CoH3 | Riflemen positioning is key! | Narrated Gameplay 1v1 US Forces | EP#10

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  • Опубликовано: 13 сен 2024

Комментарии • 8

  • @Wang_dadi
    @Wang_dadi Месяц назад +1

    Wp!
    What I love about your gameplay is that you don't pressure yourself into picking any battlegroup not even at almost minute 10, this is insane.
    Whenever, instead, i'm playing i'm ultra eager to select whatever so I can use the early perks. But watching you destroy everyone without a battlegroup makes me want to learn more about how to play instead.

    • @StephennJF
      @StephennJF  Месяц назад

      When I play a reactionary play style like this I tend to delay the battlegroup selection until a strong opportunity arises (maybe Rangers conversion flank, vet1 m8/chaffee) or a defence requirement is identified (AT gun drop etc). If I go into a game with a specific strategy I'll be picking the battlegroup early.
      Both have the pros and cons :)
      Sometimes I go to far on the not picking option, forgetting to pick, racking up 20cps or losing the game haha :D

  • @hf9356
    @hf9356 Месяц назад

    I am a 4v4 only noob at the moment, but have had a hard time adjusting to 1.7. So many more DAK players spamming light vehicles makes it hard to play against, if I guess and go for early zooks I get ran over by palmgren, coastal, or other infantry spam.
    With that said I have begun building an engineer off the rip, before building up my ~3 rifleman squads, mix in mortar, and start teching ISC as allowed, med tent, bars, skip tier 2 and tier 3 and begin ez8 spam at tier 4 asap. Sometimes I skip med tent or bars or both if team has a big enough lead, to get ez8 out sooner.
    The engineer off the rip has been critical as I try to put down 2-3 HMG nests as resources allow on key points or choke points for my lane. This usually buys enough time and protection from the LV spam or infantry spam, so not as much gambling as starting with WSC. I will build WSC and get zooks prior to tier4 occasionally if I feel they are needed, as well as optionally skip or delay med tent/bars until after ez8s start rolling out if the my team has more momentum or they are spamming less infantry.
    The engineer play has really changed things for me overall, not just the HMG nests, but building up wires/tank traps etc to buy that time for late game. I feel a bit more like I am playing WC3 with some early tower rush. Also using extra resources in the mid game to build resource cache on fuel points seems to help team a lot.
    This seems to be working well for me and requires less micro compared to managing HMG squads and less expensive in the long haul. Since HMG nest is only 100 resource and 60 ammunition compared to upkeep of a HMG squad and replacing models. Other than the nests, I save ammunition for bar upgrades and ez8 upgrades mainly, maybe lay some mines. So usually pretty flush until late game when multiple ez8's are spamming different shell types. Lastly, if game really is coming down to wire, getting the ISC infantry cost/health upgrades.
    Any thoughts? how have your team games been going in 1.7?

    • @StephennJF
      @StephennJF  Месяц назад

      Honestly I've only played a few team games since the 1.7 patch has been released. I find it better to learn a new patch by playing 1v1s as it's easier to reflect and learn. I intend to get back into team games in a couple weeks :)
      To comment on your play style in a general sense, making HMG nests in the early game always runs the risk that your opponent will have numerical superiority somewhere else on the map. Like you say, it's best to do it on tight lanes hence it's map and spawn dependant. I like to take the option of more mobile units in the early/mid game, whilst getting HMG nests to lock down late game.
      Engineer early is definitely viable! I find it has it's best synergy with an early game vehicle, like a jeep or weasel so you can sustain on field with repairs quickly and sandbag/mine up when it's no repairing.
      Hope that helps! :)

  • @marketingconsultant
    @marketingconsultant Месяц назад +1

    awesome play. Do you always start with 3 mainline? I've seen you do it with wermacht as well. Is that so you can establish like 3 "fronts" north, south and centre?

    • @StephennJF
      @StephennJF  Месяц назад +5

      Good pattern pick up between my videos! Generally yes, I aim to get 3 or 4 mainline as that gives a nice base line for combined arms play.
      Anything less than 3 makes it awkward to justify infantry upgrades and anything greater than 4 requires a good read of your opponents army composition, because a well timed anti-infantry light vehicle can hurt (8rads/flaks). I'm happy to mix in a 5th squad mid/late game if I feel it's safe to do so and I don't need any other support weapons or vehicles.
      I think it's good way to learn to establish front like you say north, centre or south, but I'm always looking for positions where I can numerically overwhelm my opponent like I say at 2:50, I'm not sending that Rifle any further south because I want to maintain numerical superiority in the centre. Typically this occurs by sending squads from the north or south to flank the centre.
      It's kind of like chess, control the centre and you control the board. In CoH if you control the centre, you can control the cut offs :)

  • @Britalex
    @Britalex Месяц назад

    Hi Stephen, what version of the game is this? 1.7.x?

    • @StephennJF
      @StephennJF  Месяц назад

      Hey Britalex! This was 1.7.0. I've also started adding in the patch into all my new video descriptors so we can document the evolution of CoH3 in future years to come :)