I have at least scored a victory against a pretty good OKW player, well good to my standards anyway, I tried to implement my brain a little more in this one and not over react to the early OKW cut off, I went back to the standard tier 2 mixed arms game, feel free to pick on me, the fact it was a win doesn't mean I did everything right, but it gives you a chance to scrutinise me when stuffs going better, I still take to long to reinforce, that's something I struggle with micro wise.
https://www.coh2.org/replay/59800/i-actually-beat-okw-for-me-that-s-special-lol
I would be happy to give it a look for you but could i just ask you to plop the replay into this forum subsection? Just to keep things neat and tidy
Also OKW has a hard time countering persistent garrison use. You are right in that OKW have flame nades and they are fine at clearing out a unit that gets into a building once in a while, but, if an OKW player is up against someone who uses garrisons a lot on a map that is dominated by garrisons then they have to constantly use muni to remove a unit from a garrison. That is a massive muni drain and it also means the Volk that threw the nade cant get into the garrison itself without getting burnt. A flamer is by far a better option because its a one time by and you can stop burning the building as soon as the enemy leave.
The Leig is a good (but expensive) bit of arty but it is notoriously bad at targeting units in garrisons, it also has the added disadvantage of having a relatively small AOE meaning units in garrisons (which tend to be spread out) suffer minimal damage. The small AOE also means it doesn't do much damage to the building itself.
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Hi,
The numbers are based on 2500 hours of gameplay and from being ranked in the top 32 .
So you are making those numbers based on your personal experiences? |
Have you arbitrarily decided on those numbers?
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This was how it was at release, but it was patched out to remove that 1 second where you can't control the squad when entering/exiting a building.
The game has changed a great deal since release. Maybe we could speed the process up with a little modding? |
The solution already exists in the way Brits exit emplacements, they go like good queue abiding brits; one at a time. This would allow the quick player to avoid the nade anyway and the slower player to not get his squad wiped coz the first man have left, and the slowest player to get fucked.
Also solves the problem with hopping in and out to make squads go faster and avoiding the DPS of close-range units. And if a squad gets out the other player can see and move to take the buildings without being embarrassed when the unit jumps back in.
MG's also teleport into garrisons meaning closer infantry lose the garrison.
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fair assessment, I think I do go in pre-disposed to,losing against OKW, as it happens so often, I don't think I had the resources to go T34 though, which is why I went double Zis, the SU 76 was to add a little bit of mobility to my AT and for a little bit of free artillery, I will take what you said onboard and try to bunch up my forces a bit more, I find myself very quickly backed in to a defensive situation against OKW, hence why I started producing defensive, I think the problem is I don't trust my infantry.
Some of the advice i gave was to help you once you advance into fighting more skillful players. Your sniper survived so long partly because your opponent didn't capitalise on your mistakes. When you were microing the sniper you did pretty well with it but you also left it vulnerable from time to time. Also that map isn't very good for snipers, better to have gotten another one or two penals and add a M3 into the mix.
Well the arty from the SU-76 is good but again it wasn't quite what you needed, indirect fire vs mobile infantry and a light tank :/
On that map you can get harshly cut off, the buildings are key to holding territory on the map. Use the flamers to force your enemy out and then get in, instant superior position.
If you want more help feel free to post more replays! Sorry if i am nit picking but you have potential to be a lot better! |
Right so i'll start by saying that Soviets are a very powerful faction capable of dealing with any situation because they have such a diverse range of tools at their disposal. While it may seem like OKW have the most powerful units, they also (as a faction) have very prominent weaknesses; they have poor garrison clearing abilities, weak anti-tank options in the early game, and limited indirect fire. As such OKW players HATE dealing with buildings, early vehicles and entrenched positions.
Now down to your game!
At the start you split up your forces. Firstly you captured points that were not connected to your base; giving you no income. This is fine as long as you follow it up quickly with another unit to connect it.
Against OKW splitting up too much is harmful as the Sturm pios can win pretty much any engagement 1 on 1 at the start of a match. Better to group your units to quickly capture one side of the map. Better some than none.
Using a satchel charge against infantry is ALWAYS risky as it has such a long fuse. It is also a very expensive ability. If you see an MG just starting to set up then you have enough time to wipe it with a satchel. Otherwise don't bother. Spend that muni on a flamer!
Indeed you were far too focused on getting map! Map comes naturally from winning fights. Win the fight first, then capture the map! Your enemy cant out cap you or cut you off if his units are in base healing/reinforcing.
The sniper is an amazingly powerful unit but it must be used carefully, you need to look after it like you would a winning lottery ticket! I saw you capping with it which is a terrible waste of its time if you are not imminently about to lose to vp's. ALWAYS have it killing something if you can and ALWAYS have a supporting unit nearby to help it, preferably with AT nades; to stop a chasing vehicle.
The Maxims helped you but i think an earlier t-70 would have helped you more. Most OKW players go for the Med HQ but if they get good fuel control early game there is a MUCH stronger chance they will go Luches. Keep in mind that if OKW gets good map they you have to prepare for a Luches unless you know they have gone med HQ. You can tell this by either scouting their base or by seeing if their units are all full health.
Also at one point you had guards idle in the center on the map. It is not always a good idea to be aggressive all the time, and i know not everyone can micro all their units at once, but if you are going to leave a unit idle put them in cover or a garrison somewhere useful. Remember that garrisons give increased line of sight too!
Keep track of your enemies unit composition. The OKW player had a very mobile build, only one team weapon and that was a raketten. Thus the mortar was rather useless. Indeed you also had access to penals with flamers so it wasn't like you needed the garrison clearing ether, think about what you need and what the enemy has before you make a unit.
At one point in the game you were moving your at gun around to support your T-70, that was really good! the more combined arms you use the better! Having the AT nade equipped con with guards, a maxim, a T-70 and an AT gun working together can take on almost anything! Remember that this game isn't all about speed, the best players may be quick but players like Noggano (who has won tournaments) plays a LOT slower than most. Take the time to consider your options and correctly place units. Try and think ahead as to what your opponent will do, remember he wants the same things as you!
The SU-76 was too little too late, you already had guards and 2 AT guns, there was nothing that tank really added to your composition. Better would have been to tech to a T-34-76. Don't underestimate this tank! It's great!
Also I don't know if you already do but play all the factions, this is a great way to learn their strengths and weaknesses.
I don't think the other guy was more skilled than you, I think what you are lacking is the mind-set. Work on calming yourself down and thinking though what you are doing. Playing with direction and being decisive with your strategy is the best way to win games.
Hope this helps!
Finndeed
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I'll take it!
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If not i would like to get stuck in and review something! |
The Germans didn't need to occupy and control the UK like they had done with the rest of Europe. They only needed to destroy the UK ability to fight effectively. Destroy the ports and the air fields and the factory's that produce weapons. Maintain enough men in the UK to go and smash any attempt at making the UK fighting fit again.
The Germans originally targeted the RAF itself not the cities. They had the RAF on its knees when they changed targets and allowed the RAF to get itself together again. With air superiority the German's weak navy wouldn't have been that big an issue. |