NinjaWJ, one thing I'd suggest after looking at your playercard is that 1v1 really is the place to learn the game quickly. The defeats can be really soul crushing, but they're like that precisely because you don't have teammates confounding your performance; every mistake that contributes to a loss is your own to identify and fix. |
I've always kinda thought that Rear Echelon squads should repair faster than vehicle crews by a significant margin, so that they have a use other than crewing weapons and vehicles.
As it is now, it's like having four Private Uphams following your army around. |
I still like it. I use Storm Doctrine a lot, so the riegal mine is useful.
I've always been curious - how is the riegal mine different from the pioneer AT mine? |
I don't think that replay demonstrates much, because that opponent was terrible. He played quite passively and didn't threaten your cutoff, he drove his AAHT the wrong way into your scout car, he doesn't appear to know that US vehicle crews can dismount and repair, he nearly let his AAHT get killed by mortar barrage of all things. On a strategic level, he didn't use his Airborne doctrine choice to skip a tech tier, and for some reason he felt the need to upgrade *three* rifle squads with bazookas to deal with (what he thought as the time was) one scout car.
That said, I think that even with all his mistakes he only lost to his own psyche. At the point where he called you a hurenbock (I learned a new word!) and surrendered, I think he was clearly ahead. The two of you had approximately equal map control, with neither side in danger of being pinned in the base or even cut off. You armies looked like:
USF:
RE
RE
Ambo
MG
AAHT
LT
CPT
Rifle
Rifle
Rifle
Pathfinders
OST:
Pio
Pio
Pio
Pak
Mortar
Mortar
MG
Assault Grens
Scout Car
Ostwind
Despite your tech advantage, his army is just *massively* superior at this point. Due to his bazooka swarm, your scout car is reduced to harassing lone cappers (which, to your credit, you do very effectively), and I think even your ostwind would have trouble inflicting enough casualties to defend itself. One solid push that effectively flanked your MG would shatter you, since you have *one* line infantry squad: the assault grens.
It's also worth noting that at the point the game ends, you've got a decent store of fuel on the way to you next unit (I assume a StuG), but he's floating enough resources to get an AT gun, research grenades, tech major, and build a fuel OP to accelerate his Sherman production, all at once. Alternatively, he could just make a Stuart (in about 15 seconds using his Captain), and since you have no grenadiers to snare it, I think he'd run rampant around your AT gun; I'm not sure how the Ostwind performs against the Stuart, so I could be wrong here.
tl;dr: Your enemy defeated himself. You successfully shocked & awed him into surrender with your Ostwind, but he had the tools to deal with it if only he'd thought a bit. Earlier, he never really tried to contest your half of the map, so I don't think this replay demonstrates that your early game is effective. |
I'd also like to see some replays; there's a distinct lack of streamers or other sources of information for OST these days.
edit: Also, what on earth can you do if he gets a jeep? It seems like he'd force each of your units to retreat, then rapidly move to the next, using his RE and 2nd through Nth rifle squad to cap. |
Since the new war spoils system got implemented, I've been vaguely expecting relic to announce "Double War Spoils to queue as the minority side!" Or some similar incentive. Also a "random faction" auto search option, but that's a real stretch goal. |
I find it hilarious that this thread exists when it has been irrefutably proven that volksgrenadiers with infiltration grenades hard counter shock troops.
/sarcasm
On serious note, the thing about shock troops is that they cost a massive amount if mp, have no AT, and only work in extremely short range. I find fightimg them to be a lot like fighting sturmpios with rifles or conscripts early game, except more so. If you can force them to run over open ground while under fire from long range troops, you can mail them badly enough to force a retreat, but if that doesn't happen, you need to retreat.
The fact that they're powerful and expensive means that I frequently need to use two squads to take them. My ideal setup is pgrens in green cover with lmg grens not far behind them, but two lmg greens works okay too. If all you have is an mg and a gren squad, the crucial thing is to force him to pop smoke, soft retreat your lmg, and suppress him again when he gets through the smoke. |
lol, no. Every "point" was as absurd and fanboy as I could make it. |
Hmm, B4Z00K4, I can't tell if you're double trolling me, or if I really wasn't as obvious as I thought I was. If the latter, know that that list was meant to be taken as caricature.
On a serious note, commie, there were plenty of constructive posts in this thread before you turned it into a naval gazing exercise. Multiple people agreed that the ability is strong, explained the disadvantages that balance it, and gave you tips on how to mitigate its strengths and exploit its disadvantages. This was all perfectly constructive and civil. Rather than actually try to understand the game as it is, you responded by declaring yourself the Arbiter of Balance Who Doesn't Need to Play Both Sides of the Game in Order to Know That Those Infil Nades are OP.
It seems like you just wanted to have a thread for people who don't like infil nades to talk about how they wish the world was a different place. There's nothing wrong with that, but you should've titled your thread "Help Me Reimagine Infiltration Grenades" if you were just going to ignore everyone who tried to teach you how to deal with the real version. |
I've followed you, Lenny. You've got seven hours left in today to do this. |