I looked at your game and I see a number of places to improve.
You appeared to change your goal every few minutes, until you lost the initiative and then had to respond as units appeared until you lost completely. Was your goal to dislodge the Brit? Was it to take the cutoff? Was it to help your teammate? Was it to secure fuel?
You ceded the fuel to the Allied team, literally, all game. As a result even though you managed to inflict huge fuel losses on the Soviet player they were easily able to recover. This cannot happen.
Early on when you engaged the Brit you can 3 squads (1 volks, 1 Sturm, 1 kubel) and he had 2 (MG and IS). The kubel should have given you LoS to avoid the MG arc and the Sturms and Volks should have pushed around the flank. Once he realized he was about to be outflanked the kubel should have shot in and attacked the MG up close from the back to force the retreat. Then the IS would have been alone, the Kubel should have pulled back and the Volks and sturms could easily have dealt with them. This would have given you time to decap his points and slow his sim city.
After the simcity was setup you went double ISG, which was fine, but you used them extremely poorly after the first mortar pit went down. Even then you had them together making it very likely they would have been wiped at the same time. You knew he had a FHQ IN FRONT of his now dead mortar pit, which should have been too tempting a target not to destroy. In fact, I would have targeted it first since he cannot brace, and you can fire at it from further than the mortar could likely reach. Instead you sent your ISGs off to shoot at some shocks, which are mobile infantry and completely ignored the ISGs. To top this off you did not watch the ISGs and one was wiped for ~5 minutes without being recovered on your side of the map before the Brit player came over and stole it.
You built a Schwer HQ far enough forward that the mortar pit could shell it for some reason. And you built it extremely early even though you had no intention of going for anything in the truck until much latter. Don't pay for tech you don't need.
Latter in the game as things began to unwind your allies lack of squad preservation became a real issue, and you near zero fuel income was punished severely.
If you are struggling against this strategy I would definitely put the fortifications cmdr for OKW in your load out. It outright stomps on Simcity, either with its on map or off map arty. Also consider the JT cmdr. The JT feeds off emplacements, and if the brit player is really dug down deep you can wait until the late game to destroy him. Meanwhile you can use the covering barrage to pick off wounded emplacements and allow volks to get in close for a flame nade attack. You never even need to risk the JT since it can fire through walls if you want and the 17pdr cannot hit it. If he does send his single commet faust it twice and then let the JT get to work finishing it off, just make sure you have a single Rakenten to finish if off quickly.
Be more aware of your ISGs if you invest in this tech so heavily, and make good decisions about targets for them. I agree that smart manuevering from Volks was unlikely to dislodge him since the MG he had covered the entire approach.
Be smart about brace, force it, and then stop firing. You don't do any real damage at that time anyway. Pick other targets. Fire just beyond the pit to wipe repairing squads, target FHQ, hit up the MG, destroy green cover, etc. You should know exactly when the brace will wear off and you can immediately barrage the area again.
Finally, consider a stuka. He was so static he could not have pursued your Stuka until almost the 25 minute mark, and this in a game where you decided not to fight him. With stuka bleed I am not sure he could ever have fielded a tank.
