I voted for Stalingrad, as I think it is the map in the 1vs1 pool that needs the most improvement. It is often said that the map would favour Allies as it is mostly close quarter combat. However, I want to bring to attention that the vehicle movement there is often very suboptimal. Medium tanks can drive into some of the ruins and get stuck for quite some time. It is also difficult to see where tanks can pass through. If I have a tank standing on the middle lane from north to south and want to send it to the left lane, it has to go all the way back to base and then turn into left lane. There are ruins from which it can shoot at left lane, but from them it can not drive to left lane, because the ruins can't be crushed.
When I get home I will try to get some screenshots of it, as it is the main source of annoyance when I am playing Stalingrad.
I also want to note how I feel about Lazur Factory. It is a map that I don't like because of the visuals of the map. It feels very bland as it is 90% ruins and has no special things that make you remember the map, like big buildings or railroad tracks. All it has is this "dried up river" through the middle, with some paths over it. If I see any part of a great map like Vaux Farmlands, I can tell you where it is, relate to it (just look at those apple trees), and see its tactical significance, because any building or little piece on the ground can be interacted with. I think Lazur Factory needs some things like that, as a big part of the fun in the Company of Heroes franchise is that the map looks completely changed after a game. Minsk Pocket suffers from this problem as well, in my opinion.
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I think you can also try to improve the position of your camera. Like, if you are microing a tank, you position the camera so that your tank is at one of the edges of the screen. This way you can spot bad things coming out of the fog of war faster. A downside of this is that it takes you longer to reverse your tank, as the area behind your tank is not on the screen! If you still want to reverse fast, you have to give the order on the minimap.
Concerning not using the arrow keys to move the camera, I heard that Starcraft players actually prefer them. The reason is that you do not have to put your cursor in a position where it can not give any meaningful order. In Coh2, I see the problem that the arrow keys are not near other hotkeys, so I agree that using them is bad at the moment. |
I think the key point to using AssGrens in the early game is that you have to get your engagements right. That means you absolutely have to hide them behind a building so you can attack the opponent at close range.
So I think you need two things to use them efficiently. 1. a building, and 2. a path that your opponent walks so you can intercept him or her. I think this means you have to really plan how you use your AssGrens. Like, on Semoskiy, you can't use them on the open fields, you have to send them either into the middle or to the western ammo point. Both places have many sightblockers, so you have a chance of running into a squad of your opponent.
Let us look at the Western ammo point for an example. If an opponent's quad would approach from the south, he has to go either through a small "gateway" of hedges or jump over the fence. Before he or she has entered the area, most of the sight is blocked by a piece of hedgerow between the entrence and the fence to the right side. So if your opponent tries to enter the area, your AssGrens can engage the squad at point blank range and as a surprise, winning you the engagement and giving you time to kill some models.
Note that I am talking about the first few minutes of the game, where a 1 vs 1 squad fight means quite much. I also wouldn't use AssGrens in the way described above, as you can only do it as the northern player while you do not have that much to gain from the point as the northern player. Also, I think it would be quite challenging to get your AssGrens there without giving up capping power. But this is, in my opinion, the way you should use AssGrens. Setting up ambushes in the early game that win you much control over the map, while taking next to no damage on the AssGrens. |
I watched your replay. I think you are in a great position to learn, because in that game you made some mistakes that can easily be corrected.
The first thing is right in the beginning of your build order. As your first unit, you built an ambulance, what you should never do. I mean, it's nice to have only Veteran Riflemen on the field, but they are actually not that much stronger then normal Riflemen. The strength of the Riflemen Company is that they can have many Riflemen squads on the battlefield by building Riflemen like you normally would and then getting additional Riflemen from the call in. So you start building a Riflemen squad right in the beginning, and then use the call in as soon as its available. Having massive early capping power is your greatest atvantage against Ostheer, so don't throw it away.
On the same thought, you put your RE squad into a building in the middle and then did not move it for quite some time. If you see Assault grens, you should rather retreat or soft retreat your Re squad and use it to cap somewhere else. In this game, it could have been either the parts you capped with your ambulance or the strategic points at the right side of the map. They are still uncapped at minute 5.
I think the next problem is that you did not know how to play against Assault Grenadiers. Your micro is not that bad, you dodged the grenade assault of the assgrens, but positioned your Riflemen wrong. Always fight Assgrens in medium or far range, never go close to them (at least not with rifle units). You lost your lieutenant because of it (approx 11:30), and in the beginning you forced the Assgrens back when you had a rifle vs ass duel, but your squad was in bad shape afterwards and had to retreat, giving up lots of capping power. Next time, if you see Ass grens, walk into the next cover you see (even if is just yellow), stand still, and shoot at them. Going close to through nades it not that good, as you have to walk close to them giving up accuracy while on the move, and then you are close to them with hurts your troops as well.
Next, your teching was not very focused. Rule of thumb should be: If you go Lieutenant, you tech Bazookas, if you go Captain, you tech Bars. The reason is, Lieutenant has nothing against vehicles while Captain has not much against infantry, so you need to compensate. Also, the only unit from Lieutenant you built was an MG, which did not do that much.
I think in that game, in the early game I would have used the following build order:
Riflemen
Vet Riflemen
Riflemen (or Vet Riflemen, doesn't care that much)
Lieutenant
M20 Utility Car (upgrade the skirts immediately)
Ambulance
Ass grens have no anti vehicle ability at all, which means you can chase them around the map with your car. Also, Ostheer players often build the 222 scout car against US forces, which can be hold in check with your utility car. Note that the 222 can kill your utility car if microed correctly, so micro your car as well. And don't drive it into a pak.
What slowed you in capping the map where the S-mine fields your opponent placed. There are two ways to deal with S-mines. Eiter get a tank (a Stuart or something heavier), triggering the mines and taking next to no damage, or get minesweepers on your RE squad, and sweep the mines (use attack move or right click the mines to remove them). You put the REs in your Ambulance and used the Medics for capping, which applied the REs in your Ambulance in a wrong way. You use it to have your ambulance driving around while still having healing at home. If you let the ambulance stand in your base, you should rather use the REs for capping and minesweeping. Oh, now I see you got a second RE squad and started sweeping. That's good, you saw what to do, and only did it in a suboptimal way.
Your tank battles where rather ok. You should definitely use the anti vehicle nade of your Riflemen when you have the chance to, and maybe try to position your Paks better. The one that was wiped by a single Ass gren squad while your blob was next to it wasn't necessary, you could have sent one squad capping and the rest to kill the ass grens.
I hope I wasn't too harsh on you. If you improve your early game a bit, you will not be in a situation like that again. It will rather happen that your opponent will have 50 points left when their first heavy tank rolls out!
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