3 factions. In before DLC galore.
DLC Expansion packs coming 2018/2019.
From the two screenshots provided gameplay looks similiar to DoW2
So much hype before the storm of tears
Dat blob v blob action.
From the article:
A new cover system
Relic RTS games tend to have complex terrain with lots of medium and strong cover zones. The system has been simplified in Dawn of War 3 to allow for clearer counter-play. Cover in the demo I saw consisted of circular barricade structures that units can capture. Units in cover are resistant to ranged fire, but can be quickly eliminated by close-combat squads.
The best ability is to skip teching Major. That's what makes up for the Dozer's cost, once you get out some m10s you can get a meh-tier dozer for some way to hurt support weapons. Then you tech up.
M10 is amazing, Dozer is meh, Ass engis are pretty decent, thompsons are situational, artillery is pretty good. All comes together to be a great doctrine. It's got decent call in infantry, great call in tanks, off map artillery, what more could you want from a doctrine? You've got all your bases covered.
To Tobis: Wouldn't the 5 man squads be providing the early field presence? It increases the staying power of a squad pretty significantly, as well as the firepower, which I've found allows me to push around my opponent better, for the manpower price it seems a pretty good investment early on.
The fuel price sets you back a bit from getting t1 for healing, which I would argue is more useful in the early game. The manpower cost is also significant, you pay for the extra man on each of your squads too. Better to invest the early manpower into something that can be capping, or teching up to get the healing and efficient Royal Engineers. Going 5 man that early is not a death sentence or anything, but having an extra squad on the field instead of 20% more health and damage on ~2-3 squads is more useful. You might want to watch some of the ESL matches where brits were used. Second match here has Brits. Note he never got 5 man squads the entire game.
Early game you started out trying to be defensive, which just isn't going to work without more infantry. One maxim, one con, and one mortar have no chance of beating a kubel, one sturm, and one volks. You will have to bunch up to try to hold anything, and will just get outcapped on the rest of the map. The first mortar was also useless for the first few minutes you got it out. It came out at about 3:30, it didn't hit a single squad until 7:00. Just spent all that time trying to push out and then retreat because you had nothing to hold ground with. You will notice that you started to come back into the field once you got that second maxim out. After that would be a good time to get the mortar.
The mortars did win you the game though. Your squad preservation was great, and your opponent just didn't micro enough and kept pushing too deep, getting wiped by your mortars. So you played defensively well, just make sure you are actually ready and able to hold ground before you start trying. Soviets need to play aggressive, at least in the very beginning of the match.
A few vehicle tips:
- T-70 came out after enemy mediums were on the field, bad choice unless you are way ahead in fuel
- You had the t-70 on prioritize vehicles. Useless against a p4, it's only going to hurt infantry so keep it firing at infantry
- You kept trying to poke his base with your t-34 while he had 2 tanks. You got lucky, that is begging to be surrounded
- You dove deep at the very end to kill the panther and barely missed a mine. Twice. So close to losing your only real tank, it wouldn't have been worth it to lose it.
The problem in the patch so far is that it can get a lucky hit with the main gun and take out 2-3 models, then easily gun down the fourth man on Ostheer squads with the mg. What firesparks says about the alpha damage with the mg is brutal, it's a one two punch where the gun fires, then you close into range for the mgs and they fire at the damaged units dealing big dps before going into a long cooldown. Agree with the solution.
Not trying to be insulting. I was talking more about all the people who bring this up every few weeks than you specifically.
My point is there are plenty of counters to blobs already, it's not worth it to add some convoluted mechanics to the game with invisible debuffs to confuse the infantry situation.
It's easy enough to counter blobs, it just takes some more effort. I'd prefer some more nuance in giving people counters to a situation than straight up debuffs for going one particular strategy.
Vehicle crush, mgs, rocket arty, indirect, demos, mines, strafes.... If you are losing to the blob then play better. It's a low skill strat, but that doesn't mean the game should be dumbed down because you aren't skilled enough to deal with it yet. Work on your own skills before resorting to huge changes to the core mechanics of the game.