I am a low-level player but, I am having some difficutly understanding how to deal with an Early T-70.
Obviously, I know the hard counters but, with my careless mistakes and not pigeon-hole-ing myself into weird builds; What is the general rule to prevent an early T-70?
If I try to set-up early Teller mines, then I am sacrificing (see delaying) my gren squads' LMG upgrade (argueably one of the best T1.5 upgrades in the game). Then, I cannot take the map back as he'll either 1.) beat my grens in combat with mulitple units or 2.) cap more of the map and hide in buildings.
If I give my grens LMG upgrades, I'll take the map but, he'll eventually get the T-70 out.
If I try to rifle grenade cons in/out of cover or "play the building dance game" i'm using even more muni, not for LMGs or Tellers; BUT, I need to push him off the map/out of buildings and rifle grenade is the only way to do that (IMO, In T1).
Pgrens fall into the same problem and die (even with shrecks) just as quick vs a well-microed/half-decent-microed T-70, or multiple guards or 1 shocktroop.
Is the mainstream idea to get a Pak ASAP at T2? I feel this is a bad idea because if the soviet player uses ANY commander-call-in or upgrades (shocks, guards, ppshs) they can just over run my paks, even with my grens/mgs/pgrens on the field.
Flamehalf Track is such a HUGE investment (muni wise) that if i don't micro/keep away from T-70, I lose a HUGE advantage and now he can push more with his inf.
My first intention is "go hard counter" and get ANYTHING T3 but, if I focus too much on T3 fuel/Converse resources too much, I cannot get map control to get the resources FOR T3.
I guess to answer my own question would be to keep my gren(s) and 1 pg along with 1 pak and "hold out till T3"/ "Play Defensively" while the T-70 hits the field.
It's funny, i acutally prefer su-85 because my army composition just becomes Pgrens and Paks or i'll have T3 at the same time. Now, against T3 soviets, I feel my ONLY option is T3, to seal the game.
TLDR; I hate building "pre-emptive" PAKs; How can I better prepare for Soviet T3? |
Two low level players here. HOWEVER, that does NOT mean the game was bad. Sure we made some mistakes. Sure, i shouldn't have kept some guys in the fight. Sure he loses a FULL HP squad to a rifle grenade. Sure, i lose some squads to 1 bombing run with no audio cue.
Ok, ok i won't spoil anymore, i hope you enjoyed this game as much as i did.
Also, could someone tell me what i did wrong in this game? i tried to go fast t3, which was slow as HELL and skipping T2 hurt me MEGA STYLE. But, if someone could tell me "well you need to work on your unit preservation like ___" or something, i would appreciate the help. |
It's just getting past a German T2 without Guard that I find difficult.
i just spam conscripts, at nades, mines and t34s.
Concripts & At Nades, then Mines, mines and mines, that's how you beat T2. Then x2-4 T-34s for T3 then su-85/callintanks for T4 |
If Relic will not apply a "RANDOM FACTION" automatch, how the HECK will they impliment a "RANDOM COMMANDERS" automatch button?
Just thinking about how RELIC would THINK about implimenting that, makes me laugh out loud. |
If Relic goes the way of Riot, then what you'll end up with is a few good commanders for the metagame, and a whole slew of worthless commanders. Out of Riot's what, 110+ champions, only a dozen are used in top-tier gaming, and that's reflected on the ladder.
This is why i stopped playing LoL.
I like the idea of COH2 MP +3 commanders being Free to play, as it will increase the automatch pool for low-level players.
Right now, i feel COH2 has WAYYYYYYYYYYYYYYYY too many commanders and not a single one is balanced. I feel the orginial 3 commanders are awful in alot of ways but, OMG-BROKEN in another way( |
After playing more and more as soviets, Mines are probably the best ability in the game, even more when the community thinks "soviets are muni heavy/float".
AT guns (even for germans) need mines as a Sticky/faust will only slow down a tank, not stop them! I have had a dmg'ed engine ostwind still circle strafe my at gun based on my poor positioning and no mines.
