The base sectors on this map are too small and don't work well with the base guns and base footprints of various factions.
For example, if a USF player wants to position his ambulance to heal all the units that retreat to his base, he must leave it on the very edge of the base sector and extremely vulnerable even in what is a safe position on every other map. The map should make the base sectors slightly larger and place the base further into it to allow for conservative healing placements to be consistently safe for every faction. This would also make it so that units can't walk with spitting distance of the HQ without suffering the appropriate levels of suppression. |
Team Name: Absόlute
Team Captain: TheSilverSurfer, unfortunately
Team Captain Steam ID: 76561198014417295
PlayerCard: https://www.coh2.org/ladders/playercard/steamid/76561198014417295
Teammate: ShƲvi
Teammate Steam ID: 76561198398361139
PlayerCard: https://www.coh2.org/ladders/playercard/steamid/76561198398361139 |
For commanders I'd take vanguard, special weapons, and mobile assault. Vanguard has really great abilities all around - glider for cheap elite assault infantry and forward retreat/healing point and finishing into crocodile is hard to argue with and my choice commander for most of my games. Special weapons has been coming into meta in a big way with infantry heavy builds being the go to for a lot of people: the tank hunter sections (tip: upgrade with artillery flares as it improves their line of sight to the boys at rifle's max range) can fend off light vehicles until you get at guns, the half track meshes perfectly with heavy infantry tactics as you can use it reinforce your large force on the go (although it does cost more MP than back at base now) as well as drop weapons without weapon rack tech to turn your Tommies into chainsaws, the doctrine also has an incredibly powerful artillery call in that can pretty much kill a schwerer HQ with a little support, and ends in croc to finish them off. Mobile assault is great for urban maps, follow your described build order but go for two royal engineers and get flamethrowers for durable anti-garrison that will open the map up for your tommies/mg, infiltration commandos are a little weak now as they only enter the battlefield in a 3 man squad with the light gammon on cool down so their a lot more situational that most other infiltrator squads (however, they do heal up to 5 man squads, so better scaling. Furthermore, remember that commandos can fire lmg's on the move - don't be afraid to put brens on them), land mattress a pretty good artillery piece but no longer dominant in meta, being the only commander choice without the option for crocodile or other late game abilities moves it down the list for me, though.
Beyond that, the buffs to commando doctrine makes it more viable than it used to be and has a role besides "worse version of vanguard" with the changes to mortar cover/air supremacy operation making them pretty solid abilities now.
On build orders, the one you've got is pretty good, but there's a couple ways you could improve it. If you want to go for more sections that'd help with your feeling about brits being slow - as mentioned earlier, section heavy builds are pretty dominant now and dominate the early game by virtue of the IS being the strongest line infantry in the game. To compliment this, move your bolster sections upgrade to early mid-game and your opponent will struggle to move you at all. The second possibility is to go for a sniper - the british sniper is very strong and can turn tank engagements. His target weak point ability stops tanks from rotating their turret which means they don't get to make a lot of their shots - the most common engagement this changes is the AEC vs P4 matchup if your opponent rushes medium tanks and you went AEC, with target weak point you can win this. That being said, it can lock the turret of anything from a Luchs to a King Tiger, so don't forget about it.
On the AEC, it's almost never a bad idea to get it because it shuts down any possibility of light vehicles and is effective against any armor in the game. Like the sniper, his special ability "tread buster" (stops vehicles from moving) works on anything in the game and its gun has crazy high pen for a light vehicle. In addition, its machine guns do enough damage against infantry to be relevant as an infantry support tank.
After that point it's really hard to say because the game gets diverse enough that giving a t3 build order doesn't really help that much - you'll have to play to what's going on the field.
For volks charging your infantry, that's why you bolster early - a five man tommy squad will repulse a volks charging over open cover. In addition, if you give them bren guns it makes it significantly more difficult for them to do.. |
I think my biggest issue with kt is the it's non-doctrinal. As compared in this thread, other factions have good heavies, but having the best heavy in the game and also whatever 6 other abilities (possibly command panther or jt, which are perfectly good heavy tank options) and then kt option for free... Why? Okw doesn't really lack much anymore... Just put it as the last ability in doctrines that don't have heavy armor call ins. Make okw require a choice, like all the rest |
Wikinger test game against soviet expert ai |
13 vp comeback and brit controlled Ostwind |
Took a quick gander at it and it was mostly positive! I think early on you could've gone mortar a bit quicker considering that this map relies on small green cover patches - if you could force your opponent out of them and had an extra maxim to suppress when the indirect fire pushes them out you could've done even better early game I'd say. This is kind of my complaint about your early game; you got the support weapons building but didn't use many until later on where you started to really do well.
My mid game complaint was you built a second su-76 too late for a single su-76 to be relevant - probably should've just saved for your first T34-85.
I think your struggle with the kt was that you focused on it a bit too much. You had plenty of assets and fair map control when it hit the field and even some time after, but when you started throwing two t-34-85's at it without enough support you started loosing your numerical armor advantage and fuel advantage. Playing the flanks would've been my recommendation until you had a good position to push for it. When the KT goes for one side, you back out and go for the other. Plant mines when you take it and force the KT to try and be mobile until you can get an engine crit. Then go in for the kill.
Hopefully that helps, good playing! |
So, a couple things about those
1) They do not block line of sight - not great.
2) They provide yellow cover, which helps reduce suppression and by doing so facilitates the throwing of gammon bombs at MG crews.
3) I imagine it would be about the same as light brush, but the idea is (from what I can gather) that you'd be moving up through it rather than firing through it.
In my experience they are of extremely limited utility considering it takes time to throw and uses 15 munitions. |
Steam Name: TheSilverSurfer, unfortunately
Steam ID: 76561198014417295 |
Mg>tommy>tech is classic t0, at t1 try to get AEC sooner and wait on brens. Weapon racks cost fuel, which lessens the shock value of the AEC. In general, you want to take advantage of the fact that Brits tech up very quickly, it is very rare that you shouldn't tech up as soon as possible. Also, engineer brens are better than infantry section brens. Wasp is also a good upgrade, better than Vickers if you're going to upgun a tank that's use diminishes past the 4 minute mark. The two strategies you bring up aren't viable against a Brit who maintains field presence. The AEC comes soon enough to spell doom for either strat. In regards to the "he's sure to get emplacements", don't do that. Emplacements are for denial or reinforcing sectors, if you're using emplacements reactively your resources are going into positions that won't be useful in a few minutes. |