So on a thread about Falls people have to explain to Widestrait why some Ostheer guy who attempted a horrible baserape deserved to lose his 1-man squads and why balance is irrelevant in that scenario.
Nice
Exactly my thought, people do get sidetracked sometimes don't they |
How does the USF player beat the okw tactic, and how do I, the UKF player, bet the dumb 2 MG 2 mortar PAK + in tactic on this map? Is it even beatable? Doesn't seem so to my noob brain.
Well I looked at the game and there is a lot of things you can improve to counter that type of play from ostheer. First you need to work on your cap order especially on crossing in the woods , vps are in general useless early on and you should try to rush the fuel and dig in with a sandbag at that position so they can't push you off. If you want to counter the mg spamm you need a sniper later on and I agree vickers UC is pretty good early on against them , just be careful fighting them from the front as they can pen the UC pretty frequently. Also in term of army control you really should try to take cover as much as possible , this is true for all factions but brits have their dmg output reduced by a large margin if you stand out of cover , they also drop like flies if you are on no cover or god forbid red cover. I would recommend getting a vickers yourself to ward off any kind of okw blob coming from the sides , can't really ever trust the random mate to do that job for you in these kind of games. You should also try to spread your tommies when you advance , if they are too close together they will get area suppressed , meaning one squad will give other nearby squads the suppression they receive. It seemed to me you were treating tommies as riflemens , but in that scenario ukf can't really push off mgs even by flanking unless they find a piece of cover to fight from , they have really low dmg output as basic 4 man out of cover. And finally if you ever want to build the nerfed bofor or any other emplacement you should make it your gameplan and stick to it , defending it from all odds to maximize its value and effectiveness. You just built the bofor then left it alone while going on the right side. You want to build emplacements when you are in an advantageous position on the battlefield , not when you are behind. I would argue Aec can also help against mgs , it can destroy their cover by shooting at them and it does average dmg with its hull mg. |
Good game |
First thing the Ostheer player is level 4 and the USF player is level 2. I see a lot of float of resources on both sides. The early mortar from the Ostheer and the early grenades from the USF player were head scratchers.
The USF player should have done what Stormjager recommended the 3 rifles into LT then rush Stuart. The USF player definitely needed earlier healing and the Ostheer player with only 1 infantry unit for the first 5 minutes was painful to see. The float is still way too high.
The early mortar from the USF was not a great call when you have Lt with nades teched. The smoke nades is all you need to deal with double mg. If you have 600mp you should have an ambo and maybe a 50 cal.
Idle time is very high for low unit count. Stuart timings aren't bad and the Ostheer player has no counter. Skip fighting positions they are never worth it until the ultra late game if you float manpower. 1v1s are too mobile for them in general so only consider this super late game in team games. Don't use volley fire unless it is too support other units. It makes you much weaker in a 1 to 1 fight.
Rebuild squads when you lose them.. Keep your units healthy and use the time the Stuart is buying you to cap peripherally. Work on minimizing idle time and float. A unit you don't use is as good as dead already. 900 manpower float is too high, if you don't have the micro to manage more then one unit at a time at least make something like a cache. Maybe try using control groups? I assign Riflemen to 1 through 3 Lt to 4 Stuart to 5 50 cal to 6 and REs to 7 for example. Then I double click 1, 2, 3, etc to quickly hop around the map making sure everyone is moving or getting something done. The MG and AT guns can be placed mid fight this way by clicking 6 once and dragging to cover your troops. Here is a video on the subject by tightrope. https://www.youtube.com/watch?v=egCwmidF0P4
Definitely should have targeted the building not the Pgrens no way you would win that fight. This brings up a good point though keep your infantry in front of your light vehicles and always repair(especially the farther back the better). The stuart could have outright won you the game if you kept capping. The unit loses were too high for sure.
The other alternative to the control groups is just constantly sweep the map left to right to base to left to right to base. You see your frontlines and guys sitting back as much as possible.
The third alternative is the tactical map. tightrope's video on this https://www.youtube.com/watch?v=1BM_Ufn-7YY
Rule of thumb time, for you at least you should auto retreat if you have 3 models or less or have less then 40% health. Pretty safe bet since the risks of a flank is too high and you have a tendancy to forget units. It is better to not lose squads then to kill squads. Play clean and wait for your opponent to screw up when you are starting out.
