Situation:
BAKER 45/69
DOG 300/70
FOX 26/93
With 7 missions left I will want to use DOG again for at least one or they will waste strength (5 reinforcement every turn)
FOX I need to use again soon too
Remaining Missions:
FIXED
Stourmont 2
Espeler 5
Houffalise 4
The first two of those have no time limit, especially as how I believe Stourmont I can delay at my start indefinitely
Houffalise awards medals based on time but I believe I will gain more by farming vet and not losing units
Eschdorf is also at 3
DYNAMIC
Wiltz 2 Railsplitters
Vielsalm 3 Watchtowers
Bullingen 4 Preservation
Profile of van Voort
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Posts: 3552 | Subs: 2
General Information
Residence: Morocco
Nationality: Morocco
Residence: Morocco
Nationality: Morocco
Signature
Resident Soviet Whiner and Grand Master Bias Jedi; General Secretary of the Soviet Whine Hydra Collective; Axis Hating Sheeple; Allied Butt Buddy! Collect Them All!
Also the African Branch of TAB Bulletins
PS: The Italian Army fought with courage and skill
Also the African Branch of TAB Bulletins
PS: The Italian Army fought with courage and skill
Post History of van Voort
Thread: AA Playthrough13 Dec 2014, 14:46 PM
In: Campaign & Co-op |
Thread: Bearcruitment13 Dec 2014, 01:44 AM
ЯAWЯ In: The Angry Bears |
Thread: AA Playthrough12 Dec 2014, 16:03 PM
So: 0/-7 GOLD 3 DOG 2 Germans flee, 1 to Espeler, 1 to St Vith and dies Previous efforts 30/-23 Defeat 5 BAKER 64/-15 Defeat 5 BAKER 62/-10 Bronze 5 BAKER You can see why I failed my first playthrough... 92/-17 Silver 3 DOG 86/-12 Silver 4 DOG 4/-7 Defeat 3 DOG When I discovered that the counterattack timing bears no relationship to if you have taken the South bridge or not 70/-19 Silver 4 DOG In: Campaign & Co-op |
Thread: AA Playthrough12 Dec 2014, 15:57 PM
Dog onto Ouren then I have never actually managed to take the North bridge here, either been two busy trying to hold or chasing after secondary objectives Let's see this time Random: Rifle Demoliation at Houffalize, they get satchel charges Tempting, but we will see after this ++++++++++ Again, Vet 3 so I get Sherman and Pack howi in addition to the Engineers, RELs and MG Normally my plan is to take the left quick, then use the engineers on the MG at the South bridge and be very careful with the Obers there Then cross over and consolidate +++++++++++ I see no reason to take casualties clearing the first point so I shall send the Sherman RIFLE RIFLE Pick up Zooks as we come in Defending MG was at Vet, which is unpleasant That's cleared out, now kill the rest with the Sherman but mind the PAK MUNITIONS They are obliging by coming to me Excellent The middle tank trap needs taking out or it will block when I get the cache up there LIEUTENANT REL Drive past the PAK and take it out FUEL MAJ DISABLED TANK OPTIONAL Which will be all the way over the left, I will leave that Set up tank traps, then fighting positions and I will recrew the pak when I get the MP and Ambulance Meanwhile start shelling the next point up so I can clear it later I know there is a repair truck there with PAKs and MGs AMBULANCE 3 Fighting positions is enough for now SHERMAN Truck is down, destroy the PAK then empty out and get 3rd Sherman Better remember to repair this South bridge... Do recon up to the North Bridge and see what is there Call AT Overwatch on any armour Not that I can but there is a PAK Not any more there isn't Hmm, North bridge was easy, maybe I will get the tank 2 minutes till counterattack What I will do is go in, drop AT OVerwatch on it then pull back That did it Allies now securing North Bridge Decrew 3rd Sherman now here Attack coming in, which is just infantry which will get killed by Fighting Positions Send the HMG back off map to free up cap Decrew SHERMAN Assault Engineers to repair North Bridge Rifles to retake Fuel SHERMAN SHERMAN SHERMAN Let's drop artillery on that flak truck 2nd attack coming in 4th Sherman here Tiger was not what I expected at the north butI should have done I am behind it and have AT Overwatch Lost a Sherman N 2 North and 1 South 2 more Shermans arrive Lost fighing position but holding out South North bridge is repaired to retreat Engineers Repair everything SHERMAN SHERMAN SHERMAN In: Campaign & Co-op |
