Also, as US if you're fighting against OKW you should probably go M8 over sherman.
Para's + Paths are fairly common and incredibly effective. The USF, however, is designed around 1 infantry squad (riflemen) and vehicle crews, hard to avoid spam.
I find that a mix of infantry works really well with OKW (Sturms, volks, obers, doctrinal), but you need enough AT and the ability to lock fuel down. The Flack building is key for OKW, they would lose the mid game otherwise (and they always do when I kill it in setup or overrun it early)
SU is very easy to spam but they are more effective with at least 2 infantry types and 1 support weapon. The advantage to using combined arms well is that you can break the back of a spammed force (or riflemen that don't have a mix of lmgs and zooks). Most people aren't used to fighting combined arms and you can inflict horrendous losses with proper unit synergy; it's just much harder
I would like a little more diversity with commanders, potentially changing the feel of the whole army like the saddly overused CAS commander, the fortifications doctrine, or Airborne.
I think that more commanders help with diversity as long as they aren't cookie cutter "Generic crap and THIS heavy, vs generic crap and THAT heavy", or loaded with useless abilities (Recon for USF commanders? Stupid)
Making more units multi-role is the best option. There was a post in the Relic forums that talked about making light vehicles more versatile so they are a no brainier for combined arms usage (better abilities to justify rebuilding them in the late game).
The hard part with making any 1 unit too useful is that it may become unstoppable with support. There was a problem in CoH1 where the 2 MAN pio squad in 1 patch with vet 2 (universal purchase) and flamers could end the game within 5 minutes if spammed, they had to make adjustments.
If we have too many units there will be too many overlapping roles (StuG and P4 are good examples of this) |
I feel in all 3 of these games Gaip would have had a lot better results with M8. Maybe grenades/early zooks too (well after the first game because Zark getting the flacktrack was going to happen no matter what)
I love the OKW half track. Surprised he never went AB to counter the gren spam.
Great set of games though, well played by all. Good tutorial on why to build mine sweepers mid-game |
*applause* good use of greyhound, and good aggressive US play.
Don't forget to have riflemen near each other to attack in pairs early game, you'll force more enemy retreats that way.
Curious, why do you opt for captain if you were going to get a greyhound? |
That was BEAUTIFUL. Good example of over confidence losing you a game.
The "kill yourself" at the end sent me out of my chair laughing. The multiple ways you punished that OKW blob just made me soooo happy, and aside from the AI giving away a flacktrack it could have done worse lololol |
Pretty funny replay. Good sniper usage, didn't know the brumbar was so useful lol.
Why didn't you use an MG42? Would have made holding for the brumbar much less painful I think.
Also that base attack at the end = Sweet Revenge |
Thread: Halp1 May 2015, 08:04 AM
So first thing is your build order. I never go for 2nd RE at the start, but if it works for you then keep doing it; HOWEVER, failing to upgrade RE's with bazooka's really hinders them later.
Retreat immediately when you know you'll lose a fight early game. If it's 1 rifle and an RE vs Strums + anything once strums get in range it's over, so move back and lure them into bad cover or just pull back. The more MP you're not spending reinforcing the closer you are to getting more stuff out.
Don't shoot at trucks unless you can kill it for sure, put the pain on the squads, if they don't go Medic truck then they'll have to use muni's to heal (for OKW)
If you build a stuart keep it alive, the special abilities later can help you kill big tanks if used correctly, otherwise go LT for the anti-infantry potential and fuel saving (you can just use the saved fuel on bazookas for 1 RE squad/Rifle squad)
Never go dual shermans in 1v1, always go Sherman and jackson or M8 and Jackson. Honestly I find the M8 to murder OKW and rely on it heavily.
Use the ambulance a little more aggressively, have major near by (but not RIGHT next to it) for retreat point (somewhere safe but close to the front). You like to play aggressively, this will help you push them back.
If you have 4 rifles/3 rifles with officer you NEED to have an ambulance, riflemen need to be full health to be aggressive, so earlier ambulance is better.
Never attack flak HQ truck without call in arty and jacksons ready, don't risk too much killing them. Focus on other parts of the map and don't get frustrated with it.
Keep your guys together (near each other to support, never ever blob) and don't spend so much time in the early game building wire unless you're good at timing it to where it won't hinder your point capping.
Any enemies in buildings regularly/any issue with MGs EVER, research grenades. They will save your life. Remember to smoke MGs and rush them, but don't over extend the push.
LMGs won't win games, only get 1-2 squads mid game with them, you should be using combined arms and burning through your munis in other ways, don't neglect zooks on RE squads.
I have a replay fighting a very similar opponent where I used a lot of these tips (never got nades, no MGs/building issues), just ask and I'll upload it. |
That was great handling the double teaming. Good use of infantry support guns!
Your ally not ever attacking middle was a key indicator as to why you lost and that sucks
Why after you had the P4s did you have so much MP floating? An ober squad earlier could have done a lot of good vs those weak RE squads, maybe even helped you push (through 2 US players) the bottom and really help out Ranger Squad.
Either way well played. |
Honestly if you're OKW and you see blobs you cannot afford to neglect indirect fire. If you go repair station you have the killer walking stuka, that didn't come out til the 40 minute mark. Probably would have been less than a 40 minute game if you guys got that out earlier
Would have been a huge asset to have the support gun too. It is the closest you get as OKW to having a sniper, AND it causes suppression quick.
The descision to get a jagpanzer out when you saw nothing but infantry that early was strange to me, obers are MUCH better counters to guards than luchs II as well.
the ISU's would not have come out as often or have been a big threat if you could have kept the blobs down with indirect fire. Whoever was top really should have built the flack building to help lock down the southern/middle part of the map. It is a huge area denial asset and would have helped stop the PPSH cons spam you were facing.
On both sides it turned into blob vs blob and that's not going to work out well. There were a lot of instances where you could tell squads were being ordered 4-6 at a time, leaving most of them sitting in open/red cover.
Other big question was when fighting mass infantry and a few tanks (even scary ISU's) why not just go KT instead of the JT? KT would have covered almost all your missing AI needs, and still has enough AT to scare off heavy tanks.
Volks blobs will ALWAYS loose to equal size guards/rifleman blobs. Best bet is to play smart and punish the blobs with indirect fire, more grenade usage, and longer range infantry from cover (like obers). |
It was a really good game, but it was a mistake to build a sherman instead of a jackson. Multiple close fights, both players attempt to avoid blobbing. Really good play by Wher.
Aside from "build a jackson" any tips? |