I won this game with a combination of three MG42s and Stuka CAS at the end.
Lightning War + CAS seems to be my go-to strategy as Wehr in 1v1.
NB: according to CELO, my opponent was ranked 1538 as Soviet, I was 1301 as Wehrmacht
all in all, it was still a good game from both sides.
Profile of Gbpirate
General Information
Register Time: 20 Jan 2014, 06:00 AM
Last Visit Time: Today, 04:13 AM
Broadcast: https://www.twitch.tv/gbpirate
Youtube: https://www.youtube.com/channel/UCON2ubiyRfjP0HY9AGAuXIw
Steam: 76561198035726839
Residence: Canada
Nationality: United States
Timezone: America/Toronto
Game Name: GBPirate
Register Time: 20 Jan 2014, 06:00 AM
Last Visit Time: Today, 04:13 AM
Broadcast: https://www.twitch.tv/gbpirate
Youtube: https://www.youtube.com/channel/UCON2ubiyRfjP0HY9AGAuXIw
Steam: 76561198035726839
Residence: Canada
Nationality: United States
Timezone: America/Toronto
Game Name: GBPirate
Post History of Gbpirate
Thread: Stuka CAS op?21 Aug 2015, 19:35 PM
In: Replays |
Thread: Steppes slugfest15 Aug 2015, 20:47 PM
Close game on Steppes. Lots of Soviet armor, indirect fire, etc. It was hard for us with a low amount of fuel but the game could've gone either way. It was quite the draining experience. In: Replays |
Thread: StuG Idea - Swap TWP for Barrage9 Aug 2015, 15:07 PM
I think Target Weak Point is an important ability that aids in the survival of the Stug and the Pak guns. The allied factions have such a focus on fast, medium armor that TWP is one way to maintain survive-ability and reduce the chances of one's armor being flanked. It costs nearly as much as a teller mine and has an almost identical purpose. It is not overpriced; as Ostheer, one must often decide between upgrades, mines and unit abilities/actions, especially when the munitions are split even or not going in the axis team's favor. TWP fits Ostheer's faction design. Does the Elefant need TWP? Eh, maybe not. But that's a different discussion. If you see vetted Stugs/Paks, expect TWP on important vehicles when pushing. Edit: Voted not sure. while I'm 100% against Target Weak Point on Both STuG's and Pak-40s(hard AT weapons should be capable of self stunning you'd think they'd learn that lesson from DOW II) I see your point with this... perhaps an ability to fire an HE round effective against soft targets and infantry would be appropriate? That really defeats the purpose of the Stug though. The Stug III G is a tank destroyer in this iteration. In: COH2 Gameplay |
Thread: USF - Worst faction in COH History25 Jul 2015, 17:13 PM
One must also consider the fact that lower-ranked and skilled games play much differently than the top 200 ranked players. If you had graphs of players in the top 200, 500-201, 501-1.000, 1.000-2.000, 2.001-4.000, 4.001-8.000, 8.000-15.000, then 15.000+ it would be different. Those are really arbitrary numbers but, you know, whatever. The point is that it would be nice to get data from across all skill levels in order to make a more accurate decision about the win ratios of factions in 1v1. In: COH2 Balance |
Thread: When will relic fix the FHQ...12 Jul 2015, 06:08 AM
The only automatch 4v4 that really has issues with FHQ is La Gleize. Both cutoffs have stone structures adjacent to the capture circle. On every other map it can be avoided. Simply skirt around the HQ. On Lienne Forest, just ignore it. It is possible to hold the fuel while the enemy has a FHQ in the closest building (on both sides). Steppes doesn't matter. City 17 can be a bitch, but you just shift mid and take that VP, hoping that your buddies on the open side secured that portion of the map. If you are starting in the north there is no reason why the enemy should put a FHQ on the big building overlooking the fuel point. Lanzerath is difficult, but the houses near the fuel points can quickly be brought down with concentrated fire. Often times it takes 3 or all four allied players to shut down fuel. That allows your teammates on the other side of the map to cap the right side, even harassing the enemy fuel if they are highly concentrated. Your point about the Katyusha and Panzerwerfer isn't necessarily true. With the current tech system, Soviets can obtain rocket artillery much faster than Ostheer. If Pwerfer was T3 like it was in closed beta two and a half years ago (like the voice actors suggest) Soviet v Ostheer games would be significantly more evenly-matched. Walking stuka is certainly helpful against FHQ. The trick is to push back enemy MGs so your MGs can move up to suppress and pin infantry around the FHQ. Drop incendiary and/or flank enemy mortars, forcing them to move. FHQ isn't that difficult to beat in 4s. It just takes some lucky indirect fire rng, time, and pressure to force your enemies into one space so your teammates can cap around it. In: COH2 Balance |
Thread: Mentoring Program1 Jul 2015, 16:35 PM
Bloodnok, I appreciate the work you do. If anyone is interested, The Angry Bears are always looking for new cubs to train and play with. The only requirements are to not be an asshole and to understand the mechanics of gameplay. Anyway, I would sign up but I won't be around much for the next two months. I'll have to pass this up :/ In: Strategy Desk |
Thread: Shreks5 Jun 2015, 01:29 AM
Hey guys, just so you know, it's schreck, not shrek. In: COH2 Balance |
Thread: TAB vs Randoms3 Jun 2015, 00:25 AM
Ahhhh, sorry about that! I just assumed you were randoms. Didn't check CELO In: Replays |
Thread: 2v2 Crossing in the Woods2 Jun 2015, 01:22 AM
This map is a chaos, should be removed it is the game extender map Kappa
I miss Hochwald Gap In: Strategy Desk |
Thread: TAB vs Randoms2 Jun 2015, 01:12 AM
Very good game on Lanzerath. Tough loss for us Bears. Romeo should cast kappa In: Replays |
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Latest replays uploaded by Gbpirate
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VS~TAB~ maskedmonkey2 ~TAB~ GBPirate ~TAB~ Napalm ~TAB~ Augustus MariusRANK47 Kiss my ass please QQ263613288 Red Army (CHN)TAB on Rostovby: Gbpirate map: Faceoff at Rostov1-869
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VSGo hard like Yatagan Daedroth Mafia_Muma succesreussiteRobocopHighlander ~TAB~ Beemer8 ~TAB~ GBPirate Rasco400Strange bugby: Gbpirate map: Steppes1-1,330
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