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Company of Heroes

Helping a noob

#1DaUrvi  Apr 8 2018, 13:39 PM -
Replays: 47
Hello guys, can you please tell me what I did wrong and such things ? I am a pretty bad player, and I struggle sometimes against the US, especially against their snipers. When I saw the sniper I teched to T3 and tried to make some pumas but he had a Hellcat and anti-tank guns. I also went vet 2 to counter the bars, but I think the biggest problem of this game was that I have lost too many gren squads, and even pios, and also my retarded king tiger micro. Can you give me guys some tips ?
#2B_Sky_IIRevolutionII  Apr 8 2018, 19:20 PM -
Replays: 213 Game:
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QUOTE(Shadilay @ Today, 13:39 PM)
Hello guys, can you please tell me what I did wrong and such things ? I am a pretty bad player, and I struggle sometimes against the US, especially against their snipers. When I saw the sniper I teched to T3 and tried to make some pumas but he had a Hellcat and anti-tank guns. I also went vet 2 to counter the bars, but I think the biggest problem of this game was that I have lost too many gren squads, and even pios, and also my retarded king tiger micro. Can you give me guys some tips ?

You have to go watch some replays, about strats and what to do to counter them, if tuv them I give you some rejays.
#3remosu37  Apr 8 2018, 20:31 PM -
Replays: 23 Game:
A few thoughts:

1) You immediate attacked the cutoff with your lone Volks--on a strategic level, I'm not sure this makes a lot of sense.

Volks can only beat Rifles 1 on 1 when they start off stationary firing at the approaching rifles. If Volks are caught capping a point and unprepared, either they will lose, or you will be forced to retreat.

Think of "Time" as a resource--walking your Volks all the way to the opposing cutoff spent "Volks time." By being forced to retreat, you expend even more time, and then you have to walk the volks back out to do something useful again. Even though you didn't lose hardly any health and little manpower in that encounter, right off the bat, you put yourself at a disadvantage.

In the VERY early stages, I think it makes more sense as Wehr to keep Volks close to Pios, so you have a bigger sight radius to see Rifles coming, and focus on developing your own cap-progress rather than being so hyper aggressive.

2) 3:00 mark - you walked 1 Volks unit right up to a rifle at a close range at the cutoff and got the unit owned for no reason. Make sure to keep your distance and/or don't get careless.

3) Immediately thereafter, the US spreads it's 2 rifles to start capping your Muni/Fuel point, yet the Volks in the building just sits there. Units take a damage received penalty while capping--if you pushed your full strength Volks forwards to start shooting at the capping rifles, it's likely they would either have to stop capping to fight you (at which point you could move back towards the building), or take needless casualties.

1 Volks can't beat 2 Rifles, but even if you're at a unit disadvantage, you can harass the enemy units to slow or disrupt their capping.

4) obviously, losing that Volks squad at 4:55 for little reason was a bad move. He had little health and only 2 soldiers left--you had plenty of opportunity to retreat/reinforce after he finished capping. I won't belabor the point.

5) 7:00 - Your volks advances to take the cutoff alone. You had an MG AND a sniper just hanging out behind that point (with the center road flanking zone protected by a mine you just placed, no less), yet the MG doesn't advance to support your Volks. Volks promptly gets attacked by a rifle. You manage to fend off the unit with the Sniper, but with better MG placement, you could have basically avoided taking any damage entirely. Use your units proactively--if the MG had been set up aiming at the likely rifle approaches, you could have immediately pinned the rifle and shot him to hell with your sniper.

6) by teh 10:00 mark, you've barely collected any fuel, as you've been kept off both +16 fuels the entire game. To some extent, this is because of some of the micro problems resulting in unfavorable situations, but some of it was by your own choice. For example, instead of capping the +16 fuel after securing the area around the 7 min mark, for 3 mins, you've failed to cap the +16 LHS fuel (even capping an an easily disconnected +16 Muni in the top right corner instead).

7) 11:00 mark -- Your MG decided to hang out in the safety of the bunker, leaving your Volks capping the fuel unsupported. Again, keep the MG on the move. If it had been set up to support the Volks (which was capping the High fuel, and thus the most likely target), the vulnerable cluster of Rifles could have been pinned by your single MG.

8) You brought Puma as a 'counter' to sniper really, really late. You'd let the American player control either 1 or both high fuels for most of the game. That should tell you the Americans are floating tons of fuel--meaning they should be able to field TD units at will.

