Profile of Theodosios
General Information
Register Time: 27 Mar 2013, 14:53 PM
Last Visit Time: 3 Feb 2024, 15:08 PM
Broadcast: https://www.twitch.tv/theodosios22
Steam: 76561198022713973
Residence: Germany
Nationality: Germany
Timezone: Europe/Berlin
Game Name: Theodosios
Register Time: 27 Mar 2013, 14:53 PM
Last Visit Time: 3 Feb 2024, 15:08 PM
Broadcast: https://www.twitch.tv/theodosios22
Steam: 76561198022713973
Residence: Germany
Nationality: Germany
Timezone: Europe/Berlin
Game Name: Theodosios
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"Nullum magnum ingenium sine mixtura dementiae fuit." - Lucius Annaeus Seneca
Post History of Theodosios
Thread: Count Topic2 May 2015, 23:20 PM
5224 In: Scrap Yard |
Thread: Balance of power has shifted to Allies in 4v4AT (imo)1 May 2015, 13:37 PM
Does anyone play 3v3? Here! Got 2 defeats due to crashes. In: COH2 Gameplay |
Thread: Double T34/85s and PrettyEasy Eight30 Apr 2015, 15:49 PM
(A) It's not Star Craft. Pure math war-game would be boring as hell. Squad wipes are needed. (A) Why do you try to project relations conerning squad wipes from totally different types of RTS onto CoH2? CoH2 is more tactical and about preserving squads and preventing to lose them to super units/abilities being granted the chance to react in order to safe them. I can neither tell from my experience nor from replays that OKW/Soviets do necessarily float more MP than USF/Ostheer. It is dependent on many factors like winning engagements, map design and RNG. If you win engagements as USF in the greater time of the game without losing too many models and use heal you clearly float MP. If you lose many models as OKW or even squads due to bad play you will not float MP or you will be temporarily at disatvantage if you do not replace squads. There are campy situations in maps like Langreskaya where you do not fight much. Consequently, MP float on both sides can evolve. What I am trying to explain is that MP float is not necessarily dependent on faction to 100%. (B) The Axis tanks with squad wipe potential you list are either doctrinal (Tiger and Tiger Ace) or come very late (King Tiger) or can be easily dogded/engaged by skilled players (Brummbär and Sturmtiger). Sturmtiger can maybe wipe some squads because it would come surprisingly as nobody would expect it due to not being a viable option but apart from that first surprising strike skilled players will prevent further damage coming from Sturmtiger. Sturmtiger as well as Brummbär bring you in the situation where you will not have enough fuel to produce or call in tanks which can handle late game vehicles from Soviets or numerous vehicles from USF. Ostwind is quite powerful if used correctly but counter reaction come swiftly. Soviets whilst waiting for call ins could have problems to deal with it. But even then you are exposed to IS2/T34/85s without proper PaK40 management. Why do you think Axis has more squad wipe potential than Allies? I disagree with you in both numbers and efficiency. You completely forgot demo charges, Katyusha, Scotts and B4 (which can be easily countered by Luftwaffe though). Not to mention that squad wipes like these from Tigers can also happen whilst using T34/85s. Mortars and Katyushas can use precision strikes which cost munition but are efficient enough mostly resulting in instant squad wipes. ISU-152 takes time to reload but is still able to wipe squads regularly. KV8 can definitely wipe squads when you catch them without AT support covering them. Furthermore I do not understand why you compare HE Sherman with doctrinal Stug E. And doctrinal Bulldozer is not worse than Brummbär. Bulldozer comes earlier, at a lower cost and wipes infantry more reliably. In: COH2 Gameplay |
Thread: SCC3 dbmb vs Jesulin G326 Apr 2015, 23:18 PM
Unless Relic provides us with further information you cannot tell whether any kind of hack was involved. In: Replays |
Thread: New member of COH2org19 Apr 2015, 14:54 PM
In: New Members |
Thread: Early game for Ost17 Apr 2015, 22:08 PM
Basically what Luvnest and Sarantini mentioned: Map design is a calamity because most maps either favours Axis (dull "Lane Maps" like Minsk Pocket which remind me of DotA 2) or Allies (like La Gleize where you can flank from almost everywhere and houses are frustrating for Axis). If more balanced maps were introduced and old ones tweaked or removed you will see how many problems disappear. Sarantini mentioned a problem which - as I think - was finely solved in CoH1 in the wehr versus amis matchup: USA is indeed stronger in Early Game and had an advantage in Mid Game mostly and Wehrmacht plays truly like a faction that does not dominate from Early Game on but must build up its momentum to come back which was intended I think. But when Wehrmacht players made their comeback with infantry, weapon teams and vehicles that all were hopefully preserved and had upgraded veterancy USA players could react with a "counter comeback" by adding hard counters to their army composition: snipers and AT guns. Snipers could reliably take out "elite" infantry and the same goes for AT guns versus "elite" tanks. Of course you had to have decent micro and macro to achieve this. I do miss these mechanisms in a matchup like ostheer versus usf. USF has not the same amount of combined arms which can work together to achieve such a "counter comeback". Hopefully my CoH1 explanation is correct. It is something I observed in many games and experienced myself. In: COH2 Balance |
Thread: Mobile Defence Guide17 Apr 2015, 21:36 PM
Guide is well written but I have one objection: How is double pzshreck "disputable" in performance? That's the best AT infantry squad in game... Pzgrens with upgrade also have great ambush and AT gun covering capabilities that cost you no munitions to work while few fausts are starting to be much more than 120 muni really quickly. "Disputable" due to the fact that Panzerschrecks depend far heavier on RNG than other anti tank choices. They miss more often for example. Concerning Fausts: You should only faust vehicles you can surely destroy afterwards otherwise your Faust was wasted except if you faust a vehicle that can chase you down (provided you have nothing else on the field which could stop it). Thanks for your replies everybody! In: Guides |
Thread: Hi New guy here17 Apr 2015, 10:41 AM
In: New Members |
Thread: Mobile Defence Guide17 Apr 2015, 10:40 AM
This guide would never have been possible without help from awesome guys! Special thanks to Sarantini (provided useful information to be added to the guide and summary of the build order picture), FichtenMoped and van Voort (edited and tweaked the guide appropriately and van Voort portalized it) and TM.Dutchy (created excellent highlight image ). Furthermore, Strummingbird gave me a nice hint. In: Guides |
Thread: Commanders - an overwhelming amount of options.16 Apr 2015, 21:48 PM
When you play 2v2 Axis I recommend to play mixed Axis offering you access to the heaviest tanks in game (Königstiger and Jagdtiger) combined with versatile Ostheer army to back them up. Ostheer player should have Jäger Armor Doctrine, Luftwaffe Closed Air Support Doctrine and Tiger doctrine of his choice to be decent. Of course you can try other doctrines. As for OKW, I think the 3 origin doctrines are most appropriate. Combinations of these doctrines restrict strategy involving ISU-152 and Howitzers automatically. To fight versus medium tank spam is a matter of experience. In 3v3 at least one Ostheer player is recommendable to counter howitzers and support OKW. In: Strategy Desk |
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Latest replays uploaded by Theodosios
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[M.F. 2v2] Match #29: Theo/Thana vs Paul/Gdotby: Theodosios map: (4) Crossing in the woods (v2)1-780
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[M.F. 2v2] Match #21, Theo/Thana vs Arash/Marko G2by: Theodosios map: (4) Moskow Outskirts Fall (v2)1-841
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[M.F. 2v2] Match #21, Theo/Thana vs Arash/Marko G1by: Theodosios map: (4) Moskow Outskirts Fall (v2)1-701
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