Profile of turbotortoise
General Information
Broadcast: https://www.twitch.tv/turbotortoise43
Steam: 76561197977344631
Residence: Canada
Nationality: United Kingdom
Broadcast: https://www.twitch.tv/turbotortoise43
Steam: 76561197977344631
Residence: Canada
Nationality: United Kingdom
Signature
Post History of turbotortoise
Thread: The new factions should be:6 Mar 2015, 05:48 AM
To everyone wanting the pacific theater: you gotta remember the map design... I realllly don't trust the current contemporary pathing system to operate well in a jungle, one of the primary reasons for the IJA's success IMO. In: COH2 Gameplay |
Thread: WFA soundtrack to custom maps?6 Mar 2015, 05:43 AM
As far as I'm aware the OST is client side, but I'd get someone more knowledgeable to confirm. |
Thread: Pathfinders or riflemen?6 Mar 2015, 01:48 AM
Herein lies your issue imo. Maybeeee, against OKW if I really fear a light vehicle I'll get the Cpt. but, frankly I consider him prettty worthless. An M20 + Mines will go a long way, the Lt. will act like a steroid rifle squad for you and access to the AAHT will give you a lot more leverage if you need it AND allow you to get the Sherman out earlier. Also, a lot of chatter about the 4th Rifle, if you're going AB I would advise against it, especially if you use pathfinders with their RIDICULOUS reinforcement cost. w/Para's your upkeep will skyrocket. |
Thread: Who needs heavy tanks...when you got...5 Mar 2015, 22:24 PM
yep! the unit price could scale per player with certain units but, eh I think, just with the maps and how the games are played it's understood this sort of tactic belongs in goofy team games. In: COH2 Gameplay |
Thread: Remember when5 Mar 2015, 11:18 AM
2 Mg42 into sniper 1 Gren tech to T3 Double P4 - Back tech to PG's, y'know. Just in case... In: COH2 Gameplay |
Thread: Who needs heavy tanks...when you got...5 Mar 2015, 09:49 AM
indirect fire shoutout from the USF camp! In: COH2 Gameplay |
Thread: How to prevent blobs5 Mar 2015, 07:07 AM
I was always a fan of making the T-34 ram target infantry :3 TM!! In: COH2 Balance |
Thread: The new factions should be:5 Mar 2015, 04:41 AM
In: COH2 Gameplay |
Thread: 4vs4 as allied5 Mar 2015, 03:34 AM
Yeah, I was having flashbacks to stats classes and mirco-economics, and ... I can't comprehend any aspect of that graph. In: COH2 Gameplay |
Thread: Jadame!'s Rifle Commander5 Mar 2015, 02:55 AM
After having a bit of a conversation with Jadame! in a topic regarding 4v4's as allies. A discussion broke out regarding the rifle commander and, what I feel is a pretty common and vaunted strategy in large team games as a USF player, which I will hereby attribute to him, unless someone wants to argue otherwise. Without further adieu: Jadame!'s Rifle Commander. Your avg army composition. Here's the build: - 2 Rifles - 2 Elite Rifles - Lieutenant * - BARs - Ambulance * - Sherman Easy 8's Very simple, and fairly effective. The key here is early game pace, you are to take and hold VP's. Take and hold. Once you blow your German opponents off of the map, the key is to slow down and apply mid-game pressure. Lots of pressure, force them to counter attack. Multiply your force with BARs. The pressure comes from the ambulance which if utilized as a soft retreat point allows your force to never leave the field. Ones late game in my opinion is the largest weakness when utilizing this build and will stretch your rifles to their breaking point whilst waiting for CP's to call in the E8's. The numbers will alarm any classically conditioned RTS player taught not to float. Stockpiled resources will skyrocket into around 500ish fuel and 2K+ MP, but you mustn't fret. As far as I can tell the Sherman's will arrive around 15 minutes*** but it will take some work. After building 2 Caches, afflicting 10K pts of damage which equated to around 280% efficiency I was awarded the CP's. From that point forward what followed could only be described as a gravy train of Sherman's which was very satisfying. My impressions and potential tweaks to be made: *** In the third trial game, after building a single cache late, inflicting around 11.6K pts of damage equating to 393% efficiency the E8's arrived around 20 minutes in which I felt verrryyy vulnerable. Any sort of tactical adjustment by our opponents and I think I would of been done for. Crush, crush, my kingdom for a crush! In my best efforts the E8's arrived just before Panthers and other heavies but, I really missed the 10 minute Sherman, my force lacked the pure killing power at that time from HE rounds and tank crushing. I usually only ever got BARs late in the game after my first Sherman, and even then, usually only applied one per squad, saving munitions for P47's. However I was really quite pleased with how my rifles performed in the mid game. You can put so much pressure on, so much so that I was making a lot of micro mistakes, because you will need to be relentless, which can also be very exhausting, in that frame of mind it's also much more difficult to temper aggression with recklessness (please excuse the game on La Gleize, i thought the game was over and was testing the crushing power of the E8, I didn't realize we were still in it). Finally a small note about the flare, which was more useful than expected, providing LOS for team mates, which combined with the ambulance could lead to great synergy ** in the third game, I actually decided against building one as my team mate had one already, not that the resources were an issue. I think they could be better utilized to help bridge the gap for E8's, just not sure how ATM, but that's what discussion is for. In closing, please lets workshop it, I think this build could be implemented without the rifle commander and the standard USF armor to be more effective a little earlier, but this is certainly something one could use to contend in team games as USF. Win Loss Win Thank you Jadame! and thank you for your time. |
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Latest replays uploaded by turbotortoise
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