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Thread: [2v2] Advance Cancer Regiment13 Sep 2016, 17:23 PM
In: Replay Reviews |
Thread: A suggestion for USF13 Sep 2016, 14:06 PM
no for me. im pretty sure its intentional. just look at the build time. i feel its supposed to have greater opp. cost. This. If rifles or REs could leave mines everywhere in short order the OKW and Wehr would be crippled. You are using the mines incorrectly, you are treating them like every other faction. Instead USF mines are extremely defensive. Build them far behind the line, potentially even near an ambulance as you reinforce. Don't try to build them far forward with the rifles, but use them to keep German vehicles from pushing on injured USF tanks. In: COH2 Balance |
Thread: PzWerfer vs Calliope.13 Sep 2016, 01:14 AM
This is a good example of "show a replay please", not because I doubt you but it would make this conversation much smoother. Pwerfer is alright, but it's late arrival and potential bad RNG can ruin its effect. Realistically it needs to make an impact within 2-3 barrages for a player to have a chance to continue to fight, otherwise you just gave up the equivalent of a 1.5 Panzer IV's for a couple of model wipes. Most games conclude before this unit can efficiently influence the game. On the other hand I have seen it wipe 2-3 squads in the FoW with good RNG and outright win games on the first shot. I still think it should shoot slower and have larger AoE to help it punish static play will allowing some counterplay. In: COH2 Gameplay |
Thread: MG gunner still getting sniped13 Sep 2016, 01:08 AM
Often the MG gunner stands in front so all models engage him because the range is shortest between the approaching squad and the MG. I am unsure if you can actually order a squad to manually target a model, this does not appear possible with the sniper. In: COH2 Gameplay |
Thread: When War Paint Contributors will get their reward?10 Sep 2016, 13:52 PM
As far as I know no new information has been released, you know as much as anyone else. Patience, Relic is not known for their lightening fast responses. In: Lobby |
Thread: Panther(both factions) vs Comet 8 Sep 2016, 20:17 PM
The comet is clearly overperforming vs. infantry. Its ability to snipe models at distance, its easily acquired vet 1 ability which shreds infantry through the FoW, and its immense speed/armor make it very potent. To top this off during drive-bys it may occasionally wipe a squad with a stupid nade tossed without any player input. It also requires tanks to back up to acquire support from AT units, which are often infantry based and this makes the tank have a too powerful role on the field. I like the Comet as an idea, a very powerful tank that can slug it out with Panthers and Tigers, but I don't like that it can completely nullify infantry. The panther is a separate issue. It is powerful, but with vet. I would like to see its stats moved around so that it starts powerful and gains less power through vet, with the tradeoff that it can afford to not be great at handling infantry because its ability to deal with tanks at vet 0 is sufficient for its high cost. Direct buffs will all but ensure it will be near god-like if it acquires vet 2, which is also inappropriate. In: COH2 Balance |
Thread: [2vs2] RIP Axis1 Sep 2016, 18:24 PM
Honestly, I find that the problem is not that Axis are UP per se, but that certain units over over performing and preventing key units on the Axis side from contributing correctly. Volks are supposed to lose rifles and IS's with upgrades, since those cost fuel to unlock and munitions to equip, and volks just get their unlock as soon as the first truck drops. The problem is Obers are supposed to support volks effectively and currently vet 0 Obers are hard to vet. But at vet Obers become so deadly it is hard to even try to engage them with infantry, let alone beat them. The MG34 could stand with a lower vet ceiling since it is hard to vet with its low damage. In: COH2 Balance |
Thread: USF mortar still not fixed31 Aug 2016, 14:39 PM
USF mortar is stupid, and clearly over performing. Its really not a L2P issue when every time your MG sets up it gets one burst off at most before it needs to relocate or get wiped. Closing with the USF mortar is also painful because of scatter reductions which effectively allow it to snipe whole gren squads that attempt to attack it. GG relic, GG. In: COH2 Balance |
Thread: Give OKW Panzerbüchse 39 (anti tank rifle)30 Aug 2016, 19:21 PM
I really don't like this idea. If light AT is still needed in OKW I suggest getting them to Pfausts faster (unlock on tech at HQ) is the goal and buffing rakenten to be more responsive is important. This idea of giving the OKW an outdated limited use rifle to deal with light tanks is not going to happen. In: COH2 Balance |
Thread: The Stuart light tank needs a change.30 Aug 2016, 14:05 PM
The stun shot should not be instant as it feels. Instead it should be a debuff that allows the opposing player control of its unit. There are a number of good ideas in this thread already. Crew repairs on USF have been stupid for a long time, and needs to be addressed. On the topic of stunning, the pak target weak point also still needs to be looked at. In: COH2 Balance |
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