for shadowlink only Please Ignore commenting
Awesome feedback thanks alot Torniks i will try to improve as best as i can
Show Spoiler Things to improve on:
Floating was a large problem for you this match. early game you had around 500-700 manpower in the bank at any one time. You had a 222 early, 2nd pio for repairs if need be and flamer if you could be certain he wasn't going to have mines. 2nd pio will also help cap in the down time.
In early engagements on the north munitions point you didn't use the garrison instead went for the light cover. Unsure if this was because it didn't occur to use or you wanted to possibly bait into the MG42. Garrisons are very powerful early game as the ways to clear them are limited and trading with them is often difficult. Just remember that a squad can only have as many men shooting out of the garrison as there are windows to that side.
Squad preservation: Lost squads unnecessarily even in the early game. This should improve as micro improves and you can handle more engagements.
Cutoffs: Every time you went to cutoff the fuel you went to the actual fuel point. You can decap a maps "cutoff" point to take a major chunck of territory out of connected territory by decapping that one point. The point for the right side on Kholodney Ferma Winter is the point just north of the fuel. Decapping this will disconnect the entire south if the middle VP or point outside of the left base is not capped by the right.
Seemed to be a little timid with your 222 around rifle squads from fear of AT nades. Riflemen can't use AT nades till vet 1 and if they're pinned squads cannot fire back. Suppressed squads have reduced accuracy and 50% reload penalty. Making it prefered to charge suppressed squads to increase accuracy and negate cover. Do this as long as you know you won't be forced to retreat if he had a .50 cal behind his troops.
Against USF you see a captain, you know hes going stuart. Need premptive AT.
Again you saw the BAR zook on 1 squad combo. Indecisive use of riflemen specilization and will force him to either blob or lose enagements if he runs into anti infantry only squads such as LMG grens.
Certain world features like stonewalls will stop tank rounds and force the impact across the wall where it hit. If your infantry squad is on the side where it hits the entire damage of the round will hit your clumped infantry sections. This can be seen at the 13:25 mark with your HMG getting decrew very quckly and your pgrens dropping models quickly.
Don't right click on capture points. this will force your squads to clump up on the flags and be prime targets for explosive rounds from Stuarts and shermans and grenades. click in the capture zone not on it.
USF can't build mines unless they select a doctrine with Riflemen field defenses or has an M20 which require the Lieutenant. No mines means you can be more aggressive. Just still be wary of AT nades.
Pak guns when they reach vet 1 have an ability called target weakpoint. If a shot is taken within 6 seconds, connects, and penetrates. stuns the crew of the vehicle. rendering it immobile. Very useful if an opponet it trying to dive you or you you need to get another shot in when he overextends slightly. Many units have a vet 1 ability. Panzer 4s from Ostheer have Blitzkrieg, this allows for faster movement as well as a received accuracy bonus, meaning it is harder for opponets to hit your tank. UKF have Emergency War Speed and OKW have combat Blitz, both similar to blitzkrieg.
In most cases have 1 gren for fausts just won't cut it. I always try and have at minimum of 2 mobile snares in my roster be it volks, fusiliers, grens or rifles. Conscripts are different though. Penal spam and Maxim spam don't usually utilize conscript AT snares and rely more on mines.
If your opponet will not stop chasing you deeper and deeper and you havn't placed mines or he's missed them, keep moving your units back to stay away unless you can capitalize on his over extention. you lost both p4s because you stopped reverse moving.
Seemed to underestimate 240mm arty. The slang term for 240mm and Railway arty is "RNG bombs" because they have massive scatter but a massive blast radius. Keep everything away from the scatter radius of those bombs. If you're not sure if you're safe from them, move farther away. better to be safe than sorry. fortunatly you were not punished by them this game, but you very much could have been.
Always build mines if you have munitions and especially when your opponet has a fast moving dive lineup, something the allies rely on because they have weaker armor.
If you have a point captured, in this case the middle VP, move up and defend it. He has to take it away from you; get those paks up covering for Tanks and the HMG for infantry. your pak positioning was very defensive but your HMG was there so that was good. USF mortar is pretty broke yeah? best thing to do is try and get a flank off on it and either force a retreat or if possible wipe the veterancy.
Last p4 made wasn't neccesary, you had a P4 up and were 60 fuel from a tiger.
Overall small mistakes again building into larger ones. Micro improvement will aid you greatly and will come with time and practice. Don't forget those vet 1 abilities. A lot of them are very useful. Floating kills you later from lower army size. That float turns to bleed. Always build mines. If you have extra munitions always build more mines, you can never have to many mines.
amazing feedback again. Thank you very much will try to improve as best as i can
VS
Zerdali
KnugenJugend
Yet another defeat on my side. I thought i defended my cut off and fuel and harassed opponent good but in the end I lost again. Every opinion and critic is welcomed. Thank you.
i posted seperate thread on forum so if you want to help me please write there.
Show Spoiler
The following links are to a casters channel named Tightrope Gaming. The man casting goes by the alias Tightrope/Tightropexilo. His series of Micro Tips & Tricks as well as the Coh2 Starter series give a solid foundation for mechanics and interactions, I'd highly suggest watching them.
