1v1 Soviet vs Wehr - Lost Glider - New player help!
23 Aug 2016, 05:02 AM
#1
Posts: 5
This replay was my first 1v1 loss as soviets.
It starts with the Wehr taking a very aggressive mg position and I take the bait and try to remove it early.
It all spirals out of control from there so I was wondering if anyone could give me any area(s) I could focus on to aid in my Soviet play?
Edit: I played a better game here that might be more "worthy" of critique
25 Aug 2016, 07:44 AM
#2
Posts: 4314 | Subs: 7
I will look at it, but I think it won´t be sooner than tommorow cause there are so many replays to review (so if anyone want to do this instaed of me, youre free to do it, if no I´ll review it tommorow)
27 Aug 2016, 07:40 AM
#3
Posts: 294 | Subs: 1
Hello! Watching second replay, will give a review in about 2-3 hours
27 Aug 2016, 09:45 AM
#4
Posts: 294 | Subs: 1
So here's the review what you could've done better:
General thinking
You constantly ran into an mg bunker at the top and MG 42 at middle road. If you recognized that you are running into them, try to clear the positions with your mortars and then advance. Or use smoke and flank them. It's not hard.
Deploying partisans only won't win you the battle if you AFK your army the whole time at the base. 1/3 of the match, your whole army was chilling back at base. This time it was 10 minutes. 10 total minutes, where you weren't at the field, fighting for your territory, planting mines, pushing forward and etc.
You could've killed that Panther and all Pumas if you would've thrown AT grenades with your cons and AT partisans. Simple as that: Use abilities.
Unit capabilities
Don't fight long range with conscripts against grens. Conscripts have very bad accuracy, they will only hit something what's at point blank range. But don't rush every unit down, as they'll lose a lot of their DPS if they lose the models by then they get into close range.
Don't stand on negative cover in front of an mg. It'll mow down units really fast, as HMGs have very good burst, damage and accuracy at close range especially if you are standing on negative cover.
Don't move ATGs (anti-tank gun) without proper support. They are only good against tanks, so escorting them with 1 or 2 units is MUST. They can't defend themselves from any infantry unit.
Micro
Try to focus down low health squads. There were a lot of moment where you could've wiped enemy squads just by right clicking on them as they retreat. It's important to wipe squads as it's much more expensive than reinforcing so it gives you a great advantage.
You should have constantly barraged the house at the fuel as your opponent stationed an MG 42 the whole early and mid game.
Very late retreats. Units in great danger impose a bigger importance than any other unit on the battlefield. Nothing is more important to avoid your squads from being wiped.
// This can help you in every possible way to get out the maximum of your micro //
Always shift move your engineers away from the place where they planted a mine. They are posing in a very unique way and you are giving away your mine locations.
// Watch this till the 2:08 min mark //
Aggression
Push on all fronts, not just one place
The soviet faction is one of the most aggressive ones found in CoH 2. You can rush every position thanks to the cheapness of the conscripts, but there's their T1, from which you can build much stronger but more expensive Penal Battalions. You can try to experiment with a lot of strategies, as the game doesn't punish you if you make 1-2 mistakes. Conclusion: Be a lot more aggressive with soviets.
T-70 was too passive, there were no ATG from wehr player, could've punished them with a baserape, he couldn't have stopped you.
Double fuel for wehr player most of the time. One if the bigger mistakes (if not the biggest) is letting the opponent securing double fuel, greatly increasing their income. You slowly fall behind your opponent this way. As it didn't show itself as he invested heavily in T1 build, he punished your SU-76 and T-70 very badly with a 16 min Panther.
Know the maps
Capture all territory point you can (you didn't cap the 2 points at the sides).
There were a lot of flanking opportunities to pull off, but you didn't forge an advantage of them.
From time to time you will know the maps better, knowing the maps is half the battle.
1.30 min mark: Engineer stood idle for almost a minute.
2.20 and 3 min mark: You saw the MG entering the building earlier and now you walked in with your conscripts and got pinned.
3.20 min mark: Never fight 1v3 with conscripts, they are cannon fodder, but try to utilize them.
4.10 min mark: You almost flanked an mg but decided to go in front of it. Why? It could've lost a few models and given you a bit of map control.
5 min mark: Very low health squads, still no medic researched.
12 min mark: All your squads at the base. this is seriously why. you could've flanked them really hard as the mg42 wasn't covering the whole area, there was a passage that it couldn't see.
5.30 min mark: You got baited hard to walk into the same MG 42 in the same house as you chased the other MG
6.30 min mark: Don't build a new conscript if you have 0 manpower then, and all of your squads are waiting to get reinforced, still no medic.
7.10 min mark: You trapped your own conscripts between trees and base bunker.
8 min mark: you built a second mortar that's totally idle.
9.20 min mark: Not building T3, despite you even had the resources to bring out a T-70.
9.40 min mark: Built an AT gun. Why? You should've known that you won't see a vehicle soon as your enemy invested in a heavy T1 build. double mg42, double mortar, sniper, double gren, mg bunker.
17.20 min mark: Never go head-on against a Panther with a SU-76, you could've baited him, sadly ATG stayed at the back forever.
// This can help //
23 min mark: Opponent stole the abandoned T-70. Destroy abandoned vehicles if you have to retreat, otherwise they'll be used against you.
Final conclusion: You played very poorly, but increasing your micro, being aware of your units and knowing your and your enemy's units and the maps will help you a lot. Don't be sad that you lost, hopefully you learned a few things.
