Than 2 times molotov minimal range. Molotov max range is 15 and min is 5
ah i get it. Thx for this info! |
A M A Z I N G LOGO Kreygasm |
Wait wuut?
I guess i missunderstand here something
When i stand in green cover i allways be close so less then 10 range to the green cover wall. But thats not mean, i get no cover.
Makes no sense for me tbh.
No, what i understood was that if you are in green cover and the enemey is closer then 10 range ur green cover doesnt count.
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As far as I remember from some cruzzi or other cruzzi like posts, most cover is directional (except craters) and only effective til range 10 (molotov minimal throwing range is 5 and max is 15 I think, so you can count it at least to some degree) and then is negated. Simply under 10 range even if you are standing in cover, it does not count and is used normal ground cover (red/none/yellow, depending on surface).
Housing always provide cover
Green cover halts damage from explosives by 50%
Troops in yellow cover are 1.25x harder to hit and troops in green cover are 1.5x harder to hit. I think red cover is 0.75x harder to hit, but im not sure. House is green cover. Troops firing in house are equal or lesser (if you have lesser memembers than windows on that side for example)to windows. Also tank crushing some part of house wall can create another hole, whitch counts like window.
so whenever a squad is closer then 2 times molotov range to your squad, cover doenst count anymore? I didnt knew that lol, good to know though ^^ |
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I think sturmpanzer summed it up pretty well (agree with him in everything, not going to write it here again), here are some of other thoughts.
Choose commader sooner. You should have used stugs e with tiger if you wanted to go that way.
Also prostruppens and sniper into 444 and pak into fast oswind (your fuel is easily overwatchable with 1 hmg and 444 and you can allow to spend 200MP for 50 fuel because you are bleeding him with sniper and ostruppens are dirty cheap). Fast oswind backed up with 2 paks is deadly against USA because it will always come faster than sherman if you execute your play well.
Squadwipes. You lost many squads mainly because you didn´t have plan and haven´t pushed together AND you didn´t take into account kholodny RETARDED retreat patch. If you are near strategic point that is between south VP and his house they you won´t run throught your munnition but throught enemy mid VP, often resulting squadwipe. Keep that in mind.
Your 222 and p4 play was horrible. We all can admit this. Your 222 danced in front of quad, I didn´t knon what you was planning here. Once you saw quad, retreat with it, wait til he extends and then attack with 2x222 from flank. He wouldn´t have dived to kill your 222 fearing either gren/pak combo or teller.
Also p4 died too early. Jackson is squishy as hell, once your pak was vet 1 you could have stunned it, land second AT gun shot and kill it with p4. You don´t have to dive once you get tank, slowly bleed him and wait for his mistake.
And here I have something you may like - early game thoughts with pictures:
Cut off
It´s useless to make cover near your cut off because cover only exist up to 10 range then is negated. So you only use cover when you already have squad there, not when you advance (you won´t have squad near your cut off when he attacks it and once he is near that cover, it serve no function except giving him advantage). Thats why I recommned you not to building cover there, but wiring green cover nearby so he will have harder time holding your cut off. If you hovewer want too much greeno cover there, build it behind that cart, so enemy still have yellow cover and you enjoy green cover while you are definding cut off against attacks from your fuel.
Munnition point cover
I suggest moving cover more to right, so enemy cannot use it. As you can see right now, enemy can position his squads into your cover. If you place cover there, he won´t be able to use it (because once he see your squad approaching, it will already be range <10 and so cover serves no function, meaning he is not in green cover, but in red cover). If enemy dashes to your cover, you will still enjoy no cover, while he will be having red cover (because at 10 range or lower cover is negated [except house cover]).
