For me what made me leave the CoH franchise in general was that after CoH2 was released the CoH1 community shrunk a lot. I knew it would happen for sure even before the game was released, but I though I would just play CoH2 instead. After playing CoH2 though for the first time and the first few months I was very disappointed and most of the feedback many of the experts threw included me were discarded, I completely lost my will to play CoH2 after the state it was in and even after SNF5 was announced I tried to play it again and the "fuel"that made me play CoH1 so many hours after hours was not even close to being there.
So to answer OP's question, I am now playing LoL hoping to go pro with a challenger team (although its a long shot). |
You mean that every faction blobs up?
I can live with that. It's the brits Sappers, Commandos, Staghounds, Fireflies and powerful defenses I hate
Brits are actually quite easy to play against once you know what you are doing, I usually go for two volks and one mg, this lets you have some capping power and a very good weapon against the bren and potential flanking brits squads, the mg is there to zone out the bren carrier too (if he does it) otherwise it's there to make the brit player flank you since he wont win at long range with the mg. The 4th unit out of the WM quarters is where you adapt, if he went a fast bren carrier and/or is building mortar pits then you can rush t2 and adapt from there (either a pak for the bren/mortar pit or grens if you think he's overrunning you too much or even the halftrack if you think you can base pin him without many losses), otherwise the sniper as the 4th unit is very good, if you see my WM games against brits you would see me going sniper instead of going three t1 units and rushing t2, that's because if you know what you are doing and have a good control over your t1 units and know your limits with them then the sniper just destroys brits. If you go sniper then try to tech for t2 right away to get the panzerfausts on volks (if he has the bren which is pretty common). Also don't forget to use mines, upgrading flamethrowers on pios depending on the map can be a very good idea too and keep your units together. |
At the moment I cant watch the replays but I dont think I need to watch them to help you out against PE since the answer is really simple. The way to beat PE with US is to blob the riflemen, to do this you just go for the triage center and upgrade bars, you will be able to destroy anything PE throws at you and you can get the m8/at gun later on. This works because PE is mostly composed by light vehicels that get easily damaged by bars, a rifle in green cover will always beat the scoutcar no matter what. As for the Angoville map you just do the same thing but keep your blob in between cut offs. |
Hey,
I got some time to watch two of your replays (the first two), ill start with the one against "dutchdefense".
00:10- (small thing) the engineer should go to the right to cap the munitions and then the fuel, the second engineer starts building the barracks but doesn't finish and swaps with the 3rd engineer you built (this in a three engineer start), the 2nd engineer that stopped building goes for the manpower point to connect the fuel that the 1st engineer should be capping.
01:25- don't cap the vp's early, the fuel is much better.
02:00- don't use wire on yellow cover, plus you got your engineers stuck, I don't even know how you managed that.
02:10-don't do jeep with a three engineer start, since this start is already weak you need rifles, I would suggest 3 rifles and tech to either wsc (for snipers) or fast m8. Alternatively if you feel comfortable flanking then 4 rifles bars and upgrade flamers on your engineers.
2:50- (small thing) don't try to fight if you aren't going to win, if it was me I would straight up move the engineer to the fuel more on the right instead of not doing anything and taking the volks damage.
05:40- don't blob your rifles against WM, or you can get both squads supressed.
around 6 to 7 minutes- use your jeep to scout his base, if you know whats coming you can counter much easily.
12:20- don't run into the WM territory with the rifles like that, at that point he's already well set up, its better for you to keep the rifles at distance while the snipers shoot away, also by this point the infantry doctrine should be a no brainer.
20:00- in a game where he camped an area for some time you have to expect it to be mined, your sherman should be used to go around the "wings" of the map denying him his fuel and keeping him contained until you get the howitzer. This is the best way to fight that strategy on langres.
21:20- waste of 150 manpower to do the medic thing.
22:20- don't do machine gun emplacements they are just not worth it, especially against gren blobs with shrecks
23:55- again don't run rifles into his territory.
24:30- you should go for the m10 or m18 right after you see the puma.
26:00- just a reminder that you have 500 munitions, this could be munitions that could have won the game by now if you had used them on artillery strikes, for example when running the rifles into the mg.
The rest of the game was a slow skirmish win after win to the WM player, so Im just doing to say my final thoughts, don't go for armor doctrine, it comes too late to take effect on the bunker strategy he's using, after 3 cps you should already know what to use which should be the infantry doctrine so you can keep the pressure and actually go into his territory without the fear of the mgs, since you didn't pick it you lost A LOT of manpower rushing in with rifles without no real purpose, I also wouldn't recommend going for tank depot AT ALL without going infantry doctrine to clear the paks, especially considering that if you use the resources that you used for the tank depot to build a howitzer it would be much better and would open a door for you to build a motor pool later on for the stugs and KT.
next game:
00:00-02:00- same thing of last game (regarding the jeep and the vp cap).
02:00- look for the pioneers to kill no the volks.
04:50- as soon as you see this bunker you either rush m8 or go for the snipers.
05:25- rebuilding the jeep is a big no no.
Overall bad engagements for some time that put you on the back foot, you have to know when to retreat right away.
12:00- when you are that far behind get 2 snipers, you need a way not to lose manpower while draining him and then go for motor pool for AT.
Last thoughts, pick your fights right is half of how to play US, in my eyes you lose too much manpower and then the manpower you do have you do the wrong choices, you also seem not to have much idea when to be agressive and when to be passive, it's hard for me to explain this last bit since you have different timers to be agressive and passive depending on the build order you did or in what you plan to do, either way for the three rifles sniper opening you should be passive with the 3 rifles early on (mostly fighting in the wings of the map and not doing blunt engagements against the full german force, and be agressive when you get the sniper in conjunction with some flamer upgrades.
Hope this helped, any question you have ill try to answer. |