From the couple of games i have played so far with the patch (both have been uploaded in the replays section) i think conscripts may well be a bit too powerful for their cost (including a lack of tech).
It seems to me that cons trade very well vs Grens, and grens need an upgrade of an mg42 or g43 to outfight cons. However, even after that upgrade the cons can continue to trade very well, especially once they get to vet 3.
As a soviet player can get 3 or 4 cons out very quickly and take map very effectively, a rush to a t-70 will return as a very powerful strat against OST and OKW.
I need to play more games before i make my mind up, but i fear they have been overbuffed.
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Post History of Finndeed
Thread: Conscript's DPS in the new patch. 3 Nov 2017, 11:09 AM
In: Lobby |
Thread: Close game30 Oct 2017, 20:31 PM
GG In: Replays |
Thread: High skill 1v1 game27 Oct 2017, 21:28 PM
Sage is back In: Replays |
Thread: Stuck in a rut with OKW18 Oct 2017, 10:57 AM
The Dhsk mg is the most powerful mg in the game, and can shut down an entire push if used correctly. Jae For Jett is right in that using your light tank to control the side of the map is a very good use for such a unit. Its fast and can win pretty much every fight you are likely to get into, once the fight is won you can let the unit you are sending that way do all the capping while you send the tank back to the centre or to the other side to do the same again. The more that MG is retreating or in base the less damage it does to you. Remember that the resources on the sides of the maps are generally equal or greater than the resources in the middle. Holding the middle of maps is generally only about exerting 'physical' control over the map. By that I mean real control over the map not just having the point be your colour. In: Replay Reviews |
Thread: Stuck in a rut with OKW17 Oct 2017, 19:37 PM
Start seems fine, but can be a good idea to focus on getting control of buildings in strategic locations as fast as possible. In this game your opponent didnt focus on getting control of those buildings meaning you could have punished him for it. Also when taking fights it can be a good idea to pull away from a fight before the enemy units have gotten up close to yours; drag out the fight rather than try and do as much damage before retreating. That way you dont lose as much map and can counter attack when the balance of power is in your favour. If fact i notice you taking a lot of fights you are unlikely to win, inflicting as much damage to the other guy as possible and then retreating with just enough squad health for the squad to survive. That can be a smart play sometimes, like when you have a lot of manpower and they have little. However, as a rule its better to take fights you can win in one go. That way you gain map control and time from winning that fight, and presumably inflict more manpower damage on your opponent. In this situation because you are fighting penal's you will generally come out worse from those 'who has more DPS fights'. I feel you picked the doctrine too early, and for little reason other than that you like it. Using which ever doctrine you feel comfortable with again isn't a bad thing but if you want to advance your game play you will have to learn to pick the doctrine that is best for the situation. This time that doctrine gave you practically nothing to use at the moment you picked it. Five Volks is excessive, particularly when you have/are going for an MG and already have a luchs on the field. Given the number of buildings, somewhat static fight in the middle and your opponents choice of Dhsk MG's, an ISG would have made more sense. You have also kinda locked yourself of getting Obers (doctrinal advantage in picking them) simply though having to push so much of your available manpower into reinforcing all those volks. Hmmm i didnt realise but you actually totally neglected building the Med HQ. Instead going to the Flak HQ. Now the doctrine you have chosen is powerful but not terribly well designed. The Command panther allows you to skip the Flak HQ and still get a powerful tank. However the STG on the obers can only be gotten with the Flak HQ. In Short if you go this doctrine you can afford to wait to get the Flak HQ up because you can rely on the Command panther, get healing up after the Luchs is out. You need to make sure you arent just throwing your units at the same hard point again and again when there are flanking options available. Also make sure to target infantry with your Stuka, it wont do much to tanks, and they can be repaired for free. The KT is the most powerful unit in the game, if you used most of your forces for a large push in the centre with the KT you would have killed all this SU-76's and probably have won the game. At that point you have the advantage by a long way. On the whole i dont think you didnt too badly, a little too focused on the centre of the map and a little too wayward with the units you build at times, but i think mostly what you need is more practice and to relax a little, let yourself think objectively about the situation and then react accordingly. You are well on your way, good luck and happy hunting! In: Replay Reviews |
Thread: Trololo with JT17 Oct 2017, 14:21 PM
I'm guessing this is Sage, in which case they is very a sanitary chat In: Replays |
Thread: Stuck in a rut with OKW17 Oct 2017, 10:10 AM
Happy to take this one on. In: Replay Reviews |
Thread: Enjoyable 1v1 for a change. 30 Sep 2017, 13:34 PM
GG WP In: Replays |
Thread: Caen OKW vs USA3 Sep 2017, 18:35 PM
I would say if you are going to stick to that build order then make the MG first. Also you could stick to that build but just change the order in which you get each unit to fit the situation. I know the KT seems like such a difficult unit to get but you got 2 panthers in that game, KT is only 80 fuel more. You can be less aggressive when you need to save manpower for the tank. I can tell you now you were not fuel starved at all that game. remember that normal point's also give you fuel income, that is more than enough for you to get your med truck out. Start with small changes to your build order, and work from there. No need to completely change your style/build. One more thing; play all the factions in the game, that way you can learn all the different strengths and weaknesses of the other factions. Its also a lot more rewarding that playing just the one. In: Replay Reviews |
Thread: Caen OKW vs USA2 Sep 2017, 09:51 AM
1v1 Capping order was okay only if you want to get out a fast vehicle, if you are not then there is no reason to prioritize fuel over all else. Also whats is with all the barbed wire on the fuel point? That serves no purpose? The other dude was blobbing a lot, but he was blobbing to a point that wasn't cutting you off from any of your resources, you didnt really neeeeeed to fight him there. Out maneuvering an opponents blob is a very good way to punish him for it. You did try to outmaneuver him somewhat but you didnt cut him off. Also you have to watch out for where the blob will go and get out of that area before you get cut of from your base, or commit enough forces there to win the fight. (if he is in a blob you know how much he has, balls is in your court). You should have gone for an MG first (because of the blobbing). Then when the USF player got out a M20 you got a second LEIG, not a raketten. That is simply being too loyal to a build order that might have worked before. Play against your opponent, not what you hope your opponent will do. By the point you are trapped in your base the game is pretty much over. USF, if allowed to snowball (because they have all the map) is almost always going to win, did you watch the replay yourself? The dude had about 500 fuel by the end of the game. You did okay later mostly coz the other guy decided to put zooks on EVERYTHING, making his men crap at fighting infantry, you then went for a MASSIVE infantry force yet kinda just left them there doing not much. Even if you just blobbed them together in two different blobs they would have been more effective than sitting in your base. Also you had the doctrine that gave you a Command panther, and you almost had the fuel for it, yet you put down the flak HQ in a far too defensive position. If you were going to make the gamble that you could defend that flak gun with your rakettens (i think you probably could) then you need to put it in a place where it forces the USF guy to attack it. Dude you got a (normal) panther and you knew he had Zooks on loads of his men and you ran it in unsupported? No, no, no... a panther is a specialist tank that is GREAT at fighting over tanks but below average at fighting infantry. You need to keep that things supported with infantry (especially if its your only tank). I know you are getting used to the game and i know you haven't played that much of the game but thats all you need, much more game time. You made some pretty good plays and you have determination, now you need to watch streams of top players playing and Youtube vidoes of them and reading guides, but mostly just playing. Experience is the best teacher. Apologies if i was a little harsh, but you need to start thinking on your feet, hard to do in the midst of battle but that's what you needed most. Micro will come with time. Good luck and have fun! In: Replay Reviews |
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