Playist for Micro Tips & Tricks:https://www.youtube.com/watch?v=2rkp3LLM3WA&list=PLMJFmZl8aYOdW4tzX-S3VL2tq5JfuiViK
Playlist for Coh2 Starter Series:https://www.youtube.com/watch?v=fkDhwSaDOBA&list=PLMJFmZl8aYOeoRdddMg7im6dwJHI4y7bL
This playlist includes all previous videos as well as 4 additional videos about things including garrisons and infiltration units that are also helpful. I placed the other 2 links because this playlist is rather messy and out of order.https://www.youtube.com/watch?v=avFkuz3DrnA&list=PLMJFmZl8aYOf337dGjOP8DlJchPDYWmKn
HelpingHans is a Coh2 top tier player regarded as one of the best players currently playing. His Tip of the week videos are also very informative.https://www.youtube.com/watch?v=zroROTSphpY&list=PLwkm_w8wXFhjEX14k1f3Z2EWgYuIFi-Cf
I'd recommend subscribing or at least checking back with these 2 YouTube channels to see if they have new or informative videos uploaded every once in awhlile.
From the 2 build orders your gave examples from vCOH with the BAR rifles means m8 coming and the UKF bren carrier means late tech, disregard those previous knowledge basis for coh2. In coh2 USF will go for weapon racks BARs/zook tech in almost every game you play against them. M8 are a rarity to see in the current meta, and it doesn't look like they'll be returning to the meta for at least 1 additional patch. Bren carriers for the UKF is more preference of the UKF player. they can be good harrassing units and can hunt down the OKW kubels with little threat to them early game.
For build orders, HelpingHans did a tip of the week on build orders not to long ago. It is in the playlist I listed above. It's a rather long video because it does include all 5 factions and most build orders. It will give you knowledge of build orders you can utilize as well as your opponets.
Your knowledge of units for at least riflemen and volks are solid for Coh2. Rifles win at medium to close range with their m1garands due to accuracy and fire rate, but volks win at long range.
Every situation in coh is a case by case basis. Something you probably understand being a vCOH player. Generally though it all depends on the weapons equiped by what. If I see rangers with no upgrades I know that they're a decent infantry section with good all around DPS in long/medium/short ranges. However if they get the thompson upgrades which all ranger squads should if the player can afford it, I know now they suffer heavily at long range, substantially at medium but will destroy you at close range. Paratroopers are decent at all ranges like the rangers but can have their DPS boosted at certain ranges with the thompson or M1919 upgrades. LMGs are powerful at long range. when someone tells you weapons are good at long range, it just means those weapons lose out up close usually due to fire rate. Kar98s on volks still hit their mark at close range, they just don't have the firerate to compete with the DPS coming out of the m1garands. LMGs require being stationary to fire with the exception of the Obersoldaten MG34 which can fire on the move. This is why attack moving is strongly encouraged with LMGs, as it gives them both the long range advantage and the force stop if an enemy is sighted so the squad can use their LMG.
If you have additional questions I can answer feel free to ask. You're also more than welcome to add me on steam if you'd like a more direct way to ask questions.http://steamcommunity.com/id/ShadowLinkX37/
If your steam name is differant than your coh2.org name please tell me that through the steam chat function.http://steamcommunity.com/profiles/76561198019169177/
Thank you. My steam name is Zerdali, and on top i posted my steam account link you can check it there.
ShadowLinkX37 thank you for amazing analysis. I will try to correct every mistake i made however i need to confess I only have base factions and 0 commanders only included ones.. I did look at them and put them as i see so does not have a knowledge of commander abilities that much. As for current state i still have very little knowledge about which buildorder supports what. For example in vCOH if We see Bars on rifle man we can be sure there is no M8 coming soon, or if we did not see any bars on rifleman for a period of time we need to get PAK cuz they are going to get M8 pretty soon. Or against UKF if we see bren carrier no fast teching etc..
I do not have this kind of knowledge of buildorders about other factions.
Some goes for core and advanced infantry play. I would like to know which unit is better at what range and what upgrades provides them what. as in VCoh Rifleman are better are middle close range against Volks but volks will kill them at long range due to difference between Kar98 and m1garand in game accuricy and firerate etc...
I do not have a spesific idea about what to do when encounter which unit. Should i stay or hard/soft retreat againts Ranger,paratroopers, w/ or wout/ rifleman squads etc.
Apart from vcoh maps ported to coh2 I have very little knowledge about maps and i vetoed all my 7 right and there is still a lot of maps in the pool. Thats why i really struggle with capping order and placements. I have very good knowledge about langres,angoville,semois and little about others like crossroads and Ferma...
Hey mate, I'm starting to do some casting atm and I want my focus to be to help others improve and to look at games that go wrong and to try and give some shine to more unknown players.
Id be happy to have a look and cast this game to my youtube if you don't mind?
I would love to get casted and know the mistakes i made and try to correct them but but in forum thread they already give amazing info so maybe for my next game.
Hello, I´m always happy when I see new face on .org. And I´m even happier when you want to improve. You´re welcome here and I hope you will get only positive feedback in future. Hovewer,Hhre, in replay section replays often get forget.
Please post thread with this replay here: https://www.coh2.org/forum/109/replay-reviews
So we can track your replay more easily and thus more active competent players can give you better advice. Simply create thread in replay reviews section and copy link of this replay thread or copy replay there .
Welcome
Hector
Done. Thank you for quick reply.
https://www.coh2.org/topic/58897/can-you-help-me-improve
Post created here by the request of Hector The Senior Strategist.
Apart from missplay at the start sending pio s to cap before building T1 what did i do wrong and lost the game? Thank you.
https://www.coh2.org/replay/58895/can-you-help-me-improve
Edit:
I am Ostheer. I am not familiar with the map so my capping order is off.