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Company of Heroes

Can someone review my replay and help me ?

#1DaUrvi  Jul 12 2020, 20:05 PM -
Replays: 47
Hello, can someone please tell me what exactly went wrong ? I always gain a big advantage in the early game as US but I screw up no matter how big the advantage is. I feel like I should have made more snipers towards late game to counter vet 3 but I am not really sure, and also I probably missclicked since I had too many rifles imo but idk. Thank you in advance and I am sorry for bothering you guys all the time I just really want to get better but still have trouble playing in late game sad.gif
#2Marinez  Jul 14 2020, 02:23 AM -
Okay.

Why did you go INF?

You had good, not great map control for they key early game. You when INF for what reason, I am not sure. The lesson you should learn from this game is, ARTY does not win games. It can sure help you win a game, but not 3 howitzers. You had a very hard time countering the pumas, you lost a lot of map to them. You couldn't do anything to the KT to be worth while. You lost more and more map, the more and more howitzers you built. Your POP cap was nailed by your howitzers downsizing your inf, losing map. Snipers earlier or about the time you pulled them out was well enough. Mid game you lost to mines, late game you hung yourself.

1: Okay early game (Good capping) *Improves with Micro
2: Okay early mid game (Good pressuring/flanks/cutoffs) *Improves with Micro
3: Below average late early game (unable to push map because of mines) *Get minesweepers
3: Bad early mid game (mines continue to haunt you, no answer to pumas) *Replace minesweepers tongue.gif
4: Below average mid game (Counter to pumas + snipers + good arty hits helped) *Get AT before you need AT, game sense, its just knowing how much fuel your opponent has, how much it costs to tech, what teir he maybe going, usually tell by the levels of vet on his inf to the ratio of how long he has had his fuel, game sense, stuff you just know via some magic in your head
5: Bad late mid game (Built more howitzers, lost inf control, lost snipers) *Don't overkill arty
6: Bad early late game (No map control)
7: Death of VP

My recommendations, don't go inf just for Arty. Rangers and off map combat groups are very good giving you counters when you can't afford it. *I always go INF when my fuel is piss poor and I need free AT (AT that does not cost ammo or fuel, aka rangers) Get more AT guns, FFs get minesweepers XD. Plant your own mines. Get armor, (M8, M10, Sherman) make him have to counter you, even if your armor has little impact on the field, it will have impact on what he builds and what he upgrades, like shreks. Just putting 1 M8, may force him to buy 2 Paks (300-600 manpower to counter 280 MP and 30 fuel) or he will have to get at least 2 shreks (150 ammo, means 6 less mines for you to hit, + the chance to steal a shrek) You always want to make the enemy counter you before you have to counter him.
#3DaUrvi  Jul 14 2020, 07:44 AM -
Replays: 47
QUOTE(Marinez @ Today, 02:23 AM)
Okay.

Why did you go INF?

You had good, not great map control for they key early game. You when INF for what reason, I am not sure. The lesson you should learn from this game is, ARTY does not win games. It can sure help you win a game, but not 3 howitzers. You had a very hard time countering the pumas, you lost a lot of map to them. You couldn't do anything to the KT to be worth while. You lost more and more map, the more and more howitzers you built. Your POP cap was nailed by your howitzers downsizing your inf, losing map. Snipers earlier or about the time you pulled them out was well enough. Mid game you lost to mines, late game you hung yourself.

1: Okay early game (Good capping) *Improves with Micro
2: Okay early mid game (Good pressuring/flanks/cutoffs) *Improves with Micro
3: Below average late early game (unable to push map because of mines) *Get minesweepers
3: Bad early mid game (mines continue to haunt you, no answer to pumas) *Replace minesweepers tongue.gif
4: Below average mid game (Counter to pumas + snipers + good arty hits helped) *Get AT before you need AT, game sense, its just knowing how much fuel your opponent has, how much it costs to tech, what teir he maybe going, usually tell by the levels of vet on his inf to the ratio of how long he has had his fuel, game sense, stuff you just know via some magic in your head
5: Bad late mid game (Built more howitzers, lost inf control, lost snipers) *Don't overkill arty
6: Bad early late game (No map control)
7: Death of VP

My recommendations, don't go inf just for Arty. Rangers and off map combat groups are very good giving you counters when you can't afford it. *I always go INF when my fuel is piss poor and I need free AT (AT that does not cost ammo or fuel, aka rangers) Get more AT guns, FFs get minesweepers XD. Plant your own mines. Get armor, (M8, M10, Sherman) make him have to counter you, even if your armor has little impact on the field, it will have impact on what he builds and what he upgrades, like shreks. Just putting 1 M8, may force him to buy 2 Paks (300-600 manpower to counter 280 MP and 30 fuel) or he will have to get at least 2 shreks (150 ammo, means 6 less mines for you to hit, + the chance to steal a shrek) You always want to make the enemy counter you before you have to counter him.









Ok thank you, yeah I should have gone T4 after his pumas probably so he had to react and Arty was questionable apart from killing a few of his whole squads. Thanks again for your time.
#4Marinez  Jul 14 2020, 10:46 AM -
Your arty did damage won’t argue with that. I just don’t think howitzers are the way to go. And when they are, 2 max imo. For when the enemy is dug in.
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