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Company of Heroes

So hard 3 pe on hedgerow even vs mid players

#1Kaput12  Jan 20 2022, 19:39 PM -
Replays: 27
I still see no way to beat up 3 tops pe on this map unless as allied do some teamwork.

You can choose any commander air, inf or tanks all of them are so kind of useless on this map.

I still went tank which is I think is bad option on this game situation cause pe can spam many panthers.

I spammed mines for security.

Maybe inf on sides and tanks on center may be the better combination like it was this game.
#2Volkl  Jan 22 2022, 03:08 AM -
Replays: 0 Game:

More effort should have gone into securing the two fuels at mid-field. Triple PE is going to be very hard pressed to do much with just two +5 fuels. This hedge-infested map amplifies the usefulness of MGs and mortars. While the PE mortar half-track is a threat to US MGs and mortars, they are costly at 40 fuel. Only one PE player made one and it appears almost at the 6 minute mark (sooner had he skipped Logistics). Surprisingly, not a single allied sniper versus all PE with no worries of being counter-sniped (AT-HT excluded). Crucial went right-hand side of Infantry doctrine but neglected to build any tank traps with his rifles or engineers. This would have helped tremendously against scout cars, ACs, HTs, etc. Not just impeding their movement but also providing his troops cover. Maybe he didn't want G43s to benefit from it.

The key battle is on the left with the HQs in spitting distance. I would have dedicated more effort to winning this battle and less on controlling middle. Left axis base was taken down briefly but lack of reinforcement allowed it to be revived.

I would have opted for Infantry on left going with a barracks start, Air in middle going with a WSC start, and Brit on right. Very early, brit moves truck slightly to road within adjacent fuel sector but behind hedges, locking it down. Infantry goes right-hand-side of doctrine tree for arty, spams roadblocks between his HQ and axis and all nearby crossroads. Air sends MGs, mortars, snipers, and paratroopers to help take down left axis HQ. It should not be too difficult to snipe rightmost flakvierling with no threat of counter-snipe, fire up waiting paratroopers and steal. With a takedown on left HQ it becomes a 3v2 and VP becomes almost moot. Effective use of mines, tank traps, and sticky bombs required to keep PE light vehicles out of conflict so MGs and snipers can play.
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