Another thing that helps your reaction is hotkeys, make sure you are never clicking on the command card. The first minute of this SC2 video with the pledge on not cicking on the command card is exactly what you should be thinking! https://www.youtube.com/watch?v=6Jq2IMRbAx0 here is tightrope's video on it.
Stormjagers advice to shift queue is good you could also practice attack move, hold shift(and don't let go until you are done, capture, attack move, capture, attack move, capture to move around fighting from max range. Attack move is critical when starting out since it keeps you at max range thus safe from most grenades(grenadiers you want to close in on to avoid their grenades, but that is the exception). The time to kill at max range is much higher greatly increasing your reaction time.
I practice with an AI warmup game and quit around the 4 minute mark. I want to cap perfectly with no idle time and have no float. I do edge capping which you can learn about here https://www.youtube.com/watch?v=BHPE0XSyUEM, but you will not want to worry about that yet.
I would say your AT is a little behind. If you see no light vehicle you want AT positioned around 11-12 minutes.
Definitely activate that Ambo when it first comes out. AT guns with prioritize vehicle is the same.
When capping a team weapon cap, shift r(to retreat). This means you won't have a 1 model squad chilling.
That should be enough to work on
Nice tips |
Thread: Bayeux19 Dec 2019, 18:46 PM
Here are my thoughts on it , I already vetoed the map and it's probably staying this way when im playing ostheer or ukf in 1vs1. Bayeux is quite a large map with lots of sight blockers with numerous tight alleys from where to either flank or fight close combat, so playing on that map with the more defensive factions feels especially horrible, okw and usf and to an extent soviets do not really have any problems with it since okw has sturms/volks with stgs and usf got riflemens. As for soviets they don't really have any close range unit in their basic roster but cons are not too bad at close and they don't need cover to be relevant. Also I feel that the middle part of the map is pretty hard to handle and protect even with mgs because of all the flanking options, not to mention red cover all around the middle which makes things even worse. The presence of buildings near the more strategic points of the map makes it really hard to come back from if you get pushed out by a flank for example. I just wish we could have set bans so we don't have to veto all the maps every time we change modes/factions. Kind of like a thing similar to the commanders loadout option to make presets, but I don't think it's gonna happen. |
I think he was too lazy to provide his own feedback and left the job to us to clarify his point lol. |
If i were to remove any maps, it would be arnhem, angoville, and lost gilder.
It is far to early for bayeux or novogrod to be removed as they havent even been given time for them to be improved on.
I am not a fan of Bayeux, and I can explain later on why, as it might be helpful for spanky. Novogrod, seems pretty standard, but in truth i haven't played it yet, so i will withhold talking about it as I dont really have any experience on it.
I don't really know why so many people hate lost glider I think it's quite nice when you get your first medium tank then you open up the map crushing all the walls around the middle, but yeah arhem is still after the changes one of the worst map in the pool and arhem used to be fine for me before the latest changes and it was not a map I was vetoing. With the relocalization of the house near the middle of the map at the south spawn however it makes the northern spawn much easier to win from as you can jump in and out of that house if it's not wired. What do you dislike so much about Lost Glider ? I agree that arhem and angoville feels pretty bad to play on. |
I have nothing to say about Novgorod outskirts yet, but I already banned Bayeux and it's probably staying this way when im play ostheer or ukf in 1vs1. Bayeux is quite a large map with lots of sight blockers with numerous tight alleys from where to either flank or fight close combat, so playing on that map with the more defensive factions feels especially horrible, okw and usf and to an extent soviets do not really have any problems with it since okw has sturms/volks with stgs and usf got riflemens. As for soviets they don't really have any close range unit in their basic roster but cons are not too bad at close and they don't need cover to be relevant. Also I feel the middle part of the map pretty hard to handle even with mgs because of all the flanking options, not to mention red cover which makes things even worse. I just wish we could have set bans so we don't have to veto all the maps every time we change modes/factions. Kind of like a thing similar to the commanders loadout option to make presets, but I don't think it's gonna happen. |
Nice article |
Thread: @Kobal19 Dec 2019, 08:16 AM
I thought you could view match chat without downloadin a useless replay by hitting show chat tab. Doesnt work it seems. I just wanted you to see how he replied Lmao
Viewing chat only show all chat indeed ^ |