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4es_architectwise.rec | |||
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4es_stgking0wl.rec | |||
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Marinez is off to join boot camp (Marines Basic Training) in a few weeks, so he's leaving us this super-fun-to-play gem as a parting gift. This strat is written up by me, AmiPolizeiFunk, with additional photo and icon support from Nickel101Reborn and XcomReborn. Give it a whirl. You'll find that you will have plenty of opportunities to improve your micro (Sniper attack move, anyone?) and tactics (mines win games) with this strat.
The Idea
Marinez first developed the strat on Hedgerow Seige in a 3v3. He played an incredibly conservative early game... running around OPing munis, avoiding engagements, building an extra MG nest in his base, upgrading to flames, building a Triage center, a WSC. Then once he had a fighting force (4 engies and a sniper!?), he would blitz an attack - skimish an unsuspecting PE or Wehr player, dousing them in burning oil and popping headshots from maximum range. They would surely counter with Bikes or PE Light Armor, but he had predicted that. He lay mines in key tactical chokepoints in the vicinity of where he knew his snipers would be working. He leads his prey into the mines with bait, like a dollar on a hidden string. My favorite replay is one where he decloaks his sniper intentionally in front of an Ostwind, just for a second or two, to get the Ostwind to give chase. Sure enough, it finds itself sitting on an exploded mine, engine blown. CoH gold.
Trial by Fire
Having much success in team games, Marinez moved on to 1v1s to test the true viability of this strat. Could he really get away with an early game consisting of only flamers, mines, and snipers? Game after game he improved his tactics and techniques, climbing the Allied ladder and facing many top ranked Axis players. The sheer disbelief and denial of validity expressed by some opponents makes for some entertaining game chat, to say the least. So now we present this strat to the GR.org community. Give it a try, and have fun. If nothing more, you're sure to improve your Sniper understanding/micro!
Build Order
Engies, Engies, and a few more Engies
... OP 2 Medium or Hi Muni Points
... Upgrade to Flames ASAP
In the early game, never cap under fire. Draw him in and only engage with good numbers at close range. Don't be afraid to fight PGs with Engies. 3 Engie squads will beat a G43 & a vanilla PE squad if you get in close first, then focus fire on the G43 squad to wipe it out. Harass points like a madman. Against Wehr, gang up on Pios to make them retreat fast so you can keep capping. Make him chase you to the end of the earth before you retreat. And get comfortable retreating, you will be doing it quite a bit.
Mines will keep you alive
Mines are essential to this strat. Build mines in the middle where your snipers will be working. You have no real anti-bike or anti-light vehicle. So you must use mines to keep your guys alive. This is the riskiest and most challenging part of the strat. A mine at the predicted entrance to your base against a bike or Inf HT could save your life. Don't forget tank traps and wire on big map like Beaux to funnel his cars to one side. It's a real challenge: can you entice him into your traps?
Don't let him dupe you like you duped him
Minesweepers vs a good Wehr player are important, and even more important against a brilliant PE player who lays mines with an Ammo-HT or knows how to trigger Teller-mines w/ anti-tank grenades. Also, have you ever noticed that when you lay a mine with a minesweeper squad, it only animates the laying of the first mine? So you can lay STEALTH mines right in front of him!
1st retreated Engy builds Triage
WSC right after
Finally, a building in your base. Triage is key, and trust me, those first engies are gonna need it. They've been out there fighting real units taking alot of punishment! A flamer squad returning to full health will make you smile.
1 CP and Infantry Company LHS Fast Production makes Snipers in a jiffy!!
"Heart or Head, either way, Jerry's dead"
2 well-nurtured Snipers can be any Axis player's schlechtester Albtraum, or worst nightmare. Use attack-move and keep the bad guys at maximum range. Work around your mines, so you have an escape plan. Protect them with your flamer engies. When you get good with them, you will find yourself constantly cloaking and uncloaking them. Masterful sniper micro is one of the acme's of CoH skillfullness. They're fragile little buggers at first, but they become unstoppable monsters as they gain vet.
Get XP, and if you're lucky, free Rifles
Where you guys been? PE Light Armor is raping my face!
...
3rd CP, you should be floating a ton of manpower (~600-800). Call in 2 Ranger squads and give your poor support guys some relief. Inf HTs, Armored Cars, Mortar HTs, Pumas, evaporate in seconds to the new and improved 'zook. But be careful and conservative with them. Don't loose them to nasty PIVs or Ostwinds. Give them the run-around until you have a hard counter.
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.57s are ok. If the game goes deep or if you're short on fuel, you're gonna need them
OR
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M10s are the preferred counter to PIVs or Ostwinds!
Hold fast men, the battle is almost over!
Depending on the game and map, there's always more goodies to get. If you get a couple of free Rifle squads from your Medic Station, you may want to backtech to Rax just for Stickies. If you desperately need to take down some Sandbags, you may want to get an M8. On a map like Angoville, you may even want to OP your cut-off Strat point! Yeah you'll look like even more of a noob, but it's essential to keep your OP'd munis flowing in. If the game goes deep, Supply Yard Upgrades always help the manpower, and well-micro'd, well-supported, Upgunned Shermans can chase down hard-to-kill Axis Armor. And of course there's all that arty, if you're desperate.
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