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Post History of Aladdin
Thread: Awesome City1723 May 2015, 04:29 AM
gg In: Replays |
Thread: VindicareX vs. Pappy21 May 2015, 23:59 PM
ya many like to say if u let usf exceeds pop cap (which usf players like to abuse) u already lost the game In: Replays |
Thread: Relic, you gonna fix 120mm, or not?20 May 2015, 02:52 AM
+1 In: COH2 Balance |
Thread: Relic, you gonna fix 120mm, or not?20 May 2015, 00:26 AM
Would you prefer to pick a 120, or ISG/Pack howitzer? In: COH2 Balance |
Thread: VindicareX vs. Pappy18 May 2015, 04:34 AM
and the Oscar goes to ..... "Puma" It goes to the infantry support gun I thought! In: Replays |
Thread: VindicareX vs. Pappy18 May 2015, 04:33 AM
This game is another proof to be wrong for people who say "if you let usf reach/exceed pop cap u already lost the game". The usf player was over pop cap for most of the game and he lost. btw nice game , even though sturmtiger was not a good decision and if he got a panther instead the game would have been finished much earlier In: Replays |
Thread: USSR FHQ Ability OP18 May 2015, 03:55 AM
My bad, I meant more than 1 barrage (=2 barrages) In: COH2 Gameplay |
Thread: USSR FHQ Ability OP18 May 2015, 01:02 AM
Simple, if they are going to camp the building, counter it with mortars or lock it down with MGs so they can't advance infantry, get some flamers to attack ground on the building for about 30~ish seconds and the building will catch alight and burn down, or attack ground with mortars. lol Mg gets annihilated too easy by the cons from cover beside the FHQ SOME FLAMERS?!!!! do you know what mins in the game he's talking about? some flamers needs 120 ammo for 2, 180 ammo (plus another 2 pios) for 3, and 240 (plus another 3 pios) for four OKW has specially harder time to counter it early game, as they have 0 option do kill them. you may say infiltration grenades or stuka. But first, smart Soviet player builds the FHQ in right building, second it's infiltration nades open at 3 cp and then u have to keep ur squad out of combat for 2 mins for the next nade, third, it's usually a suicide to get close to the FHQ to throw nades. 4th, until you get stuka you've lost all map control vp, resource etc, and guess what?! Stuka has 1.5 mins cool down for the next barrage! some buildings need more than 2 stuka barrage to kill, you know! and you know, he's gonna build the next FHQ soon after, or spam them and progress all the way forward. You can beat double OKW against the best axis players for ex in Ettel. station 2v2 abusing this commander and beat them too easily. In: COH2 Gameplay |
Thread: Community meet up at Gamescom 2015 Cologne (6.8.-9.8.)5 May 2015, 13:37 PM
So I heard from a couple of Aussies and some crazy Dutch people that they may visit GC this year. I'm setting up this thread in order to better organize like on which day we meet and other stuff. lol at first look by GC I thought you meant Gold Coast! ;P haha In: Scrap Yard |
Thread: Non meta units/commanders you play5 May 2015, 13:25 PM
Fortified armor in 2v2 interesting! In: COH2 Gameplay |
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Latest replays uploaded by Aladdin
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VSTBCComrade Communist Cat >AA8O - @K< matannaftaly artajinEfendi_ Chlupac Aladdin444 HeroubreioOKW early flanking capability to control the gameby: Aladdin map: Steppes1-855
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VSPARTIZAN[RND] Kolosof[RND] 0AB0.55.RU Kofe61[RND]Aladdin444 ElGreco Baron Von Crowfood Dr.K_18 +1-914
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VSIR||Master?? IR||Country is Earth l Doktor Goebbels - s@dRaIR|| erra-novA Leopard^Soheil Aladdin444 IR||4Lir3z4Combined forces& well supported Jagdtiger changed the battleby: Aladdin map: Lienne Forest2-2,832
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