Soviet community commander for the rushy?
Posts: 688
I mean: make no buildings for the first 10 minutes. The commander gives you all you need at 0 and 1 CP: heavy MG, mortar and light AT (anti-vehicle). Top off with cons.
On top of that you get extra cheap mines and free tank traps.
Not being part of beta, I don't know how this plays out when players get used to it, but I can imagine how this could be used heavily to rush forward (like Moscow outskirts), plop HMG in Buildings, put 120mm behind and block paths with tank traps (engie has nothing to do in the base anyway).
Ofc you are a lame duck if your opponent makes it to any of his commander specific super-units, because you have none. But the case may just be that you have been able to hem him in so heavily that he is starved of ressources.
True or false? Did anyone use this commander for rushy tactics?
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well the MG damage and Arc is great just its setup time seems longer than MG42, but it kills infantry so fast...
nope. it only takes 2 seconds, so its slower than maxim, but faster than mg42
Posts: 396
Con!,
If you played COH you would know that before the game was "stale", as you understand it, it was almost unplayable because Relic refused for the longest time to do anything about Kangaroos being into your base by 7 minutes and then crushing your troops over and over again. Before that, trenches and gliders crushed all your people. The PE infantry spam and ACs were ridiculous. ToV represents this shift where relic nose dived from legendary to comically insane.
VCoH and CoH+TOV were done by separate teams if I remember correctly. The TOV expansion caused ridiculous problems to the game essentially ruining a perfect rts and running off over 3/4s of the initial community.
Guess who is in charge of this game? The track record simply isn't there. Nothing that they have said or done in this game thus far has been anything to the contrary of a big fucking letdown and this is about to make it even worse.
Mark my words.
Posts: 401
@Dave, get over yourself and actually type in a post, or get lost and leave the community if you're still that butthurt. If you've devolved to the point where you can't even type a decent response, then you've reached a point where your limited time in life is better spent doing other things than hanging around a forum for a game you clearly hate.
Posts: 396
Posts: 688
I've used this doctrine a few times now, and I have to say that it always ends losing to tanks unless I go T2 anyway.
But my playstyle isn't rushy and for someone with a more offensive style it may be different.
I'd like to see replays of successfull early advances with this doctrine.
Posts: 525
Thank you for not having your bar brawl in this thread.
I've used this doctrine a few times now, and I have to say that it always ends losing to tanks unless I go T2 anyway.
But my playstyle isn't rushy and for someone with a more offensive style it may be different.
I'd like to see replays of successfull early advances with this doctrine.
ive had good games with it. the strengths they have complement a t1 start. the munitions is supposed to be spent all in mines and you are supposed to mine with your engineers as you cap territories. so you push mine and then soft retreat lurring players into the mines. then you can go for t3 or t4 as prefered. i havent wont with it. because i am still adjusting to some manpower requirements and the low fuel requirement of the commander kind of dizzies me.
Posts: 3293
Thank you for not having your bar brawl in this thread.
I've used this doctrine a few times now, and I have to say that it always ends losing to tanks unless I go T2 anyway.
But my playstyle isn't rushy and for someone with a more offensive style it may be different.
I'd like to see replays of successfull early advances with this doctrine.
this doctrine i haven't used it enough but im pretty sure from looking at and playing it a few times isn't really much of a defensive doctrine.
Posts: 525
this doctrine i haven't used it enough but im pretty sure from looking at and playing it a few times isn't a defensive doctrine.
it is not. its actually quite agresive. avance a bit. mine wait for the next engagement let the chaos reign then advance some more. mine more, wait for the enemy let the chaos reign then advance more. obviously in the free time engineers make tank traps to enjoy the shit out of making the field a German tanker nightmare.
Posts: 177
Posts: 688
BTW.: this should probably have been posted in the strategy section. Maybe a friendly mod will move it...?
Posts: 1108
Lost the last 5 games :/
Any suggestions or tips ?
Posts: 688
If you lost as germans, consider this: the defensive commander has no support or super units. Zero. It makes a big difference in the mid to end-game. So basically your strategy should be to survive at a decent level untill mid-game.
Posts: 1108
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