Steam Profile and playercard: Profile
Armies you want to mentor. (place 'all' if all): OKW/ Wehrmact
Mode you want to mentor. i.e. Only 1v1, or 1v1/2v2 etc: 2v2
Preferred language for Mentoring: English
Your Timezone in GMT: -7
Max Number of Mentees : 2
Do You Require that your Mentee uses voice communication of some sort?: Yes
Describe your availability this summer?: Evenings / Weekends / Discord
What is the minimum skill level that you would prefer from your Mentee? Any level if its a team of 2 (Advisory/Coaching Thing), if solo someone with RTS experienced just looking to get better.
Profile of Troyd
General Information
Broadcast: https://www.twitch.tv/troyd_destin
Twitter: https://twitter.com/troyddestin
Youtube: https://www.youtube.com/c/Troyd
Steam: 76561197995692950
Nationality: Canada
Game Name: Troyd
Broadcast: https://www.twitch.tv/troyd_destin
Twitter: https://twitter.com/troyddestin
Youtube: https://www.youtube.com/c/Troyd
Steam: 76561197995692950
Nationality: Canada
Game Name: Troyd
Signature
Playercard of Troyd | ||||||||||||||||||||
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Post History of Troyd
Thread: Mentor Program 2016 - Mentor Sign-ups9 Jul 2016, 03:43 AM
In: Mentoring |
Thread: BC vs Tab Game 328 Feb 2016, 02:09 AM
Across le rhine. In: Replays |
Thread: BC vs Tab Game 228 Feb 2016, 02:08 AM
Holy crap artillery. In: Replays |
Thread: bc vs tab ggames28 Feb 2016, 02:07 AM
dsafas In: Replays |
Thread: How to counter AEC20 Jan 2016, 04:49 AM
Try using the Ostheer AT gun. Don't worry about staying in T1 too long as UKF are not as aggressive as USF or Soviets early game so you have some breathing room. Yeah, this is what I've been doing of late. The really early AEC (5.5mins) makes going sniper a bit scary! I've been using grenadiers to scare it and grab a pak asap. Once you've got a pak40 you're pretty set though, and you'll need them anyway. |
Thread: General tactics against blobbers players10 Jan 2016, 04:01 AM
Yes, but aren't suppression units thus not in the list. I would classify those as bleed options I'm also looking for some Ost vs US\Sov replays or vods, but it's hard to find them. Here's some 2v2 - OST (point of view) + OKW vs Double USF. http://www.twitch.tv/troyd_destin/v/34527129 Notes - notice how I use units to spot for the MG42 - notice how I immedialty move the MG42 when it gets smoked - notice the usage of bunker MGS Though I think you're looking for 1v1, so I would advise you hit up some of the streams during the day or check out the replay library for the ESL tournament matches. In: Strategy Desk |
Thread: General tactics against blobbers players8 Jan 2016, 20:12 PM
I always thought that only US and Sov factions players using blobbing tactics since i was only Ost player. But then i started to play Brits and realized that Ost and Okw players using same tactics. Curious question - When you refer to "Blobbing", are you referring to a bunch of units in one spot? Or just a infantry heavy build pushing you from multiple angles etc? Second question - is there a specific faction you want advice for? In general, you should be using combined arms or what I like to term "blob control tactics". This means, including some sort of backline suppression platform in support of your mainline infantry or artillery units to help bleed large infantry formations by turning fights in your favor. Also, you shoudl note that suppresion is incrementally cumlative - that means if you have 4 units to near each other.. they will take increased suppression then if it were by themselves. This is why you see fringe units in a blob become suppressed even though they aren`t near the original MG volley. Below is a summary of suppression stuff and video showing effective use of suppresion to turn a game around. Example Counter Blob Play: http://www.twitch.tv/troyd_destin/v/33606216 Video Notes - notice we`re being `out blobbed` without any support units. - once we bring out one or two suppression platforms, OKWs infantry heavy tactics fall apart. Note: Allies have the earliest access and most abundant suppresion weapons - use them! Axis have limited or late options. USF - Flaktruck or quad - 50cal machine gun - Volley fire Echelons ( typically bar or LMG equipped) USF has access to suppression with the LT unlock (50cal), I highly recommend it when playing against OKW its better to just get more rifles agianst Ostheer. Like always, keep it in the back and sighted using yoru rifles. LAte game you can use a sherman with High explosive rounds, or a calliope to put on the bleed. Soviet - Maxim - Quad Maxims can be your second unit, and spammed. Suppression everywhere, all the time. I typically go two maxims and two conscripts. Let the maxims suppress with a volley while behind your infantry in cover, then move the conscripts out of cover to engage the axis units at close range while they are suppressed. Youcan also build a mortar to help clear out opposing MGs and kill suppressed units. British - Vickers - Bofors As brits, my blob control come sin the form of a vickers MG. Yes, I know the vickers takes *two* volleys to suppress a unit - but that time interval is very short and the MG should always be behind your infantry or have something spotting for it. Basically, engage the blob with your infantry