Thread: AA Playthrough12 Dec 2014, 12:07 PM
Previous Efforts: 9/-15 Bronze 4 ABLE 28/-5 Gold 2 DOG 31/-4 Gold 2 DOG 31/-4 Gold 2 DOG In: Campaign & Co-op |
Thread: AA Playthrough12 Dec 2014, 12:02 PM
Limited starting defences means fewer MGs lying around than normal But I am Vet 3 so I start with a Sherman Usual plan: Get some RELS and get fighting positions up in the Church, back up with a PAK MGs to hold the other points, recrew all the loose stuff and use the ambulance to reinforce REL LT Church position is ready, remember to leave the Sherman for the pop cap First offensive, 1 casualty in the crossroads Get 2 positions up at railyard, drop back and get zooks Sherman to church, but don't need it MUNITIONS Move MG from Rail to crossroads Railyard and crossroads, this time with Armour Sherman to Cross for 221, Pak to Rail for Puma, support with Rifles Ambulance to heal at Church MAJ Who comes in a VET 3... Battle at the railyard can take as long as I want, they are sort of out of reliable HMG range, but not doing much to me so are sporadically supressed Repair Positions at railyard, and wire that flank Next will be some fighting positions at the crossroads Railyard, luchs + Puma Sherman and rifles to there BOOM Enemy has radio jammers which is I got Zooks, left one down Sherman healed, lets go get the right one Now I have a flanking probe, Sherman to go back Don't much care about the pack howi though 2nd Jammer down, quickest way to get inf back is to retreat Howi is dead, but still cannot get a 2nd Sherman Rebuild MUNITIONS Puma and Flak Crossroads > Sherman + Rifles but no at there no, drop AT Overwatch on it Luchs and 222 Rail > PAK Lost fighting position crossroads, build another Church and crossroads Sherman + Rifles + AT Overwatch to crossroads (Stug + Luchs) Leave Church (Luchs) GOLD Vet 0 Strength -3 Requisitions: 30 3 Germans flee: Espeler, n 5 Bullingen, n4 One dies In: Campaign & Co-op |
Thread: AA Playthrough12 Dec 2014, 11:19 AM
Was able to add in a few pictures, but my upload still sucks Status: Dog 300/90 Baker 45/59 Fox 83/100 It is overdue for me to take St Vith and Ouren and start splitting the Germans up I don't really care how powerful Houffalise and Espler get because those are classic "take your time missions" I get a random event that gives me 20 experience, on a Company that is maxed out Oh well Houffalise is nominally against the clock, but what you may stand to gain from farming vet and not losing units is better than what you may get from a Gold medal Everything else I do not really want to get stronger I shall let the others heal and take Baker to St Vith and then probably Ouren straight after This is usually fairly easy, however this time it is at strength 3 with limited starting defences In: Campaign & Co-op |
Thread: Fantasy Faction XI: Tank Destroyer11 Dec 2014, 22:36 PM
The Jagdtiger is the most potent option, but expensive, late and draws an incredible amount of fire. Same is also true of the Elephant on a lesser scale. So I will go for the Jackson for the utility of a turreted TD. Also, this faction has superb AI infantry and a tank snare from Gren fausts; so it's main weaknesses within the US faction are covered. Shreks and PAKs can get swept away and it won't need to chase things and extend if the target has been crippled by a faust In: COH2 Gameplay |
Thread: Fantasy Faction XI: Tank Destroyer11 Dec 2014, 22:28 PM
