PJSalt Got to add another salt shaker to my table after this match MVGame
(First game after being gone for a week and it's against brits )
Profile of ClassyDavid
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Broadcast: https://www.twitch.tv/davecoh2
Steam: 76561198032338788
Nationality: United States
Broadcast: https://www.twitch.tv/davecoh2
Steam: 76561198032338788
Nationality: United States
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Post History of ClassyDavid
Thread: Insane game vs Dave1 Mar 2018, 02:38 AM
In: Replays |
Thread: Seasonal Map Cup Sign Up28 Feb 2018, 17:47 PM
In: Events Central |
Thread: Not a leg to stand on17 Feb 2018, 03:00 AM
Have some events going on right now so do forgive my response isn't as detailed as one should expect. Moving on. If you're playing OKW you have to take advantage of their early game as they arguably have the strongest early game out of all the factions right now at the cost of their mid game and late game being significantly nerfed. By the time USF had three Rifles you had four Volksgrenadiers and a Sturmpioneer. Use the Sturmpioneer to cap the bottom portion of the map as to swing around to hit fuel or the cutoff. Send the second volksgrenadiers to cap your cutoff then middle VP. Use the third and forth Volks to either cap up the rest of the map or reinforce your defense at the enemy's cutoff. USF has to either brute force (costs a significant amount man power to do as they'll bleed trying to force you off) or slow down tech by getting mortar. If OKW doesn't take advantage of their early game then USF will take the lead and hold onto it till late game until you have armor of your own. Also, if USF goes four Rifles then that is almost a guarantees he's going CPT so I wouldn't recommend going Flak half track unless you're certain you can micro it well and have screening troops always around it. He did go mortar half track but still HMG would help control rifles and allow your Volks to approach without taking much damage. Never risk your Flak HQ either if you know you're behind AND he has Infantry doctrine. He didn't take advantage of his doctrine so it worked out nor did he equip his Rifles all with LMGs which would've made it significantly harder for you to push out. I have to ask why go Fusiliers when you had the option to get Obers? Obers would have helped immensely in bleeding Riflemen especially given he didn't equip all of them with weapon upgrades till the very end. Fusiliers are good but they won't hold up much better than Volksgrenadiers. Having one for their utility via excellent line of sight and flares isn't a terrible choice however as any intelligence on the enemy is vital for attacking or defending. Routinely check your unit bar to see what units are idle and those that aren't. You had times where you AT guns kept getting decrewed from just sitting there and taking damage. Rakets are decent at Vet 0 but their vet makes them terrifying to Allied armor. I'd also wouldn't direct your AT one direction but instead remain unpacked as that means if armor comes around they'll automatically set up in that direction thus freeing up that little bit of micro for you to use elsewhere. Munitions float was painful to see however I can understand as Sturmpioneers were constantly repairing things. This also extends to why Obers are so good as they have booby traps which deal massive damage and with your supply of munitions would've let them hold VPs and force USF to send armor to deal with them. Another Sturmpioneer wouldn't have been a bad idea as they could've planted mines while the other one repairs. Panther was a strange choice as generally Panther is for when you have a advantage in infantry engagements. Panzer 4 is a wiser choice as it can force off units quicker than the Panther while also still having the advantage in terms of armor and pen against the Sherman. Repurchasing a flak half track also would've helped in help defending your support teams from marauding Rifles and if set up behind your AT guns then USF would've committed his armor and risk losing his armor to take it out. In: Replay Reviews |
Thread: Not a leg to stand on16 Feb 2018, 21:16 PM
I'll check this out sometime this weekend or next week so bear with me. In: Replay Reviews |
Thread: REKT by ppsh cons and T-34/8516 Feb 2018, 21:13 PM
As far as I know there isn't a soviet commander that has Guards, T-34-85s, AND ppsh conscripts. I'm going to assume you mean T-34-76s. Anyways, first of all veto Winter Semoisky as that map is heavily allied favored if you spawn north as axis while also being quite a poor map. Moving on from that if a Soviet player is going PPSH Conscripts spam then going 3 grenadiers and 2 HMGs will counter his build if using the HMG correctly. Elite troops is actually a good counter to PPSH cons as you can use the stun grenade with G43s to protect your grenadiers when cons try to rush or use Urah to close the distance. Stun grenades also allow you to counter flanks that otherwise would force you off or to retreat squads as you can stun a flanking squad for those few precious seconds to allow your HMG to either relocate or give Grenadiers time to deal sufficient damage to force the Cons off. Guards are a bit trickier but mortars are a soft to hard counter and what I mean by that as Guards are required to stay still to fire their weapons so by getting a mortar they have to always be on the move or get bleed by the mortar. However saying that you do require a little bit of RNG in that your shells are hitting pretty consistently to inflict bleed on Guards given how tough they and their DPS is quite high meaning any screening grenadiers will quickly be killed. Why the HMG is so important to have too. You can supplement one grenadiers with one PGs as they hard counter PPSH conscripts as they deal sufficient damage from range to close range that any conscripts trying to assault them will quickly lose models. Concerning Grenadier upgrades I wouldn't bother with the MG42 against Conscripts anymore just got full G43s. I'd also recommend getting PGs with shrecks for AT on that map given how many shot blockers are in the middle. Or the very least having a AT gun AND PG shrecks as they can deal with any flanking armor. The thing about the Katy is you can move out of the barrage area given it deals it over time compared to say the panzerwerfer. Keep your troops spread out will also reduce the danger the Katy will do to your infantry. |
Thread: Dave v GiaA 14 Feb 2018, 23:56 PM
Great game that pretty much never let up. Constant pushes and defensive actions across the map. In: Replays |
Thread: REKT by ppsh cons and T-34/8514 Feb 2018, 18:56 PM
Can you provide a replay or be more specific in the opponents build order? Did he go conscript spam into what? Was there Guards? etc. |
Thread: AT infantry for OKW?7 Feb 2018, 23:37 PM
To be honest I wouldn't mind if OKW got a squad equipped with duel anti-tank rifles that could apply a slight debuff that wasn't stackable to a vehicle they hit. Maybe slow them down slightly? Or have some utility based ability. Be different from other AT options but still workable against light vehicles and medium tanks with extra use coming from utility whatever that might be. In: COH2 Balance |
Thread: Some QoL suggestions5 Feb 2018, 22:59 PM
Is it possible to have a lock down on HMG? Similarly to the AA half track order. Too often have I tried to click a unit and accidentally made it a move order and would make it a pseudo buff for HMG. In: Lobby |
Thread: Weird game I ever had24 Jan 2018, 03:16 AM
Yeah Guards need a hard nerf but this game gave me such a confused emotions with PGA pulling a red wings. I wasn't content nor upset at this match just..... was a match I had to finish. I had some conflicting emotions early game on what to do while PGA could've ended it early with light vehicle pressure. Shows you need to have plan or fall apart if they opponent applies the correct pressure. P.S. just noticed second subscriber so thanks for feeling what I say or post is good enough to follow me, cheers. In: Replays |
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Latest replays uploaded by ClassyDavid
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