decided to give this strategy a try despite it being hard to pull off. T1+2 to call-ins. however crudely the battles went, the synergy between penals/cons is really interesting. i did get lucky but not THAT lucky. i think we both got bad strokes of luck rather than good ones. like my retreat misclicks thanks to reverse and retreat being on the same grid hotkey.
guy got mad and called me a lucky retard.
but sometimes, as soviets, you have to think like a lucky retard to win. |
usingpuma and stuka vs guards. opponent went t3 instead of call-ins, arguably costing him the game. ridiculous antics ensue. good stuka hits and a troll ending. |
Had this happen right before today's patch so the replay is bogus. A Luchs ran over a cluster of 3 USF anti-vehicle mines and absolutely nothing happened to it.
Who replaced my mines with firecrackers? |
i dont own wfa so i cant really play okw in order to understand how to beat them as soviets. but this game just felt a bit ridiculous. i know i'm not a great player but ive been playing vcoh and coh2 for a long time. at the end of the game i was so staggered trying to deal with these hard hitting units my micro turned to shit. but how could i possibly be playing worse than this play style? i mean. vet0 sturm pios just running straight into vet3 conscripts? i appreciate the changes made to veterancy but it doesn't seem to be enough. i killed so many of his support weapons and he could still afford the manpower to recrew or replace them and still have waves of fallschrimjagers to support.
ive played way more soviet games than vanilla germans, and yet i find germans much easier to play, even versus USF. i dont know, maybe this game is just too fast paced for me. but this game makes it look like microing okw is a cakewalk and soviets are like spinning plates. |
gg vs antikillla.
lots of cons, sandbags, molotovs, rnade wipes, guards, snipers. gren and pgrens holding vps getting slowly ruined by sniper and guards.
i get pinned for awhile by persistent lmg grens but i punish this quickly with t1 and molotovs, not without taking a few punches tho. those rifle grenades MVGame
t34/85s called in time to stop a rushing p4 but gets stopped anyways by 2 mines and a guard. they do kill an ost easily.
a riegel mine stops a t34, alerting me to imminent elefant. in fact youll notice wehr planted a ton of riegels around the map in preparation for an elefant stand. smart, but the elefant is no issue for t1 and guards. and because of its cost and upkeep, i know that draining his infantry will be even more effective and killing the tank destroyer is a decisive win(so long as its killed quickly enough so another cant be called in to replace).
so after wiping some smug grens off the VPs with snipers and t34s i go in for the elefant. one t34 is smashed before it was to move in, but a guard/m3 and one t34 was enough to destroy elefant, because wehr decided to push it back where my t34 could hide safely, and he had lost almost all his infantry trying to take vps back. wehr anticipated my tanks to move up the far left crossing. instead, I used this route for my infantry and m3. more sensible because i needed them to capture ground. minesweepers scan and take the middle road and ensure my t34 has a clear path straight to the german's cold steel heart...
holding vps as soviets is a fickle task for me, mainly because i concentrate more on holding resource territory and creating paths i can use to cutoff or flank when given the chance. i need to focus more on securing and locking down at least 2 in the mid-game so i dont end up in spots like these. to be honest i wish i didnt need to rely on 2 snipers because i know they won't work as well against a serious opponent. also, flashbacks fighting vcoh grens with us snipers...
this game is starting to become more and more like vCoH on steroids i think. i say that neutrally because its a lot of fun, but its also more stressful to play, simply because of the immense number of units you can produce and the upkeep and resource system that makes it easier to get out of a basepin. in vcoh, it was a lot more transparent who is actually winning or losing. |
seemed like i had the map control, until a brummbar that refused to die 1-shots all my vet trophy-shreck squads in the last minute. i rage, but it was a gg.
counterattack tactics, t1 and t2, veteran penals, shocks and cons with shrecks obtained from countering profuse ass/P-gren spam. flanking scout cars take the reckless german infantry play by surprise, and later shreck cars shut down german armor presence, but ultimately fails. kv-1s fight the panther fairly, but are poorly microed, due to lack of experience using this doctrine. near the end, a howitzer is built and direct fire is used in conjunction with the kv-1 to combat a panther... but fails.
I find most of my soviet games are like this, where I feel I am sufficiently bleeding my enemy and cutting him off regularly, but can't seem to halt their army recovery. |
tried all sorts of tactics to combat this bland german strat. i have stubborn faith that smoke barrages are key to successful pushing with a soviet combined arms force where avoiding lethal german fire and 'getting the drop' is key, but maps like these now favor germans due to the wide sight lines. as a result my opponent mockingly spams bunkers all along the divide. HOW FUN! got a few kills but otherwise, every engagement is hilariously german-sided, especially the comical first in the center. no commander here, not really a fan of the cost of elite infantry but i dont think any special unit could have helped here.
feel free to critique, i know im not great and i float at the end but that's just because i lose interest in holding VPs. |