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[R] [SC] [1.7] LasTevotech (Armor) Vs Devastat0r (Terror)

#1evotech  Jun 14 2007, 22:34 PM -
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gees, must be one of the cooler games i played in a while smile.gif

just thought id share

We are both lv 10 with respective factions

Link to a great shout cast by Bawx
This post has been edited by Rogers: Jun 16 2007, 20:22 PM
#2Dontom  Jun 15 2007, 10:40 AM -
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Evo = ghey

He never uses rangers sad.gif
This post has been edited by Dontom: Jun 15 2007, 10:47 AM
#3Micr0za  Jun 15 2007, 10:43 AM -
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agonville, i feel its nice one so i am downloading

- go check that house soon as you can evotech, its half gg if you do it with your first rifle, and axis right i didnt know people go right as axis anymore starting on south

This post has been edited by Micr0za: Jun 15 2007, 10:55 AM
#4evotech  Jun 15 2007, 11:04 AM -
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smile.gif thanks for the tip, i just feel usually i need to bring both my rifles to the left in order to get those pesky volks, because they are always there
#5Bawx  Jun 16 2007, 07:09 AM -
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Well played game by both of you.

What really turned the game in Devastat0r's favor was his constant harassment of that upper left strat point which left you without resources for quite some time in addition to diverting units from one side to the other.

I suppose you were a little bold with the first Pershing, but the Croc micro was devastating!

#6Kashll  Jun 18 2007, 10:35 AM -
Replays: 69 Game:
Overview:

This was an action packed game featuring an almost unrecognizable armour versus terror matchup, as it was devoid of zeal and inspired assault as well as allied field repairs. LasTEvotech played allies on the north of Angoville, with Devastat0r taking the south as axis. Evotech chose to use a one engineer start against Devastat0r’s classical 2 pioneer strategy and this proves to be a nice initial advantage for Evotech. The flow of momentum throughout the game was extremely interesting, as the player with the upper hand in squads was usually the one fighting for his “advantage” as opposed to pushing. Devastat0r opened early game by fast capping the right, with Evotech sending his only engineer to the left, which initially left the map polarized. Anticipating a stalemate, Evotech OPed his fuel and teched to grenades, which he used to try to break into Devastat0r’s position. Devastat0r responded with a tier 2 veterancy strategy, and the game progressed into a bar/nade riflemen, armored car, crocodile, and pershing, versus veterancy shreked grenadiers, mg, and tiger game. Would Evotech’s deadly tank micro be enough to overcome the snowball effect of triple veterancy infantry and a tiger ace?

Allies: LastEvotech (Armour)

Your observation post on the fuel, as well as focus towards the two +16 fuel points, provided you with a wealth of fuel, which you in turn used on nades, motorpool, bars, and tank depot respectively. It was very interesting to see a unit from nearly every single tech in the allied arsenal combining to form a very well versed and deadly force. For the most part you did a great job reacting to what devastat0r put on the field, your slightly premature motorpool was made up for with by an excellently timed croc. Although your tank micro was incredibly deadly, I would’ve liked to see you use allied field repairs at least once to lengthen the time you could have kept your tanks on the battlefield before repairing as well as allow you to be more aggressive with them.