and let your MG suppress things from a distance. You`ll win the fight unless you let yourself get grenaded or hit with a werfer. Whermacht - MG42 - MG bunkers - Panzerwerfer - Ostwind (with bulletins) Same idea theme as svoeits. Use sighted Mgs to supress things - in this case your pioneers - then close rnage on suppressed units with your pios/grenadiers. You can build a mortar to compliment your combined arms approach and a werfer late game to kill squads at range. Okw - Doctrinal MGs (meh) I personally believe OKW doesn`t need suppression. find the M34 doctrines ~meh~ when comapred to the push power of spec ops, scavenge etc. OKW is inherantly an infantry heavy faction to begin with, so key is not clutter your units all in one spot and instead spread them out and push the entire line or multiple angles in coordinated assaults. You control blobs as OKW by pushing your early game enough to bleed your opponents manpower - limiting his ability to reach a critical mass blob. If you really need suppression you`re likely in a team game environment where you can get your wehrmacht buddy to control the field with some suppresion while you push suppressed units with your volks/sturms. IMO Someone who blobs, is basically throwing the game by becoming predictable and you can use tactics accordingly. You can suppress the blob thus eliminating its effectiveness, put mines/demos down on common routes, funnel its movement with bait, crush it with a medium tank, wipe it all with a artillrey shell the list goes on. Feel free to ask questions. In: Strategy Desk |
Thread: Some 2v2 help4 Jan 2016, 21:28 PM
explanation in the replay thread. Mittens had trouble with triple Obersoldataen IRStGs... Heavy armor at the end overwhelmed us, schwerer HQs prevented us from pushing their cutoff or just pushing into their territory, and vetted OKW infantry was no match for my vet 2 replacement infantry. Hi there, i`m not at home so i can`t review your replay. So my goal with this post is to examine your thinking and suggest a potential stratagem that may work for against double OKW, rather then critiquing your play and risk offending you for "bad/stupid moves". So here are a few questions to consider. 1. What kind of suppression are you using to blob control? (OKW is inherently bloby) 2. What kind of artillery support are you using? (bleed) are you coordinating this fire? (truck removal) 3. What doctrines are you choosing against double OKW? The overall problem you`re describing is the infamous OKW late game. I`ve found the best way to counter OKW late game, is to delay it. It`s called late game because it happens eventually. We all know OKW has a pretty damn good lategame - so why not postpone it? The USF + SU mix in 2v2 is one of the highest pressure combos in the 2v2 game mode and in my opinion one of the best early / midgame combos currently. Now, I understand that OKW is also a high pressure blob like faction, but the allied combo has access to suppression before double OKW, can match the OKW in infantry spam, has superior light vehicles (stuart, t70, quad, flacktrack) and superior light vehicle counter play (guards, zook rifles, captain, con AT nades). Here are some video examples against some rank 200 ish - arranged team - opponents. We used the same strategy twice against same team. http://www.twitch.tv/troyd_destin/v/33606216 - Minsk pocket http://www.twitch.tv/troyd_destin/v/33603482 - Lierneux Some things to notice 1. We use MGs and quads as backline units to suppress volks units in succession, this gives our infantry the decisive win in an engagement or forces a retreat. 2. Even if we`re not killing volks squads, we`re limiting their effectiveness and limiting their ability to move. 3. As a result of the above two points, those schewrs (see minks video) get built in a very conservative position. Guess what, we have room to move around! 4. As a result of the above 3, we now have OKW players centralized in a single area and we can constantly bombard that region with pak howtizers, mortars and rocket vehicles (calliope / katyusha). Bonus points: Controlling Vps means the game will end sooner, reducing the chance of reaching late game. Longer games = More axis power. The goal of a high pressure strategy is to delay your opponents late game as long as possible, and force OKW`s primary source for area denial (Schwers) to be placed as far back as possible - making them pretty awful area deniers. By restricting the movement of infantry, you limit their ability to Vet. So you won`t encounter vet 4 obersoldten, or vet 5 volks blobs. If for whatever reason you end up in late game, utilize the allied artillery advantage to bleed the OKW infantry dry (shell retreat points) and destroy their buildings (coordinate your artillery fire on a single OKW truck in one massive barrage). Eventually your OKW opponent will end up with 1 or 2 squads and some tanks. Any new squads they are building are now fresh and have no veterancy. Leaving you to leverage massed AT guns, jacksons and SU-85s with endless snaring infantry to destroy the KingTiger, jadgtiger - whatever they have left. To your points about JLI and obersdolten vet 4/5 squads. The best thing you can do is not let them get 4 or 5. You should also keep in mind, that vet 4 and 5 for these units was actually nerfed in the last patch. Those amazing veterancy bonuses are the reward for an OKW player keeping his shit alive under immense allied early/mid pressure and late game artillery. So, that begs the question - how does one prevent them from getting vet 4 or 5? Short answer: Deny experience or wipe them. Long answer below. 