Rager of the day [grunt]

Match 28745575
Messages
26:03
Grunt:
yeah just a move you fuckin ape
27:49
∞ rad:
yum
29:39
∞ rad:
yum
30:27
∞ rad:
yum
30:35
Grunt:
get fucked you clown
30:37
∞ rad:
yumyy!
30:50
∞ rad:
lol
30:55
∞ rad:
so nice to see u rage
31:21
Grunt:
nice to see you cant stick to one account
31:24
Grunt:
suck a dick

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IIGaryII 4 months ago

Hello guys, and thanks you for this exchange !!! I would like to comment on this game, because it is very interesting to analyze, in many aspects. I go to focus on WM Grunt side. The US player is mocking Grunt, who got lost on Faymonville. Grunt, a player with a bad skill? Of course not. He did not come to this ELO by chance. However, the WM side is a very different army from the allies. I play the WM myself only, and I suffered a lot in watching Grunt struggle with the energy of despair... Now, we talk about what's happen in this game first, and WM strategy in second ... So, looks for tactics. "Rad" begin the game with 4 scoots units (2 Jeeps, US Engineer, and free US Scoot) => No frontline, fast capture, fast deploiments. Immediatly, Grunt fall in the trap and loose the "early game" in chasing ghost US army. Grunt split in trying to give answer everywhere. But, too fast, it is impossible to reach the ghost target and Grunt finish the "early game" with damage and poor resources. So, "middle game" come soon, and Grunt go to make his first critical tactical mistake : the T2 choice... Why ? it is subtil ! With the T2 choice, your counter measure of heavy vehicule/light tank is the Jager PzSchreck, and the Marder. But, without enough resources and a fast "early game", it is not possible to build quiclky a good combined army to face many Greyhound, and Tank after... The result is clear: 12min, US Player has 2 Greyhound. Grunt has 1 Jager PzSchreck and just built 1 Marder. To trap and break the work of 2 Greyhound, it would have been necessary to double for Grunt... impossible if the "early game" is so fast and with so few secure resources => The middle game is logically lost by Grunt. Worse, he continued to chase ghosts, and maintain his army "split". A boon for "Rad" who took pleasure in destroying the isolated units, completely devoid of support AT. The "late game" will start with the arrival of the Sherman "Easy Eight". Grunt has only 3 counter measures, when it would now take 6 and quickly 8 => "Game is over". Grunt fought to the end... a waste of time. ... ... ... Let’s talk strategy now. It’s time to help Grunt and the WMs get lucid, pleasure to play, and a winner way. 5 points are essential. How do I win? What influences the game? How do I manage my army (strengths and weaknesses)? How do I manage the map? How to react to the evolution of the situation during the battle? ... Wins with VP or when the opponent has suffered too much critical damage to give a good opposition. The game is influenced by resources. The fuel influences the "early", "middle", "end game" timings and the strategic options of the opponent, and therefore yours as well.

IIGaryII 4 months ago

In WM, as with all armies, the strategy is influenced by your front line. Here, it is the Grenadier who occupies this function. As for weakness, no need to talk. The Grenadier is atomized by all units (except the US Scout). Without going into details, its hp are too low, and its DPS too. Alone, it cannot defend itself effectively, it cannot move without risking to retreat or destruction, it costs the same manpower, and it does not build faster. On the other hand, he can heal everyone, transfer soldiers and build blankets to reduce damage and increase his DPS (pit). So the WM philosophy is teamwork. Grenadiers need to work together and be supported by support units. In "early game", the MG42 and the Grenadiers protect each other. In excess, the Grenadiers maneuver from cover to cover for fix and flanker. In small numbers, the Grenadiers protect the front and flanks, while the MG42 closes the fight. The Pioneer Flamethrower brings the missing DPS to the Grenadier... Now, the management of the map. 1 Pioneer on each side to capture them. Then for your army. First, your "mainn fuel side" exposed. Secure it immediately and leave a unit to prevent a rabbit from coming to take it easily (Grenadier, or MG42 possibly => house, or pit, or sand bag). You must have time to come back and defend in case of attack. Take your army, aim at the "fuel hand opposite side". Make sure you have 1 MG42, 2 Grenadiers, and 1 Pioneer Flamethrower minimum to have all the options sufficient to dislodge a defense. In the meantime, occupy your army on the way (point, VP). If it smells bad, preserve your units, and keep your half of the land, with 1 VP minimum... But normally, if you are good at it, you will get the the opponent fuel side, for few minutes. Don’t forget to take T1 vet 1 as soon as possible. Your army will be more robust, more efficient, and able to heal itself on the ground. Increase the number of Grenadiers to 4 (3 frontline, 1 back up on your fuel). Now, it’s the end of the "early game" and time to analyze and decide. First, every 2 mins where the fuel of the opponent has remained neutral, or in your possession, you are allowed to add a support unit T1 (mortar, sniper). If not, you will do these units later. It’s time to choose T2 or T3, to counter the strategies of allied vehicles (respectively Jager PzSchreck, and PaK40). 2 units AT <=> 1 allied vehicle. The objective is not to scare, but to destroy the target in 2 salves, when the opponent wants to use them. The opponent must not eat freely your army. It is possible to upgrade your Grenadiers in Jager or PzGrenadier. Beware, these units do not heal and have no PanzerFaust to manage assaults in your lines. From 3 AT, you can destroy in a single salvo. Increase the number to 3 if a vehicle appears but has not been destroyed (and +1 for each addition). And pay the veteran. Mortar/sniper missing. Each provides a support option that allows for positioning. The mortar puts pressure, smoke, and gives sight. The sniper annihilates the Manpower income while he fights, and quickly treats the MG. Keep on staying together. WM’s strength is its combined army protecting each other. There are 4 Dangers. Misposition units, forget units when moving the army, misposition units during movement, and mismanage flanks. For T2, the 221 with radio is needed to determine enemy positions and create traps with camouflaged Jagers. A frontal assault will be a failure. For T3, it is the KettenKrad that will have to call (TO), or a Halftrack to reinforce the losses caused by blind attacks. The "late game" comes then. If your army and your qualities were not enough, you can enrich the army with one or two Tank (Marder, StuG, Panzer IV, Brummbar, extra gold, like Panther, Tiger) ... ... ... Trapped by "Rad" style, Grunt have missed all these things. Ungrouped immediatly, unsafed fuel point side, no match fuel opponent side on early game. So "early game" was very fast, and Grunt have'nt no time to build a good combined army and continue to play ungrouped. Without enough ammos income, Grunt fall down quickly and begin to loose its units. So Grunt, good skills => Yes, of course. But he missed "basics" and lose itself... the reasons of his defeat and frustrations.

∞ rad [U] 4 months ago

Your chat rage is getting better over time, unlike your game skills.