After a fight that came down to the B4 v the Stuka zu Fuss the B4 took the artillery title with 33% http://www.coh2.org/topic/25090/fantasy-faction-i-builder-units http://www.coh2.org/topic/25222/fantasy-faction-ii-core-infantry http://www.coh2.org/topic/25382/fantasy-faction-iii-elite-infantry http://www.coh2.org/topic/25584/fantasy-faction-iv-elite-infantry http://www.coh2.org/topic/25935/fantasy-faction-v-machine-guns http://www.coh2.org/topic/26653/fantasy-faction-vi-indirect-fire http://www.coh2.org/topic/26896/fantasy-faction-vii-direct-fire-artillery http://www.coh2.org/topic/27497/fantasy-faction-viii-light-vehicles http://www.coh2.org/topic/27799/fantasy-faction-ix-medium-tank http://www.coh2.org/topic/27982/fantasy-faction-x-artillery Builder Unit: Sturmpioneers OKW 58% Core Infantry: Grenadiers Ostheer 32% Elite Infantry: Obersoldaten OKW 28% Unlockable Upgrade: IR STG 44 OKW 47% Machine Gun: MG42 Ostheer 50% Indirect Fire: 120mm Soviet 50% Direct Fire: PaK-40 Ostheer 67% Light Vehicle: Puma OKW 35% Medium Tank: Panzer IV OKH 27% Artillery: B4 203mm Howitzer Soviet 33% Faction now looks like this: T0: Sturmpioneers T1: Grenadiers, MG42 T2: PAK 40, Puma T3: Panzer IV T4: Obersoldaten CP2: 120mm Mortar CP3: IR STG CP8: B4 We are unable to build caches, but Grenadiers can build bunkers and Sturms can salvage Tech structure will be similar to OKH, but costs will not necessarily be the same Breakdown is: OKW 5 OKH 3 Sov 2 US have only two remaining contests to get on the scoreboard as they don't have a heavy tank. ++++++++++++++++ So, now Tank Destroyers Which will include every vehicle that is, or sort of is a tank destroyer. So the STUG G makes it in because it can see use as a mobile pak, and the SU-76 for the same reason and also because I feel sorry for it The Puma is already in as the light vehicles and I don't count the ISU-152 as a tank destroyer which is why it was on the artillery poll I thought long and hard about putting the Panther here, but instead I won't and will offer it with the Heavy Tanks. My list will then not be the same as Australian Magic in his poll http://www.coh2.org/topic/27501/tank-destroyers-competition In: COH2 Gameplay |
Thread: Fantasy Faction X: Artillery11 Dec 2014, 16:30 PM
Mostly OKW, there is some OKH and one Sov, two if the B4 wins here. And I'm not the one voting, you guys are. In: COH2 Gameplay |
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Latest replays uploaded by van Voort
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VS~TAB~ Cabreza ~TAB~ Urmel ~TAB~ Choccy Starfish ~TAB~ Napalm (Paid Relic Shill)~TAB~|The Terminator| ~TAB~ van Voort ~TAB~ dpfarce ~TAB~ Glendizzle1-1,050
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VS~TAB~ Urmel ~TAB~ Spiky ~TAB~ van Voort ~TAB~ EffenNewbieArthur Von Unine ollie1214 Einsatzbereit l DudisanPack Goes Huntingby: van Voort map: Lienne Forest1-1,046
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VSyaggus Archie ElixRose Commissar Galdos~TAB~ van Voort ~TAB~ Cabreza ~TAB~|The Terminator| ~TAB~ The_ReD_BeaRTAB v 4 USby: van Voort map: Steppes1-1,007
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VS~TAB~ Cabreza ~TAB~ Napalm ~TAB~ dpfarce ~TAB~ van VoortSergeant Kelly ~WockaFlockaS~DaffyDuck ~WockaFlockaS~DaBadMan331 RtN.FiresparksBears v Gulls (and RTN)by: van Voort map: Lazenrath Ambush1-1,148
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VSlaartspace Clamps Jo4n Of Arc maamon_98junobeaches BumbleBee =OF=DEAFPED WARRIOR ~TAB~ van VoortTanks? Tanks! We don't need no stinking tanksby: van Voort map: Lienne Forest1-1,025
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VS-:EST:- WingZero C4N4D|4N^^ looneyg1 ~TAB~ van VoortSovietOmeN QueenRatchet123 Juan El Stretchy Neck GIFYou can take my call ins from my cold dead handsby: van Voort map: Lienne Forest1-951
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VS~TAB~ Spiky Coaster ~TAB~somenbjorn ~TAB~ van Voort~TAB~ KovuTalli ~TAB~ General Winterfeld DasDoomTurtle ~TAB~Australian MagicThe Bear Pitby: van Voort map: (6-8) Kharkov old city3-1,018
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