man, that's hard to watch at the end. you do so many things well... but honestly, it was your refusal to tech to major that cost you that game.
longjohns hit a lot, but i'll say two more things (and they're linked together). the longer games go, the more fatigue becomes a factor. don't start throwing away units or making bad trades because you're 40 minutes in and getting frustrated. everything is precious, because replacing vet 3 rifles takes time. in line with this... don't get sucked into the "i need this many of this unit" mentality. you'd lose a rifle squad and instantly replace it. only replace it if you NEED it, and can MANAGE it. towards the end, three rifles would have been fine if you'd had an HE sherman to push the blob away and a jackson to keep his tank from rolling around unsupported.
you had that game, man. it was like watching game of thrones. |
also... 3rd mortar HT when you can get a priest? priest is waaaaaay better, especially against OKW HQ buildings. |
watching the replay now, about 15 minutes in.
i don't mean this as a knock, but your micro is maxed out managing 4 rifle squads, an RE squad, and a captain. you did well keeping your mortar HT out of danger, but it requires a lot of attention that you didn't have to spare (the sequence when you lost your rifles to that fallschirm squad around the 12 minute mark comes to mind). 5 rifle squads is too many.
festive is totally right. you need to be aware of resource float. with +40 munis, i would put 2xM1919s on each rifle squad... just do it each time you have to retreat one. that way you kind of naturally cycle them back and forth to the front and they'll have enough firepower to deal with the sturms and volks as they vet up. both sturms and falls do plenty of damage, but if they have to cover open ground while you're in cover they will lose every time.
if you go infantry company there is no reason to upgrade to zooks/bars. if you're that worried about his vehicles, get an AT gun or a stuart. the stuart is worth its weight in gold if you practice with it. i know you don't like AT guns, but just one of them in the right position will force him to think twice about pushing forward with a vehicle on its own. get used to using them.
at the 15 minute mark i can start to feel the momentum shifting his way, which is a shame, because if you had pushed just a little harder at the opening and been a little faster to tech to major, this game would have been over by now. |
Was the vehicle actually abandoned or just knocked out? No idea how new you actually are but you can only re crew abandoned vehicles. |
I normally go mechanized against Soviet or USF but battle group against UKF. Thanks to sniper and resistance to suppression both kubel and flak track are less helpful against UKF.
Two sturmpios can be risky in terms of man power... Not so much now that their reinforce cost has been reduced, but they tend to drop models quickly unless the enemy is suppressed. |
Can't see your playercard, so I have no idea what level opponents you're facing. If you're new to OKW I'd just remind you that your initial combat power is pretty limited, especially against Soviets or USF. They can honestly cover the whole map early. You need to play with focus. A kubel and sturmpios together can make a great harassing combo, especially if your volks are focusing on holding something critical (probably fuel). Also, remember that with volks you will almost always need a numbers advantage and good micro.
If you survive the early game on even footing when it comes to tech and resources you'll probably be in a good spot later.
If that doesn't help go watch some replays. |
why the ban of elite troops? |
i ended up pulling this one off, but my early-mid game was seriously lacking. any suggestions? obviously i shouldn't have thrown away so many machine guns, but MAN that flamethrower doesn't give them a whole lot of time.
he got a little sloppy towards the end with his vehicles and some decent micro was able to save the game for me. |
+1
the integration with the community is evident and really refreshing. i enjoy the constant rebalance and the effort to make every unit part of a viable strategy... keep it up. |
a buddy of mine brought this tactic to my attention within a day of UKF being released... and it's brilliant. if you can survive the early game long enough to get a couple squads of heavy engineers with brens you're golden against infantry.
IDF is kind of a counter... they do their most damage against OKW, since the leIG isn't as effective as a mortar when it comes to sheer damage output and the stuka is hard to employ well against someone who knows what they're doing.
i don't think they're totally OP, but maybe the vickers K should only be applied if the squad still has a a heavy weapons slot left (i.e. no more than two weapons per squad). i'd also like to see the heavy engineer upgrade cost munitions. since when are any upgrades in coh2 free? |