I'll see if I have time to take a look.
Some general tips vs emplacements is the following.
non-doctrinal.
- mortars
- Stugs and Pak-40 attack ground into the fog of war.
- flamewhroer halftrack if the bofors is placed near a blind spot that the HT can either shoot through or attack ground right next to the emplacement to cause strong AOE damage. Just take care if the bofors decides to attack ground, as it can shred your ht in a single volley.
- sniper or cloaked unit. hold fire and use them to spot the emplacement, so help maximize the damage against them from paks or stugs.
doctrinal counters:
- LeFh18 - arguably the stongest hard counter against emplacements!
- mortar HT - Incendiary barrage is somewhat expensive for the damage output IMO, but on the other hand it prevents units from reparing the emplacement.
- Stuka dive bomb, railway atillery. These will more or less wipe out any emplacement, or at least leave them so damaged that you can easily move in and finish the job. again a cloaked sniper can be good to get line of sight.
- close the pocket. This is a very situational ability that is only available on a sub-par doctrine for 1v1. But if you manage to get it to work and shut off the opponents emplacements, then you won't find a better ability to delete emplacements.
Thanks. Much better ideas than the previous reply. |
Lost against this *** twice. Brit blobs and emplacements. What do I do?
-
VS
๖ۣۜD๖ۣۜO๖ۣۜV๖ۣۜE
Lafuma
|
for review |
Allright here goes
I'll be writing this as I'm watching, which means that I won't know how the game progresses beyond the point of writing:
A thing to note about Langreskaya is that it is where snipers and wide-arc mgs reign supreme. As soviets, the best initial counter for mg42s is clown car if going t1 and mortars when going t2. Mortar smoke is often overlooked by casual players, but this is hands-down the best way to lock down pesky mgs.
- So this guy went hard into mgs and used them agressively, whereas you went straight for a house and sat put. My personal preference is to use mgs more agressive, but you picked a decent house in terms of covering strategic points so I'll allow it
- I will not accept your passive mortar though! That mg covers the areas just fine on its own. That mortar needs to be out covering the conscripts with cover and barraging the mgs when the cons are in base. Keeping it in cover next to the hedgerow just north of the center VP is a much better place for the mortar to be in the early game.
- you canclled your second mortar in favor of a Zis-gun the secon you saw the 222. At this point you already had at grenades for the conscripts, which is a much better counter to the 222 than a slow Zis. You should probably have gone for a third conscript squad or even better picked up a guards squad.
- 10 mins in. good smoke from the mortar! as mentioned this is often forgotten.
- 11:30 nice zis barrage. Good to see that you have good knowledge of the utility from team weapons.
- an SU-85 might not have been the ideal choice at this point, since you already had plenty of AT options. you do of course get the free barrage, but a t-70 could have been much better and more flexible at harrassing the mg spam. you also reaally wan't an SU-85 to prioritize veichles at all times, as the standard shot is absolutely awfull vs infantry.
- 17:30 at this point you have almost 250 munis when the pz4 rushes you and wrecks havoc. About every top player will tell you that mines win games, and seeing how soviets have little else to use munitions on, your engineers should be spending most of their time booby trapping the sh** out of the map. Also not a bad idea to build conscript trip wire whenever capping something.
- 19 mins. I don't know what your mortar was doing in the top corner of the map rather than supporting your centre. is is not a good unit for capping! in stead it should be strategically placed so it is able to make the most of its 360 degree firing arc.
- from 20 mins on you seem to be acting more irratic and panicy, building a second zis gun and a very late t-70 when you could have gone t4 and gotten af t-34. Try to keep your cool when the game goes against you, but I'll admit that were can all be victims of "the tilt"
- 23 mins good use of the JU-strafe!
- 26 mins gg!
I'll just quickly summarize what I think you did well and what you need to work on.
good stuff:
- great use of team weapon abilities and strafe. You got some good steals this way.
not so good:
- You need to work on thinking about the long game both in terms of what you need right now and what you'll need in the next five mins.
at the end of a 26 min match you still didn't have t4 up. That just won't do and made the late game a downward spiral because you might have forgotten to think ahead.
