Langreskaya South
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Posts: 3052 | Subs: 15
Thats quite funny cause... well, langreskaya north is pretty atrocious.
I think the whole map is atrocious. No matter what it will last 45 to an hour because no one can do anything without running into a kill zone, or 5 minutes because someone got their cutoff rushed.
Posts: 102
Posts: 732
Thats quite funny cause... well, langreskaya north is pretty atrocious.
This. I find the south a lot easier to play aswell.
Posts: 2487 | Subs: 21
South Langres > North Langres by a factor of no bad cutoff and easier placement of OKW FWD HQ.
North Langres is god awful.
Posts: 1042
I like the south more because you can stick a mortar on your side of the hedges and have it wreck everything, but you gotta watch out for grenades. Also, one of the few places a Sturmtiger is actually useful
And there I was thinking I was a noob for bringing out a Sturmtiger to combat a guy spamming 120mm mortars... (still lost, but I sure wiped one of his mortars!)
Posts: 1283 | Subs: 4
Posts: 2742
I swear the first time I saw territory points giving fuel and munitions back in an alpha stream I thought they were very clearly and obviously placeholders for just getting a functional look at the game.
I miss strategic points. I miss high, medium, and low resource points. None of the old maps translate that well because territory points and resources are handled so differently.
Posts: 168
THe South player has a huge advantage early on, in that, if they execute well with mgs and infantry support, they can completely pin the Northern player in their base. This is because there's no barrier between the VP and cutoff, unlike the southern cutoff, which has a hedgerow that can be wired off to protect the south cutoff. It's possible to pin the southern player, but it's more challenginbg. As the game progresses, however, it is arguably true that the balance of power shifts to the northern player, with easier access to the VP and the rest of the map.
Posts: 2307 | Subs: 4
The terrible VP locations make the match drag on forever and the hedge really limits the potential of flanking or any interesting battle lines to develop. Matches on this map always go one of three ways; South side getting base pinned, North side getting base pinned, or 9/10 times the territory is split in half at that fucking hedge. This is the most boring map to play on in the entire game.
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