What this player can improve upon:
  • You need to focus on not losing squads. Don’t think of the retreat button as an “invulnerability shield” because it isn’t. Both of the squads you lost early were killed while retreating through enemy soldiers… this could have been prevented by retreating with more health left. The fact that you lost 2 riflemen squads so early put you at a serious disadvantage in a game that I think you would’ve otherwise won fairly easily given the amount of fuel you enjoyed.
  • You made an early attack on his strategic point that was probably ill-advised. Keep in mind that although cutting off all of his resource points is an attractive idea, it’s not worth the manpower investment unless you can actually hold it for a significant amount of time. Instead you could have sat back and enjoyed the extra fuel income from your newly constructed OP until you had a good idea for a tech, or more time to plan an attack.
  • This is a relatively minor issue, but make sure you cap the +5 fuel and +10 munition points outside of your base with a spare engineer at some point early on. These points remained uncapped for the majority of the game, and although they aren’t much, every little bit helps.
  • Some of your tech decisions were dubious. For example, your motorpool was not a good counter to tier 2, and even if you were anticipating a puma instead, you had enough fuel income with your OP’ed fuel to wait for a tank depot. Your decision to research sticky bombs was also not helpful given that the only vehicle he had at the time was a halftrack. Your AC would’ve been a much more effective way to deal with that nuisance. I also didn’t understand your late game decision to build a Sherman.. a second pershing would’ve been much better.
  • Your ability to keep your tanks alive was nothing short of remarkable, but at times I felt you were overly cautious with them. For example there was a moment where you used your crocodile to hurt most of his grenadiers significantly and force them all to retreat, then killed his tiger. I would’ve liked to see you chase the retreated units back to his headquarters and try to kill a couple. Remember that killing one 300 manpower and 150 munition (for the double shreks) squad is worth losing your crocodile, and realistically you had the chance to kill at least two in my opinion.
  • I would recommend strongly considering a weapon support center when faced with infantry veterancy strategies. A single sniper would’ve cost him a lot of manpower, as well as helped you pick off those one person squads that found their safety in the mass of friendly units. Snipers don’t care what veterancy a unit is, they just kill them. Possibly even 2 snipers would’ve been effective, as a rush could be countered with suppression fire from your riflemen.


Axis: Devastat0r (Terror)

Your use of a tier2 infantry veterancy strategy was interesting to say the least, but you did a nice job of dodging his grenades early on to allow you time to get to triple vet. Your entire strategy and plan of attack revolved around keeping your units together, so that their combined firepower would cut the enemy to pieces. You do a great job focus firing and rapidly killing squads, and your resultant unit advantage was a large thorn in his side all game. One thing that I have to criticize is the fact that you floated 8 CP for a tiger ace. You could have put them to much better use. For example imagine your triple veterancy infantry with zeal and inspired assault. Even just zeal earlier on and a tiger ace (again 8 cps) would have been much better.

What this player can improve upon:
  • I already mentioned the command point issue, but I also am not sure about the situational effectiveness of your entire strategy. You went tier 2 after seeing his rifle proliferation and early nades, even though you had over 120 fuel. Imagine what fast puma could have done, or even tier 2 to tier 3. You certainly had the fuel for it, and In my opinion floating fuel early let him back into a game that you should have controlled.
  • You built a bunker, which did a decent job of allowing you to take back your strategic point, but I would’ve liked to see you put an mg in the bunker, as well as upgrade it to a medic bunker. A medic bunker is only 50 munitions and it can pay off huge, especially in conjunction with an all infantry strategy like you used.
  • One of your biggest strengths this game was also one of your biggest weaknesses, namely your method of moving your units in clumped masses. Although I agree that keeping units together is a good thing, you should spread them out slightly so that one suppression fire or grenade wouldn’t affect your entire army. This would’ve helped against his crocodile as well.
  • If you are going to push the right side of the map and wire the middle, you should also wire down from the bottom hedge into your base just far enough so that if his riflemen try to walk around it they will get suppressed by the bunkers in your base. This will prevent players from coming that way to cut of your strategic point and all of your resources, which Evotech did once.
  • In the late game fights I would recommend using your tiger to target his infantry, as tigers are actually quite effective against infantry, and you had more than enough panzershreks to deal with any vehicles he had.


Overall Rating: 6
This post has been edited by Kashll: Jun 18 2007, 10:50 AM
#7evotech  Jun 18 2007, 10:47 AM -
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nice kashll, really liked the review biggrin.gif very helpful and detailed, without all the "keep rifles close range against volks" tongue.gif

And yeah, i lost so many rifles it was unbelievable, in my defense, it doesn't happen alot <,<

Motor pool was a bad idea probably.

I think what really lost me this game was that i lost so fucking many rifles, and didn't finish off his infantry hordes, which came back to haunt me, i did merely hurt them every time, which didn't help for much.

I think i did a good job with the few units i had left thou, i felt my game picked up very much after the early game, but it just wasn't enough.

That Sherman was a useless piece of crap thou, i have no idea why i didn't get 2 Pershing's instead, i did regret it seconds after getting it. The Sherman was absolutely no match for the Tiger Ace.

I guess we all have our slightly bad days.

PS: fixed the topic title for your pro review biggrin.gif
This post has been edited by evotech: Jun 18 2007, 10:50 AM
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