Explore GameReplays...

Company of Heroes

[R] NewName/Kittymix vs exexe/Jersey

#11FreeZZinG  Jan 29 2007, 20:52 PM -
QUOTE(DarkNemesis @ Jan 28 2007, 03:10 PM) *

A review would be nice. biggrin.gif

#12.exe  Jan 30 2007, 00:26 AM -
Replays: 13 Game:
Awards:
O Newname u secretly post my lost replay?!?!

(hehe just kidding)

all i remember its a pretty gg, we still lack of teamwork.

and yea "A review would be nice."
#13FreeZZinG  Jan 30 2007, 01:30 AM -
Ye my first and last time to play along side kittymix sad.gif Great times and very fun pulling a whole saturday playing CoH! LOL... eh its cold outside sad.gif GG tho
#14Ax3  Jan 30 2007, 08:37 AM -
Awards:
Plan on getting back into Team Replay Reviewing and help the 'young jedi'.

As soon as my official application is approved, I will review for you guys.

Ax3.
#15Jersey  Jan 30 2007, 17:11 PM -
Replays: 5 Game:
Awards:
thx ax3 biggrin.gif
#16FreeZZinG  Jan 30 2007, 22:00 PM -
sounds good
#17Ax3  Jan 31 2007, 10:49 AM -
Awards:
As promised review on its way, expect it soon (ish).

biggrin.gif
#18Ax3  Feb 1 2007, 13:37 PM -
Awards:
exexe/Jersey vs NewName/Kittymix

Allies vs Axis

Running Time: 35:32

Match Overview:
A enjoyable game between two good teams. Some very nice battles throughout this replay with both Infantry and Tanks and endgame a nice combination of the two. The Allies have a very hard game early game, however make a determined and strong resilient comeback mid-game. Both sides used some nice combined arms and assaults to gain ground and some determined defence to hold onto ground. There are errors on both sides, however a majority of these can be expected when looking at the size and scale of some of the battles. End game battle consists of six Sherman vs one Tiger Ace, two Panther and one PIV.

Allies: (AIR/AIR)
Allies began with a Barracks/WSC build allowing for rifles and support units. Mid and late game consisted of both going Tank Depos. They start with a triple engie push towards the center fuel and send a single engies towards the Allie +10 fuel. The push to the center cost the Allies a lot in the way of gained resources. By sending three groups forward did not allow for any capping of resources linked back to the HQ. At the 5 min mark the Allies had a resource income of +10mun and +16 fuel. This compared to the Axis at the same point of time having +52 and +10 respectfully. It also allowed the Axis uncontested control of the farm. The farm has the ability to provide defensive fire and protection over two VP’s. Throughout the game ‘fire up’ was well to put troops into combat, or remove themselves from harms way, also there was some nice micro of groups of three plus rifle squads. Engies were well used and kept busy throughout the game repairing vehicles and providing added fire support to battles.

Improvements:
  • ...Rear Armour facing the enemy, this was a problem sometimes. This allows the enemy to quickly dispatch armour from the field due to the increased damage received from a hit in the rear. Avoid this (if possible due to path finding issues) by clicking on ground and ensuring facing is towards enemy. For reversing/retreat do small clicks behind the armour to make it back up a small amount and still maintain frontal armour facing the enemy.
  • ...Unclaimed supply drops allowed for the Axis to claim extra supplies. Ensure when dropping supplies you have a unit next to it to claim it.
  • ...Cover was at times not used. You had troops fighting in open ground or negative cover when ‘yellow’ or ‘green’ cover was available right next to your troops. Look at the terrain and move the curser over it. It will show by colour what type of cover it is.


The push to the center was almost a ‘all or nothing’ effort. The failed result meaning you had no middle fuel or connected resources back to your HQ. I have to agree with above posts, if you had attacked earlier I think you could have had this game. Also the solo Sherman in the base could have done some damage before leaving. Then again hindsight is a wonderful thing.



Axis:(DEF/TER)
Axis both used a three pio build, sending their first pios to the farm and the center fuel. The middle early battle was won by the Axis, however they were not able to capitalise on the extra fuel due to the placement of Allie HMG and Mortars. Early game also saw the unnecessary lose of the bike, as it followed the jeep into an area where it was outnumbered and destroyed. I think this was due tot he computer following the last order of attack jeep, therefore allowing it to follow the jeep and be baited. Duel support to the center allowed Kitty to finally send back and use reserved Pios for some capping of resources, giving them a huge advantage over the Allies at the 5 min mark. Both Axis went Krieg, allowing the Allies to roam with their Shermans with very little in the way of resistance until the Axis produced AT and Shreks. A lot of unnecessary units were lost to the Shermans as they were not retreated in time and became easy pickings for the Allied tanks. Some good use of picking up Allied team weapons. Also some very nice micro with the Shrek Grens, spacing them apart, forcing the Sherman to target one group, allowing the others uninterrupted shots at the tank. Overall and nice offensive early game followed by some good combined defence.

Improvements:
  • ...Tank micro, as above you had rear armour facing the enemy allowing too many rear armour shots at your units. At one stage your Panther advanced with is rear facing the enemy.
  • ...Avoid doing a recon with a solo Tiger Ace, as you found out, it normally results in the units destruction.
  • …Unit bunching around points, this comes from selecting a group and moving them as one. When flipping a point, individually select a unit to go forward to grab the point and allow the other units to protect. This also stops you from suffering massive casualties from things such as grenades, arty and mines placed (or in this case, bombing runs) around points.





Overall: 6


RotW Contender
Reply to Comment