out this engagement different ways. Try each scenario a few times to make up for RNG. Personally I would have sent both units in and tried to win the fight.

I am starting to notice you have a bit of idle time. You retreated the sturm and 3 model volks. I would have been capping still and if I saw more then 1 opponent I would retreat. Reading your opponent is important. I see your opponent seems to be okay spreading out and trying to take a lot of points. Not ideal to spread out in my opinion. It works well against lower level players like yourself who don't have the knowledge of how to win fights against units and don't maintain capping pressure. This will all come with time. Solution, keep 2 squads in range of each other(I like to say if they can shoot each other they are close enough if a B4 would kill both of them they are too close).

Just to be clear a 3 volk unit fighting is generally a bad idea especially have to be careful later in the game that your retreat path since a paratrooper on your retreat path with tactical advance and thompsons could wipe that. Personally, this early I would feel safe keeping him around just to cap.

Good instincts at 3:50 when the section pops out and you try to get behind green cover to fight it. As soon as you see the UC you retreat. Very good. You wouldn't be able to reposition.

Next fight 4:50, noticing a theme? You charged the same area with 1 volk again and ran into that same section and UC again, but this time there is a Vickers. You retreat again this time losing 75mp worth of models. Blindly charging on unit is generally bad, charging with 1 unit into an area you know there is more then likely baddies is worse. That is the high value side and you saw your opponent just there.

5:15 ran back into the MG. The MG had moved I think, but not enough to block the flank path and he has no vision there. A coordinated attack with 3 volks could have tore him up going there. usually people won't have those flanks well covered since it is hard. If I was him to deal with this I would put my MG more by where the UC is at 5:17 so they would have to go to the muni point. They would have to be quite careful to not hit the muni point when flanking, but they probably wouldn't. If memory serves the UC should have improved sight range(35 to 42 at vet1). The UC could protect the MG before they could get too close and the angle would cover more of the area they seem to be(correctly) expecting you. MG angle is important but the position it sits is just as important. If you don't know you can click on and MG or ATG to see the arc. Assume a good player will reposition as soon as they can't see you anymore. Probably just a little.

An MG mobing on it's own toward a building at 5:55. You can see the infantry section can see you and he can death loop the building. MG and sturmpioneer are units I always try to support. Stealing an MG in the early game is huge. He takes cover and tries to fight your MG this is a huge mistake on his part. The building is tall, it is giving you a lot of vision, but you don't turn fast and have no supporting units. He should just keep clicking on the building to see your arc and circle it to death. On another note he put his back to the directions your troops would come. I would also have you notice the section and UC came over and he has shown he leaves the flank vulnerable. His Vickers is more then likely unsupported or only has one section with it. Send two volks in and I am sure his side would fall.

If I were you I would target the UC with the MG as it is weak to automatic fire. You send in one more volk on his own and it does okay, but then more sections show up and you retreat. Then you do the same thing again. Those flame nades are expensive I rather get stgs then throw them at your opponent since he is just dodging them. Mainly use them against team weapons or maybe to deny cover. Using them as purely grenades is so so. Another MG in the building on it's own that he probably won't deal with well.

7:50 you see the Wasp and run from the first building, but the mg in the second building hops out and goes to cap? Yeah, no not a great idea. 1 volk fights a WASP. ATG is a good move though

Lots of more of the same so we will ignore the single unit charges into known danger from now on. he makes the mistake of capping with 2 units in the circle at 9:30. This is bad since it is a huge mining and barrage target. Keep 1 ahead to scout and 1 to cap if you really want to be safe from getting attacked. You went Battlegroup HQ you can get a leig to kill his mgs if you can't find a way to deal with it(not ideal but sometimes if you find yourself in a bad situation you created a mortar can help). Personally I go Mech so I would have hit him with the quickest Luchs I could manage. If I see an AEC I would get a Puma. You did lose some squads but the previous advice should help with this.

He forgets the cutoff on the map and is not getting resources from the points he captures. You drop a fallsh into an area through a tricky retreat path. They do a lot of damage at all ranges but they are pretty delicate this is risky. Good job getting a wipe on him. Panther is an interesting option, 50 range(can see 35 so spotting is important), great against tanks, really bad against infantry.

Not to completely overload you that is what I am noticing.

https://coh2db.com/stats stats site I use(last updated jan 2019) check for changes by searching this page https://community.companyofheroes.com/discussion/67/coh-2-changelog/p6 (might be page 7 as well soon). The site compared the 2 most recently selected weapons. It is per model for the stats.

2 must watch videos by someone a good deal better then me.



These videos are amazing and feature DevM. If you want to really deep dive I recommend tightrope's video series micro tips and tricks. Helping Han's weekly tips are good, but skip the build order video as it is quite of date. I generally get build orders from watching pros play on the latest patch.

For the first video he referenced the dps graph for the sturms vs the riflemen. Riflemen have had their close range damage moved from starting at 3 to starting at 6 so they do a lot more damage close and mid now, but still highly relevant example. To get the dps at a given range you would multiply riflemen dps by 5(for the 5 models) and sturms by 4. 80hp generally per model. Don't forget moving accuracy. Riflemen are incredibly dangerous to sturms since they have ridiculously high moving accuracy so they can kite the sturms to death.

The latest tightrope videos on the patch notes are incredible as well. Keep it up!
30 Sep 2019, 22:58 PM
#3
avatar of Mist

Posts: 2

thats amazing! Thank you so much for the detail! Going to watch the replay again and reference this.
2 users are browsing this thread: 2 guests

Ladders Top 10

  • #
    Steam Alias
    W
    L
    %
    Streak
Data provided by Relic Relic Entertainment

Replay highlight

VS
  • U.S. Forces flag cblanco ★
  • The British Forces flag 보드카 중대
  • Oberkommando West flag VonManteuffel
  • Ostheer flag Heartless Jäger
uploaded by XXxxHeartlessxxXX

Board Info

307 users are online: 307 guests
2 posts in the last 24h
4 posts in the last week
35 posts in the last month
Registered members: 49210
Welcome our newest member, Shunnarah
Most online: 2043 users on 29 Oct 2023, 01:04 AM