Mid VP play
Here you should have rushed enemy house with grens and give him pain, while he try to grab it back (USA lack flamer) while second squad should have capped VP, wired tank as I painted there and maybe help with defending house
Early game MG play
You already supressed that riflemen earier and had pios nearby. Instaed of capping strategic point, you should have closed with pios to rifles (as long someone is firing at squad, its unlikely he will lose supression status) forced him to retreat, then capped VP with pios and strategic point with MG. This would have saved mg health
Countering church garrisons
Kholodny church have only 1 window on that side, and also only 1 window on other side. Thats why I think you have to go into green cover and then right with church garrison because then only 1 man will be firing at you. If you however fire from house, you have only 1 window, and he is firing at you from all right windows there (cca 4-5 windows).
Also wire green cover on other side of church so he cannot do the same to you and will have to find other way to flush you out.
Strategic point I talked about
Here you can see retreat path I already talked about. Once again bad sandbad placement. As you can see, there are green dots on other side, meaning enemy can use it as well. I recommend you moving it to position I draw there, so only 2 members can enjoy green cover then. Also wire that small retreat path as I draw there
Thats all. Hope this helps you
I recognise a lot of your feedback, especially about the wiring and i sometimes do that... good recommendations about the sand bags as well. Can you give some more explanation about the <10 cover? Bcs i dont fully understand ^^
Thx a lot for this though |
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Thx for your feedback as well
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I gues it just really depends on the game. If you are behind, never go 444, just play it save and try to fight yourself back slowly. If you are ahead and there is probably an aa coming bcs your opponent went lt and you didnt build a sniper you should make pak and tech for fast p4/stug e. And yes, i like to go 444 as well. Bcs it gives you some anti infantry and with a faust your 444 will kill every light vehicle if you dive at the same time and micro ok. All though there is always a risk you end up losing your 444 and his light vehicle survives. But at that moment i could go for the tactic i explain below,maybe?
Maybe for me it's also a good idea to go mobile defensive if i get in a situation like i did with jove. I could have gone for a second pak and call in panzer 4 command. Would have been good against his infantry and my paks would rek his jackson and aa, if i micro them well. I also would be able to call in puma if i want to dive (he has no mines bcs he went airborne) and i could have teched up for panther. I might try something like that next time.
I think 1 pak + 1 scout car is better when you go sniper. But maybe thats just my feeling, bcs then you will have some anti infantry when ur opponents dives with infantry for your sniper and you will have pak + faust + 222 if your opponents dives for sniper with light vehicle.
Thoughts on these ideas? ^^
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If you play both together and flank it yes. You need to get behind him, so he can't shoot you down. As you saw with your first 222, it dies to 1 salve.
Good one ill keep that in mind. And another question, against which faction its better to go 2x222 and the other pak + mine -> fast p4/stug e |
that moment when u spelled to jove, and he didnt understand a single word
He understood that i said hello ^^ |
So, about your first 222 and pIV you talked allready
I'm not sure if Jove trolled you or not
Because until min 4.10 he had only 2 Rifles and 1 Etap
A) Min 5.17 you are decapping him, and then you run away to the muni house. Better stay up to the cutoff in green cover.
B) Your 2 x 222 tech not sure about that. Its risky play. Tellermine+ pak is saver i guess. It was clear, that Flakhft will probably come. You saw his Lieutnant.
C) Use wire and mines if you can.
D) Min 12, i would try to get first south Vp save and then attack middle, where enemie had green cover and you 0.
E) Take care of your manpower! 52/105 as Ost vs USA is not good. He had no early mortar or something like that. Means you should win the Manpower trade. Also he dealed more damage then you. Normally it should be that axis deals more damage ( paks vs allies tanks)
F) I prefer to get Stugs and Tiger out and not teching t3 tbh. You had not that advantage in this game to snowball.
G) Your mg was often alone. Bad idea, when you want to move with it. You see it in the replay, that you get ez flanked then.
All in all I had the feeling you had no plan, what you want to do this game. Your grens were running alone, mg also. Then 222 and then your late PIV.
Try to stay more together. Especially as Axis
And yes you had the worser side for axis
Thx, but i thought 2x222 is good agaist aa? |