Attack attack attack. Unlike other factions the USF can't be content occupying 2 vps and holding the line-- everyone else can contain better than you can. I've even had more success instead of taking losses in opening skirmishes and trading punches -- drawing my opponents in let them start capping, scout find the holes, hope they've made some mistakes positioning, counter attack, surprise attack and just keep forcing routs. It requires a very different style of play
I guess fundamentally my idea is to avoid situations where I'll be bleeding. I need every engagement to be if not winnable at least impactful
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
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Post History of turbotortoise
Thread: Replay?7 Aug 2015, 18:44 PM
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Thread: guard motor (629) vs. luftwaffe (335)7 Aug 2015, 04:17 AM
turbo(629) vs. 느금마 류코 (335) guard motor was rather fun! In: Replays |
Thread: UKF - Sketchfab reveal pt.16 Aug 2015, 07:55 AM
Ever wanted to see the bottom of an avatar's foot? my world can only break once o.o In: Lobby |
Thread: turbotortoise: Commrade_General6 Aug 2015, 01:32 AM
Ah, Major. Good to see you've made it. We lost a good many souls back there. I hope you find your accommodations comfortable, and you've managed to get some rest, we'll need you at your best sooner rather than later, ready to lead our mounting counter-attack! Welcome to our Summer Mentor Program. My name is Simon, I look forward to getting to meet you, and to our time together: Be sure to add me on steam here, where we may get further acquainted and start the program. Communication will be done strictly over Steam IM and a VOIP program called: RaidCall please download, create a profile and join group: 777531, if you need any help with this, I may be contacted on steam. Our program will consist of personalized reviews with feedback given throughout the week culminating with a one on one session for two hours at an agreed time on Saturday. Feedback will resemble something like: I'm sure your field record speaks for itself, but I would like to see you in action. Please post your most recent game, win or loss, to this thread to confirm your interest. Please include: -what game types and factions you primarily play. we will be focusing on those exclusively. bearing in mind I am most familiar with the WFA and duels. -how you felt: comfortable? anxious? etc. -a description of the situation/s/ where you made mistakes or weren't sure what to do. -where you felt you needed to improve. Something like: This will be an intense program forcing you to read and write. I require as much insight from your perspective as possible to get an understanding for how you operate during the game, so please, the more you write the better. I will be trying to encourage an inner look at your game, and hopefully construct a sense of self-awareness and improve your play whilst having some fun along the way. Who wants to live forever? Let's dance like no one's watching. -Simon "turbo" In: Mentoring |
Thread: RELIC please make MORTAR SMOKE barrages quicker4 Aug 2015, 06:30 AM
anyone remember stuka smoke pots? i thought those were gonna be the greatest thing ever. In: COH2 Gameplay |
Thread: Feedback request 1v1 vs Sov Ind + T33 Aug 2015, 07:52 AM
Wow. One of the best responses I've seen. Haha, thank you, and this was one of my shorter ones. I just hope that people find them helpful, even if they aren't specific, by deconstructing the game, hopefully the moving parts become more apparent and less scary to understand as it were. In: Replay Reviews |
Thread: Feedback request 1v1 vs Sov Ind + T33 Aug 2015, 06:51 AM
Ok! Thank you for sharing, I’m sorry the sample was so short. I hope together we can get you staying in the fight a little longer! I think you have a lot of room for improvement on the fundamentals, but don’t fret, it’s pretty simple, and the game will feel a lot less uncertain with an understanding of these precepts. Let's break it down. There are, at least what I consider, four fundamental skills to learn: Build Order Capping Order Tactical Execution (Unit Preservation) / Micro Map Awareness I'm sure everyone has their own ideas of what are important, but I'm sure if you master these, you will have everything that you can control, to make the best decisions possible, and execute your tactics; hopefully, allowing you to adapt to just about any situation. I’ve included a diagram to help illustrate capping order, and map awareness, at least specifically for Eindhoven. Let me explain. The points circled in red are what I consider your “natural” resources, the resource points closest to your HQ, making them the most defensible, and quickest to connect. If you hold these, have a solid build order, and preserve your units, you will automatically without question win 50% of your games. Notice that once these are capped, a frontline will start to naturally form, indicated in green, slicing the map west to east. Try and visualize this and trust