I often play quite good in the early game, especially as USF and OKW, but i have a hard time closing the match. I can have complete map control but somehow the enemy manages to push back.
Here is a recent example, it's quite extreme because i played Jesulin but it's kind of the same story. I had decent early game and got his cutoff and a fuel advantage but i was completely crushed anyway.
Where did i go wrong? What should i do to capitalize on the fuel advantage?
Edit: To be clear, don't say i should have won against Jesulin. I'm just wondering what i could have done better.
Edit 2: I realised that was not the "real" Jesulin.
Some of the things I noticed:
1. Didn't really utilize the 2x RE (didn't see when you got the second, but it just sat in base for a looong time)
2. Losing an early rifle squad in the middle hurt.
3. Gotta watch for rifle nades. Don't think any of them were dodged (whole LT squad wiped, etc).
4. Need to expect & respect the stupid StugE. I feel like I see it every game with WM.
5. Don't send rifles into the meat grinder without a purpose. Squads were sent in 1-by-1 and didn't accomplish much besides draining MP.
6. Make a plan for killing his StugE and commit rather than skirmishing constantly for no real gain.
1) There's still the opportunity cost of getting it. You're sacrificing almost a whole rifle squad to get it, plus possibly delaying your LT/m20.
2) It can die before you can withdraw it.
3) You only get 75% of the cost refunded.
Try WC51 loaded with rifles or RE's from Mechanized doc too if you're still having trouble with these kubel rushes.
I had a phase where i couldnt counter this at all,and the WC51 helped me gain some confidence.
Ehhhhhhhhh. It seems like the wc51 just doesn't perform nearly to the level it should for the cost. Plus it requires you to take a pretty terrible doctrine. It would be nice to seem some buffs for that doc but I'm not holding my breath.
Also did you find that it messed with your tempo a lot?
I really appreciate all the advice given here, but I haven't recived any real solution to the particular rush i encountered in this replay(?). The problem is that my first riflemensquad got suppresed before they even managed to cross the bridge. I guess i could send my engineer squad over right away, but that gives me delayed fuel, and that will put me behind if my opponent decides not to rush... hmm..
I apologize. So I watched the replay and honestly I think it was just a timing issue. By the time your first rifle was leaving your base, he already had his sturmpios + kuble waiting at the bridge. It's especially problematic on semois due to the nature of the cutoff, but I think you would've stood a much better chance with an RE squad first. It's still possible that you could be in a hard spot with his sturms vs your RE, but I think it gives you a better chance at at least stalling for your rifle to get there. On other maps I find it easier to have my 2 REs join up early and really punish sturms trying to close ground. No such luck on semois :/ Hope this helps.
Sorry, but I have to call any suggestion void if it involves using more than one unit - let alone upgraded units - to counter one out-of-the-door unit.
Anyone can come up with a solution if it's just a matter of massing a superior number of counter units that can flank the enemy unit.
That's not the problem to be solved with kübelwagens.
The only real suggestion I see above is to put an infantry in a building, and this is preferable. But there are not buidings avaliable on all maps. So a good suggestion for other maps WITH ONE UNIT PER KUBEL is needed.
Remember that sometimes the best advice may be to avoid the fight all together ad go do something else...
I guess you didn't read any of my responses? If you get 1 RE squad into cover before the kuble starts firing (or at least as close as possible), it can force the kuble off or even kill it. A second RE squad will just secure the kill. 1 and even 2 RE squads is pretty cost effective to negate a kuble....
I'll need someone to confirm the hard data, BUT basically RE have shit accuracy but good damage. This comes out to them being pretty meh vs. most targets since they just miss shots and the overall dps is low. However after the size change to kuble, it's much easier to hit, which in turn increased the RE potency vs. it. I'm not positive how this compares to the strength of rifles, but personal experience tells me that RE deliver the smackdown on kubles like no other. Another factor is that since RE are cheap and come out quickly, you're able to get into cover faster with them and not be caught by surprise. Plus you can have your second RE squad come help out when the first eventually gets suppressed.
Hey guys. Would strongly appreciate some input on this Replay
Surprised no one has mentioned this, Rear Echelon are REALLY GOOD at killing kubles. Even 1 RE in cover can get a kuble low and force it to retreat. I always go 2 RE into rifles which allows you to field more squads earlier and flank the kuble. You're still reliant on getting to cover before the kuble attacks you, but if you're smart and don't overextend then it's easy.
Grenade supplies looks pretty good too, faster and cheaper Grenades for Rifles, Paras, and LT. Bring on the Nade Spam!
These 2 plus the pathfinder one (spam so good) I think are the only attractive ones. So many bulletins sound good in theory but actually save you so little resources.
Side note, does anyone know if the lt/capt/maj suppression resistance buff stacks?
The real problem seems to have been that the game was too close to vCoH, which is to say it was in danger of becoming a parody of vCoH, and accordingly, many "Old Sweats" from vCoH simply did not support it.
At the same time, THQ was not whole-heartedly behind the CoH franchise (IMO), and therefore if the $ did not flow, CoHO was an experiment to be written off. Since CoHO was FTP, and never left Beta, it was perfectly understandable that many who played the game were happy to proceed without ever paying a dime (which included me). So, many of us (unwittingly) dug the grave of CoHO, not because we did not like playing with it - it had lots of variety - but bcs it did not appear to be the quick monetization project that the publisher might have hoped for.
CoHO had some lasting effects: Harlequin showed it was possible to cast on an almost daily basis, without resort to Mp3s etc The tech system for Commanders was variable and that was more interesting, than being locked into a permanently set system (though some old hands will fervently disagree)
The memory of CoHO lives on in Ardennes Assault particularly, I think: customised Commanders with tech trees are a clear derivative; and to a lesser extent, the fixed but varied Commander system in CoH2 also probably found its origins in CoHO.
Was it balanced? Nah! Could it ever be? You're kidding
Definitely some good points. The game had some cool ideas (I mean the commanders and the crazy units were fun), but it just left me confused as to what the game was supposed to be. It felt like what Coh1 would've been if it was made is Asia. Also the idea that Relic could balance the base factions plus all the crazy vet units (which were practically new armies, balance-wise) is laughable for any coh veteran.
Last point I'll harp upon is the money-grabbing nature of that game. I mean people complain about buying commanders now, but imagine CohO with all the stupid charges for using units. That really started to push into the pay-to-win area, where hopefully Coh2 or 3 never goes into.