On April 27 2016 03:44 Jer99 wrote: If you guys want to play some games as allies add me, Jerdong
I'm pretty good at staying proactive about moving my troops around and not staying static, I never make conscripts though so that's something I'll need to work on if I ever get into 1v1s
On April 27 2016 03:44 Jer99 wrote: If you guys want to play some games as allies add me, Jerdong
I'm pretty good at staying proactive about moving my troops around and not staying static, I never make conscripts though so that's something I'll need to work on if I ever get into 1v1s
Until recently I think Maxims were considered better to start with in 1v1s than Conscripts, but more challenging to execute properly. At least on some maps. I think. Though they just got nerfed a little so that may change things up a bit.
went 3-0 in some 2v2s with my buddy, the games weren't even remotely close either lol
did most of the same thing, this time i went 4-5 maxims and skip the early zis completely, get 2x shock troops then a zis if they have armor on the way
alright i just did the faceoff at rostov coop scenario, and holy shit it's insane. After getting repeatedly destroyed trying to play normally, I looked up how to do it and people recommended to just rush their base and destroy the buildings. So we did that and also capped the VPs in the end and jesus FUCK the amount of units that they produce is just ridiculous. In about 60 seconds, the enemy AI must have made around 30 squads of engineers. I really don't see how this is possible if you play legitimately, their supply cap goes way above 200 while you can't really make anything based on income alone.
On June 19 2016 01:37 Jer99 wrote: alright i just did the faceoff at rostov coop scenario, and holy shit it's insane. After getting repeatedly destroyed trying to play normally, I looked up how to do it and people recommended to just rush their base and destroy the buildings. So we did that and also capped the VPs in the end and jesus FUCK the amount of units that they produce is just ridiculous. In about 60 seconds, the enemy AI must have made around 30 squads of engineers. I really don't see how this is possible if you play legitimately, their supply cap goes way above 200 while you can't really make anything based on income alone.
I did it without rushing their base but I don't quite remember how... I'll take a look and see if I can remember.
I definitely used the non-default commanders and had intel bulletins.
On June 19 2016 01:37 Jer99 wrote: alright i just did the faceoff at rostov coop scenario, and holy shit it's insane. After getting repeatedly destroyed trying to play normally, I looked up how to do it and people recommended to just rush their base and destroy the buildings. So we did that and also capped the VPs in the end and jesus FUCK the amount of units that they produce is just ridiculous. In about 60 seconds, the enemy AI must have made around 30 squads of engineers. I really don't see how this is possible if you play legitimately, their supply cap goes way above 200 while you can't really make anything based on income alone.
I did it without rushing their base but I don't quite remember how... I'll take a look and see if I can remember.
I definitely used the non-default commanders and had intel bulletins.
Well, I couldn't quite remember how I did it before, but I did manage to beat Faceoff at Rostov again with an AI ally using Mobile Defense. Took 55 minutes, whereas before it took 38.
Unfortunately I don't think it actually saved the replay and I'm having a little trouble remembering how I opened the game... but the basic idea was, abuse the fact that the Soviets will only use their mega reinforcements to push up to the VPs (i.e. they'll just stop and sit on a VP after it's taken; they'll still cross to your side of the river with normal units and KV-1s, but that swarm of engis/penals/shocks/guards won't). I did this by building a medic bunker just north of the central VP, and using my halftrack to reinforce without retreating, which meant I had control of the bridge and crossroads pretty much all game. That in turn meant I had plenty of security for my mortar to whittle down the infantry swarms in both the middle and right VPs while my pumas could readjust really quickly to deal with armor.
The basic army I tried to maintain was:
2 Grens w/LMG and stolen flamethrowers 1 mortar 2-3 HMGs 2-3 pumas 1 AT gun, plus whatever I could steal 1 halftrack 1 P4 command tank 2 pioneers
I did get a bit lucky in that I rarely got the vet 3 T-34 swarm, which I think may be because I built so much AT. Also the first T-34 swarm went for the island, which was great. I just let them camp there until my AI opponent managed to kill them all. Had they gone for the right VP, I might have had a problem.
The right VP changed hands a few times, but I held it for most of the game thanks to the fact that you can cover the main approach with one MG42 (it helped that the Soviets don't really go for it that frequently). I put it in the house to the southwest first, then when that collapsed I put another one in the trench around the VP. That one actually held off an entire swarm of guards and flamer engis by itself until another wave of reinforcements showed up. The big square warehouse building northwest of the point is also a great MG42 spot since the MG will cover your mortar will it bombards the VP.
The middle VP was easier to hold when I decided I would just not actually try to keep them from capping it. I had an MG42 in the house at the corner which helped stall infantry pushes up the hill to my bunker and AT guns. If I'd had the presence of mind, I would probably have mined the approaches to both VPs a lot more (I was floating 900 munitions by the end). I did plant some AP mines in front of the right base and obliterated like half a swarm of guards with them.
The other big thing was abusing the halftrack to quickly recrew and fully reinforce weapons without retreating anything.
Didn't build the T3 building since Stug Es are useless and the P4 command tank from Mobile Defense is a cheaper way to slay infantry than the regular P4. The starting Stug E did hit vet 3 and was very helpful in drawing fire away from my more fragile pumas. Finished with maybe 120 points remaining. Lost like 7 gren squads, 1 P4 command tank, a few pumas, 3 pioneers, 1 halftrack, the Stug E, and at one point I had to rebuild the medic bunker (but I also had a halftrack to reinforce during that time). Anyway, real difficult for sure.