Okay, I'm not a strategist, but I've taken a look at your replay.
1. Map.
-Düsseldorf, like many other heavily urban, is terrible for WM. Veto it next time.
2. Commander.
-While your early pick of Mech Assault was good, you didn't use it to your advantage. First, they should be off in the backline, harrassing and flanking, instead of capping. Also, you used them point-blank against a garrisoned Infantry Section from the wrong side (too many windows!) and got gunned down.
-Your team-mate's pick of Luftwaffe Supply was pretty bad. Although it let you build up an armor advantage, you threw it away trying to counter their emplacements. The armor flank was great, the execution could have been better.
-Spearhead Doctrine, with its smoke, fragmentation bombs, and mortar halftrack would have suited your teammate better.
-If you didn't pick Mech Assault, Jaeger Armor would have been better: spotting scopes and recon to set up Pak (and later, Elefant) seiges, plus the powerful Stuka Dive Bombing are excellent emplacement counters.
3. Teamwork.
You and your teammate almost fought two separate 1v1s on the same map. You didn't push together for mid until the late game, nor did you make an effort to hold onto your fuel point early-to-mid game (before your bunker went down). WM is all about combined arms. Focusing on the same part of the map when you make pushes is crucial.
4. Unit choices.
-With T2 rushes, it's usually advised that you go for more MGs than Assault Grenadiers. MG42-AGren-MG42-AGren-MG42-BP2-Pio-T2 is a very strong build order, especially because Brits don't have indirect fire before they get a mortar emplacement.
-Use MGs with Pios/AGrens, a suppression+charging/flanking unit, and push them back as far as possible early on. Follow the aggression with a HT for forward reinforcement or flamers, prepare for AEC with double 222.
-Since you went Mech Assault, skip T3 and go for T4; you'll need the late-game firepower against Brits, especially emplacement brits. If you really needed a tank, get a StuG E for anti-infantry duties, supported by Paks (and possibly Shrek PGrens). T4 will give you access to the really powerful Sturmpanzer IV, which works wonders against infantry and structures. The Panther can draw fire from a Bofors and keep enemy armor at bay. The Panzerwerfer is excellent at forcing Braces and wiping blobs.
That's all I've got to say, emplacement play is pretty cheesy, but it can be countered!
Good luck on the battlefield!
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Post History of Antemurale
Thread: [2v2] Disgusting "Sim city" play9 Nov 2016, 14:26 PM
In: Replay Reviews |
Thread: Vanguard Operations Commander9 Nov 2016, 11:36 AM
Hello everyone, I recently acquired this commander, and I would ask for advice on how to best play this commander. More specifically, -What build orders work great with this commander? -How, and when should I make use of the commander's abilities? Thanks in advance! In: UKF Strategies |
Thread: British Fronts Tournament Sign Up8 Nov 2016, 22:50 PM
In: Events Central |
Thread: (Mr.Smith's) Quality of Life mod8 Nov 2016, 13:02 PM
I noticed that you needed to build all of the tech structures, it seems to be a simple typo.