your gut, you'll feel uncomfortable if you place your army north of this green line you’ll notice you’re too spread out and flanks will be vulnerable, place them too far south and you’ll feel cramped, hemmed in without width. As a general rule of thumb when playing maps you’re unfamiliar with, take it step by step. First start by capturing your natural resources. This will give you an idea of where the key points to: contest, fight over, and ultimately give you a feel for the strategic areas in which your army will need to occupy in order to be competitive. I saw that this was an issue with where you decided to fight with your army. You were unable to concentrate your troops and provide an effective fighting force. Your army was utterly in-cohesive and as a result ineffective, and I think that was simply a matter of not knowing where to fight. This was especially evident in how you decided to utilize your MG42-- as simply a pillbox. It did not offer anything to your mainline grenadiers who certainly could have used its supporting fire in the opening engagements. You also didn’t have the tools at your disposal, and given the degree of resources you were floating, excuse the presumption, but I suspect this was also just inexperience. So the next thing to examine, now that you understand where to fight, is what do I need to fight there? I really don’t like to speak in absolutes: build x then y, then z, but generally you should always have at your disposal a certain core set of versatile units, and from there you may add things on that the situation dictates: snipers, mortars etc. Once you have the core set of units you have enough depth to start adding specialists. Only then should you start asking: What does my enemy have, and how does the unit I’m building help me against it? Commonly this patch we see three grenadiers and an MG42, or two MG42’s and 2 grenadiers, if the map is narrow/defensible, before a player will start to consider teching or adding anything else on. I would more than recommend, implore you, to examine a fair sample size of games to get an average idea of what people build, when, and on what maps. I will deviate from this point for a minute though, because there is one truly key, crucial facet here that needs to be addressed and it sort of fits in with build, and that’s: Unit preservation. I can’t emphasize this enough, you are always in a fight if you can keep your units alive. Don’t be afraid to retreat early, or even break off an entire engagement if you’ve misjudged the tactical situation, or have made an error. You can always counter attack. If you don’t preserve your units it becomes very difficult just forging ahead and adding on pieces if the structure isn’t in place. Because you lost so much, so early, you were flailing around in T1 whilst your opponent was running ruck shot over your army, a more aggressive player may have ended the game within 10 minutes with multiple T70’s. You lost your core of your army early and as a result didn’t have anything to provide any pressure on the map with. By starting with a focus on making sure your units live, not even do damage, but live, you will have a lot more to work with, and then you may start to be creative, play around with wire and other cutesy things. I think a lot of this will come with experience, starting to recognize similar encounters and tactics, and remembering what worked (and what didn't) for you eventually building a toolkit for how you want to solve problems that face you. If you haven't already, I highly recommend our mentor program, if sign-up's haven't ceased, otherwise, posting in here, reading our guides (bearing in mind the dates) and most importantly watching replays, and you'll get it in no time. It is true that the learning curve is steep, but by immersing yourself in the current conversation, and trying to understand what other people are doing and why, and you'll for sure start to feel growth. I hope I wasn't too critical, and my feedback was helpful. If there's anything I can improve, or anything specific in the replay you would like to ask about, or receive clarification on, I'll be around. Thank you again, let's talk again soon! your friend, -turbo In: Replay Reviews |
Thread: Feedback request 1v1 vs Sov Ind + T33 Aug 2015, 04:31 AM
it's been a while since i've done one of these. i'll gladly have a go. In: Replay Reviews |
Thread: USF VS. Ostheer double/triple mg42 start - what do you do ?3 Aug 2015, 01:58 AM
hit them before they setup, armour, assault engineer to flank/beat the mg to the choke point. an extra RE squad can suffice if you don't fancy armour. In: Lobby |
Thread: Soviet T1 without Snipers3 Aug 2015, 01:11 AM
in risk of hijacking this thread, may i expand this position out and say that snipers both using and facing them are unfun. am i the only one that feels that way? from an ostheer perspective, they can be a real nuisance, especially with 4 men squads, and no real... "non-gamey" counter: highly recommended. |
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