Hope I helped!
Cheers,
Danyek
General problems
General thinking
You constantly ran into an mg bunker at the top and MG 42 at middle road. If you recognized that you are running into them, try to clear the positions with your mortars and then advance. Or use smoke and flank them. It's not hard.
Deploying partisans only won't win you the battle if you AFK your army the whole time at the base. 1/3 of the match, your whole army was chilling back at base. This time it was 10 minutes. 10 total minutes, where you weren't at the field, fighting for your territory, planting mines, pushing forward and etc.
You could've killed that Panther and all Pumas if you would've thrown AT grenades with your cons and AT partisans. Simple as that: Use abilities.
Unit capabilities
Don't fight long range with conscripts against grens. Conscripts have very bad accuracy, they will only hit something what's at point blank range. But don't rush every unit down, as they'll lose a lot of their DPS if they lose the models by then they get into close range.
Don't stand on negative cover in front of an mg. It'll mow down units really fast, as HMGs have very good burst, damage and accuracy at close range especially if you are standing on negative cover.
Don't move ATGs (anti-tank gun) without proper support. They are only good against tanks, so escorting them with 1 or 2 units is MUST. They can't defend themselves from any infantry unit.
Micro
Try to focus down low health squads. There were a lot of moment where you could've wiped enemy squads just by right clicking on them as they retreat. It's important to wipe squads as it's much more expensive than reinforcing so it gives you a great advantage.
You should have constantly barraged the house at the fuel as your opponent stationed an MG 42 the whole early and mid game.
Very late retreats. Units in great danger impose a bigger importance than any other unit on the battlefield. Nothing is more important to avoid your squads from being wiped.
// This can help you in every possible way to get out the maximum of your micro //
Always shift move your engineers away from the place where they planted a mine. They are posing in a very unique way and you are giving away your mine locations.
// Watch this till the 2:08 min mark //
Aggression
Push on all fronts, not just one place
The soviet faction is one of the most aggressive ones found in CoH 2. You can rush every position thanks to the cheapness of the conscripts, but there's their T1, from which you can build much stronger but more expensive Penal Battalions. You can try to experiment with a lot of strategies, as the game doesn't punish you if you make 1-2 mistakes. Conclusion: Be a lot more aggressive with soviets.
T-70 was too passive, there were no ATG from wehr player, could've punished them with a baserape, he couldn't have stopped you.
Double fuel for wehr player most of the time. One if the bigger mistakes (if not the biggest) is letting the opponent securing double fuel, greatly increasing their income. You slowly fall behind your opponent this way. As it didn't show itself as he invested heavily in T1 build, he punished your SU-76 and T-70 very badly with a 16 min Panther.
Know the maps
Capture all territory point you can (you didn't cap the 2 points at the sides).
There were a lot of flanking opportunities to pull off, but you didn't forge an advantage of them.
From time to time you will know the maps better, knowing the maps is half the battle.
Time marked problems
1.30 min mark: Engineer stood idle for almost a minute.
2.20 and 3 min mark: You saw the MG entering the building earlier and now you walked in with your conscripts and got pinned.
3.20 min mark: Never fight 1v3 with conscripts, they are cannon fodder, but try to utilize them.
4.10 min mark: You almost flanked an mg but decided to go in front of it. Why? It could've lost a few models and given you a bit of map control.
5 min mark: Very low health squads, still no medic researched.
12 min mark: All your squads at the base. this is seriously why. you could've flanked them really hard as the mg42 wasn't covering the whole area, there was a passage that it couldn't see.
5.30 min mark: You got baited hard to walk into the same MG 42 in the same house as you chased the other MG
6.30 min mark: Don't build a new conscript if you have 0 manpower then, and all of your squads are waiting to get reinforced, still no medic.
7.10 min mark: You trapped your own conscripts between trees and base bunker.
8 min mark: you built a second mortar that's totally idle.
9.20 min mark: Not building T3, despite you even had the resources to bring out a T-70.
9.40 min mark: Built an AT gun. Why? You should've known that you won't see a vehicle soon as your enemy invested in a heavy T1 build. double mg42, double mortar, sniper, double gren, mg bunker.
17.20 min mark: Never go head-on against a Panther with a SU-76, you could've baited him, sadly ATG stayed at the back forever.
// This can help //
23 min mark: Opponent stole the abandoned T-70. Destroy abandoned vehicles if you have to retreat, otherwise they'll be used against you.
Final conclusion: You played very poorly, but increasing your micro, being aware of your units and knowing your and your enemy's units and the maps will help you a lot. Don't be sad that you lost, hopefully you learned a few things.
Hope I helped!
Cheers,
Danyek
29 Aug 2016, 14:56 PM
#5
Posts: 5
Hello! Watching second replay, will give a review in about 2-3 hours
Thanks a lot for your input! I'll keep going over what you said and work on my micro and game knowledge.
29 Aug 2016, 14:57 PM
#6
Posts: 5
I will look at it, but I think it won´t be sooner than tommorow cause there are so many replays to review (so if anyone want to do this instaed of me, youre free to do it, if no I´ll review it tommorow)
Thanks hector!
29 Aug 2016, 15:56 PM
#7
Posts: 4314 | Subs: 7
Thanks hector!
Well I didn´t did anything because Danyek beat me, but anyway thank you for thanking me
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