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russian armor

USF on Angoville

18 Dec 2015, 19:07 PM
#1
avatar of Ulaire Minya

Posts: 372

Can't figure out how to play this map
18 Dec 2015, 19:37 PM
#2
avatar of medhood

Posts: 621

Me either I find this map tough to fight on

Waits for Cookiez and Ash to swoop down on a giant eagle and tell us how to fight
19 Dec 2015, 23:41 PM
#3
avatar of Ulaire Minya

Posts: 372

20 Dec 2015, 00:17 AM
#4
avatar of NorthWeapon
Donator 11

Posts: 615

Rifle Company for Rear Echelon flamers.

Angoville is all about building control and unfortunately Rifles don't have any building counters besides mediocre grenades and Volks have incends
20 Dec 2015, 00:31 AM
#5
avatar of GiaA

Posts: 713 | Subs: 2

20 Dec 2015, 00:52 AM
#6
avatar of sorryWTFisthis

Posts: 322

This game is about who caps the stone buildings first.


#CheeseSportsReady2016
#Go4CupEnabled
20 Dec 2015, 01:12 AM
#7
avatar of Swift

Posts: 2723 | Subs: 1

I'd rather play this than Arnhem but again, if you really struggle, veto it.
21 Dec 2015, 19:33 PM
#8
avatar of __deleted__

Posts: 4314 | Subs: 7

1st GO some company with fire. For example armor company. Also demos are great because they can destroy buildings with axis squad.

Key here is to
1. hold buildings
2. always play cut off game
3.create masive flanks on open ground so you can defeat mg and grens .

Also you need to be agressive or else enemy will dig in and gg.


Fast stuart help to maintain pressure and pack howie snipe infantry on open fields , while flametroer echelos/engineers get your riflemen into houses.


Hope it helps you.


RECAP : cut offs , building (flamer) , flanking , howie
25 Dec 2015, 22:26 PM
#9
avatar of edibleshrapnel

Posts: 552

1st GO some company with fire. For example armor company. Also demos are great because they can destroy buildings with axis squad.

Key here is to
1. hold buildings
2. always play cut off game
3.create masive flanks on open ground so you can defeat mg and grens .

Also you need to be agressive or else enemy will dig in and gg.


Fast stuart help to maintain pressure and pack howie snipe infantry on open fields , while flametroer echelos/engineers get your riflemen into houses.


Hope it helps you.


RECAP : cut offs , building (flamer) , flanking , howie


Bloody angoville and semoskiy are dependant on building control, which is sh!t. They need to rework the maps so the player can no longer rush an MG into the buildings and #instantwin. #Esportsready #cheestruppen
25 Dec 2015, 22:31 PM
#10
avatar of __deleted__

Posts: 4314 | Subs: 7



Bloody angoville and semoskiy are dependant on building control, which is sh!t. They need to rework the maps so the player can no longer rush an MG into the buildings and #instantwin. #Esportsready #cheestruppen


actually that is point of this game - good tactics and capitalising on advategous position. Also keep in mind if he rush building you have more room to cap elsewhere.

I like much more buildings than blobbing on open ground
25 Dec 2015, 23:00 PM
#11
avatar of edibleshrapnel

Posts: 552



actually that is point of this game - good tactics and capitalising on advategous position. Also keep in mind if he rush building you have more room to cap elsewhere.

I like much more buildings than blobbing on open ground


I becomes difficult early game to capitalize on those gains however, as you will slowly get encroached upon, since those positions are almost unassailable.
26 Dec 2015, 13:17 PM
#12
avatar of Aerohank

Posts: 2693 | Subs: 1



actually that is point of this game - good tactics and capitalising on advategous position. Also keep in mind if he rush building you have more room to cap elsewhere.

I like much more buildings than blobbing on open ground


Things like building control are great in games where both teams have easy access to garrison clearing weaponry.

With Soviets you have flamers and molotovs, with Ost you have flamers and with OKW you have flame nades, all non-doctrinal and excellent in forcing units out of buildings.

With USF, all you have is grenades and if you are up against a high-skilled player do not work, they simply hop out and back in again. So you are forced to pick armored company or drop an extra 4 euros in Relics pocket for Rifle company. It's pretty lame.
26 Dec 2015, 13:41 PM
#13
avatar of __deleted__

Posts: 4314 | Subs: 7



Things like building control are great in games where both teams have easy access to garrison clearing weaponry.

With Soviets you have flamers and molotovs, with Ost you have flamers and with OKW you have flame nades, all non-doctrinal and excellent in forcing units out of buildings.

With USF, all you have is grenades and if you are up against a high-skilled player do not work, they simply hop out and back in again. So you are forced to pick armored company or drop an extra 4 euros in Relics pocket for Rifle company. It's pretty lame.


But that is problem with factions not maps.
Map is good , only problem is that factions are not equal in building control (poor UKF dont even have doctrinal flamer)
27 Dec 2015, 02:22 AM
#14
avatar of BeefSurge

Posts: 1891

Building Control as USF:

Barb wire entrances with REs

Fighting position close by, behind shotblocker.

Smoke

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