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Company of Heroes

Hard game vs Vesat

#1Argentinosaurus  Nov 15 2018, 03:29 AM -
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Well... after he raped me 3 times in a raw on angoville finally i managed to won this one. Not so sure how to counter 6 volks properly... especially on angoville (such a small map and easy cut off for him). Any tips?
The standard bars+flamers combo into m8 seems the reasonable way.. although it has to be perfectly executed. Arty doc helped me a lot in this match. The bigger the map, the easiest to beat his strat imo.

#2S1mply  Nov 15 2018, 03:55 AM -
Replays: 168
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wp yea arty realy helped out, air turned out to be a trap for me against that shit
#3Argentinosaurus  Nov 15 2018, 04:03 AM -
Replays: 76
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QUOTE(S1mply @ Today, 03:55 AM)
wp yea arty realy helped out, air turned out to be a trap for me against that shit


indeed, saw your game today and basically air left u in a bad position. Armor with calli and late pershing could also work. But definetely not air xD
#4MoreLuckPlease  Nov 15 2018, 08:10 AM -
Replays: 252 Game:
wow, what a tough strat (like vs xereborn recently), you played very well! n1qshok.gif when you see all these stugs its like psychological warfare biggrin.gif
This post has been edited by MoreLuckPlease: Nov 15 2018, 13:28 PM
#5CPTANT  Nov 15 2018, 11:14 AM -
Replays: 6
Needs more nebelwerfer
#6kentoshogun  Nov 15 2018, 17:03 PM -
Replays: 36 Game:
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He was using PE blob tactics, you were doing split & run, in the first 6 minutes of the game you didn't kill a single man while you lost few riflemen and engineers that had to be reinforced, which was a penalty to your manpower and allowed him to get even more volks.

Keep your riflemen together, use your engineers to cap map and avoid fighting with them. The bar rush is nice, but you shouldn't upgrade flamers since they can get deleted by the blob before they even approach, just use the ammo on the BAR suppression, and rush in when they get pinned.

Against wher is hard to know if he's gonna keep spamming volks or get sniper or mg so I understand the need to keep your infantry separated, but if you see he is getting his infantry together you should do the same. The first engagement costed you 2 men and you couldn't even decap the fuel because you overextended, by the time your second riflemen arrived it was too late. This was your biggest mistake, he was always looking for favorable engagements with 2vs1 or even 3vs1 units where he forced you to retreat after loosing men.

After you build the triage center is critical to keep your riflemen all full health, don't let them roam the map with 2/3 of their hp specially when they are still 6 men because that means one single hit will mostly kill 1 of them, punishing you on the manpower war and CP's war at the same time, allowing him more chances to get a fast Stuh which I'm sure you wouldn't like to deal with early on.

By the 11 min mark you started to understand that you had to keep them together, but I don't really know why you didn't use the suppression ability when you had 130 floating ammo, the point of the engagements is to force them to retreat as fast as possible so you can cap, decap, or cut off critical points, by not spending 40 miserable ammo you allow him to get extra resources and even force YOU to retreat instead. You underestimate the power of that ability and how it can change an entire game.

In the other hand, you did very well with those Greyhounds, not many people would rush with 3 of them into enemy territory to destroy a stug, more important, not many people would actually build 3 after seeing stugspam.

His mistake was spamming nebels like a retard, that arty took away more than 1000 mp in one go and that was his doom, If he spent that mp on getting some mg's, snipers, bunkers, etc or even paks, he would've won.

GG anyways.
This post has been edited by kentoshogun: Nov 15 2018, 17:07 PM
#7Argentinosaurus  Nov 15 2018, 17:30 PM -
Replays: 76
Awards:
QUOTE(kentoshogun @ Today, 17:03 PM)
He was using PE blob tactics, you were doing split & run, in the first 6 minutes of the game you didn't kill a single man while you lost few riflemen and engineers that had to be reinforced, which was a penalty to your manpower and allowed him to get even more volks.

Keep your riflemen together, use your engineers to cap map and avoid fighting with them. The bar rush is nice, but you shouldn't upgrade flamers since they can get deleted by the blob before they even approach, just use the ammo on the BAR suppression, and rush in when they get pinned.

Against wher is hard to know if he's gonna keep spamming volks or get sniper or mg so I understand the need to keep your infantry separated, but if you see he is getting his infantry together you should do the same. The first engagement costed you 2 men and you couldn't even decap the fuel because you overextended, by the time your second riflemen arrived it was too late. This was your biggest mistake, he was always looking for favorable engagements with 2vs1 or even 3vs1 units where he forced you to retreat after loosing men.

After you build the triage center is critical to keep your riflemen all full health, don't let them roam the map with 2/3 of their hp specially when they are still 6 men because that means one single hit will mostly kill 1 of them, punishing you on the manpower war and CP's war at the same time, allowing him more chances to get a fast Stuh which I'm sure you wouldn't like to deal with early on.

By the 11 min mark you started to understand that you had to keep them together, but I don't really know why you didn't use the suppression ability when you had 130 floating ammo, the point of the engagements is to force them to retreat as fast as possible so you can cap, decap, or cut off critical points, by not spending 40 miserable ammo you allow him to get extra resources and even force YOU to retreat instead. You underestimate the power of that ability and how it can change an entire game.

In the other hand, you did very well with those Greyhounds, not many people would rush with 3 of them into enemy territory to destroy a stug, more important, not many people would actually build 3 after seeing stugspam.

His mistake was spamming nebels like a retard, that arty took away more than 1000 mp in one go and that was his doom, If he spent that mp on getting some mg's, snipers, bunkers, etc or even paks, he would've won.

GG anyways.


Hey mate, thank you for your insights. To be honest I never use supression ability. What's more, I forget it exists. But you are right, I should try that in this kind of situation. Avoiding bad engagements is something I'm still working on, cuz i tend to overextend my field time, even losing full squads on retreat sometimes. I usually like to split my units because I enjoy doing big flanks, but clearly, that's not the way to go in everygame. I agree that if he would have expent his mp blitz on other thing that nebels I should have lost. No doubts. Besides, let's say that he almost threw the game by losing so many Stugs in my base for just a howie and a T4. Cheers!
#8piwawsky  Nov 15 2018, 21:44 PM -
Replays: 204 Game:
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good job beating that spammer!
First he spammed volks, then nebels, then stugs.
You played really well, lost almost no units and fought a hard battle vs him.
A nice, enjoyable match to watch before the sleep wink.gif

Wubbed!
#9Argentinosaurus  Nov 15 2018, 21:52 PM -
Replays: 76
Awards:
QUOTE(piwawsky @ Today, 21:44 PM)
good job beating that spammer!
First he spammed volks, then nebels, then stugs.
You played really well, lost almost no units and fought a hard battle vs him.
A nice, enjoyable match to watch before the sleep wink.gif

Wubbed!


Thanks buddy! Glad u liked it! wink.gif
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