Here's an idea to make anti-emplacement play easier: (kudos to Planetsmasher) - Make the emplacements able to be abandoned. The crew shouldn't be easily hit by direct fire, i.e. small arms, tank cannons, AT guns, but they should be very vulnerable to explosives dropping directly on their heads (artillery, airstrikes) or incendiary munitions, but the emplacement (and the gun) itself would require much more punishment to be destroyed. - To counteract this, allow British emplacement crews to be able to "De-crew" their emplacement, much like USF vehicle crews can "Bail Out" of their tank. The idea is, that when you come under artillery fire or air attack, you decrew your emplacement, and afterwards, you hop the crew back into the emplacement, and repair the emplacement with your Royal Engineers. - Also, to avoid "The Joys of Overpopulation," make "Heavy Weapon Crews" take up a large amount of population cap. They could have just 3 men, yet cost 9 population. Also make them as durable as USF vehicle crews (very squishy). - To make capturing (stealing) British emplacements viable, allow every other faction to do the same thing. |
Thread: Building/buying a new PC (finished)4 Nov 2016, 11:46 AM
I'll lay out some raw statistics for you: GTX 970 4GB (~220 £) 3DMark DX11 (1920x1080) score: 10,244 Benchmark temperature: 68 degrees C PassMark score: 8,633 GTX 1060 3GB (~250 £) 3DMark DX11 (1920x1080) score: 10,449 (+2.5% over the GTX 970) Benchmark temperature: 70 degrees C PassMark score: 8,785 (+1% over the GTX 970) GTX 1060 6GB (~300 £) 3DMark DX11 (1920x1080) score: 11,197 (+9.3% over the GTX 970) Benchmark temperature: 75 degrees C PassMark score: 9,039 (+4.7% over the GTX 970) I'd go for a newer model to be more "future proof," that is, your computer will scale better into the future. The final verdict, however, is completely yours. |
Thread: Best Soviet Commander?4 Nov 2016, 11:37 AM
In larger team games, pick commanders that have powerful late-game units and abilities. For example, Mechanized Support, Soviet Industry, and Armored Assault are strong for team games. There aren't any Soviet Commanders that have amazing team-synergy (support) power, but all three of the above doctrines have powerful late-game heavy armor choices, and two of them (Mechanized Support and Armored Assault) have great off-map abilities. In: Lobby |
Thread: (Mr.Smith's) Quality of Life mod4 Nov 2016, 03:53 AM
Bug Reporting: - LT BAR and Captain Bazooka upgrade pop-up informer (left side of screen, just above the minimap) is bugged. - Tiger call-in requirements say "Requires T4, T4 built." Ideas: -OKW Doctrinal Flak: why not make it cost 150MP 60MU? Same cost as a WM MG42 Bunker, but it trades grenade resistance for a 360-degree fire arc. |
Thread: [Mod] Commander Rework2 Nov 2016, 14:12 PM
I would say it's current issue is that it's 800MP call-in is cheesy. Making it the most expensive heavy tank that already comes out the latest would justify it being so powerful. Plus, it rewards unit preservation, as many people just trade away their Tiger Ace (especially due to its resource penalty). However, the KT is also a great idea!
With just 40 (up from 35) Line-of-Sight, I don't think this should be an issue. Giving an active sniping ability to the Pathfinders just like in Ardennes Assault is decent, but it feels redundant as they can already do that (albeit passively). Since you removed Pathfinders completely from this doctrine, and as Mr. Smith said an uncloaked Marksman might die quickly in sniper-vs-sniper engagements, I think it should work out.
I was referring to the ones in Assault Support.
Wow, this makes the doctrine much stronger. Two thumbs up!
I don't really understand how to play British all that well, because I am an extremely (sometimes overly) aggressive player, and I tend to fail with them that way. However, if you were re-working the Brits, Vipper's rework (posted in the official forum) is an incredible idea and decent starting point. Edit: Is it okay if I PM you a list of my ideas? |
Thread: Desktop Upgrade (Advice Please)28 Oct 2016, 03:48 AM
Thanks everyone! I am intending to play games other than CoH 2, so I'll buy the extra RAM and the better GPU. I guess I can show off my rig after I've bought all of my parts! |
Thread: Desktop Upgrade (Advice Please)27 Oct 2016, 13:56 PM
If you can't afford around $30 (AUD) for 4GB of DDR3, I'm not sure you have any budget. This cracked me up! I was looking at RAM during the summer, it was under 16 USD for a 4GB DDR3 stick. Now the price has increased, so I was wondering if it might drop down anytime soon, or perhaps go on sale (Black Friday? Cyber Monday?). Should I just get another 4GB stick (to replace the stick I lost), or should I buy an 8GB one? Perhaps a 8GBx2 dual channel kit?
On graphics cards, the RX 460 has the highest cost/performance ratio second to the GTX 1060, but 200USD is over my budget, so I'll stick with the RX 460. |
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