The Jager Effect part 3 (Nerf WM Unit stays the key, Can you believe that?)

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IIGaryII [U] 5 months ago

Hello Guys. And thanks you Ponto for this game. Well i was a little bit surpise by the rank of Ponto at the end of the game. Pretty sure is not the best player of CoH3 with Brit, I saw it. But he stayed coherent and concentrate during 17 min in this game. Enough good opponent, maybe a little too worried about a potential Wirbelwind or Stummel, to see, finally, The Jager Effect, for 1v1 WM strategy. Look for tactics and Strategy. Well, just look the replay, and extrapolate the potential issue during the game. So I write shortly this time. Semois for the field ... Just a horrible map for WM. UKF Infantry is just better to begin, and US MG Paradroop close your game. Moreover, really really hard to connect some ammunitions for WM Side on this map. So, i begin this game with a handicap, on the Bad Side of Semois ... !! Standards BO on both Side, Ponto pays Boys and that makes my work easier. And I prefer stop here immediatly some comments : A Jager Spam ... No, no, no, it is more subtil !! In fact, the Jager is the better choice by default. Specially here !! Boys on the field, Indian Troops + Humber to compensate, and Guards. Of course, the high cost Wirbelwind is not invited to the party. In reality, Wirbelwind need too much time to come, and Wirbelwind does not offer more than Jager, and that need risky moves ... And Marder ... just a "fun" unit, too high cost, can come too late, strategy failure on a large 1v1 front, too easy to turn around, too difficult to protect him against mobile canon Tank. Well, no T2 upgrade plan. Jager to occupy the large frontline and prepare late game issues (Allied Tank actions), Flak30 to reverse MG style or compensate -20% DPS action of Jager PzSreck on high allied life of elite unit, and 221 for mobile actions and provoke bad allied choice in response. So, i continue to build Jager, on this game, during long time, because it is the best strategic choice, immediatly and for incoming late game. Poor ammunition repulse a health bunker choice. Grenadier Vet 1 compensate a little and finally I pay, later, the mainbase Heatlhcare. Because of my good managment of fight, my commander point take time ... I begin to build T4 for that ... But I don't want to pay that !! Nothing really good inside. Stobtruppen, nude against late game allied Tank (victims) ... Panzer IV always disappears on the field before impact, like snow under the sun, for 660 Manpower and 220 Fuel ... And Brummbar, I don't feel good that against a couple, or Triple Crusader, versus a Brit player who have fuel during the game (too easely flanked, and here, not enough ammos for a total PzSchreck quickly on Jager) !! Well, battle comes back, with commander point, I stop useless T4. Tiger is perfect to finish a game and creates, definitively, strategic impasse for 1v1 allied game. Here 17 Pounder cannot work (Houses, River, Lake, large map ... impossible work for ATGun end game style). Versatile options, good abilities on a large front, large 1v1 map, Efficient. Maybe i am more confortable on infantry style (experiences of WM CoH2). But, honestly, even with my all mistakes on this game, and a smart guy, who does not follow nude back up unit, we must be honest. This strategy, The Jager Effect, offers a really good chance to manage the final WM victory on a game ! This game concludes my analysis on the options of the WM in 1v1. See you later, everybody, and Good Luck & Have Fun, on CoH3 !!