I like grid keys, since you don't have to remember any hotkeys or reach across the keyboard,, you just have to know where the ability is on the HUD,, and how they correlate on your keyboard and then blah blah blah till your fingers and eyes coordinate. |
Hey guys,
I wanted to ask what kind of 2v2 strat with a soviet teammate you can recommend for a player who doesent want to go infantry doctrine:
My problem with every commander besides Infantry Doc is Riflemen lategame-scaling.
How do I transition efficiently into lategame while preventing rifles from becoming a mp bleed?
Bars only seem to be an option on maps with mid-close distance fighting is that correct? Without any upgrade rifles tend to do poorly vs lmg42 grens or okw infantry though.
What about paras? Is there a viable 2v2 strat that gets as few rifles as possible and focuses on paras instead?
Why u hate infantry? Its the only doctrine that allows rifles to scale to the same level as Paras.
Otherwise you're not gonna get your rifles to scale any better or similar to infantry company im afraid.
Anyway,
3 Rear echelons,clever Fighting positions to hold ground,2 rifles,LT,Para,Para,Major,Sherman. Plays very good around Soviet Tier 2.
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You did a good job first engagement,when you force a full retreat then you need to rapidly move to secure territory he may have captured,including cutoffs and deny resources to truly punish a full retreat.
222 was bad choice,you know he went Veteran rifles,so you know he has a disproportionate amount of AT Rifle grenades. A halftrack or another MG42 wouldve been smarter
Also TRY to count how many rifles he's built.
If 3,then there will be an early LT+M20 most likely,so you know you need to rush T2 and scout car.
If 4(including .50cal,then there will be an AA HT or Captain Double officer tech,and a sniper+Pak should/would be good.
instead of 250+222+mortar,you shouldve went Sniper+Pak/another MG42/250 halftrack later
Also whats with that Doctrine? bit of an odd choice,thats not helping you. Didnt see the commanders you had in loadout.
at 11;39, no reason to have Mg42 in church. you know where hes coming from,why make your MG more vulnerable and slower to fire?
Med Bunker +250 was very smart in that position on that map. You take that page out of OMGPOP's book? if so,NICE. Keep doing it.
As I thought you did in my first post,you didnt know where the blob was even coming from,your 1 MG failed you,so he tore you a new one. I wouldnt even say the guy was a blobber,he was just exploiting a massive hole in your defenses/build order. He knew he had you beat so he just ran in.
Try:
S-Mine Fields whenever possible,especially on your flanks,so often people ignore or dont see the signs. This is a free squad wipe.(Start building one,then cancel it to make small patches of minefields for cheap.)
Double Pioneer start for extra sight,and upgrade flamers if hes camping buildings,dont waste muni on riflegrenades to clear houses early on)
Sniper for even more sight and manpower bleed
2x Mg42
250+Medbunker was very good on your part,do it some more!
you only need grenadiers for fausts. trying to Counterblob an american is just asking for it. I'd say 1,2 grens MAX. Combined arms is key for ostheer. Veto maps where your support weapons struggle(La Gleize,stalingrad,etc)
Again,EARLY WARNING helps a TON! |
A quick hint is to use the new Pioneers and the cloaked Sniper as an "early warning radar" to blobs, so you can react and prepare an appropriate defense. The other thing is realize a blobber usually isnt very strategically sound, and will probably throw the game away at some point if you just let them throw it away.
Just play ultra conservative and clever,and keep your calm until you can truly punish the blob.
I'll watch it later today for you |