WM luft vs Brit croc (brit so op lol)
Match 51079503
Comments sign in to comment!
Hello Guys !!! Thanks you to desertBeliever for this exchange ... and Adrian Calu for the game. Well, WM Side against Canadian (yes ... it is not Brit Side now, it is Canadian Side) !! We have 2 players, here, and a close ELO. An equal abilities players ??? Clearly not !! Historically, Army's CoH series stays unbalanced ... But, normally, a standard combined army will must be balanced. But Relic Devs works in the bad way since too long time. So, ELO does not mean somethings now !!! Well, quickly, this game reveals desertBeliever have better abilities than Adrian Calu. Angoville ... a really bad choice for the WM Side, actually !! But, anyway, let's go for tactics and strategies !! Okay, i gonna write differently today. Just a quick status on the situation. Canadian Side, splitted, trapped really early ... The Huge Fire Grenade unlock is delaying !!! What some mistakes on Canadian Side !! Adrian Calu allows a game for desertBeliever. He takes quickly an advantage. But desertBeliever is also pretty far of efficiency. FsPioneer comes before Grenadier. Fortunatly for him, Angoville have a far coast to coast !! And WM T3 ... PzGrenadier ... WM T4, StobTruppen, Panzer IV ... Unfortunatly, these options are not good against Canadian Side. Finally, late ON, desertBeliebver is on a wining issue ! But Adrian Calu wakes up with Fire Grenade, and Crocodile !! DesertBeliever gonna learn the huge unbalance he haves created with their strategic choices. Victory comes 20min later, with so many frights :D ! I stop here ... And i gonna write a reply in few minutes for the WM strategics issues in 1v1 !
Okay ... Now, the WM Side status on 1v1 game for CoH3. Well, I am really sorry to say it : There are no good multipurpose methods to respond to allies currently. There are too many tools that do not respond correctly to the issues. And The Canadian Fire Grenades is ... sorry, i don't want to use a crazy word !! Efficiency of UKF Riflemen Weapon Grenades is x2 faster better than US Mortar mid height shells, which have nerfed 1 year ago... 2-3s to kill a completly grouped unit, when the uncrew support unit need 4s to move ... Like me, even Tightrope was surprised this thing has not been nerf !!! And, the different style of Brit grenade unit put a trouble on WM Side ... Sometime you need to stay far (Royal Engineer, Canadian, Guards), sometime you need to come close (UKF Riflemen) ... Really difficulty to understand that for 90% of CoH player ... completly impossible to manage that against a clever Canadian player !! A low level player can win and gain so much ELO against a better player than him ... And, this tricks, in the Top Player hands, makes him easy win and laughs !!! Relic Devs : That is not serious :( and that break your future balance analysis with statistics, again ... !! So ... I go to talk about some good way on WM Side 1v1 game now. We need to be realistic ... It is hard to say that ... But, the only Fallschirm Doc offers, probably, the better versatile issues during all phases of 1v1 game. First, against Brit Side, Grenadier first, and after a FsPioneer, dropped on Grenadier road's assault, allows WM Side with a temporary overpower. Your alone Free Pioneer have a low timing capture. But, Grenadier + FsPioneer (long range abilities) can break a choice line deeper, 30s faster than every army. So Brit Side are immediatly in the trouble : Splitted <=> defeated alone unit ... Double Royal Engineers <=> Defeated ... Grouped with +2 UKF Riflemen first <=> Win, but really low timing fuel capture, So Humber cannot come fast !! Second, against US Side, no choice, +2 Pioneers, +2 Grenadier + FsPioneer : you need more unit to occupy the front (MG, scout style), and to create an extra overpower issue with Pioneer short range (US Riflemen style). Well Fs Doc, better ... nut not only for FsPioneer ! LG40 (~100 Manpower + 75 Ammunitions) option offers more : a versatile army early. You can stay on T1 a long time without worried unbalance allied mid game timing (5min30 Brit, 7min30 US, against 10min WM), and that allows MG42 + Mortar support + Extra Grenadier + T1 Vet + Bunker Heal. This is really important. Because, this combined army is stronger, faster, and that can offer a versatile response against all allied possible style. More PzFaust to trap Vehicule, LG40 surprise lurking on the shadow, more efficient power rifles ... faster, MG42 can stop snowballs style, Mortar deliver sneaky shoot against defensive style, ... and a large frontline unit prevent the underpowered Grenadier when he is alone !! WM Middle game comes later but ... again ... that offers a better efficiency. Of Course, LG40 On, WM T2 is possible. 221 Canon 41 can come in addition, if allied feel an extra middle game light Tanks. FsJager offers, camouflage, extra shoot, short range of PzGrenadier, long rang of Jager, and more PzFaust danger, for a versatile large front. WM late game, now !! Your opponent can be good ... More and More unit !!! So WM T2 upgrade needed. Wirbelwind can solve easy flank problems, or support the frontline (mobility), always behind, because he is fragile. And the secret weapons is ... The Marder (240 Manpower + 45 Fuel). This is the clever strategic choice. Automatic slide, he is better than PaKs. Vet 1 <=> 200 hp first shoot and percing success. Poor cost to build, you can add and hides x2-x3-x4 ... For a low count on limit pop !! So, US medium or Heavy Tanks on very late game, which allows to call that with a poor fuel income before, without T4 cost ... Well you can counter that, with Marders. And You can maintain a winning issue !! Like we can see that on the replay, you can forget T4 WM ... T4 Stobtruppen have a good efficiency if, only, you build x3 compared to the T4 expense (But, that cannot be viable on Vehicules-Tanks timing). No PzFaust, +300 Manpowers for T4, FsJager offers more, because before and without this expensive built ... Panzer IV keeps his efficiency of CoH ... 2 ... So Panzer IV should have stayed in the WM T3. Panzer IV on the WM T4 arrives too late ... to offer a decisive advantage. T4 +135 Fuel <=> - 1 Panzer IV, with a too poor percing abilities, a too poor armor, and too poor DPS against allied medium and heavy tanks. And Brummbar comes when Mobile canon allied Tanks comes, while Jagers PzSchreck have too high cost, nerfed life, nerfed power AT and AI, and stay always visible... Well, you cannot cover your Brummbar... And WM T3 StuG ... feels bad when the field is a labyrinth (Fixed canon) !!!
Well, to resume, the BO is not perfect, but he still stays, often, really the best efficient option on 1v1 : ...First phases, early game, Fallschirm Doc + 2 Pioneers (against US Only) + T1 + Grenadier + FsPioneer + Grenadier + keep ammos. ...Second phase, middle game first half time, T1 Vet + LG40 (paradroop security, take it if necessary) +MG42' + Grenadier' + Mortar' ('Order depending of opponent style, a double mortar can be built, later in addition). ...Third phase, middle game second half time, Bunker Heal (to prevent hard and long battles) + T2 + 221 (optionnal only against several light tanks, Canon 41 on, mobile, flanks cover of LG40 allowed) + FsJager' + T2 Vet' + FsJager' + T2 upgrade' + Marder' ('Depending of game's issues, Marder can search before, first, in replacement of 221 option !!). ...4th phase, late game, Wirbelwind' + Marder' + Marder' ('Order depending of status of your game) + Marder (optionnal) + armored skirts (Optionnal, Wirbelwind can resist against 2 salves ATGun with that) + Fs Plane choice (Frag Bombe against ATGun style, MG gun against Standard or Heavy Tank style). If you have enough good global abilities, this WM Build Order offers the best and versatile efficiency of this side. Not easy to manage, but that's rewards the WM player’s talent !! That is all for today !!! Good luck and Have Fun, everybody, on CoH3 !!