Start the habit of mine-ing early, as A.) you'll take out gren(LMG) squads B.) PGren squads early, C.) T2 vehicles and D.) protect flanks of SU85 & At guns. |
I saw the previous streams Barton; you were cracking me up when your internet radio wasn't working.
I specifically remember the langres one as you were able to hold back, i think, 3 Kv-8s? Which was my fear of a hard counter to this strat. Teller mines and PG shrecks were key thou.
I like the build alot, i think if one keeps their sniper count at 3 and ost count at 4-6 then the strat will work perfectly (obviously, keep your micro-capping up too), as all your ost. can fire their shrecks like hotcakes, if any vehicles come out.
I would liked to have seen a M3-Quad/earlier T-70 along with a kv-8 against this build, as i feel the few russian players you did play with this build were WAY too agressive with their vehicles and lost them to tellers so quickly. |
Jeep? JEEP???
i said the same thing when i read it; as you prob could guess, he prob means M3 scout car.
T1 is very micro instensive.
Penal batallions are great because they are pretty much Conscripts .5 and get flamethrowers instead of all the conscript abilities.
M3Scout car isn't designed to destroy squads by itself, it is designed to give YOUR SQUADS 1.) mobility 2.) protection to squads (suppresion) and 3.) dmg sink (as you can repair it). Even putting conscripts in the M3 will dramatically increase the ablities of the conscript squad. With this being said, M3s lose 3/4th of their life to a Gren. Panzershreck shot. Therefore, that is your hard counter to it (at T1). Just as scout cars for germans get better with vet, so do M3s and neither of them really last in T3/T4 unless Vet 3.
Snipers need to be micro'ed the most out of all the T1 units. You give an example where your sniper gets followed by a scout car even when you try to "retreat early". Well, the soviet sniper is not designed to be by themselves. You need to keep conscript/penal/shocktroops/guards squads by the sniper so you can "protect them" and shoo away a enemy scout car. From my expierence, keeping your soviet sniper underfire (no retreat)and using your OTHER units to kill the enemy that's shooting your sniper can work but, you need to keep an eye out of your sniper AS WELL AS, use cover. Cover is the most important tool for ANY sniper squads as they pretty much always make the sniper invisible to focus fire.
The game is not "make hard counters and retreat my unit" you still need to have positioning and micro take place, MOST IMPORTANTLY soviet T1.
TLDR; use cover for your snipers, always. Penals help w/flamethrower. M3 scout car needs to be micro'ed, have units inside of it and stay at a distance. T1 is awesome. |
S-mines are lame, never build them, Brumbars will never happen since all Fuels are going for redistribute resources (a.k.a Tellers and Railways for that)
Yes, Yes, Yes! I need to see these past streams as, this was my idea when the commander was introduced.
I always felt x6 ost was the perfect number, as they always travel 2x2 or preferably all together. This way, when you finally do get 1CP for Atry officer 7 units getting arty Focus Fire, is rediculous (even more with recent patch buff of 15%!).
The early map capping is insane with ost. too. |
mines are crucial. If not to defend your AT gun, then to defend your important strategic point. I cant tell you how many times mines saved me from tank flanks until I made my own rush and realized my mines went missing and there were a bunch of limping Panthers.
People say Soviets are "muni heavy"? Why not place some mines all over the roads?! I feel mines are the KEY to Soviets because A.) it shuts down ALLLLLLLL of their T2 strats (flameHT, Scoutcars, PGrens) B.) it protects your flanks C.) helps kill & slow down T3/T4 units.
I place mines almost as soon as i get 35muni on my fuel/cutoff and have killed 3/4 models in gren squads when they try to de-cap my fuel/cutoff.
Also, don't be afraid to re-place mines in already blown mine spots! Usually, your opp. will think "oh, I already blew that mine up, he couldn't possibly have an-*BOOM*"
TLDR; Mines are very important for T2 & T3 German units. |