vipper post a replay of the match or call a mod to thread lock
I have to keep reminding myself of how funny it is. Like, a couple of sceenshot from a game of some Chinese playing axis poorly and Uc drop troop with RRo.e suddenly go from a troll strat to a fully viable competitive tactic. One of those okw have total of about 14 kill in a 14+ minutes long match, lol.
Edit: The chinese player was actually among the better part of the axis team and i mean no offensive, sorry.
Glad to see that you acknowledge that your guesses about map control and how the game progressed in post 120 where simply wrong.
The only thing i was wrong is about how bad the axis team was doing that game. Otherwise, the axis is, in fact, gain control of the mid vp as i said. Furthermore, the minimap at the EXACT moment of the droping and retreating of that UKF is hidden so i cant make sure but it is most likely the ukf player had not made any cap upto that point since all of his unit is at the same place. The third picture you post is at 3:20 which already show that allies is being pushed back on the right side and that UKF player is still recover at his base after the mass retreat with only 1 unit on the frontline (likely his 4th units). And in #120 i also said teammate will have to made up for that UKF player, look like they did and score broad show that two soviet have to do twice as much capping. I know that score broad is for the full match but upto 4 minute, three other player should have done more capture that the UKF doing drop troop.
The map control issue present clearer in the previous game on red ball, btw. In the picture you named "rore5", UKF is doing his second drop, at that moment axis had completed caping their side of the map and have at least 1 fuel while allies still have 1 point not capped and it is in that UKF player's sector.
Now you are posting guesses on what happened in that game?
Only you simply mistaken because allies have no issues of map control while placing hmg in key location and controlling the left VP and MU while OKW control 1 fuel/1point/1vp on the same side: https://www.coh2.org/file/20190/rore.jpg
(And UKF forced 2 retreats 1 VG and 1 ST)
As for the UKF unit they are back in the fight in full health and do another infatry drop the third in 4.5 minutes.
I would say it was pretty successful overall and UKF using the strategy is the one with the higher score.
If you have any actual data about how "popular" or "unpopular" it is feel free to share but this is not really a popularity contest.
Glad to see that we agree that faust/AT grenades are not available as some people have claimed.
In these case we can see 5 successful drops working fine with little actual risk so there is nothing to back up the claim that it is always risky.
(edited do add the second post)
The score broad clearly show that axis play very badly. Allies can win using any tactics they want with such a skill gap. This isn't a popular contest but you made the claim that Drop tactic is used in high lv gameplay. This match doen't look like high lv unless you provide some info of those player or better the replay itself. If the replay are available, i can event gather some fr and make a full analysis, but without it i hardly see any point can be made from some random picture.
And, the thread focus on droping infantry as an opening strat. From what you described about the second match, force retreat two enemy unit but at the same time having to retreat all three of your own unit is hardly a success by any mean. Those drop happened 4-5 minute into the game is not very related, especially when axis fall for the same trick they already met again.
Edit: he fact that the second okw player show up and force all three ukf units to retreat is a very clear prove of drop troop's risky natural as i described in #42 :"there are more thing shooting at you. There are many things can go wrong, for example: you arrive a bit late and the enemy have engought muni for faust, you encounter 2x mg42, your enemy's teammate show up, you encounter dual kubels, etc.".
In this case, the mere appearance of the second player already ensure the drop wont gain any ground and the second pic show that both UC and section is on very low hp. If okw coordinate better they can event destroy the uc or got a wipe.
If all above are "little actual risks" to you then it is you enlisted your opinion.
And, the two last picture are actually proving a scenario of Uc drop troop going wrong which i had mentioned in #42. The appearance of the second player completely ruined that ukf's drop troop attempt. Ukf may have force a stum of the yellow okw player to retreat but then all three of his unit will have to retreat due to the blue okw. Axis, there for can cap the mid Vp while ukf is most likely hadnot cap anything to rush frontline and now on retreating meaning further delay in caping. The delay in caping will have to be made up by teammates, leading to reduce frontline strength in their sector or it will affect income. The blue Okw may had to abandon his cap but they still win the engagement and have time to adjust.
=> Case of failed strat.
Now unless we have access to the replay, a couple of picture basically prove nothing since I can provide some pic of dropping troop go horribly wrong.
So it is safe to say:
1. Still not a popular tactic by anymean.
2. Faust being not available at the fist contact is not an issues.
3. Drop troop is always risky
I disagree and you have the right to disagree with me.
Well, when there are too many pp disagree and you run out of argument but still refuse to accept. Tho it not like you have that many to back up original point to begin with (call me a forum warrior all you like, lol).
The final step will be to ask mod to close this thread.
Simply no, in one post you claim that to transport and drop RoRE for the initial contact
does not work and in the other it gives an edge. I have no taken anything out of context, so I suggest that you stop blaming me for your contradictions.
I have little interest in these word game thou so if we can agree to disagree.
There are no contradictions here since the point that using UC to aggressive drop RRo.e is risky and have widely available counter has been repeated by a lot of pp such as Kurobane #6, Hanibal #7, Katukov #16, etc. You can ask them again about how they think about UC drop troop tactic.
Also, I has been always referring to the using of UC to drop RRo.e as a risky/rewad move (#28) but otherwise, i have never claim the combo used in any other ways does not give an edge. In fact, i event mention " It can help UKf gain uperhand early game if used right" way back in #4.
Event the specific post where i say the tactic do not work directly respond to another thread of you insist on me tryout drop strat (#33) and i event repeat the risky point.
Your are mixing two difference things together that is the UC drop RRo.e is risky and do not work again competent/adaptive enemy (point 1) and UC+RRo.e used other ways other than drop give edges (point 2) while picking out the line of me saying it not work to create a contradiction.
Now since you already agree that the advantage of having UC+RRo.e arrive at contact point slightly before opponent is, again, NOT "game breaking". That leave us with Point 1, now you can hang on your thought that drop troop is not risky all you want, but the fact remain that it wasn't and will never be a popular strat.
PLS decide weather this tactic works and an provides early game edge or if does not work.
(Unless you want to claim that it works for other people but you and your team can not make it work)
The tactics which are not working i was talking about in #34 is UC drop troop using RRo.e, which you are taking out of context.
On the other hand, the "early game edge" i mention in #104 come from UC and RRo.e being used in other ways, namely UC provide fire while RRo.e provide repair/close protection. The ability to contest early fuel by bringing UC+RRo.e to the point earlier (again, no drop troop, it doesnot work), described by you as "reduce the effect of the CD for CP 0 call in infatry" in #103 is both tested by Hanibal and admited as not game braking yourself.
PLS try to test your suggestion in game before posting them.
I already have responded to this:
And i and various others had already reply to the "doesnt have enough muni" from the page 1 of this thread like #4 of mine and #6 of Kurobane, but you doesnt reply to those.
Again, having to change your play style due to enemy picking doc and commit to a strat is not game breaking.