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Company of Heroes

How to stop running assault blob

#1Automaatje  May 12 2010, 09:36 AM -
Replays: 8 Game:
I'm lost here. third game in a row where a little blob of 3 assault grens waltz over anything that gets in their way. I tried strafe, surpressive bars, a blob of my own, flamers... everything is lost in seconds. can't outrun them (outrunning leads to rifles not firing, and they are slower than grens), can't hide, cover doesn't matter, before you know it you are surrounded.

What to do?
#2MinSillyWalks  May 13 2010, 23:18 PM -
Replays: 3 Game:
Ok, lets simplify your US wink.gif

teching:
1. get two flamer-engis soon! if he blindly engages a rifle/flamer combo standing in cover, he WILL regret it.
2. almost always fast t3, should be in time before his atht. if he shows at-vehicles --> at gun next.
3. put your fuel to use much faster. in your game, unit losses were the reason you werent able to tech faster. nothing new here - no fuks, please, sir wink.gif
- bars before t2, triage was good. usually you wont need t2 at all until midgame.

tactics:
you already mentioned the methods how to counter that charging blob. i am gonna repeat them just to give you confidence that itll work if executed correctly wink.gif
- keep cool. PE has an early numerical advantage in main infantry. so dont fight in minority in the first place. either charge into medium distance (in cover), defend in better cover than him - or dont fight at all.
- use shift+click-orders that leave your units in yellow or green cover after executing your orders. this way youre better protected should he attack with short range weapons.
- if he blobs, form small groups of two rifles and a flamer yourself, for example, focus-firing one squad of course. you DID fine when you did that in the latter half of your game.
- first fight and send him home, then cap.
- use your munitions. mines, strafe if you crave for that win.
- if you are in good cover and theres a major fight ahead, suppression fire is an option.

- from theory to practice:
hmm, not a flawless demonstration, but i hope you can profit from it being midlevel play. some mistakes by us in unit preservation and some by pe in teching, else a good game lvl 13ish: http://www.file-upload.net/download-251222...-22-38.rec.html
and well, sepha being sepha, he had some ridiculously fast wins with us vs pe in his replay pack here: http://www.gamereplays.org/community/index...howtopic=527227 (they are 2.600, just convert them using http://www.gamereplays.org/community/index...p;#entry6538994 )

its about small changes, better unit preservation and keeping your cool.
c ya!
This post has been edited by MinSillyWalks: May 13 2010, 23:22 PM
#3Automaatje  May 14 2010, 21:20 PM -
Replays: 8 Game:
I'll put it into practice. Thanks for the advice.

But the assault blob is mostly supported by AC ('s) which do even more damage to infantry, and they are mostly out before my motorpool is up, or at the same time. then i need to set it up, and my at always encounter the galopping blob...

with brits my performance is even worse. no flamers, no nothing...
#4MinSillyWalks  May 15 2010, 11:10 AM -
Replays: 3 Game:
i can understand that. i just think there is a psychological factor (panic wink.gif ) linked to that blob. PE units are strong, but very mp-intensive. so if you withstand the assaults (build a medic tent for more rifles if you want), the attacks come in less frequently. eventually, vet on your rifles gives you the time to stand ground with them and employ the nasty anti-pe tricks: strafing run, grenades, flamer from the second row, sniper in the background.
acs are fragile and need good micro. paks and your m8/t17 are a big threat for them (and dont care about pg with mp44s).
always a nice idea: apply something you dont have a clue how to counter in a ranked game (which functions as an indirect training game for your US section) and see what happens. good thing is its a win-win situation regardless of the match�s outcome!
This post has been edited by MinSillyWalks: May 15 2010, 11:12 AM
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