1. don`t engage them in a losing situation (no vet for them, saves you manpower), avoid long range fights. Ideally engage with overwhelming numbers and get to close range. 2. Restrict their movement using suppression platforms (less exp for them in a fight). Or use that suppression platform to allow your cons to win the engagement. (as noted in yoru cons being wiped by JLIs statement) 3. Shell their retreat point (potential wipes) 4. Run down retreating squads with light vehicles or medium tanks, assuming its safe. (Potential wipes) 5. Bleed elite units with SU snipers, the OKW player will often retreat them early to avoid wipes. Also 3 man squad doesn`t get as much experience as a 4 man squad! tldr; If you`re in a situation where you are facing 3 vet 4 obersoldtens and massed heavy armor. You`ve done something wrong during the early and mid game where Allies have the advantage. I hope these suggestions help, feel free to aks follow up quetsions. I know this isn`t a direct critque of your gameplay. In: Replay Reviews |
Thread: OKW vs UKF snipers 4 Jan 2016, 20:00 PM
What is the best way to counter UKF snipers? They always base rush by sniping the flak turrets then sending their infantry in. Serious Answer: 1. Try a volks screen (4 volks) into luchs. The idea here is to limit the amount of bleed he can inflict on you per sniper shot, and volks are cheap to reinforce. 4 volks also give you enough pressure to force him into a small portion of the map. The luchs can then dive the british lines and run it down all the way to the base - as the british have no snares and the only real threat to your luchs an early mine or AT gun. A Volks blob can also volley a sniper if your opponent isn`t very good at moving them after firing them. 2. Is it a building heavy map? Go scavenge/luftwaffe doctrine and pop out a nice set of Jaeger lights/fallshimagars next to his sniper during a volksgrenadier assault on his main line. Often they`ll one or two volley the sniper. 3. You went with a defensive build,(because you like bunkers or something) ISGs have a nasty habbit of killing snipers that aren`t immediately moved after firing. this however is relying on random chance. 4. You get LMG obers in range of one, dead sniper. Typically happens late game, during the confusion of a large clash. In: Strategy Desk |
Thread: Best way to counter 2 Luchs in 2v24 Jan 2016, 18:04 PM
Having a hard time adjusting my strategy to counter 2 Luchs at the same time against double OKW. Soviets just don't seem equipped to handle shock units like that when that come out at the same time t70s do. So I need some suggestions. Overall, it depends on your doctrine choice. Previous posters have suggested guards, cons and this is a good option. Also you mention the t70 - which is also a great/medium counter to the luchs. In a one on onefight, the luchs will basically lose to the T70. Remember the luchs is a shock unit, this means you don't need to kill it - only negate it's shock value. This is primarily accomplished by preventing it's effective use. What good is a shock unit if you can't use it? Additionally you need to assess the overall strategic picture - that OKW went mechanized, which means he doesn't have heal! So you can bleed his manpower in the infantry fights, but that damn luchs prevents you from doing so right? My solution: just use a single AT gun with maxims and AT grenade equipped cons on the flanks. If the OKW player built a kubel, I make sure to AT grenade him at least once to enforce the fact that I have a snare. This approach doesn't force you into a guard based doctrine and lets you pick a doctrine base don the OKW's overall strategy, rather then allowing the OKW to lock you into a doctrine by building a luchs. Granted, it's likely a more delicate build and peopel are enjoying high success rates using guards. The ideal result is the OKW is forced to play conservatively instead of aggressively with his Luchs, vastly diminishing its shock value and consequently allows you to fight his unhealed infantry (manpower bleed). Additionally you should toss a mine down the most obvious flanking route just for good measure. Typical OKW players are used to being aggressive with their luchs and will likely hit it, making great fodder for your AT gun or soon to be T70/SU76. When Tech 3 rolls around, I pick either a SU76 or T70 depending on the overall situation and then attempt to kill the luchs if I haven't already from a stupid overextension. I then pick a high pressure doctrine that allows me to do some damage to his forces, personally i`m in love with soviet reserve army right now, but any KV8 tank doctrine does tremendous work. |
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Latest replays uploaded by Troyd
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Kharkov, Troyd (OST) & Solan (OST) vs Cesear (USF)& Eber(SU)by: Troyd map: Road to Kharkov1-1,075
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