I won't say it's a mistake to go Puma here necessarily--but you needed to anticipate the US counter of TD units. At a minimum, a Pak38 + Shrek Gren to back up the Puma was a clear must. Building the 2nd Puma instead of a Pak was a strategic mistake.

As it turns out, the US player doesn't immediately counter your Puma with TD, but the point stands he COULD have, and so your decision to build a 2nd Puma here is questionable.

Obviously, Puma micro could use some work--be aware of stickies. You shouldn't ever lose Pumas to a single AT gun and some rifles.

9) Some of your risk-reward decisions are out of whack. For example at the 22 min mark (ish) you lose your Puma when a lone Puma tries to circle strafe an AT gun, then gets stickied by a rifle and shot by the ATG. What was the upside here? If you decrewed the AT Gun, you had no infantry anywhere close to steal it or destroy it. At best, the AT gun gets immediately recrewed by a rifle unit (for a mere cost of x3 reinforcements - 81 manpower). You were risking a valuable Puma for an upside of 81 manpower for the US. That Puma should have been fleeing immediately, not charging the AT gun.

10) FYI, one of the best late-game counters to Sniper is KCH. You were fielding almost exclusively Volks/Grenadiers despite having T4. Once Americans get stickies, Bikes are almost worthless as a Sniper counter. 1 Sticky and they're done.

11) If you are going vehicle-centric (x2 Puma, PIV, KT) late game, anticipate needing to counter AT guns. Indirect fire units in groups are best--2-3 mortars can be devastating in grouped fire against an ATG. Also, get a Grenadier with a panzershrek, so they can destroy the AT gun once it's decrewed.
#4B_Sky_IIRevolutionII  Apr 8 2018, 20:45 PM -
Replays: 213 Game:
Awards:
QUOTE(remosu37 @ Today, 20:31 PM)
A few thoughts:

1) You immediate attacked the cutoff with your lone Volks--on a strategic level, I'm not sure this makes a lot of sense.

Volks can only beat Rifles 1 on 1 when they start off stationary firing at the approaching rifles. If Volks are caught capping a point and unprepared, either they will lose, or you will be forced to retreat.

Think of "Time" as a resource--walking your Volks all the way to the opposing cutoff spent "Volks time." By being forced to retreat, you expend even more time, and then you have to walk the volks back out to do something useful again. Even though you didn't lose hardly any health and little manpower in that encounter, right off the bat, you put yourself at a disadvantage.

In the VERY early stages, I think it makes more sense as Wehr to keep Volks close to Pios, so you have a bigger sight radius to see Rifles coming, and focus on developing your own cap-progress rather than being so hyper aggressive.

2) 3:00 mark - you walked 1 Volks unit right up to a rifle at a close range at the cutoff and got the unit owned for no reason. Make sure to keep your distance and/or don't get careless.

3) Immediately thereafter, the US spreads it's 2 rifles to start capping your Muni/Fuel point, yet the Volks in the building just sits there. Units take a damage received penalty while capping--if you pushed your full strength Volks forwards to start shooting at the capping rifles, it's likely they would either have to stop capping to fight you (at which point you could move back towards the building), or take needless casualties.

1 Volks can't beat 2 Rifles, but even if you're at a unit disadvantage, you can harass the enemy units to slow or disrupt their capping.

4) obviously, losing that Volks squad at 4:55 for little reason was a bad move. He had little health and only 2 soldiers left--you had plenty of opportunity to retreat/reinforce after he finished capping. I won't belabor the point.

5) 7:00 - Your volks advances to take the cutoff alone. You had an MG AND a sniper just hanging out behind that point (with the center road flanking zone protected by a mine you just placed, no less), yet the MG doesn't advance to support your Volks. Volks promptly gets attacked by a rifle. You manage to fend off the unit with the Sniper, but with better MG placement, you could have basically avoided taking any damage entirely. Use your units proactively--if the MG had been set up aiming at the likely rifle approaches, you could have immediately pinned the rifle and shot him to hell with your sniper.

6) by teh 10:00 mark, you've barely collected any fuel, as you've been kept off both +16 fuels the entire game. To some extent, this is because of some of the micro problems resulting in unfavorable situations, but some of it was by your own choice. For example, instead of capping the +16 fuel after securing the area around the 7 min mark, for 3 mins, you've failed to cap the +16 LHS fuel (even capping an an easily disconnected +16 Muni in the top right corner instead).

