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Company of Heroes

vs panic

#1Cyru$  Apr 15 2010, 14:51 PM -
Replays: 36 Game:
mentoring purpose
#2xsiLLyx  May 2 2010, 17:34 PM -
  • Capping – Really excellent job with this. A tremendous improvement from your previous games. At one point I believe you had around 80% of the map controlled. Not bad for south sturz!

  • Flanking – Good job pushing that MG away around the 4:00 minute mark but when you see he's trying to set up up, make sure you move OUT of the arc of fire, not into it. Should you have moved out of it, you would have forced the retreat, allowing you to cap freely. Also, toward the end of the game, you start blobbing around. This is a pretty bad idea against a player who has multiple Mgs and is spamming assault nades. Maintain your composure and try not to get desperate to hold Vps. It could cost you the game.

  • Floating – Beware of this. You were doing fine until you forgot about the 3rd rifle. Im not sure if you were debating whether to go WSC or not, but you have to commit to a plan. You can always go back to WSC after a MP so make the decision early and keep teching/building units. You start floating again in the mid-late game, probably due to making decisions again.

  • Teching – Again, tremendous improvement. You responded very well to what your opponent was doing. My only advice here would be that you need some practice reading the cues to teching a little bit better. You don't want to field multiple m8s vs T2 and you could hear a mortar shooting even though you could see it. Also, listen for those paks setting up to increase the survivability of your m8s. Another small issue I have was some units choices. As I mentioned, the second m8 was a no go, but also, I would have swapped the MG for a mortar. The mortar would be much more useful to take out his bunker and hit him Mgs and paks.

  • Closing the game – The biggest issue this game was your inability to close out the game. At one point you had superior map control and he was pushed back into his base. It's then that you lay wire, mines and push everything up to secure your position. Followed by some armor and constant arty, the game should be over shortly. The main idea is to use your current units and arty to keep him off guard and responding to what you do while you get that sherman or 2 to make the final push.

  • M10 – Circle strafe! M10s easily kill any armor he can field from T3. Use their speed to circle strafe around stugs while avoiding fire yourself.

  • Company – Infantry company was the best choice imo. It counters his campy playstyle. Be more selective about your howie use however. Don't try to shoot moving squads. Instead target his paks, mortar, and Mgs so that your infantry can sweep through.

I know this review isn't as long as my usual ones, but you did much better this game overall. The main issue was failing to do one decisive move to kill your opponent. We already discussed how I thought you should do that on xfire, so there's no need to elaborate here. Gl next time!
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