- Conscripts have amazing utility, but you made very little use of it. on an open map like langreskaya vs Ostheer, the sandbag walls are a godsent! They will also make you last much longer against mgs and resist suppression. Use it!
- mines.win.games! build them on roads where tanks like to roam, build them on retreat paths and build them on strategic points where you suspect the opponent to enter from. When playing soviets your opponent should be in a constant state of panic about where the next mine is and all his engineers should skip flamers in favor of sweepers or fear an untimely end.
Please let me know if this was halfway helpful and don't hesitate to ask any questions
Good stuff. Thanks. |
Sure I'll throw in my two cents
Just to clarify: You are looking for a review on the Langreskaya map with a specific focus on countring mg-spam?
yup |
for review |
try again 2 upload |
Hi all,
I seem to recall the last time i played langreskaya as SU against WM i was machine gun spammed. It happened again and i still didn't know what to do. Can y'all have a look at this replay and give me some advice? Thanks.
-
VS
meisterbmw
DovE
|
For replay review |
Hi there,
Some pointers for your WM play (and CoH2 gameplay in general)
General Gameplay:
https://drive.google.com/file/d/0B4HpnFBkAjlIOGtfRVkyWEpBaVU/view
This is a presentation made by Dullahan a while back which covers all the aspects of general RTS skills. While it may get a little salty, do give it a read, and remember it when you play!
WM Build Order:
The current meta build order is to go for an MG42, then 3 Grenadiers. This is because the Grenadiers can support the MG42 (protect it from being flanked). In your case, you elected for a second MG42. This is perfectly doable, but remember to have the MGs support each other, or have a Grenadier support each MG42.
Mortars are generally built to counter team weapons and buildings. I would say that you can afford to delay your mortar and get a Grenadier first.
In you game, you skipped Tier 2. Tier 2 is arguably the strongest WM tier, as it gives you access to Panzergrenadiers (very strong anti-infantry squad, but use them defensively (e.g. don't charge at enemies in cover), Sdkfz. 222s (hard counters the Soviet M3A1), Sdkfz. 251s (reinforcement at the frontline, or wrecks anyone without AT as a Flamethrower Halftrack), 7.5cm Pak 40s (arguably best ATG in the game, Stun Shot is especially strong). Usually you don't want to skip it. The 20 Fuel it costs is insignificant if you want to rush out a T3 vehicle. If your opponent went for a T-70 instead of an SU-76M, you would have lost the game by the 15 min mark (because you had nothing to deal with it).
Ostwind was a great pick against his build. The follow-on StuG was also a great idea, but remember: StuGs (as with any other tank, really) work best in pairs. A pair of StuGs has so much DPM that they can happily chew through twice as many T-34/76s (provided that you keep backing up to avoid being cicle-strafed by them).
The Opel Blitz is a resource production monster, however you don't need to build a cache AND put a truck on the point. Generally either one is sufficient; if you are afraid of enemy territory raids then secure the place with another unit or an MG bunker.
WM gameplay:
Finish capping territory, then give chase to retreating units. This is because if you cap more territory, you have more resources. More resources means more units and upgrades and abilities. More units and upgrades and abilities means you can kill his units more. Cap the territory first, then chase after retreating squads and team weapons.
StuGs and PaKs generally do nothing against infantry with their main guns. Therefore, always have them on Prioritize Vehicle, or they will waste shots targeting infantry while tanks roll on past (as what happened a few times).
Don't frontally engage tank destroyers with heavy tanks (Tiger I vs SU-85 is a big no-no). Generally you want anti-tank infantry, medium tanks(on a flank), or other tank destroyers to do so. Also, getting a Tiger I was a huge gamble because he had two tank destroyers on the field. You got lucky that his ISU-152 was firing HE shells, or he would have wrecked your Tiger. If you see your opponent get heavy tank destroyers (ISU-152) build up a swarm of medium tanks/light tank destroyers (Panzer IV, Puma) and circle-strafe the heavy TD.
That's about all, hope this helped! Keep in mind that I am not a Strategist or a high-level player, so take everything with a grain of salt.
Good luck on the battlefield!
good stuff. thanks. |