7) 11:00 mark -- Your MG decided to hang out in the safety of the bunker, leaving your Volks capping the fuel unsupported. Again, keep the MG on the move. If it had been set up to support the Volks (which was capping the High fuel, and thus the most likely target), the vulnerable cluster of Rifles could have been pinned by your single MG.

8) You brought Puma as a 'counter' to sniper really, really late. You'd let the American player control either 1 or both high fuels for most of the game. That should tell you the Americans are floating tons of fuel--meaning they should be able to field TD units at will.

I won't say it's a mistake to go Puma here necessarily--but you needed to anticipate the US counter of TD units. At a minimum, a Pak38 + Shrek Gren to back up the Puma was a clear must. Building the 2nd Puma instead of a Pak was a strategic mistake.

As it turns out, the US player doesn't immediately counter your Puma with TD, but the point stands he COULD have, and so your decision to build a 2nd Puma here is questionable.

Obviously, Puma micro could use some work--be aware of stickies. You shouldn't ever lose Pumas to a single AT gun and some rifles.

9) Some of your risk-reward decisions are out of whack. For example at the 22 min mark (ish) you lose your Puma when a lone Puma tries to circle strafe an AT gun, then gets stickied by a rifle and shot by the ATG. What was the upside here? If you decrewed the AT Gun, you had no infantry anywhere close to steal it or destroy it. At best, the AT gun gets immediately recrewed by a rifle unit (for a mere cost of x3 reinforcements - 81 manpower). You were risking a valuable Puma for an upside of 81 manpower for the US. That Puma should have been fleeing immediately, not charging the AT gun.

10) FYI, one of the best late-game counters to Sniper is KCH. You were fielding almost exclusively Volks/Grenadiers despite having T4. Once Americans get stickies, Bikes are almost worthless as a Sniper counter. 1 Sticky and they're done.

11) If you are going vehicle-centric (x2 Puma, PIV, KT) late game, anticipate needing to counter AT guns. Indirect fire units in groups are best--2-3 mortars can be devastating in grouped fire against an ATG. Also, get a Grenadier with a panzershrek, so they can destroy the AT gun once it's decrewed.

Nice !
#5Magnolia  Apr 8 2018, 20:53 PM -
Replays: 219
Awards:
QUOTE(B_Sky_IIRevolutionII @ Today, 20:45 PM)

Nice !


'' A few thoughts''


Best comment for long time thou wink.gif
#6B_Sky_IIRevolutionII  Apr 8 2018, 21:08 PM -
Replays: 213 Game:
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QUOTE(Magnolia @ Today, 20:53 PM)


'' A few thoughts''


Best comment for long time thou wink.gif

haha smile.gif
#7MoreLuckPlease  Apr 8 2018, 22:06 PM -
Replays: 252 Game:
i just add another few points to remous's list:

1) first rule should be when you face rifles: fight first, cap second! i think your volks and grens ate all possible nades, and got raped by rifles, because you capped just in front of them! Dude, stop capping, when u see rifles approaching, get in cover, fight and cap later if you win the situation. Your caps wont give you profit anyway if u lose the fight or even worse u have to retreat 1-2 seconds before u got some time lasting 10+ or 16+ flag. Well ofc there are some moments where u cap or decap a valuable point and retreat, just not to give it to your opponent. But dont eat nades biggrin.gif

2) your engineer kept building OP on that fuel in front of 2 rifles, what a waste of 200mp! they destroyed it immediately biggrin.gif

3) very often wm recovers in late game thanks to t4 stuff and veterancy, but loses coz of few left victory points like in your case, build mg bunkers in front of vps, back up with paks, sometimes it lets you to turn the game wink.gif
#8remosu37  Apr 8 2018, 23:01 PM -
Replays: 23 Game:
@Magnolia

lol--I planned on dropping 2-3 comments, but once I got going, I wrote a lot more than I was planning tongue.gif


@ MoreLuckPlease

100% agree with everything you said.
#9DaUrvi  Apr 9 2018, 13:18 PM -
Replays: 47
Thank you very much, that must have been tiring to write all of this, but you covered a lot and I thank you for that!
#10S1mply  Apr 9 2018, 21:00 PM -
Replays: 168
Awards:
short wehr guide for wehr pros: v mg v mg v -> med bunker -> vet 1 inf -> t2 if m8 t3 if bars or wsc

+spawm mines never have more then 25 in your ammo bank until your med bunker is up

go def doc if you get your bunker up, and use it for reinforcement and for the fatherland if you get outflanked,

go blitz if you outplay him and use stuh for fast finish, cloked storms with stg when US has 2 snipers and fuck them up
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